DayZ 1.30
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◆ OnActivate()

void HeatStrokePhase4Mdfr::OnActivate ( PlayerBase player)
inlineprotected

См. определение в файле HeatStroke.c строка 265

266 {
268
269 m_FaintEffectTime = 0.0;
272
274
275 m_FaintSymptom = player.GetSymptomManager().QueueUpSecondarySymptomEx(SymptomIDs.SYMPTOM_FAINT);
276 if (m_FaintSymptom)
277 {
278 Param2<int, ref SymptomSyncData> params = new Param2<int, ref SymptomSyncData>(0, null);
279
280 SymptomSyncData faintData = new SymptomSyncData();
281 params.param1 = SymptomIDs.SYMPTOM_FAINT;
282 faintData.m_FloatArray.Insert(0.0);
283 faintData.m_FloatArray.Insert(0.0);
284 faintData.m_FloatArray.Insert(0.0);
285 faintData.m_IntArray.Insert(1);
286 params.param2 = faintData;
287
288 m_FaintSymptom.SetParam(params);
289 }
290 }
static const float UNCONSCIOUSNESS_EVENT_INTERVAL_MIN
Определения HeatStroke.c:21
static const float UNCONSCIOUSNESS_EVENT_INTERVAL_MAX
Определения HeatStroke.c:22
float m_FaintEffectTime
Определения HeatStroke.c:238
float m_UnconciousnessActiveTimer
Определения HeatStroke.c:238
ref SymptomBase m_FaintSymptom
Определения HeatStroke.c:241
float m_NextUnconsciousnessEvent
Определения HeatStroke.c:239
bool m_CanFaintEffectFadeIn
Определения HeatStroke.c:237
float m_UnconciousnessInactiveTimer
Определения HeatStroke.c:238
ref TFloatArray m_FloatArray
Определения StateManager.c:53
ref TIntArray m_IntArray
Определения StateManager.c:52

Перекрестные ссылки m_CanFaintEffectFadeIn, m_FaintEffectTime, m_FaintSymptom, SymptomSyncData::m_FloatArray, SymptomSyncData::m_IntArray, m_NextUnconsciousnessEvent, m_UnconciousnessActiveTimer, m_UnconciousnessInactiveTimer, Math::RandomFloatInclusive(), HeatStrokeMdfr::UNCONSCIOUSNESS_EVENT_INTERVAL_MAX и HeatStrokeMdfr::UNCONSCIOUSNESS_EVENT_INTERVAL_MIN.