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woundagent.c
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2{
3 static const float RESISTANCE_STAGE_1 = 1;
4 static const float RESISTANCE_STAGE_2 = 0.5;
5
6 override void Init()
7 {
8 m_Type = eAgents.WOUND_AGENT;
9 m_Invasibility = 0.208;//to reach 250 in 20 mins
10 m_TransferabilityIn = 1;
11 m_TransferabilityOut = 0;
12 m_AntibioticsResistance = 0.5; //deprecated, use m_DrugResistances to initialize this agents resistance to a specific drug, as seen on lines 16
13 m_MaxCount = 500;
14 m_Potency = EStatLevels.GREAT;
15 m_DieOffSpeed = 1;
16 m_DrugResistances.Set(EMedicalDrugsType.ANTIBIOTICS, 0.5);
17 }
18
19 override float GetAntibioticsResistanceEx(PlayerBase player)
20 {
21 if (player.GetModifiersManager().IsModifierActive(eModifiers.MDF_WOUND_INFECTION1))
22 return RESISTANCE_STAGE_1;
23 else
24 return RESISTANCE_STAGE_2;
25 }
26
27 override bool GrowDuringMedicalDrugsAttack(EMedicalDrugsType drugType, PlayerBase player)
28 {
29 if (drugType == EMedicalDrugsType.ANTIBIOTICS)
30 {
31 if (player.GetModifiersManager().IsModifierActive(eModifiers.MDF_WOUND_INFECTION1))
32 return true;
33 else
34 return false;
35 }
36
37 return super.GrowDuringMedicalDrugsAttack(drugType, player);
38 }
39}
void AgentBase()
how fast the agent dies off when not potent enough to grow(per sec)
Definition agentbase.c:19
float m_DieOffSpeed
grow when player's immune system is at this level or lower
Definition agentbase.c:17
EStatLevels m_Potency
Definition agentbase.c:16
void Init()
ref map< EMedicalDrugsType, float > m_DrugResistances
[0..1], 0 means antibiotics have full effect, 1 means no effect - deprecated, use the m_DrugResistanc...
Definition agentbase.c:14
eAgents
Definition eagents.c:3
EMedicalDrugsType
eModifiers
Definition emodifiers.c:2
EStatLevels
Definition estatlevels.c:2