Dayz Explorer 1.28.160049
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boneregen.c
Go to the documentation of this file.
2{
3 private const float MINIMAL_WATER_TO_REGENRATE = 2500;
4 private const float MINIMAL_ENERGY_TO_REGENRATE = 4000;
5 private const float MINIMAL_BLOOD_TO_REGENRATE = 5000;
6 private const float MINIMAL_BLOOD_REQUIRED_TO_REGENERATE_HEALTH = 5000;
7 private const float BONE_HEALTH_INCREMENT_PER_SEC = 0.25;
8
9 override void Init()
10 {
12 m_ID = eModifiers.MDF_BONE_REGEN;
15 }
16
17 override bool ActivateCondition(PlayerBase player)
18 {
19 if ( player.GetHealth("GlobalHealth", "Blood") >= MINIMAL_BLOOD_TO_REGENRATE && player.GetStatWater().Get() >= MINIMAL_WATER_TO_REGENRATE && player.GetStatEnergy().Get() >= MINIMAL_ENERGY_TO_REGENRATE )
20 {
21 return true;
22 }
23 else
24 {
25 return false;
26 }
27 }
28
29 override void OnActivate(PlayerBase player)
30 {
31 }
32
33 override bool DeactivateCondition(PlayerBase player)
34 {
35 if ( player.GetHealth("GlobalHealth", "Blood") < MINIMAL_BLOOD_TO_REGENRATE && player.GetStatWater().Get() < MINIMAL_WATER_TO_REGENRATE && player.GetStatEnergy().Get() < MINIMAL_ENERGY_TO_REGENRATE )
36 {
37 return true;
38 }
39 else
40 {
41 return false;
42 }
43 }
44
45 override void OnTick(PlayerBase player, float deltaT)
46 {
47 /*
48 player.AddHealth("RightArm","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
49 player.AddHealth("RightHand","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
50 player.AddHealth("LeftArm","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
51 player.AddHealth("LeftHand","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
52
53 player.AddHealth("RightLeg","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
54 player.AddHealth("RightFoot","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
55 player.AddHealth("LeftLeg","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
56 player.AddHealth("LeftFoot","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
57
58 player.AddHealth("Torso","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
59 */
60 }
61};
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
eModifiers
Definition emodifiers.c:2
bool m_TrackActivatedTime
overall time this modifier was active
float m_TickIntervalActive
float m_TickIntervalInactive
const int DEFAULT_TICK_TIME_INACTIVE
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
void OnActivate()