34 if (player.GetBrokenLegs() !=
eBrokenLegs.NO_BROKEN_LEGS)
35 player.m_ShockHandler.SetMultiplier(0.1);
37 player.IncreaseHealingsCount();
38 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.MORPHINE;
44 if (player.GetBrokenLegs() !=
eBrokenLegs.NO_BROKEN_LEGS)
45 player.m_ShockHandler.SetMultiplier(1);
47 player.DecreaseHealingsCount();
48 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.MORPHINE;
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
void DisableActivateCheck()
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
override bool DeactivateCondition(PlayerBase player)
override bool ActivateCondition(PlayerBase player)
override string GetDebugText()
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnDeactivate(PlayerBase player)
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.