DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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ImmunityBoost.c
Go to the documentation of this file.
2{
6
7 override void Init()
8 {
10 m_IsPersistent = true;
11 m_ID = eModifiers.MDF_IMMUNITYBOOST;
15 }
16
17 override bool ActivateCondition(PlayerBase player)
18 {
19 return false;
20 }
21
22 override void OnReconnect(PlayerBase player)
23 {
24 OnActivate(player);
25 }
26
27 override string GetDebugText()
28 {
30 }
31
32 override void OnActivate(PlayerBase player)
33 {
34 player.SetImmunityBoosted(true);
35 player.IncreaseHealingsCount();
36 /*
37 if( player.GetNotifiersManager() )
38 player.GetNotifiersManager().ActivateByType(eNotifiers.NTF_PILLS);
39 */
40 }
41
42 override void OnDeactivate(PlayerBase player)
43 {
44 player.SetImmunityBoosted(false);
45 player.DecreaseHealingsCount();
46 /*
47 if( player.GetNotifiersManager() )
48 player.GetNotifiersManager().DeactivateByType(eNotifiers.NTF_PILLS);
49 */
50 }
51
52 override bool DeactivateCondition(PlayerBase player)
53 {
54 float attached_time = GetAttachedTime();
55
56 if( attached_time >= m_RegenTime )
57 {
58 return true;
59 }
60 else
61 {
62 return false;
63 }
64 }
65
66 override void OnTick(PlayerBase player, float deltaT)
67 {
68
69 }
70};
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
float GetAttachedTime()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override string GetDebugText()
override void OnTick(PlayerBase player, float deltaT)
override void Init()
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
ref HumanMovementState m_MovementState
float m_LastWaterLevel
static const float VITAMINS_LIFETIME_SECS
eModifiers
Definition eModifiers.c:2
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1169