9 ref
static Timer timer;
26 player.GetNotifiersManager().ActivateByType(
eNotifiers.NTF_FRACTURE);
32 player.SetBrokenLegs(player.GetBrokenLegs());
33 player.GetNotifiersManager().ActivateByType(
eNotifiers.NTF_FRACTURE);
39 player.UpdateBrokenLegs(
eBrokenLegs.NO_BROKEN_LEGS);
40 if ( player.IsWearingSplint() )
42 MiscGameplayFunctions.RemoveSplint(player);
46 player.GetNotifiersManager().DeactivateByType(
eNotifiers.NTF_FRACTURE);
51 if ( player.GetHealth(
"RightLeg",
"Health") >=
HEALTHY_LEG && player.GetHealth(
"LeftLeg",
"Health") >=
HEALTHY_LEG )
64 player.UpdateBrokenLegs(0);
69 static void DelayedRequest(
PlayerBase player,
bool state)
73 timer.Run( 10 , player.GetModifiersManager().GetModifier(
eModifiers.MDF_BROKEN_LEGS),
"Delayed",
new Param1<bool>(state));
78 void Delayed(
bool state)
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
EActivationType m_ActivationType
const int DEFAULT_TICK_TIME_INACTIVE
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
private const float TIME_TO_UPDATE
private const float HEALTHY_LEG
override void OnTick(PlayerBase player, float deltaT)
override void OnDeactivate(PlayerBase player)
private float elapsedTime