11 m_RegenTime = CalculateRegenTime();
15 override bool ActivateCondition(
PlayerBase player)
20 override bool DeactivateCondition(
PlayerBase player)
24 if ( attached_time > m_RegenTime )
41 player.IncreaseHealingsCount();
50 player.DecreaseHealingsCount();
57 override void OnTick(
PlayerBase player,
float deltaT)
59 player.AddHealth(
"",
"Blood",
PlayerConstants.SALINE_BLOOD_REGEN_PER_SEC * deltaT);
60 player.GetStatWater().Add(
PlayerConstants.SALINE_WATER_REGEN_PER_SEC * deltaT );
63 float CalculateRegenTime()
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()
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