shock.c 2.4 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283
  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. if ( player.GetHealth("GlobalHealth", "Blood") <= PlayerConstants.SL_BLOOD_CRITICAL )
  36. {
  37. return CfgGameplayHandler.GetShockRefillSpeedUnconscious() * player.m_UnconRefillModifier * PlayerConstants.SHOCK_REFILL_UNCON_CRITICAL_BLOOD_MLTP;
  38. }
  39. else
  40. {
  41. return CfgGameplayHandler.GetShockRefillSpeedUnconscious() * player.m_UnconRefillModifier;
  42. }
  43. }
  44. if (player.GetBrokenLegs() != eBrokenLegs.BROKEN_LEGS || (player.m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || player.m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE))
  45. {
  46. return CfgGameplayHandler.GetShockRefillSpeedConscious();
  47. }
  48. if ( player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS && (player.IsSwimming() || player.IsClimbingLadder()) )
  49. {
  50. return CfgGameplayHandler.GetShockRefillSpeedUnconscious();
  51. }
  52. return 0; //Block shock regen when standing with broken legs
  53. }
  54. override void OnTick(PlayerBase player, float deltaT)
  55. {
  56. //Print("m_UnconRefillModifier" + player.m_UnconRefillModifier);
  57. if ( GetGame().GetTime() > player.m_LastShockHitTime + PlayerConstants.SHOCK_REFILL_COOLDOWN_AFTER_HIT && player.GetPulseType() == EPulseType.REGULAR)
  58. {
  59. if (!player.IsUnconscious())
  60. 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)
  61. if (player.GetHealth01("","Shock") == 1)//no need to continue if the shock is full
  62. return;
  63. if ( !CfgGameplayHandler.GetAllowRefillSpeedModifier() )
  64. player.m_UnconRefillModifier = 1;
  65. player.AddHealth("","Shock", deltaT * GetRefillSpeed(player) );
  66. }
  67. }
  68. override void OnReconnect(PlayerBase player)
  69. {
  70. }
  71. };