Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_GameModeHealthSettings.c
Go to the documentation of this file.
4
5class SCR_GameModeHealthSettings : ScriptComponent
6{
7 [Attribute(defvalue: "1", uiwidget: UIWidgets.Slider, desc: "Character bleeding rate multiplier", params: "0 5 0.001", precision: 3, category: "Game Mode")]
8 protected float m_fDOTScale;
9
10 [Attribute(defvalue: "1", uiwidget: UIWidgets.Slider, desc: "Character regeneration rate multiplier", params: "0 5 0.001", precision: 3, category: "Game Mode")]
11 protected float m_fRegenScale;
12
13 [Attribute(defvalue: "false", uiwidget: UIWidgets.CheckBox, desc: "Whether to allow unconsciousness even when waking up automatically is not guaranteed", category: "Game Mode")]
15
16 [Attribute(defvalue: "true", uiwidget: UIWidgets.CheckBox, desc: "Whether unconsciousness is allowed", category: "Game Mode")]
18
19 [Attribute(defvalue: "false", uiwidget: UIWidgets.CheckBox, desc: "Whether using VON during unconsciousness is allowed", category: "Game Mode")]
21
22 [Attribute(defvalue: "0.75", uiwidget: UIWidgets.Slider, desc: "How much will the character be slowed down when having tourniquetted leg", params: "0 1 0.001", precision: 3, category: "Game Mode")]
24
25 [Attribute(defvalue: "0.1", uiwidget: UIWidgets.Slider, desc: "Affects how much the bleeding is reduced", params: "0 1 0.001", precision: 3, category: "Game Mode")]
26 private float m_fTourniquetStrengthMultiplier;
27
28 [Attribute(defvalue: "1", uiwidget: UIWidgets.Slider, desc: "How fast will character regenerate when situated in medical compartment", params: "0 5 0.001", precision: 3, category: "Game Mode")]
30
31 [Attribute(defvalue: "10", uiwidget: UIWidgets.Slider, desc: "Time without receiving damage or bleeding to start regeneration [s]", params: "0 600 1", category: "Game Mode")]
32 protected float m_fRegenerationDelay;
33
34 [Attribute(defvalue: "1", uiwidget: UIWidgets.Slider, desc: "Character resilience regeneration rate multiplier", params: "0 20", category: "Game Mode")]
35 protected float m_fRegenerationScale;
36
37 //------------------------------------------------------------------------------------------------
41 {
42 return m_fDOTScale;
43 }
44
45 //------------------------------------------------------------------------------------------------
48 void SetBleedingScale(float rate)
49 {
50 m_fDOTScale = rate;
51 }
52
53 //------------------------------------------------------------------------------------------------
57 {
59 }
60
61 //------------------------------------------------------------------------------------------------
65 {
67 }
68 //------------------------------------------------------------------------------------------------
72 {
73 return m_fRegenScale;
74 }
75
76 //------------------------------------------------------------------------------------------------
79 void SetRegenScale(float rate)
80 {
81 m_fRegenScale = rate;
82 }
83
84 //------------------------------------------------------------------------------------------------
91
92 //------------------------------------------------------------------------------------------------
99
100 //------------------------------------------------------------------------------------------------
103 void SetUnconsciousnessPermitted(bool permitted)
104 {
105 m_bPermitUnconsciousness = permitted;
106 }
107
108 //------------------------------------------------------------------------------------------------
115
116 //------------------------------------------------------------------------------------------------
119 void SetUnconsciousVONPermitted(bool permitted)
120 {
121 m_bPermitUnconsciousVON = permitted;
122 }
123
124 //------------------------------------------------------------------------------------------------
131
132 //------------------------------------------------------------------------------------------------
139
140 //------------------------------------------------------------------------------------------------
144 {
145 return m_fTourniquetStrengthMultiplier;
146 }
147
148 //------------------------------------------------------------------------------------------------
152 {
153 m_fTourniquetStrengthMultiplier = rate;
154 }
155
156 //------------------------------------------------------------------------------------------------
163
164 //------------------------------------------------------------------------------------------------
171
172 //------------------------------------------------------------------------------------------------
176 {
177 return m_fRegenerationDelay;
178 }
179
180 //------------------------------------------------------------------------------------------------
183 void SetRegenerationDelay(float rate)
184 {
185 m_fRegenerationDelay = rate;
186 }
187}
params precision
float GetRegenerationDelay()
bool GetIfKillIndefiniteUnconscious()
float m_fCompartmentRegenerationRateMultiplier
void SetTourniquetStrengthMultiplier(float rate)
float m_fTourniquettedLegMovementSlowdown
void SetRegenScale(float rate)
float GetRegenScale()
float GetBleedingScale()
void SetBleedingScale(float rate)
bool m_bPermitUnconsciousness
bool m_bPermitUnconsciousVON
float GetResilienceHzRegenScale()
void SetResilienceHzRegenScale(float rate)
float GetCompartmentRegenRateMultiplier()
void SetUnconsciousnessPermitted(bool permitted)
float m_fRegenScale
bool IsUnconsciousVONPermitted()
float m_fRegenerationScale
bool IsUnconsciousnessPermitted()
void SetCompartmentRegenRateMultiplier(float rate)
bool m_bKillIndefinitelyUnconsciousPlayers
float GetTourniquetStrengthMultiplier()
void SetRegenerationDelay(float rate)
void SetTourniquettedLegMovementSlowdown(float rate)
void SetUnconsciousVONPermitted(bool permitted)
float GetTourniquettedLegMovementSlowdown()
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
SCR_FieldOfViewSettings Attribute