Dayz Explorer 1.28.160049
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brokenarms.c
Go to the documentation of this file.
2{
3 private const float HEALTHY_ARM = 80;
4
5 override void Init()
6 {
8 m_ID = eModifiers.MDF_BROKEN_ARMS;
11 }
12
13 override bool ActivateCondition(PlayerBase player)
14 {
15 if ( player.GetHealth("RightArm", "Health") <= 0 || player.GetHealth("LeftArm", "Health") <= 0 )
16 {
17 return true;
18 }
19 return false;
20 }
21
22 override void OnActivate(PlayerBase player)
23 {
24 // player.setBrokenLimbs("Arms",true);
25 }
26
27 override void OnDeactivate(PlayerBase player)
28 {
29 // player.setBrokenLimbs("Arms",false);
30 }
31
32 override bool DeactivateCondition(PlayerBase player)
33 {
34 if ( player.GetHealth("RightArm", "Health") >= HEALTHY_ARM && player.GetHealth("LeftArm", "Health") >= HEALTHY_ARM )
35 {
36 return true;
37 }
38 else
39 {
40 return false;
41 }
42 }
43};
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()