Renaming "timeUntilRegen" to "timeUntilArmorRegen"
Getting ready for health regen implementation.
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@ -18,7 +18,7 @@ namespace pdHealth
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//SETTINGS
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//SETTINGS
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//Regeneration
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//Regeneration
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int armorRegen = 25; //How far to regenerate the armor. Set to 0 to disable regenaration entirely.
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int armorRegen = 25; //How far to regenerate the armor. Set to 0 to disable regenaration entirely.
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float armorRegenSpeed = 5f; //How much armor to regenerate per second.
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float armorRegenSpeed = 10f; //How much armor to regenerate per second.
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float armorRegenDelay = 5f; //Delay after damage before recharging armor. Set to 0 to disable delay.
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float armorRegenDelay = 5f; //Delay after damage before recharging armor. Set to 0 to disable delay.
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//Max Armor/Health
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//Max Armor/Health
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@ -32,7 +32,7 @@ namespace pdHealth
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//VARIABLES (DO NOT TOUCH)
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//VARIABLES (DO NOT TOUCH)
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int armorVal = -1;
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int armorVal = -1;
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int healthVal = -1;
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int healthVal = -1;
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float timeUntilRegen = 0.0f;
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float timeUntiArmorlRegen = 0.0f;
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float armorDecimalRegen = 0.0f;
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float armorDecimalRegen = 0.0f;
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private void doHealthTick(object sender, EventArgs e)
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private void doHealthTick(object sender, EventArgs e)
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@ -52,7 +52,7 @@ namespace pdHealth
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if (pl.isAlive == false) {
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if (pl.isAlive == false) {
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armorVal = -1;
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armorVal = -1;
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healthVal = -1;
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healthVal = -1;
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timeUntilRegen = 0.0f;
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timeUntiArmorlRegen = 0.0f;
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armorDecimalRegen = 0.0f;
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armorDecimalRegen = 0.0f;
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return;
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return;
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}
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}
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@ -77,12 +77,12 @@ namespace pdHealth
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}
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}
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if (armorRegen > 0) {
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if (armorRegen > 0) {
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if (pl.Armor < armorVal) { armorDecimalRegen = 0.0f; timeUntilRegen = armorRegenDelay; }
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if (pl.Armor < armorVal) { armorDecimalRegen = 0.0f; timeUntiArmorlRegen = armorRegenDelay; }
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if (pl.Health < healthVal) { armorDecimalRegen = 0.0f; timeUntilRegen = armorRegenDelay; }
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if (pl.Health < healthVal) { armorDecimalRegen = 0.0f; timeUntiArmorlRegen = armorRegenDelay; }
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if (timeUntilRegen > 0) {
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if (timeUntiArmorlRegen > 0) {
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timeUntilRegen = timeUntilRegen - ((1000.0f/GTA.Game.FPS)/1000.0f);
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timeUntiArmorlRegen = timeUntiArmorlRegen - ((1000.0f/GTA.Game.FPS)/1000.0f);
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if (timeUntilRegen < 0) { timeUntilRegen = 0; }
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if (timeUntiArmorlRegen < 0) { timeUntiArmorlRegen = 0; }
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} else {
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} else {
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if (pl.Armor < armorRegen) {
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if (pl.Armor < armorRegen) {
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armorDecimalRegen = armorDecimalRegen + (((1000.0f/GTA.Game.FPS)*armorRegenSpeed)/1000.0f);
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armorDecimalRegen = armorDecimalRegen + (((1000.0f/GTA.Game.FPS)*armorRegenSpeed)/1000.0f);
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