148{
149
151 {
153 m_Priority = 1;
154 m_ID = SymptomIDs.SYMPTOM_FREEZE;
155 m_DestroyOnAnimFinish = true;
156 m_SyncToClient = false;
157 m_MaxCount = 2;
158 }
159
162 {
163
164 }
165
167 {
168 }
169
171 {
172
173 }
174
176 {
177 return true;
178 }
179
182 {
185 player.GetMovementState(hms);
187
189 {
190 PlayAnimationADD(2);
191 }
192 else
193 {
195 }
196 }
197
200 {
202 }
203
206 {
208 }
209
212 {
214 }
215
217 {
218 return new HeatComfortmMetaADD();
219 }
220}
221
223{
224
226 {
228 m_Priority = 100;
229 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
230 m_DestroyOnAnimFinish = true;
231 m_SyncToClient = false;
232 m_MaxCount = 2;
234 }
235
237 {
238 return true;
239 }
240
243 {
244 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
245
247 }
248
251 {
252 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
253 }
254
257 {
258 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
259 }
260
263 {
264 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
265 }
266}
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....