DayZ 1.27
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BlindnessState.c
См. документацию.
1class BlindnessSymptom extends SymptomBase
2{
4 const int BLUR_DURATION = 3000;
5 ref Param1<vector> m_Position = new Param1<vector>("0 0 0");
6
7 //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
8 override void OnInit()
9 {
10 m_SymptomType = SymptomTypes.SECONDARY;
11 m_Priority = 0;
12 m_ID = SymptomIDs.SYMPTOM_BLINDNESS;
14 m_IsPersistent = false;
16 }
17
19 override void OnUpdateServer(PlayerBase player, float deltatime)
20 {
21 }
22
23 override void OnUpdateClient(PlayerBase player, float deltatime)
24 {
25
26
27 }
28
30 override void OnGetActivatedServer(PlayerBase player)
31 {
32 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }
34
35 override void OnGetActivatedClient(PlayerBase player)
36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }
39
40 override void OnGetDeactivatedServer(PlayerBase player)
41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }
44
46 override void OnGetDeactivatedClient(PlayerBase player)
47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness
50 }
51
52}
proto string ToString()
SymptomTypes
Определения StateManager.c:32
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Определения Debug.c:132
Определения Debug.c:2
static bool IsSymptomLogEnable()
Определения Debug.c:708
Определения Debug.c:594
Определения proto.c:268
Определения PlayerBaseClient.c:2
bool m_IsPersistent
Определения StateBase.c:19
override void OnGetActivatedClient(PlayerBase player)
Определения BlindnessState.c:35
override void OnInit()
Определения BlindnessState.c:8
int m_Priority
Определения StateBase.c:4
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Определения BlindnessState.c:30
bool m_DestroyOnAnimFinish
Определения StateBase.c:16
override void OnGetDeactivatedServer(PlayerBase player)
Определения BlindnessState.c:40
int m_ID
Определения StateBase.c:13
int m_SymptomType
Определения StateBase.c:18
const int BLUR_DURATION
Определения BlindnessState.c:4
ref Param1< vector > m_Position
Определения BlindnessState.c:5
Material m_MatGauss
Определения BlindnessState.c:3
override void OnUpdateClient(PlayerBase player, float deltatime)
Определения BlindnessState.c:23
void MakeParamObjectPersistent(Param object)
Определения StateBase.c:129
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
Определения BlindnessState.c:19
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения BlindnessState.c:46
PlayerBase m_Player
Определения StateBase.c:8
Определения StateBase.c:2