35 if (player.GetBrokenLegs() !=
eBrokenLegs.NO_BROKEN_LEGS)
36 player.m_ShockHandler.SetMultiplier(0.5);
38 player.IncreaseHealingsCount();
40 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.PAIN_KILLERS_LVL0;
45 if (player.GetBrokenLegs() !=
eBrokenLegs.NO_BROKEN_LEGS)
46 player.m_ShockHandler.SetMultiplier(1);
48 player.DecreaseHealingsCount();
50 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PAIN_KILLERS_LVL0;
51 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PAIN_KILLERS_LVL1;
68 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.PAIN_KILLERS_LVL1;
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
void DisableActivateCheck()
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE
override bool ActivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnDeactivate(PlayerBase player)
override void OnTick(PlayerBase player, float deltaT)
override bool DeactivateCondition(PlayerBase player)
const int ACTIVATION_DELAY
override string GetDebugText()
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.