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- class TremorMdfr: ModifierBase
- {
- private const float TREMOR_DECREMENT_PER_SEC = 0.008;
- override void Init()
- {
- m_TrackActivatedTime = false;
- m_ID = eModifiers.MDF_TREMOR;
- m_TickIntervalInactive = DEFAULT_TICK_TIME_INACTIVE;
- m_TickIntervalActive = DEFAULT_TICK_TIME_ACTIVE;
- }
- override bool ActivateCondition(PlayerBase player)
- {
- if ( player.GetStatTremor().Get() > player.GetStatTremor().GetMin() )
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- override bool DeactivateCondition(PlayerBase player)
- {
- if ( player.GetStatTremor().Get() == player.GetStatTremor().GetMin() )
- {
- return true;
- }
- else
- {
- return false;
- }
- }
- override void OnTick(PlayerBase player, float deltaT)
- {
- player.GetStatTremor().Add( (TREMOR_DECREMENT_PER_SEC*deltaT) );
-
- //Mirek: SetShakeBodyFactor is removed now, because it worked only on legacy animation system
- //player.SetShakeBodyFactor(player.GetStatTremor().Get());
- //_person SetBodyShaking tremor; ASK GAMEPLAY PROGRAMMERS TO EXPOSE THIS ENGINE FUNCTION IN ENSCRIPT
- //PrintString( "Tremor:" + ToString(tremor) );
- }
- };
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