3 const int LIFETIME = 60;
4 const float STAMINA_DEPLETION_MULTIPLIER = 0;
16 override bool ActivateCondition(
PlayerBase player)
26 override string GetDebugText()
33 player.IncreaseHealingsCount();
34 player.GiveShock(100);
35 player.GetStaminaHandler().SetStamina(100);
41 player.DecreaseHealingsCount();
45 override bool DeactivateCondition(
PlayerBase player)
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
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE