35 if ( player.m_IsDrowning )
39 if ( player.IsUnconscious() )
47 if ( player.GetBrokenLegs() ==
eBrokenLegs.BROKEN_LEGS && (player.IsSwimming() || player.IsClimbingLadder()) )
59 if (!player.IsUnconscious())
60 player.m_UnconRefillModifier = 1;
62 if (player.GetHealth01(
"",
"Shock") == 1)
66 player.m_UnconRefillModifier = 1;
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
void DisableDeactivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
static float GetShockRefillSpeedUnconscious()
static bool GetAllowRefillSpeedModifier()
static float GetShockRefillSpeedConscious()
static const float SHOCK_REFILL_COOLDOWN_AFTER_HIT
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
private const float UNCONSCIOUS_LIMIT
override void OnTick(PlayerBase player, float deltaT)
private const float SHOCK_INCREMENT_PER_SEC
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
float GetRefillSpeed(PlayerBase player)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()