13 float m_MaxBlood = player.GetMaxHealth(
"GlobalHealth",
"Blood");
14 if ( player.GetHealth(
"GlobalHealth",
"Blood") <= m_MaxBlood )
31 float m_MaxBlood = player.GetMaxHealth(
"GlobalHealth",
"Blood");
32 if ( player.GetHealth(
"GlobalHealth",
"Blood") >= m_MaxBlood )
58 player.AddHealth(
"",
"Blood", blood_regen_speed * deltaT );
64 int water_level =
m_Player.GetStatLevelWater();
80 int energy_level =
m_Player.GetStatLevelEnergy();
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
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
float GetRegenModifierEnergy(float energy)
override bool DeactivateCondition(PlayerBase player)
override void OnActivate(PlayerBase player)
float GetRegenModifierWater(float water)
static const float BLOOD_REGEN_MODIFIER_WATER_MID
static const float SL_BLOOD_CRITICAL
static const float BLOOD_REGEN_MODIFIER_WATER_LOW
static const float BLOOD_REGEN_MODIFIER_ENERGY_HIGH
static const float BLOOD_REGEN_MODIFIER_WATER_HIGH
static const float BLOOD_REGEN_MODIFIER_ENERGY_LOW
static const float UNCONSCIOUS_BLOOD_REGEN_MLTP
static const float BLOOD_REGEN_MODIFIER_ENERGY_MID
static const float BLOOD_REGEN_RATE_PER_SEC