8 m_ID = SymptomIDs.SYMPTOM_SQUINT;
22 if (player.IsUnconscious())
30 float protectionLevel = 0.0;
32 array<Entity> coverItems = player.GetCachedEquipment().GetEntitiesByCategory(query);
33 int coverItemsCount = coverItems.Count();
34 for (
int i = 0; i < coverItemsCount; ++i)
36 coverItem =
ItemBase.Cast(coverItems[i]);
38 if (protectionLevel > 0.0)
42 float sandstormIntensity;
47 float squintIntensity =
Math.
Clamp(sandstormIntensity - protectionLevel, 0.0, 1.0);
49 Param1<float> params =
new Param1<float>(squintIntensity);
50 g_Game.GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.SQUINTING, deltatime, params, EffectWidgetHandles.SQUINTING);
65 g_Game.GetMission().GetEffectWidgets().AddActiveEffects({EffectWidgetsTypes.SQUINTING});
80 g_Game.GetMission().GetEffectWidgets().RemoveActiveEffects({EffectWidgetsTypes.SQUINTING});
ECachedEquipmentItemCategory
ECachedEquipmentPlacement
ECachedEquipmentItemCategory m_Category
ECachedEquipmentPlacement m_Placement
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static bool IsSymptomLogEnable()
override float GetIntensityForPlayer(Man player)
override void OnGetDeactivatedServer(PlayerBase player)
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
override void OnUpdateClient(PlayerBase player, float deltatime)
override bool AllowInUnconscious()
override void OnGetActivatedClient(PlayerBase player)
float m_ServerUpdateInterval
bool m_DestroyOnAnimFinish
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
const int DEF_DUST_PARTICLE_EYES
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.