159 {
161 DbgUI.BeginCleanupScope();
162 DbgUI.Begin("Bleeding Sources", 50, 50);
163
164 int pow = 0;
165 bool anyBleedingSourceActive = false;
166
168 {
169 int bit = Math.Pow(2, pow);
170 pow++;
172 {
175 string slot_name = InventorySlots.GetSlotName(bsz.
GetInvLocation());
176 float timeRemaining = -1;
177
178 #ifdef DIAG_DEVELOPER
181 timeRemaining = Math.Round(timeRemaining);
182 #endif
183
184 DbgUI.Text(
string.Format(
"zone: %1 | closest inv. slot: %2 | time remaining: %3",
name, slot_name, timeRemaining.
ToString()));
185 anyBleedingSourceActive = true;
186 }
187 }
188
189 if (!anyBleedingSourceActive)
190 {
191 DbgUI.Text("No bleeding sources are active.");
192 }
193 else
194 {
195 DbgUI.Text("");
196 DbgUI.Text("Note: BleedingSourcesManagerServer only updates active sources every 3s, displayed times are client estimates.");
197 }
198
199 DbgUI.End();
200 DbgUI.EndCleanupScope();
201 }
void BleedingSource(PlayerBase player, int bit, string bone, vector orientation, vector offset, int max_time, float flow_modifier, string particle_name)
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
BleedingSourceZone GetBleedingSourceMeta(int bit)
string GetSelectionNameFromBit(int bit)
ref map< int, ref BleedingSource > m_BleedingSources
proto native float GetTickTime()
Returns current time from start of the game.
proto string ToString(bool simple=true)
proto native CGame GetGame()