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- class BoneRegenMdfr: ModifierBase
- {
- private const float MINIMAL_WATER_TO_REGENRATE = 2500;
- private const float MINIMAL_ENERGY_TO_REGENRATE = 4000;
- private const float MINIMAL_BLOOD_TO_REGENRATE = 5000;
- private const float MINIMAL_BLOOD_REQUIRED_TO_REGENERATE_HEALTH = 5000;
- private const float BONE_HEALTH_INCREMENT_PER_SEC = 0.25;
-
- override void Init()
- {
- m_TrackActivatedTime = false;
- m_ID = eModifiers.MDF_BONE_REGEN;
- m_TickIntervalInactive = DEFAULT_TICK_TIME_INACTIVE;
- m_TickIntervalActive = DEFAULT_TICK_TIME_ACTIVE;
- }
- override bool ActivateCondition(PlayerBase player)
- {
- if ( player.GetHealth("GlobalHealth", "Blood") >= MINIMAL_BLOOD_TO_REGENRATE && player.GetStatWater().Get() >= MINIMAL_WATER_TO_REGENRATE && player.GetStatEnergy().Get() >= MINIMAL_ENERGY_TO_REGENRATE )
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- override void OnActivate(PlayerBase player)
- {
- }
- override bool DeactivateCondition(PlayerBase player)
- {
- if ( player.GetHealth("GlobalHealth", "Blood") < MINIMAL_BLOOD_TO_REGENRATE && player.GetStatWater().Get() < MINIMAL_WATER_TO_REGENRATE && player.GetStatEnergy().Get() < MINIMAL_ENERGY_TO_REGENRATE )
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- override void OnTick(PlayerBase player, float deltaT)
- {
- /*
- player.AddHealth("RightArm","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- player.AddHealth("RightHand","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- player.AddHealth("LeftArm","Health",BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- player.AddHealth("LeftHand","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
-
- player.AddHealth("RightLeg","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- player.AddHealth("RightFoot","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- player.AddHealth("LeftLeg","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- player.AddHealth("LeftFoot","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
-
- player.AddHealth("Torso","Health",+BONE_HEALTH_INCREMENT_PER_SEC * deltaT);
- */
- }
- };
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