21 return (player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_WOUND_INFECTION1) || player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_POISONING) || player.GetModifiersManager().IsModifierActive(
eModifiers.MDF_WOUND_INFECTION2));
26 if( player.m_NotifiersManager )
27 player.m_NotifiersManager.ActivateByType(
eNotifiers.NTF_FEVERISH);
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_ACTIVE
const int DEFAULT_TICK_TIME_INACTIVE_LONG
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
private float m_NextEvent
static const float FATIGUE_EVENT_INTERVAL_MIN
override void OnTick(PlayerBase player, float deltaT)
static const float STAMINA_DEPLETION_MULTIPLIER
static const float FATIGUE_EVENT_INTERVAL_MAX
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
static const float STAMINA_RECOVERY_MULTIPLIER
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.