shock.c 2.1 KB

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  1. class ShockMdfr: ModifierBase
  2. {
  3. private const float UNCONSCIOUS_LIMIT = 50;
  4. private const float SHOCK_INCREMENT_PER_SEC = 1;
  5. override void Init()
  6. {
  7. m_ID = eModifiers.MDF_SHOCK;
  8. m_TickIntervalInactive = 1;
  9. m_TickIntervalActive = 0.35;
  10. //DisableActivateCheck();
  11. DisableDeactivateCheck();
  12. }
  13. override bool ActivateCondition(PlayerBase player)
  14. {
  15. return true;
  16. }
  17. override bool DeactivateCondition(PlayerBase player)
  18. {
  19. return false;
  20. }
  21. override void OnActivate(PlayerBase player)
  22. {
  23. }
  24. override void OnDeactivate(PlayerBase player)
  25. {
  26. }
  27. float GetRefillSpeed(PlayerBase player)
  28. {
  29. if ( player.m_IsDrowning )
  30. {
  31. return 0;
  32. }
  33. if ( player.IsUnconscious() )
  34. {
  35. return CfgGameplayHandler.GetShockRefillSpeedUnconscious() * player.m_UnconRefillModifier;
  36. }
  37. if (player.GetBrokenLegs() != eBrokenLegs.BROKEN_LEGS || (player.m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || player.m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE))
  38. {
  39. return CfgGameplayHandler.GetShockRefillSpeedConscious();
  40. }
  41. if ( player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS && (player.IsSwimming() || player.IsClimbingLadder()) )
  42. {
  43. return CfgGameplayHandler.GetShockRefillSpeedUnconscious();
  44. }
  45. return 0; //Block shock regen when standing with broken legs
  46. }
  47. override void OnTick(PlayerBase player, float deltaT)
  48. {
  49. //Print("m_UnconRefillModifier" + player.m_UnconRefillModifier);
  50. if ( GetGame().GetTime() > player.m_LastShockHitTime + PlayerConstants.SHOCK_REFILL_COOLDOWN_AFTER_HIT && player.GetPulseType() == EPulseType.REGULAR)
  51. {
  52. if (!player.IsUnconscious())
  53. player.m_UnconRefillModifier = 1;//reset this UnconRefillModifier some time after the player has been hit(we want the UnconRefillModifier to only apply to uncon induced by a projectile)
  54. if (player.GetHealth01("","Shock") == 1)//no need to continue if the shock is full
  55. return;
  56. if ( !CfgGameplayHandler.GetAllowRefillSpeedModifier() )
  57. player.m_UnconRefillModifier = 1;
  58. player.AddHealth("","Shock", deltaT * GetRefillSpeed(player) );
  59. }
  60. }
  61. override void OnReconnect(PlayerBase player)
  62. {
  63. }
  64. };