Process transmission of agents between entities (for specified transmission type)
288 {
289
290 int sourceAgents = agents;
291 int targetAgents;
292 if(!sourceAgents && source) sourceAgents = source.GetAgents();
293 if(target) targetAgents = target.GetAgents();
295
296 float count = 0;
297
298 switch (pathway)
299 {
301 break;
302
304 break;
305
307
308 break;
309
311 if (pollution & EPollution.HEAVYMETAL)
312 {
313 sourceAgents = sourceAgents |
eAgents.HEAVYMETAL;
314 }
315 sourceAgents = sourceAgents |
eAgents.CHOLERA;
317 break;
318
320 sourceAgents = sourceAgents |
eAgents.FOOD_POISON |
eAgents.HEAVYMETAL;
322 break;
323
325 if (pollution & EPollution.HEAVYMETAL)
326 {
327 sourceAgents = sourceAgents |
eAgents.HEAVYMETAL;
328 }
330 break;
331
333
335 break;
336
339 break;
340
343 break;
344
347 break;
348
351 break;
352
358 float prot_level_target = Math.Max(prot_level_mask_target, prot_level_headgear_target);
359 float prot_level_source = Math.Max(prot_level_mask_source, prot_level_headgear_source);
360 float prot_level_combined = 1 - (1 - prot_level_target) * (1 - prot_level_source);
362 break;
365
367 break;
368 default:
369 break;
370 }
371 return count;
372 }
proto native Mission GetMission()
float InjectAgentWithPlayerDose(EntityAI target, int agent, float protection, float dose_size, int inject_type)
Injects agent to a given target.
void InjectAgentsWithPlayer(EntityAI target, int agents, float protection, int dose_size, int inject_type)
Injects agents to a given target, using chance of transmission and full dose size if chance succeeds.
void InjectAgentsWithPlayerCount(EntityAI target, int agents, float protection, int dose_size, int inject_type)
Injects agents to a given target, with no probability, but the dose size is modified by m_Transferabi...
void InjectAgentsWithoutPlayer(EntityAI target, int agents)
Injects specified agents directly to target.
float GetProtectionLevel(int type, int slot, Man player)
Protection level of an attachment against enviromental hazard (mask/filters for example) (see GetProt...
proto native CGame GetGame()
const int AGT_UACTION_CONSUME
const int AGT_ITEM_TO_FLESH
const int AGT_UACTION_TOUCH
const int AGT_AIRBOURNE_BIOLOGICAL
const int AGT_TRANSFER_COPY
const int AGT_WATER_HOT_SPRING
const int AGT_UACTION_TO_PLAYER
const int AGT_AIRBOURNE_CHEMICAL
const int AGT_UACTION_TO_ITEM