◆ DeactivateCondition()
51 {
53 {
54
55 return true;
56 }
57 else
58 {
59 return false;
60 }
61 }
const float HEALTHY_LEG
Definition BrokenLegs.c:3
Перекрестные ссылки HEALTHY_LEG.
◆ Init()
13 {
21 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
overall time this modifier was active
Definition ModifierBase.c:14
bool m_AnalyticsStatsEnabled
Definition ModifierBase.c:31
float m_TickIntervalActive
Definition ModifierBase.c:18
float m_TickIntervalInactive
Definition ModifierBase.c:17
EActivationType m_ActivationType
Definition ModifierBase.c:27
bool m_IsPersistent
should this modifier track overall time it was active ?
Definition ModifierBase.c:15
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:29
eModifiers
Definition eModifiers.c:2
Перекрестные ссылки DEFAULT_TICK_TIME_INACTIVE, m_ActivationType, m_AnalyticsStatsEnabled, m_ID, m_IsPersistent, m_TickIntervalActive, m_TickIntervalInactive и m_TrackActivatedTime.
◆ OnActivate()
24 {
25
28 }
eBrokenLegs
Definition EBrokenLegs.c:2
eNotifiers
Definition NotifiersManager.c:2
◆ OnDeactivate()
39 {
41 if (
player.IsWearingSplint() )
42 {
44 }
45
48 }
◆ OnReconnect()
◆ OnTick()
64 {
65 player.UpdateBrokenLegs(0);
66 }
◆ currentState
◆ elapsedTime
◆ HEALTHY_LEG
◆ TIME_TO_UPDATE
Объявления и описания членов класса находятся в файле:
- D:/Ishodniki/scripts/4_World/Classes/PlayerModifiers/Modifiers/conditions/BrokenLegs.c