Tremor.c
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) );
}
};