Dayz Explorer 1.28.160049
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unconsciousness.c
Go to the documentation of this file.
2{
3 const int UNCONSIOUSS_COOLDOWN_TIME = 60;//in s
4
5 override void Init()
6 {
9 m_ID = eModifiers.MDF_UNCONSCIOUSNESS;
12 }
13
14 override bool ActivateCondition(PlayerBase player)
15 {
16 if( player.GetHealth("","Shock") <= PlayerConstants.UNCONSCIOUS_THRESHOLD )
17 {
18 return true;
19 }
20 return false;
21 }
22
23 override void OnActivate(PlayerBase player)
24 {
25 DayZPlayerSyncJunctures.SendPlayerUnconsciousness(player, true);
26 }
27
28 override void OnDeactivate(PlayerBase player)
29 {
30 player.m_UnconsciousEndTime = GetGame().GetTime();
31 DayZPlayerSyncJunctures.SendPlayerUnconsciousness(player, false);
32 }
33
34 override string GetDebugText()
35 {
36 string text_pulse = "pulse type:"+m_Player.GetPulseType()+"|";
37 string text_shock = (PlayerConstants.CONSCIOUS_THRESHOLD - m_Player.GetHealth("","Shock")).ToString();
38 string debug_text = text_pulse + text_shock;
39 return debug_text;
40 }
41
42 override void OnReconnect(PlayerBase player)
43 {
44 }
45
46 override bool DeactivateCondition(PlayerBase player)
47 {
48 if( player.GetHealth("","Shock") >= PlayerConstants.CONSCIOUS_THRESHOLD && player.GetPulseType() == EPulseType.REGULAR )
49 {
50 return true;
51 }
52 return false;
53 }
54
55 override void OnTick(PlayerBase player, float deltaT)
56 {
57
58 }
59};
proto int GetTime()
returns mission time in milliseconds
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
eModifiers
Definition emodifiers.c:2
EPulseType
Definition epulsetype.c:2
proto native CGame GetGame()
DayZPlayer m_Player
Definition hand_events.c:42
bool m_TrackActivatedTime
overall time this modifier was active
bool m_AnalyticsStatsEnabled
float m_TickIntervalActive
float m_TickIntervalInactive
void OnActivate()