42 float blood = player.GetHealth(
"",
"Blood");
46 float damage = -dmg * deltaT;
47 player.AddHealth(
"",
"Shock", damage);
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
static const float SHOCK_DAMAGE_LOW
static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_HIGH
static const float SHOCK_DAMAGE_BLOOD_THRESHOLD_LOW
static const float SHOCK_DAMAGE_HIGH
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
const int UNCONSIOUSS_COOLDOWN_TIME
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
proto native CGame GetGame()
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.