137{
138
140 {
142 m_Priority = 1;
143 m_ID = SymptomIDs.SYMPTOM_FREEZE;
144 m_DestroyOnAnimFinish = true;
145 m_SyncToClient = false;
146 m_MaxCount = 2;
147 }
148
151 {
152
153 }
154
156 {
157 }
158
160 {
161
162 }
163
165 {
166 return true;
167 }
168
171 {
174 player.GetMovementState(hms);
176
178 {
179 PlayAnimationADD(2);
180 }
181 else
182 {
184 }
185 }
186
189 {
191 }
192
195 {
197 }
198
201 {
203 }
204
206 {
207 return new HeatComfortmMetaADD();
208 }
209}
210
212{
213
215 {
217 m_Priority = 100;
218 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
219 m_DestroyOnAnimFinish = true;
220 m_SyncToClient = false;
221 m_MaxCount = 2;
223 }
224
226 {
227 return true;
228 }
229
232 {
233 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
234
236 }
237
240 {
241 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
242 }
243
246 {
247 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
248 }
249
252 {
253 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
254 }
255}
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
override SmptAnimMetaBase SpawnAnimMetaObject()
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
override void OnAnimationPlayFailed()
override void OnUpdateClient(PlayerBase player, float deltatime)
override bool CanActivate()
ModifiersManager m_Manager
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
static bool IsSymptomLogEnable()
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
void OnGetActivatedClient(PlayerBase player)
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
void OnGetDeactivatedClient(PlayerBase player)
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
DayZPlayerConstants
defined in C++
class FreezeSymptom extends SymptomBase OnInit()
Callback for user defined initialization. Called for all suites during TestHarness....