Dayz 1.25
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Класс BloodRegenMdfr
+ Граф наследования:BloodRegenMdfr:

Закрытые члены

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override void OnActivate (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 
float GetRegenModifierWater (float water)
 
float GetRegenModifierEnergy (float energy)
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprivate
12 {
13 float m_MaxBlood = player.GetMaxHealth("GlobalHealth", "Blood");
14 if ( player.GetHealth("GlobalHealth", "Blood") <= m_MaxBlood )
15 {
16 return true;
17 }
18 else
19 {
20 return false;
21 }
22 }
Definition EntityAI.c:95

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprivate
30 {
31 float m_MaxBlood = player.GetMaxHealth("GlobalHealth", "Blood");
32 if ( player.GetHealth("GlobalHealth", "Blood") >= m_MaxBlood )
33 {
34 return true;
35 }
36 else
37 {
38 return false;
39 }
40 }

◆ GetRegenModifierEnergy()

float GetRegenModifierEnergy ( float energy)
inlineprivate
72 {
74 int energy_level = m_Player.GetStatLevelEnergy();
75
76 //if( energy < PlayerConstants.BLOOD_REGEN_THRESHOLD_ENERGY_MID ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_MID}
77 //if( energy < PlayerConstants.BLOOD_REGEN_THRESHOLD_ENERGY_LOW ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_ENERGY_LOW}
78
81
82 return modifier;
83 }
EStatLevels
Definition EStatLevels.c:2
DayZPlayer m_Player
Definition Hand_Events.c:42
Definition PlayerConstants.c:2
static const float BLOOD_REGEN_MODIFIER_ENERGY_HIGH
Definition PlayerConstants.c:96
static const float BLOOD_REGEN_MODIFIER_ENERGY_MID
Definition PlayerConstants.c:95
static const float BLOOD_REGEN_MODIFIER_ENERGY_LOW
Definition PlayerConstants.c:94

Перекрестные ссылки PlayerConstants::BLOOD_REGEN_MODIFIER_ENERGY_HIGH, PlayerConstants::BLOOD_REGEN_MODIFIER_ENERGY_LOW, PlayerConstants::BLOOD_REGEN_MODIFIER_ENERGY_MID и m_Player.

Используется в OnTick().

◆ GetRegenModifierWater()

float GetRegenModifierWater ( float water)
inlineprivate
56 {
58 int water_level = m_Player.GetStatLevelWater();
59
60 /*
61 if( water < PlayerConstants.BLOOD_REGEN_THRESHOLD_WATER_MID ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_MID}
62 if( water < PlayerConstants.BLOOD_REGEN_THRESHOLD_WATER_LOW ) {modifier = PlayerConstants.BLOOD_REGEN_MODIFIER_WATER_LOW}
63 */
64
67
68 return modifier;
69 }
static const float BLOOD_REGEN_MODIFIER_WATER_MID
Definition PlayerConstants.c:99
static const float BLOOD_REGEN_MODIFIER_WATER_LOW
Definition PlayerConstants.c:98
static const float BLOOD_REGEN_MODIFIER_WATER_HIGH
Definition PlayerConstants.c:100

Перекрестные ссылки PlayerConstants::BLOOD_REGEN_MODIFIER_WATER_HIGH, PlayerConstants::BLOOD_REGEN_MODIFIER_WATER_LOW, PlayerConstants::BLOOD_REGEN_MODIFIER_WATER_MID и m_Player.

Используется в OnTick().

◆ Init()

override void Init ( )
inlineprivate
4 {
6 m_ID = eModifiers.MDF_BLOOD_REGEN;
9 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
Definition ModifierBase.c:15
float m_TickIntervalActive
Definition ModifierBase.c:19
float m_TickIntervalInactive
Definition ModifierBase.c:18
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:33
const int DEFAULT_TICK_TIME_ACTIVE
Definition ModifiersManager.c:31
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки DEFAULT_TICK_TIME_ACTIVE, DEFAULT_TICK_TIME_INACTIVE, m_ID, m_TickIntervalActive, m_TickIntervalInactive и m_TrackActivatedTime.

◆ OnActivate()

override void OnActivate ( PlayerBase player)
inlineprivate
25 {
26 }

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprivate
43 {
44 float regen_modifier_water = GetRegenModifierWater( player.GetStatWater().Get() );
45 float regen_modifier_energy = GetRegenModifierEnergy( player.GetStatEnergy().Get() );
47 /*
48 PrintString("regen_modifier_water" + regen_modifier_water);
49 PrintString("regen_modifier_energy" + regen_modifier_energy);
50 PrintString("blood_regen_speed" + blood_regen_speed);
51 */
52 player.AddHealth("","Blood", blood_regen_speed * deltaT );
53 }
float GetRegenModifierEnergy(float energy)
Definition BloodRegen.c:71
float GetRegenModifierWater(float water)
Definition BloodRegen.c:55
static const float BLOOD_REGEN_RATE_PER_SEC
Definition PlayerConstants.c:91

Перекрестные ссылки PlayerConstants::BLOOD_REGEN_RATE_PER_SEC, GetRegenModifierEnergy() и GetRegenModifierWater().


Объявления и описания членов класса находятся в файле: