33 player.IncreaseDiseaseCount();
39 player.DecreaseDiseaseCount();
50 float chance_of_sneeze = player.GetSingleAgentCountNormalized(
eAgents.INFLUENZA);
54 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_SNEEZE);
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
const int AGENT_THRESHOLD_ACTIVATE
override string GetDebugText()
override protected void OnDeactivate(PlayerBase player)
override protected bool DeactivateCondition(PlayerBase player)
const int AGENT_THRESHOLD_DEACTIVATE
override bool ActivateCondition(PlayerBase player)
override protected void OnActivate(PlayerBase player)
override protected void OnTick(PlayerBase player, float deltaT)
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].