3 const float WORN = 0.5;
108 return override_level;
140 float avgLegHealth =
m_Player.GetHealth(
"RightLeg",
"") +
m_Player.GetHealth(
"LeftLeg",
"") +
m_Player.GetHealth(
"RightFoot",
"") +
m_Player.GetHealth(
"LeftFoot",
"");
141 avgLegHealth *= 0.25;
150 return override_level;
243 Error(
"Undefined Injury level");
enum eInjuryHandlerLevels MORPHINE
ref ScriptInvoker m_ChangedStateInvoker
private bool m_AnimationChange
owner
ScriptInvoker GetInvoker()
float GetInjuryValue(eInjuryHandlerLevels level)
eInjuryHandlerLevels GetOverrideLevel(eInjuryHandlerLevels unchanged_level)
eInjuryHandlerLevels m_LastHealthUpdate
const float SENSITIVTY_PERCENTAGE
void CheckValue(bool forceUpdate=false)
enum eInjuryHandlerLevels PAIN_KILLERS_LVL0
void SetInjuryCommandParams(bool enable, eInjuryHandlerLevels level)
float GetInjuryAnimValue()
enum eInjuryHandlerLevels VALUE_CHECK_INTERVAL
enum eInjuryHandlerLevels PRONE_ANIM_OVERRIDE
enum eInjuryHandlerLevels BROKEN_LEGS
private float m_InjuryAnimDamageValue
void InjuryAnimationHandler(PlayerBase player)
float m_TimeSinceLastTick
bool IsInjuryAnimEnabled()
enum eInjuryHandlerLevels PAIN_KILLERS_LVL1
int m_ForceInjuryAnimMask
private bool m_InjuryAnimEnabled
enum eInjuryHandlerLevels NONE
MUST BE POW2.
eInjuryHandlerLevels GetInjuryLevel(float health)
void SendValue(eInjuryHandlerLevels level)
enum eInjuryHandlerLevels BROKEN_LEGS_SPLINT
static void SendInjury(DayZPlayer pPlayer, bool pEnable, eInjuryHandlerLevels level)
const float BADLY_DAMAGED
static const float BROKEN_LEGS_HIGH_HEALTH_THRESHOLD
static const float BROKEN_LEGS_LOW_HEALTH_THRESHOLD
ScriptInvoker Class provide list of callbacks usage:
proto void Invoke(void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
invoke call on all inserted methods with given arguments
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.