41 player.IncreaseHealingsCount();
50 player.DecreaseHealingsCount();
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()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
static const float SALINE_BLOOD_REGEN_PER_SEC
static const float SALINE_WATER_REGEN_PER_SEC
static const float SALINE_LIQUID_AMOUNT
override bool ActivateCondition(PlayerBase player)
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
float CalculateRegenTime()
override void OnActivate(PlayerBase player)