63 eStaminaState stamina_state;
67 if(zone ==
eStaminaZones.ZONE1 && tendency == eStaminaTendency.DOWN)
69 stamina_state = eStaminaState.ZONE1_DOWN;
72 if(zone ==
eStaminaZones.ZONE1 && tendency == eStaminaTendency.UP)
74 stamina_state = eStaminaState.ZONE1_UP;
77 if(zone ==
eStaminaZones.ZONE2 && tendency == eStaminaTendency.DOWN)
79 stamina_state = eStaminaState.ZONE2_DOWN;
82 if(zone ==
eStaminaZones.ZONE2 && tendency == eStaminaTendency.UP)
84 stamina_state = eStaminaState.ZONE2_UP;
87 if(zone ==
eStaminaZones.ZONE0 && tendency == eStaminaTendency.UP)
89 stamina_state = eStaminaState.ZONE0_UP;
92 if(zone ==
eStaminaZones.ZONE0 && tendency == eStaminaTendency.DOWN)
94 stamina_state = eStaminaState.ZONE0_DOWN;
122 eStaminaTendency stamina_tendency;
127 if( stamina_delta > 0 )
129 stamina_tendency = eStaminaTendency.DOWN;
131 if( stamina_delta <= 0 )
133 stamina_tendency = eStaminaTendency.UP;
156 stamina_normalized =
Math.
Clamp(stamina_normalized,0,1);
202 eStaminaState stamina_state =
m_Player.GetStaminaState();
203 switch(stamina_state)
205 case eStaminaState.ZONE1_DOWN:
212 case eStaminaState.ZONE1_UP:
219 case eStaminaState.ZONE2_DOWN:
226 case eStaminaState.ZONE2_UP:
233 case eStaminaState.ZONE0_UP:
244 case eStaminaState.ZONE0_DOWN:
class ServerBrowserHelperFunctions m_Id
enum eStaminaZones ZONE1_DOWN
const float STAMINA_SOUND_TR1
enum eStaminaZones ZONE1_UP
eStaminaZones GetZone(float stamina)
void SoundHandlerBase(PlayerBase player)
const float STAMINA_SOUND_TR2
void SetStaminaZoneOffset(int zone_offset)
enum eStaminaZones ZONE2_DOWN
const float TICK_INTERVAL
enum eStaminaZones ZONE0_DOWN
enum eStaminaZones ZONE2_UP
enum eStaminaZones ZONE0_UP
class StaminaSoundHandlerBase extends SoundHandlerBase m_Stamina
StaminaHandler m_StaminaHandler
proto int GetTime()
returns mission time in milliseconds
eStaminaState GetStaminaState(eStaminaTendency tendency, eStaminaZones zone)
ref Timer m_ClientCharacterDistanceCheck
void PostponeStamina(float time)
bool m_StaminaUpEndPlayed
ref Timer m_ClientCharacterTick
bool m_UpdateTimerRunning
proto native CGame GetGame()
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...