Dayz 1.25
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Класс HungerMdfr
+ Граф наследования:HungerMdfr:

Защищенные члены

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnReconnect (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 

Защищенные данные

float m_EnergyDelta
 
float m_LastEnergyLevel
 
ref HumanMovementState m_MovementState = new HumanMovementState()
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprotected
17 {
18 return true;
19 }

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprotected
22 {
23 return false;
24 }

◆ Init()

override void Init ( )
inlineprotected
8 {
10 m_ID = eModifiers.MDF_HUNGER;
14 }
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
void DisableDeactivateCheck()
Definition ModifierBase.c:83
float m_TickIntervalActive
Definition ModifierBase.c:19
float m_TickIntervalInactive
Definition ModifierBase.c:18
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:33
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки DEFAULT_TICK_TIME_INACTIVE, DisableDeactivateCheck(), m_ID, m_TickIntervalActive, m_TickIntervalInactive и m_TrackActivatedTime.

◆ OnReconnect()

override void OnReconnect ( PlayerBase player)
inlineprotected
27 {
28
29 }

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprotected
32 {
33 player.GetMovementState(m_MovementState);
34 float energy = player.GetStatEnergy().Get();
35 float metabolic_speed = MiscGameplayFunctions.GetEnergyMetabolicSpeed(m_MovementState.m_iMovement);
36
38 metabolic_speed *= modifier; //non linear shaping for consumption curve (comment out to have it linear)
39
40 player.GetStatEnergy().Add( -metabolic_speed * deltaT );
42 {
43 player.SetMixedSoundState( eMixedSoundStates.HUNGRY );
44 if ((player.GetStomach().GetDigestingType() & PlayerStomach.DIGESTING_ENERGY) == 0)
45 player.AddHealth("GlobalHealth", "Health", -PlayerConstants.LOW_ENERGY_DAMAGE_PER_SEC * deltaT );
46 }
47 else
48 {
49 player.UnsetMixedSoundState( eMixedSoundStates.HUNGRY );
50 }
51 }
eMixedSoundStates
bits
Definition EMixedSoundStates.c:3
void PlayerStomach(PlayerBase player)
Definition PlayerStomach.c:127
ref HumanMovementState m_MovementState
Definition Hunger.c:5
Definition EntityAI.c:95
Definition PlayerConstants.c:2
static const float LOW_ENERGY_THRESHOLD
Definition PlayerConstants.c:64
static const float SL_ENERGY_MAX
Definition PlayerConstants.c:39
static const float LOW_ENERGY_DAMAGE_PER_SEC
Definition PlayerConstants.c:132
static const float CONSUMPTION_MULTIPLIER_BASE
Definition PlayerConstants.c:57

Перекрестные ссылки PlayerConstants::CONSUMPTION_MULTIPLIER_BASE, PlayerConstants::LOW_ENERGY_DAMAGE_PER_SEC, PlayerConstants::LOW_ENERGY_THRESHOLD, m_MovementState, PlayerStomach() и PlayerConstants::SL_ENERGY_MAX.

Поля

◆ m_EnergyDelta

float m_EnergyDelta
protected

◆ m_LastEnergyLevel

float m_LastEnergyLevel
protected

◆ m_MovementState

ref HumanMovementState m_MovementState = new HumanMovementState()
protected

Используется в OnTick().


Объявления и описания членов класса находятся в файле: