DayZ 1.26
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Файл WoundInfection.c

См. исходные тексты.

Структуры данных

class  WoundInfectionMdfr
 

Функции

override void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
 
override string GetDebugText ()
 
bool ActivateCondition (PlayerBase player)
 
void OnActivate (PlayerBase player)
 is called when an inactive modifier gets activated during gameplay, is NOT called on activation upon player server connection(see OnReconnect)
 
void OnDeactivate (PlayerBase player)
 
bool DeactivateCondition (PlayerBase player)
 
void OnTick (PlayerBase player, float deltaT)
 

Переменные

WoundInfectionMdfr AGENT_THRESHOLD_ACTIVATE = 1
 
static const int AGENT_THRESHOLD_DEACTIVATE = 250
 
static const int AGENT_THRESHOLD_FEVER = 250
 
static const int PAIN_EVENT_INTERVAL_MIN = 18
 
static const int PAIN_EVENT_INTERVAL_MAX = 26
 
float m_NextEvent
 
float m_Time
 

Функции

◆ ActivateCondition()

bool ActivateCondition ( PlayerBase player)
protected
40 {
41 return (player.GetSingleAgentCount(eAgents.WOUND_AGENT) >= AGENT_THRESHOLD_ACTIVATE && !player.GetModifiersManager().IsModifierActive(eModifiers.MDF_WOUND_INFECTION2));
42 }
eAgents
Definition EAgents.c:3
WoundInfectionMdfr AGENT_THRESHOLD_ACTIVATE
Definition EntityAI.c:95
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки AGENT_THRESHOLD_ACTIVATE.

◆ DeactivateCondition()

bool DeactivateCondition ( PlayerBase player)
protected
58 {
60 }
bool ActivateCondition(PlayerBase player)
Definition WoundInfection.c:39

Перекрестные ссылки ActivateCondition().

◆ GetDebugText()

override string GetDebugText ( )
protected
35 {
36 return ("Activate threshold: "+AGENT_THRESHOLD_ACTIVATE + "| " +"Deativate threshold: "+AGENT_THRESHOLD_DEACTIVATE);
37 }
static const int AGENT_THRESHOLD_DEACTIVATE
Definition WoundInfection.c:15

Перекрестные ссылки AGENT_THRESHOLD_ACTIVATE и AGENT_THRESHOLD_DEACTIVATE.

◆ Init()

override void Init ( )
protected

Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)

25 {
28 m_ID = eModifiers.MDF_WOUND_INFECTION1;
31 m_SyncID = eModifierSyncIDs.MODIFIER_SYNC_WOUND_INFECT_1;
32 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
overall time this modifier was active
Definition ModifierBase.c:14
bool m_AnalyticsStatsEnabled
Definition ModifierBase.c:31
eModifierSyncIDs m_SyncID
Definition ModifierBase.c:28
float m_TickIntervalActive
Definition ModifierBase.c:18
float m_TickIntervalInactive
Definition ModifierBase.c:17
eModifierSyncIDs
Definition ModifiersManager.c:3
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:29
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE

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

◆ OnActivate()

void OnActivate ( PlayerBase player)
protected

is called when an inactive modifier gets activated during gameplay, is NOT called on activation upon player server connection(see OnReconnect)

45 {
46 player.IncreaseDiseaseCount();
47 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_PAIN_LIGHT);
48
50 }
float m_NextEvent
Definition WoundInfection.c:21
static const int PAIN_EVENT_INTERVAL_MIN
Definition WoundInfection.c:18
static const int PAIN_EVENT_INTERVAL_MAX
Definition WoundInfection.c:19
Definition EnMath.c:7
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106

Перекрестные ссылки m_NextEvent, PAIN_EVENT_INTERVAL_MAX, PAIN_EVENT_INTERVAL_MIN и Math::RandomFloatInclusive().

◆ OnDeactivate()

void OnDeactivate ( PlayerBase player)
protected
53 {
54 player.DecreaseDiseaseCount();
55 }

Используется в Deactivate().

◆ OnTick()

void OnTick ( PlayerBase player,
float deltaT )
protected
63 {
64 m_Time += deltaT;
65
66 if (m_Time >= m_NextEvent)
67 {
68 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_PAIN_LIGHT);
69 m_Time = 0;
71 }
72 }
float m_Time
Definition WoundInfection.c:22

Перекрестные ссылки m_NextEvent, m_Time, Math::Max(), PAIN_EVENT_INTERVAL_MAX, PAIN_EVENT_INTERVAL_MIN, CachedObjectsParams::PARAM1_FLOAT, Math::RandomFloatInclusive(), VOMIT_EVENT_INTERVAL_MAX и VOMIT_EVENT_INTERVAL_MIN.

Переменные

◆ AGENT_THRESHOLD_ACTIVATE

WoundInfectionMdfr AGENT_THRESHOLD_ACTIVATE = 1

◆ AGENT_THRESHOLD_DEACTIVATE

const int AGENT_THRESHOLD_DEACTIVATE = 250
static

◆ AGENT_THRESHOLD_FEVER

const int AGENT_THRESHOLD_FEVER = 250
static

◆ m_NextEvent

float m_NextEvent
protected

Используется в OnActivate() и OnTick().

◆ m_Time

◆ PAIN_EVENT_INTERVAL_MAX

const int PAIN_EVENT_INTERVAL_MAX = 26
static

Используется в OnActivate() и OnTick().

◆ PAIN_EVENT_INTERVAL_MIN

const int PAIN_EVENT_INTERVAL_MIN = 18
static

Используется в OnActivate() и OnTick().