33 if (player.GetBrokenLegs() !=
eBrokenLegs.NO_BROKEN_LEGS)
34 player.m_ShockHandler.SetMultiplier(0.5);
35 player.IncreaseHealingsCount();
40 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.PAIN_KILLERS_LVL0;
45 if (player.GetBrokenLegs() !=
eBrokenLegs.NO_BROKEN_LEGS)
46 player.m_ShockHandler.SetMultiplier(1);
47 player.DecreaseHealingsCount();
52 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PAIN_KILLERS_LVL0;
53 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PAIN_KILLERS_LVL1;
74 m_Player.m_InjuryHandler.m_ForceInjuryAnimMask =
m_Player.m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.PAIN_KILLERS_LVL1;
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
bool m_TrackActivatedTime
void DisableActivateCheck()
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
override bool DeactivateCondition(PlayerBase player)
override void OnReconnect(PlayerBase player)
override void OnActivate(PlayerBase player)
override string GetDebugText()
const int ACTIVATION_DELAY
override void OnTick(PlayerBase player, float deltaT)
override bool ActivateCondition(PlayerBase player)
override void OnDeactivate(PlayerBase player)
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.