DayZ 1.30
DayZ Explorer by KGB
 
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FaintState.c
См. документацию.
2{
3 private float m_Intensity;
4 private float m_FadeoutDuration;
5 private float m_Interval;
6
7 private ref PPERequester_UnconEffects m_FaintEffect;
8
9 //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
10 override void OnInit()
11 {
12 m_Priority = 0;
13 m_SymptomType = SymptomTypes.SECONDARY;
14 m_ID = SymptomIDs.SYMPTOM_FAINT;
16 m_IsPersistent = false;
18 m_SyncToClient = true;
19
20 if (!g_Game.IsDedicatedServer())
21 m_FaintEffect = PPERequester_UnconEffects.Cast(PPERequesterBank.GetRequester(PPERequester_UnconEffects));
22 }
23
24 override void SetParam(Param p)
25 {
27 if (params && params.param1 == SymptomIDs.SYMPTOM_FAINT)
28 {
29 if (!g_Game.IsDedicatedServer())
30 {
31 SymptomSyncData faintData = params.param2;
32 if (faintData.m_IntArray[0] == 1)
33 {
34 if (!m_FaintEffect.IsRequesterRunning())
35 {
36 Param1<float> vignette = new Param1<float>(0.0);
37 m_FaintEffect.Start(vignette);
38 }
39 m_FaintEffect.FadeInEffect(faintData.m_FloatArray[0], faintData.m_FloatArray[1]);
40 }
41 else if (faintData.m_IntArray[0] == 0)
42 m_FaintEffect.FadeOutEffect(faintData.m_FloatArray[0] + faintData.m_FloatArray[1]);
43 else if (faintData.m_IntArray[0] == 2)
44 {
45 m_FaintEffect.FadeOutEffect(0.3);
46 m_FaintEffect.SetRequesterUpdating(false);
47 }
48 }
49 }
50
51 #ifdef SERVER
52 g_Game.RPCSingleParam(m_Player, ERPCs.RPC_SYMPTOM_PARAM_SYNC, params, true, m_Player.GetIdentity());
53 #endif
54 }
55
56 override void OnGetActivatedClient(PlayerBase player)
57 {
59 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
60 }
61
63 override void OnGetDeactivatedClient(PlayerBase player)
64 {
66 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
67 }
68
69 override void OnDestructed()
70 {
71 super.OnDestructed();
72
73 if (!g_Game.IsDedicatedServer())
74 m_FaintEffect.Stop();
75 }
76}
DayZGame g_Game
Определения DayZGame.c:4074
ERPCs
Определения ERPCs.c:2
proto string ToString()
SymptomTypes
Определения StateManager.c:35
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Определения 3_Game/DayZ/tools/Debug.c:193
Определения 3_Game/DayZ/tools/Debug.c:2
override void OnDestructed()
Определения FaintState.c:69
float m_Interval
Определения FaintState.c:5
override void OnInit()
Определения FaintState.c:10
override void OnGetActivatedClient(PlayerBase player)
Определения FaintState.c:56
float m_Intensity
Определения FaintState.c:3
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения FaintState.c:63
override void SetParam(Param p)
Определения FaintState.c:24
ref PPERequester_UnconEffects m_FaintEffect
Определения FaintState.c:7
float m_FadeoutDuration
Определения FaintState.c:4
Определения FaintState.c:2
static bool IsSymptomLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:819
Определения PPEConstants.c:68
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Определения param.c:12
Определения PlayerBaseClient.c:2
bool m_IsPersistent
Определения StateBase.c:19
bool m_SyncToClient
Определения StateBase.c:21
float m_ServerUpdateInterval
Определения StateBase.c:9
int m_Priority
Определения StateBase.c:4
bool m_DestroyOnAnimFinish
Определения StateBase.c:16
int m_ID
Определения StateBase.c:13
int m_SymptomType
Определения StateBase.c:18
void SymptomBase()
Определения StateBase.c:30
PlayerBase m_Player
Определения StateBase.c:8
ref TFloatArray m_FloatArray
Определения StateManager.c:53
ref TIntArray m_IntArray
Определения StateManager.c:52
Определения StateManager.c:51