DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ OnGetActivatedClient()

override void OnGetActivatedClient ( PlayerBase player)

gets called once on a Symptom which is being activated

См. определение в файле FreezeState.c строка 130

131{
132 //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
133 override void OnInit()
134 {
135 m_SymptomType = SymptomTypes.PRIMARY;
136 m_Priority = 1;
137 m_ID = SymptomIDs.SYMPTOM_FREEZE;
138 m_DestroyOnAnimFinish = true;
139 m_SyncToClient = false;
140 m_MaxCount = 2;
141 }
142
144 override void OnUpdateServer(PlayerBase player, float deltatime)
145 {
146
147 }
148
149 override void OnUpdateClient(PlayerBase player, float deltatime)
150 {
151 }
152
153 override void OnAnimationPlayFailed()
154 {
155
156 }
157
158 override bool CanActivate()
159 {
160 return true;
161 }
162
164 override void OnGetActivatedServer(PlayerBase player)
165 {
166 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
168 player.GetMovementState(hms);
169 ItemBase item = m_Player.GetItemInHands();
170
171 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() && !player.IsInProne())
172 {
173 PlayAnimationADD(2);
174 }
175 else
176 {
178 }
179 }
180
182 override void OnGetActivatedClient(PlayerBase player)
183 {
184 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
185 }
186
188 override void OnGetDeactivatedServer(PlayerBase player)
189 {
190 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
191 }
192
194 override void OnGetDeactivatedClient(PlayerBase player)
195 {
196 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
197 }
198
200 {
201 return new HeatComfortmMetaADD();
202 }
203}
204
205class FreezeRattleSymptom extends SymptomBase
206{
207 //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
208 override void OnInit()
209 {
210 m_SymptomType = SymptomTypes.PRIMARY;
211 m_Priority = 100;
212 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
213 m_DestroyOnAnimFinish = true;
214 m_SyncToClient = false;
215 m_MaxCount = 2;
216 m_Duration = 2;
217 }
218
219 override bool CanActivate()
220 {
221 return true;
222 }
223
225 override void OnGetActivatedServer(PlayerBase player)
226 {
227 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
228
229 PlaySound(EPlayerSoundEventID.RATTLING_TEETH);
230 }
231
233 override void OnGetActivatedClient(PlayerBase player)
234 {
235 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
236 }
237
239 override void OnGetDeactivatedServer(PlayerBase player)
240 {
241 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
242 }
243
245 override void OnGetDeactivatedClient(PlayerBase player)
246 {
247 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
248 }
249}
float m_Duration
Определения BulletHitReaction.c:56
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Определения Effect.c:49
proto string ToString()
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
Определения FreezeState.c:92
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения FreezeState.c:136
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Определения FreezeState.c:112
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
Определения FreezeState.c:130
override SmptAnimMetaBase SpawnAnimMetaObject()
Определения FreezeState.c:147
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения FreezeState.c:142
override void OnAnimationPlayFailed()
Определения FreezeState.c:101
override void OnUpdateClient(PlayerBase player, float deltatime)
Определения FreezeState.c:97
override bool CanActivate()
Определения FreezeState.c:106
DayZPlayer m_Player
Определения Hand_Events.c:42
void PlaySound()
Определения HungerSoundHandler.c:38
ModifiersManager m_Manager
Определения ModifierBase.c:11
EPlayerSoundEventID
Определения PlayerSoundEventHandler.c:3
int m_SymptomType
Определения SmptAnimMeta.c:13
SymptomTypes
Определения StateManager.c:32
void Debug()
Определения UniversalTemperatureSource.c:349
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
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Определения human.c:1142
Определения human.c:1139
Определения InventoryItem.c:731
static bool IsSymptomLogEnable()
Определения Debug.c:708
Определения Debug.c:594
Определения PlayerBaseClient.c:2
Определения SmptAnimMeta.c:83
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
bool CanActivate()
Определения StateBase.c:348
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
Определения StateBase.c:2
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
class FreezeSymptom extends SymptomBase OnInit()
Callback for user defined initialization. Called for all suites during TestHarness....
Определения FreezeState.c:79