DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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HemolyticReaction.c
Go to the documentation of this file.
2{
3 private float m_RunningTime;
4
5 override void Init()
6 {
8 m_ID = eModifiers.MDF_HEMOLYTIC_REACTION;
11 m_IsPersistent = true;
13
15 }
16 override bool ActivateCondition(PlayerBase player)
17 {
18 return false;
19 }
20
21 override void OnActivate(PlayerBase player)
22 {
23 player.IncreaseDiseaseCount();
24 }
25
26 override void OnDeactivate(PlayerBase player)
27 {
28 player.DecreaseDiseaseCount();
29 }
30
31 override void OnReconnect(PlayerBase player)
32 {
33 OnActivate(player);
34 }
35
36 override bool DeactivateCondition(PlayerBase player)
37 {
38 float attached_time = GetAttachedTime();
39
40 if(attached_time > m_RunningTime )
41 {
42 return true;
43 }
44 else
45 {
46 return false;
47 }
48 }
49
50 override void OnTick(PlayerBase player, float deltaT)
51 {
52 player.AddHealth("","Blood",-PlayerConstants.HEMOLYTIC_BLOOD_DRAIN_PER_SEC * deltaT);
53 }
54
56 {
58 return time;
59 }
60};
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()
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
bool m_IsPersistent
const int DEFAULT_TICK_TIME_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
private float m_RunningTime
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
static const float HEMOLYTIC_BLOODLOSS_AMOUNT
static const float HEMOLYTIC_BLOOD_DRAIN_PER_SEC
static const float SALINE_BLOOD_REGEN_PER_SEC
eModifiers
Definition eModifiers.c:2
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1169