3 float m_LastWaterLevel;
4 ref HumanMovementState m_MovementState =
new HumanMovementState();
18 override bool ActivateCondition(
PlayerBase player)
28 override string GetDebugText()
35 player.SetImmunityBoosted(
true);
36 player.IncreaseHealingsCount();
41 player.SetImmunityBoosted(
false);
42 player.DecreaseHealingsCount();
45 override bool DeactivateCondition(
PlayerBase player)
49 if( attached_time >= m_RegenTime )
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
bool m_IsPersistent
should this modifier track overall time it was active ?
const int DEFAULT_TICK_TIME_INACTIVE