bloodnotfr.c 1.3 KB

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  1. class BloodNotfr: NotifierBase
  2. {
  3. protected const float DEC_TRESHOLD_LOW = 0;
  4. protected const float DEC_TRESHOLD_MED = -12;
  5. protected const float DEC_TRESHOLD_HIGH = -22;
  6. protected const float INC_TRESHOLD_LOW = 0;
  7. protected const float INC_TRESHOLD_MED = 3;
  8. protected const float INC_TRESHOLD_HIGH = 6;
  9. void BloodNotfr(NotifiersManager manager)
  10. {
  11. }
  12. override int GetNotifierType()
  13. {
  14. return eNotifiers.NTF_BLOOD;
  15. }
  16. override void DisplayTendency(float delta)
  17. {
  18. int tendency = CalculateTendency(delta, INC_TRESHOLD_LOW, INC_TRESHOLD_MED, INC_TRESHOLD_HIGH, DEC_TRESHOLD_LOW, DEC_TRESHOLD_MED, DEC_TRESHOLD_HIGH);
  19. //DSLevels level = DetermineLevel( GetObservedValue(), PlayerConstants.THRESHOLD_BLOOD_WARNING, PlayerConstants.THRESHOLD_BLOOD_CRITICAL, PlayerConstants.THRESHOLD_BLOOD_BLINKING, PlayerConstants.THRESHOLD_BLOOD_EXTRA );
  20. DisplayElementTendency dis_elm = DisplayElementTendency.Cast(GetVirtualHud().GetElement(eDisplayElements.DELM_TDCY_BLOOD));
  21. EStatLevels blood_level = m_Player.GetStatLevelBlood();
  22. if( dis_elm )
  23. {
  24. dis_elm.SetTendency(tendency);
  25. dis_elm.SetSeriousnessLevel(blood_level);
  26. }
  27. }
  28. override float GetObservedValue()
  29. {
  30. float blood = m_Player.GetHealth("GlobalHealth","Blood");
  31. return blood;
  32. }
  33. };