DayZ 1.27
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◆ SpawnAnimMetaObject()

override SmptAnimMetaBase OnInit::SpawnAnimMetaObject ( )

См. определение в файле FreezeState.c строка 147

148{
149 //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
150 override void OnInit()
151 {
152 m_SymptomType = SymptomTypes.PRIMARY;
153 m_Priority = 1;
154 m_ID = SymptomIDs.SYMPTOM_FREEZE;
155 m_DestroyOnAnimFinish = true;
156 m_SyncToClient = false;
157 m_MaxCount = 2;
158 }
159
161 override void OnUpdateServer(PlayerBase player, float deltatime)
162 {
163
164 }
165
166 override void OnUpdateClient(PlayerBase player, float deltatime)
167 {
168 }
169
170 override void OnAnimationPlayFailed()
171 {
172
173 }
174
175 override bool CanActivate()
176 {
177 return true;
178 }
179
181 override void OnGetActivatedServer(PlayerBase player)
182 {
183 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
185 player.GetMovementState(hms);
186 ItemBase item = m_Player.GetItemInHands();
187
188 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() && !player.IsInProne())
189 {
190 PlayAnimationADD(2);
191 }
192 else
193 {
195 }
196 }
197
199 override void OnGetActivatedClient(PlayerBase player)
200 {
201 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
202 }
203
205 override void OnGetDeactivatedServer(PlayerBase player)
206 {
207 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
208 }
209
211 override void OnGetDeactivatedClient(PlayerBase player)
212 {
213 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
214 }
215
217 {
218 return new HeatComfortmMetaADD();
219 }
220}
221
222class FreezeRattleSymptom extends SymptomBase
223{
224 //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
225 override void OnInit()
226 {
227 m_SymptomType = SymptomTypes.PRIMARY;
228 m_Priority = 100;
229 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
230 m_DestroyOnAnimFinish = true;
231 m_SyncToClient = false;
232 m_MaxCount = 2;
233 m_Duration = 2;
234 }
235
236 override bool CanActivate()
237 {
238 return true;
239 }
240
242 override void OnGetActivatedServer(PlayerBase player)
243 {
244 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
245
246 PlaySound(EPlayerSoundEventID.RATTLING_TEETH);
247 }
248
250 override void OnGetActivatedClient(PlayerBase player)
251 {
252 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
253 }
254
256 override void OnGetDeactivatedServer(PlayerBase player)
257 {
258 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
259 }
260
262 override void OnGetDeactivatedClient(PlayerBase player)
263 {
264 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
265 }
266}
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

Используется в SymptomManager::SetAnimation().