31 player.IncreaseDiseaseCount();
32 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
37 player.DecreaseDiseaseCount();
47 if(
GetAttachedTime() > 4 && (!player.GetSymptomManager().GetCurrentPrimaryActiveSymptom() || (player.GetSymptomManager().GetCurrentPrimaryActiveSymptom() && player.GetSymptomManager().GetCurrentPrimaryActiveSymptom().GetType() != SymptomIDs.SYMPTOM_VOMIT)) )
49 player.AddHealth(
"",
"Shock", -100);
52 if (player.IsUnconscious())
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
eModifierSyncIDs m_SyncID
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE_SHORT
void OnActivate(PlayerBase player)
static const int AGENT_THRESHOLD_ACTIVATE
bool ActivateCondition(PlayerBase player)
void OnDeactivate(PlayerBase player)
static const float DAMAGE_PER_SEC
static const int AGENT_THRESHOLD_DEACTIVATE
override string GetDebugText()
void OnTick(PlayerBase player, float deltaT)
static const int AGENT_THRESHOLD_FEVER
bool DeactivateCondition(PlayerBase player)