3 private float m_RunningTime;
13 m_RunningTime = CalculateRunTime();
17 override bool ActivateCondition(
PlayerBase player)
24 player.IncreaseDiseaseCount();
29 player.DecreaseDiseaseCount();
37 override bool DeactivateCondition(
PlayerBase player)
41 if(attached_time > m_RunningTime )
51 override void OnTick(
PlayerBase player,
float deltaT)
53 player.AddHealth(
"",
"Blood",-
PlayerConstants.HEMOLYTIC_BLOOD_DRAIN_PER_SEC * deltaT);
56 float CalculateRunTime()
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
enum eModifierSyncIDs DEFAULT_TICK_TIME_ACTIVE