202 {
203
204 int sourceAgents = agents;
205 int targetAgents;
206 if(!sourceAgents && source) sourceAgents = source.GetAgents();
207 if(target) targetAgents = target.GetAgents();
209
210 float count = 0;
211
212 switch (pathway)
213 {
215 break;
216
218 break;
219
221
222 break;
223
225 if (pollution & EPollution.HEAVYMETAL)
226 {
227 sourceAgents = sourceAgents |
eAgents.HEAVYMETAL;
228 }
229 sourceAgents = sourceAgents |
eAgents.CHOLERA;
231 break;
232
234 sourceAgents = sourceAgents |
eAgents.FOOD_POISON |
eAgents.HEAVYMETAL;
236 break;
237
239 if (pollution & EPollution.HEAVYMETAL)
240 {
241 sourceAgents = sourceAgents |
eAgents.HEAVYMETAL;
242 }
244 break;
245
247
249 break;
250
253 break;
254
257 break;
258
261 break;
262
265 break;
266
272 float prot_level_target = Math.Max(prot_level_mask_target, prot_level_headgear_target);
273 float prot_level_source = Math.Max(prot_level_mask_source, prot_level_headgear_source);
274 float prot_level_combined = 1 - (1 - prot_level_target) * (1 - prot_level_source);
276 break;
279
281 break;
282 default:
283 break;
284 }
285 return count;
286 }
proto native Mission GetMission()
float InjectAgentWithPlayerDose(EntityAI target, int agent, float protection, float dose_size, int inject_type)
will add agent to a given target
void InjectAgentsWithPlayer(EntityAI target, int agents, float protection, int dose_size, int inject_type)
will add 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)
will add agents to a given target, with no probability, but the dose size is modified by m_Transferab...
void InjectAgentsWithoutPlayer(EntityAI target, int agents)
float GetProtectionLevel(int type, int slot, Man player)
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