37 player.IncreaseDiseaseCount();
45 player.DecreaseDiseaseCount();
62 player.AddHealth(-healthLoss);
64 float heavyBreathChance = player.GetSingleAgentCountNormalized(
eAgents.INFLUENZA);
68 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_GASP);
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
overall time this modifier was active
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
bool ActivateCondition(PlayerBase player)
const float HEALTH_LOSS_PNEUMONIA
const int AGENT_THRESHOLD_DEACTIVATE
override string GetDebugText()
const int AGENT_THRESHOLD_ACTIVATE
void OnActivate(PlayerBase player)
const int TEMPORARY_RESISTANCE_TIME
bool DeactivateCondition(PlayerBase player)
void OnTick(PlayerBase player, float deltaT)
void OnDeactivate(PlayerBase player)
const float STAMINA_RECOVERY_MULTIPLIER
const float STAMINA_DEPLETION_MULTIPLIER
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].