DayZ 1.26
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Класс UnconsciousnessMdfr
+ Граф наследования:UnconsciousnessMdfr:

Закрытые члены

override void Init ()
 
override bool ActivateCondition (PlayerBase player)
 
override void OnActivate (PlayerBase player)
 
override void OnDeactivate (PlayerBase player)
 
override string GetDebugText ()
 
override void OnReconnect (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 

Закрытые данные

const int UNCONSIOUSS_COOLDOWN_TIME = 60
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprivate
15 {
16 if( player.GetHealth("","Shock") <= PlayerConstants.UNCONSCIOUS_THRESHOLD )
17 {
18 return true;
19 }
20 return false;
21 }
Definition EntityAI.c:95
Definition PlayerConstants.c:2
static const float UNCONSCIOUS_THRESHOLD
Definition PlayerConstants.c:144

Перекрестные ссылки PlayerConstants::UNCONSCIOUS_THRESHOLD.

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprivate
47 {
48 if( player.GetHealth("","Shock") >= PlayerConstants.CONSCIOUS_THRESHOLD && player.GetPulseType() == EPulseType.REGULAR )
49 {
50 return true;
51 }
52 return false;
53 }
EPulseType
Definition EPulseType.c:2
static const float CONSCIOUS_THRESHOLD
Definition PlayerConstants.c:145

Перекрестные ссылки PlayerConstants::CONSCIOUS_THRESHOLD.

◆ GetDebugText()

override string GetDebugText ( )
inlineprivate
35 {
36 string text_pulse = "pulse type:"+m_Player.GetPulseType()+"|";
37 string text_shock = (PlayerConstants.CONSCIOUS_THRESHOLD - m_Player.GetHealth("","Shock")).ToString();
39 return debug_text;
40 }
proto string ToString()
DayZPlayer m_Player
Definition Hand_Events.c:42

Перекрестные ссылки PlayerConstants::CONSCIOUS_THRESHOLD, m_Player и ToString().

◆ Init()

override void Init ( )
inlineprivate
6 {
9 m_ID = eModifiers.MDF_UNCONSCIOUSNESS;
12 }
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
float m_TickIntervalActive
Definition ModifierBase.c:18
float m_TickIntervalInactive
Definition ModifierBase.c:17
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки m_AnalyticsStatsEnabled, m_ID, m_TickIntervalActive, m_TickIntervalInactive и m_TrackActivatedTime.

◆ OnActivate()

override void OnActivate ( PlayerBase player)
inlineprivate
24 {
26 }
Definition DayZPlayerSyncJunctures.c:5
static void SendPlayerUnconsciousness(DayZPlayer pPlayer, bool enable)
Definition DayZPlayerSyncJunctures.c:168

Перекрестные ссылки DayZPlayerSyncJunctures::SendPlayerUnconsciousness().

◆ OnDeactivate()

override void OnDeactivate ( PlayerBase player)
inlineprivate
29 {
30 player.m_UnconsciousEndTime = GetGame().GetTime();
32 }
proto native CGame GetGame()

Перекрестные ссылки GetGame() и DayZPlayerSyncJunctures::SendPlayerUnconsciousness().

◆ OnReconnect()

override void OnReconnect ( PlayerBase player)
inlineprivate
43 {
44 }

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprivate
56 {
57
58 }

Поля

◆ UNCONSIOUSS_COOLDOWN_TIME

const int UNCONSIOUSS_COOLDOWN_TIME = 60
private

Объявления и описания членов класса находятся в файле: