mirror of
https://github.com/sp-tarkov/server.git
synced 2025-02-13 09:50:43 -05:00
Improve comments
This commit is contained in:
parent
747510e5d2
commit
36d6e56d89
@ -517,8 +517,7 @@ export class GameController
|
|||||||
|
|
||||||
/**
|
/**
|
||||||
* When player logs in, iterate over all active effects and reduce timer
|
* When player logs in, iterate over all active effects and reduce timer
|
||||||
* // TODO: Add body part HP regeneration
|
* @param pmcProfile Profile to adjust values for
|
||||||
* @param pmcProfile
|
|
||||||
*/
|
*/
|
||||||
protected updateProfileHealthValues(pmcProfile: IPmcData): void
|
protected updateProfileHealthValues(pmcProfile: IPmcData): void
|
||||||
{
|
{
|
||||||
@ -526,7 +525,7 @@ export class GameController
|
|||||||
const currentTimeStamp = this.timeUtil.getTimestamp();
|
const currentTimeStamp = this.timeUtil.getTimestamp();
|
||||||
const diffSeconds = currentTimeStamp - healthLastUpdated;
|
const diffSeconds = currentTimeStamp - healthLastUpdated;
|
||||||
|
|
||||||
// last update is in past
|
// Last update is in past
|
||||||
if (healthLastUpdated < currentTimeStamp)
|
if (healthLastUpdated < currentTimeStamp)
|
||||||
{
|
{
|
||||||
// Base values
|
// Base values
|
||||||
@ -556,7 +555,7 @@ export class GameController
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Player has energy deficit
|
// Player has hydration deficit
|
||||||
if (pmcProfile.Health.Hydration.Current !== pmcProfile.Health.Hydration.Maximum)
|
if (pmcProfile.Health.Hydration.Current !== pmcProfile.Health.Hydration.Maximum)
|
||||||
{
|
{
|
||||||
pmcProfile.Health.Hydration.Current += Math.round(hydrationRegenPerHour * (diffSeconds / 3600));
|
pmcProfile.Health.Hydration.Current += Math.round(hydrationRegenPerHour * (diffSeconds / 3600));
|
||||||
@ -587,7 +586,7 @@ export class GameController
|
|||||||
// Decrement effect time value by difference between current time and time health was last updated
|
// Decrement effect time value by difference between current time and time health was last updated
|
||||||
for (const effectKey in bodyPart.Effects)
|
for (const effectKey in bodyPart.Effects)
|
||||||
{
|
{
|
||||||
// Skip effects below 1, .e.g. bleeds at -1
|
// remove effects below 1, .e.g. bleeds at -1
|
||||||
if (bodyPart.Effects[effectKey].Time < 1)
|
if (bodyPart.Effects[effectKey].Time < 1)
|
||||||
{
|
{
|
||||||
// More than 30 mins has passed
|
// More than 30 mins has passed
|
||||||
|
Loading…
x
Reference in New Issue
Block a user