3 const int NUMBER_OF_STAGES = 4;
4 const float STAGE_THRESHOLDS[NUMBER_OF_STAGES] = {0.0, 0.60, 0.85, 1.0};
23 m_Value = heatBufferStat.Get() / heatBufferStat.GetMax();
24 return m_Value > STAGE_THRESHOLDS[0];
30 m_Value = heatBufferStat.Get() / heatBufferStat.GetMax();;
31 return m_Value <= STAGE_THRESHOLDS[0];
43 if (player.GetTemporaryResistanceToAgent(
eAgents.INFLUENZA) < 300)
44 player.SetTemporaryResistanceToAgent(
eAgents.INFLUENZA, 300);
47 override void Tick(
float delta_time)
49 super.Tick(delta_time);
63 if (
m_Value > STAGE_THRESHOLDS[0] &&
m_Value < STAGE_THRESHOLDS[1])
65 else if (
m_Value >= STAGE_THRESHOLDS[1] &&
m_Value < STAGE_THRESHOLDS[2])
67 else if (
m_Value >= STAGE_THRESHOLDS[2])
const float HEATBUFFER_SHOW
DEPRECATED.
override bool DeactivateCondition(PlayerBase player)
override void Tick(float delta_time)
const float HEATBUFFER_HIDE
override bool ActivateCondition(PlayerBase player)
override void OnActivate(PlayerBase player)
override void OnDeactivate(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
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE
void PlayerStat(T min, T max, T init, string label, int flags)