98 float health_current = m_Player.GetHealth(
"",
"Health");
99 float health_normalized = health_current / m_HealthMaxValue;
100 float difference_normalized = health_normalized - m_LastHealthUpdate;
101 float diff_abs =
Math.AbsFloat(difference_normalized);
103 if ( diff_abs > ( SENSITIVTY_PERCENTAGE / 100 ) )
105 SendValue(TYPE_HEALTH, health_normalized);
106 m_LastHealthUpdate = health_normalized;
112 float blood_current = m_Player.GetHealth(
"",
"Blood");
114 float blood_normalized =
Math.InverseLerp(BLOOD_THRESHOLD_LOW, m_BloodMaxValue, blood_current);
115 blood_normalized =
Math.Clamp(blood_normalized,0,1);
116 float difference_normalized = blood_normalized - m_LastBloodUpdate;
117 float diff_abs =
Math.AbsFloat(difference_normalized);
119 if ( diff_abs > ( SENSITIVTY_PERCENTAGE /100 ) )
122 m_LastBloodUpdate = blood_normalized;
132 float health_current = m_Player.GetHealth(
"",
"Health");
133 float health_normalized = health_current / m_HealthMaxValue;
134 SendValue(TYPE_HEALTH, health_normalized);
135 m_LastHealthUpdate = health_normalized;
138 float blood_current = m_Player.GetHealth(
"",
"Blood");
139 float blood_normalized =
Math.InverseLerp(BLOOD_THRESHOLD_LOW, m_BloodMaxValue, blood_current);
140 blood_normalized =
Math.Clamp(blood_normalized,0,1);
142 m_LastBloodUpdate = blood_normalized;