DayZ 1.26
DayZ Explorer by KGB
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Класс VomitSymptom
+ Граф наследования:VomitSymptom:

Закрытые члены

override void OnInit ()
 
bool IsContaminationActive ()
 
override void SetParam (Param p)
 
override void OnAnimationStart ()
 
override void OnAnimationFinish ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override bool IsSyncToRemotes ()
 
- Закрытые члены унаследованные от SymptomBase
void OnAnimationFinish ()
 
void OnAnimationStart ()
 
void OnAnimationPlayFailed ()
 
void OnInit ()
 this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute, don't put any gameplay code in here
 
void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
bool CanActivate ()
 
void OnUpdateClient (PlayerBase player, float deltatime)
 gets called every frame
 
void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
void OnGetActivatedClient (PlayerBase player)
 
void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
void OnGetDeactivatedClient (PlayerBase player)
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 

Закрытые данные

const int BLOOD_LOSS = 250
 
float m_VomitContentPercentage
 
- Закрытые данные унаследованные от SymptomBase
PPERequester_FeverEffects m_Requester
 
const float BLUR_STRENGTH_MIN = 0.15
 
const float BLUR_STRENGTH_MAX = 0.25
 
const int BLUR_DURATION_TIME_MIN = 1.5
 
const int BLUR_DURATION_TIME_MAX = 2.5
 
const int MIN_TIME_BETWEEN_EFFECTS = 25.0
 
const int MAX_TIME_BETWEEN_EFFECTS = 35.0
 
float m_EffectDuration
 
PPERequester_HMPGhosts m_Requester
 
const int EFFECT_DURATION_TIME_MIN = 6
 
const int EFFECT_DURATION_TIME_MAX = 10
 

Закрытые статические данные

static const float STAMINA_DEPLETION_MULTIPLIER = 1.3
 
static const float STAMINA_RECOVERY_MULTIPLIER = 0.5
 

Подробное описание

Методы

◆ CanActivate()

override bool CanActivate ( )
inlineprivate
62 {
63 return ( m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE || m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_ACTION );
64 }
SymptomManager m_Manager
Definition StateBase.c:20
int GetCurrentCommandID()
Definition StateManager.c:217
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки SymptomManager::GetCurrentCommandID() и SymptomBase::m_Manager.

◆ IsContaminationActive()

bool IsContaminationActive ( )
inlineprivate
23 {
24 return m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION2) || m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION3);
25 }
PlayerBase m_Player
Definition StateBase.c:8
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки SymptomBase::m_Player.

Используется в OnAnimationFinish() и OnAnimationStart().

◆ IsSyncToRemotes()

override bool IsSyncToRemotes ( )
inlineprivate
78 {
79 return true;
80 }

◆ OnAnimationFinish()

override void OnAnimationFinish ( )
inlineprivate

deplete stamina

50 {
52 m_Player.GetStaminaHandler().DepleteStamina(EStaminaModifiers.OVERALL_DRAIN);
53
55 {
57 module_lifespan.UpdateBloodyHandsVisibilityEx( m_Player, eBloodyHandsTypes.JUST_BLOOD );
58 }
59 }
EStaminaModifiers
Definition EStaminaModifiers.c:2
void PluginLifespan()
Definition PluginLifespan.c:45
eBloodyHandsTypes
Definition PluginLifespan.c:9
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
Definition EntityAI.c:95
bool IsContaminationActive()
Definition VomitState.c:22

Перекрестные ссылки GetPlugin(), IsContaminationActive(), SymptomBase::m_Player и PluginLifespan().

◆ OnAnimationStart()

override void OnAnimationStart ( )
inlineprivate
37 {
38 if (m_Player)
39 {
40 m_Player.GetStatToxicity().Set(0);
41 if (m_Player.m_PlayerStomach)
42 m_Player.m_PlayerStomach.ReduceContents(m_VomitContentPercentage);
43
45 m_Player.AddHealth("","Blood", -BLOOD_LOSS);
46 }
47 }
const int BLOOD_LOSS
Definition VomitState.c:7
float m_VomitContentPercentage
Definition VomitState.c:9

Перекрестные ссылки BLOOD_LOSS, IsContaminationActive(), SymptomBase::m_Player и m_VomitContentPercentage.

◆ OnGetActivatedServer()

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

68 {
69 PlayAnimationFB(DayZPlayerConstants.CMD_ACTIONFB_VOMIT,DayZPlayerConstants.STANCEMASK_CROUCH, GetDuration() );
70 }
void PlayAnimationFB(int animation, int stance_mask, float running_time=-1)
Definition StateBase.c:239
float GetDuration()
Definition StateBase.c:85

Перекрестные ссылки SymptomBase::GetDuration() и SymptomBase::PlayAnimationFB().

◆ OnInit()

override void OnInit ( )
inlineprivate
12 {
14 m_Priority = 100;
15 m_ID = SymptomIDs.SYMPTOM_VOMIT;
17 m_SyncToClient = false;
18 m_Duration = 5;
19 m_MaxCount = 1;
20 }
SymptomTypes
Definition StateManager.c:31
bool m_SyncToClient
Definition StateBase.c:21
int m_Priority
Definition StateBase.c:4
int m_SymptomType
Definition StateBase.c:18
int m_MaxCount
Definition StateBase.c:24
int m_ID
Definition StateBase.c:13
bool m_DestroyOnAnimFinish
Definition StateBase.c:16
float m_Duration
Definition StateBase.c:22

Перекрестные ссылки SymptomBase::m_DestroyOnAnimFinish, SymptomBase::m_Duration, SymptomBase::m_ID, SymptomBase::m_MaxCount, SymptomBase::m_Priority, SymptomBase::m_SymptomType и SymptomBase::m_SyncToClient.

◆ SetParam()

override void SetParam ( Param p)
inlineprivate
28 {
30 if ( p1 )
31 {
33 }
34 }

Перекрестные ссылки m_VomitContentPercentage.

◆ SpawnAnimMetaObject()

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
73 {
74 return new SmptAnimMetaFB();
75 }

Поля

◆ BLOOD_LOSS

const int BLOOD_LOSS = 250
private

Используется в OnAnimationStart().

◆ m_VomitContentPercentage

float m_VomitContentPercentage
private

Используется в OnAnimationStart() и SetParam().

◆ STAMINA_DEPLETION_MULTIPLIER

const float STAMINA_DEPLETION_MULTIPLIER = 1.3
staticprivate

Используется в StaminaHandler::Init().

◆ STAMINA_RECOVERY_MULTIPLIER

const float STAMINA_RECOVERY_MULTIPLIER = 0.5
staticprivate

Используется в StaminaHandler::Init().


Объявления и описания членов класса находятся в файле: