131{
132
134 {
136 m_Priority = 1;
137 m_ID = SymptomIDs.SYMPTOM_FREEZE;
138 m_DestroyOnAnimFinish = true;
139 m_SyncToClient = false;
140 m_MaxCount = 2;
141 }
142
145 {
146
147 }
148
150 {
151 }
152
154 {
155
156 }
157
159 {
160 return true;
161 }
162
165 {
168 player.GetMovementState(hms);
170
172 {
173 PlayAnimationADD(2);
174 }
175 else
176 {
178 }
179 }
180
183 {
185 }
186
189 {
191 }
192
195 {
197 }
198
200 {
201 return new HeatComfortmMetaADD();
202 }
203}
204
206{
207
209 {
211 m_Priority = 100;
212 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
213 m_DestroyOnAnimFinish = true;
214 m_SyncToClient = false;
215 m_MaxCount = 2;
217 }
218
220 {
221 return true;
222 }
223
226 {
227 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
228
230 }
231
234 {
235 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
236 }
237
240 {
241 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
242 }
243
246 {
247 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
248 }
249}
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....