143{
144
146 {
148 m_Priority = 1;
149 m_ID = SymptomIDs.SYMPTOM_FREEZE;
150 m_DestroyOnAnimFinish = true;
151 m_SyncToClient = false;
152 m_MaxCount = 2;
153 }
154
157 {
158
159 }
160
162 {
163 }
164
166 {
167
168 }
169
171 {
172 return true;
173 }
174
177 {
180 player.GetMovementState(hms);
182
184 {
185 PlayAnimationADD(2);
186 }
187 else
188 {
190 }
191 }
192
195 {
197 }
198
201 {
203 }
204
207 {
209 }
210
212 {
213 return new HeatComfortmMetaADD();
214 }
215}
216
218{
219
221 {
223 m_Priority = 100;
224 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
225 m_DestroyOnAnimFinish = true;
226 m_SyncToClient = false;
227 m_MaxCount = 2;
229 }
230
232 {
233 return true;
234 }
235
238 {
239 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
240
242 }
243
246 {
247 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetActivated",
m_Player.ToString());
248 }
249
252 {
253 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
254 }
255
258 {
259 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
260 }
261}
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....