28 float m_DiagTimeStart;
44 if (!
g_Game.IsDedicatedServer())
99 float time =
Math.RandomFloat01() * 2;
145 m_Player.AddHealth(
"GlobalHealth",
"Blood", (
PlayerConstants.BLEEDING_SOURCE_BLOODLOSS_PER_SEC * blood_scale * deltatime * flow));
153 #ifdef DIAG_DEVELOPER
157 Param4<bool,int,vector,bool> par =
new Param4<bool,int,vector,bool>(
true,
m_Bit,
"0 0 0",
false);
160 widgets.
UpdateWidgets(EffectWidgetsTypes.BLEEDING_LAYER,0,par);
161 #ifdef DIAG_DEVELOPER
171 Param4<bool,int,vector,bool> par =
new Param4<bool,int,vector,bool>(
false,
m_Bit,
"0 0 0",instant);
172 g_Game.GetMission().GetEffectWidgets().UpdateWidgets(EffectWidgetsTypes.BLEEDING_LAYER,0,par);
181 vector pos = p.GetPosition();
184 arrow_to = arrow_to.AnglesToVector();
185 arrow_to = -arrow_to * 0.3;
186 arrow_to = pos + arrow_to;
void SetType(eBleedingSourceType type)
ref EffectParticle m_BleedingEffect
void BleedingSource(PlayerBase player, int bit, string bone, vector orientation, vector offset, int max_time, float flow_modifier, string particle_name)
void StartSourceBleedingIndication()
void OnUpdateServer(float deltatime, float blood_scale, bool no_blood_loss)
void StopSourceBleedingIndication(bool instant=false)
eBleedingSourceType m_Type
void SetActiveTime(int time)
eBleedingSourceType GetType()
static info (non-constants)
Wrapper class for managing particles through SEffectManager.
Legacy way of using particles in the game.
Manager class for managing Effect (EffectParticle, EffectSound).
static int PlayInWorld(notnull Effect eff, vector pos)
Play an Effect.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
vector m_Position
Cached world position.
void Error(string err)
Messagebox with error message.
vector m_Offset
The direction of the owner in world space.