39 player.IncreaseDiseaseCount();
44 player.DecreaseDiseaseCount();
62 float brain_agents = player.GetSingleAgentCountNormalized(
eAgents.BRAIN) / 8.0;
65 if( chance_of_laughter < brain_agents )
67 player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_LAUGHTER);
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
static const int AGENT_THRESHOLD_ACTIVATE
const int SHAKE_INTERVAL_MIN
override string GetDebugText()
const int SHAKE_INTERVAL_MAX
override protected void OnDeactivate(PlayerBase player)
override protected bool DeactivateCondition(PlayerBase player)
static const int AGENT_THRESHOLD_DEACTIVATE
override protected void OnActivate(PlayerBase player)
override protected bool ActivateCondition(PlayerBase player)
override protected void OnTick(PlayerBase player, float deltaT)
static void SendKuruRequest(DayZPlayer pPlayer, float amount)
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].