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

◆ OnGetDeactivatedClient()

override void OnGetDeactivatedClient ( PlayerBase player)

only gets called once on an active Symptom that is being deactivated

См. определение в файле FreezeState.c строка 142

143{
144 //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
145 override void OnInit()
146 {
147 m_SymptomType = SymptomTypes.PRIMARY;
148 m_Priority = 1;
149 m_ID = SymptomIDs.SYMPTOM_FREEZE;
150 m_DestroyOnAnimFinish = true;
151 m_SyncToClient = false;
152 m_MaxCount = 2;
153 }
154
156 override void OnUpdateServer(PlayerBase player, float deltatime)
157 {
158
159 }
160
161 override void OnUpdateClient(PlayerBase player, float deltatime)
162 {
163 }
164
165 override void OnAnimationPlayFailed()
166 {
167
168 }
169
170 override bool CanActivate()
171 {
172 return true;
173 }
174
176 override void OnGetActivatedServer(PlayerBase player)
177 {
178 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
180 player.GetMovementState(hms);
181 ItemBase item = m_Player.GetItemInHands();
182
183 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() && !player.IsInProne())
184 {
185 PlayAnimationADD(2);
186 }
187 else
188 {
190 }
191 }
192
194 override void OnGetActivatedClient(PlayerBase player)
195 {
196 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
197 }
198
200 override void OnGetDeactivatedServer(PlayerBase player)
201 {
202 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
203 }
204
206 override void OnGetDeactivatedClient(PlayerBase player)
207 {
208 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
209 }
210
212 {
213 return new HeatComfortmMetaADD();
214 }
215}
216
217class FreezeRattleSymptom extends SymptomBase
218{
219 //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
220 override void OnInit()
221 {
222 m_SymptomType = SymptomTypes.PRIMARY;
223 m_Priority = 100;
224 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
225 m_DestroyOnAnimFinish = true;
226 m_SyncToClient = false;
227 m_MaxCount = 2;
228 m_Duration = 2;
229 }
230
231 override bool CanActivate()
232 {
233 return true;
234 }
235
237 override void OnGetActivatedServer(PlayerBase player)
238 {
239 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
240
241 PlaySound(EPlayerSoundEventID.RATTLING_TEETH);
242 }
243
245 override void OnGetActivatedClient(PlayerBase player)
246 {
247 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
248 }
249
251 override void OnGetDeactivatedServer(PlayerBase player)
252 {
253 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
254 }
255
257 override void OnGetDeactivatedClient(PlayerBase player)
258 {
259 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
260 }
261}
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