9 ref
static Timer timer;
27 player.GetNotifiersManager().ActivateByType(
eNotifiers.NTF_FRACTURE);
33 player.SetBrokenLegs(player.GetBrokenLegs());
34 player.GetNotifiersManager().ActivateByType(
eNotifiers.NTF_FRACTURE);
40 player.UpdateBrokenLegs(
eBrokenLegs.NO_BROKEN_LEGS);
41 if ( player.IsWearingSplint() )
43 MiscGameplayFunctions.RemoveSplint(player);
47 player.GetNotifiersManager().DeactivateByType(
eNotifiers.NTF_FRACTURE);
52 if ( player.GetHealth(
"RightLeg",
"Health") >=
HEALTHY_LEG && player.GetHealth(
"LeftLeg",
"Health") >=
HEALTHY_LEG )
65 player.UpdateBrokenLegs(0);
70 static void DelayedRequest(
PlayerBase player,
bool state)
74 timer.Run( 10 , player.GetModifiersManager().GetModifier(
eModifiers.MDF_BROKEN_LEGS),
"Delayed",
new Param1<bool>(state));
79 void Delayed(
bool state)
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
overall time this modifier was active
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
EActivationType m_ActivationType
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
override void OnTick(PlayerBase player, float deltaT)
override void OnActivate(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
const float TIME_TO_UPDATE
override void OnReconnect(PlayerBase player)