12 if (player.GetStatWet().Get() == player.GetStatWet().GetMax())
20 if (player.GetStatWet().Get() == player.GetStatWet().GetMin())
29 if( player.m_NotifiersManager ) player.m_NotifiersManager.ActivateByType(
eNotifiers.NTF_WETNESS);
40 if( player.m_NotifiersManager ) player.m_NotifiersManager.DeactivateByType(
eNotifiers.NTF_WETNESS);
45 string wetness =
m_Player.GetStatWet().Get().ToString();
46 string wetness_min =
m_Player.GetStatWet().GetMin().ToString();
47 return "wetness:"+wetness+
" | " +
"wetness min:"+wetness_min;
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_INACTIVE
const int DEFAULT_TICK_TIME_ACTIVE
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override string GetDebugText()
override string GetDebugTextSimple()
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.