4 const int CHARCOAL_LIFETIME = 300;
5 const int CHARCOAL_EFFECT_TIME = 100;
19 override bool ActivateCondition(
PlayerBase player)
57 player.IncreaseHealingsCount();
63 player.DecreaseHealingsCount();
67 override bool DeactivateCondition(
PlayerBase player)
71 if ( attached_time >= CHARCOAL_LIFETIME )
81 override void OnTick(
PlayerBase player,
float deltaT)
85 player.m_AgentPool.AddAgent(
eAgents.SALMONELLA, -m_Killrate * deltaT);
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it).
bool m_TrackActivatedTime
overall time this modifier was active
void DisableActivateCheck()
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
string GetDebugTextSimple()
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE