8 m_ID = SymptomIDs.SYMPTOM_FREEZE;
39 player.GetMovementState(hms);
72 return new HeatComfortmMetaADD();
83 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
84 m_DestroyOnAnimFinish =
true;
85 m_SyncToClient =
false;
118 if (LogManager.IsSymptomLogEnable())
Debug.SymptomLog(
"n/a", this.
ToString(),
"n/a",
"OnGetDeactivated",
m_Player.ToString());
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
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()
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
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,...
override SmptAnimMetaBase SpawnAnimMetaObject()
override void OnAnimationPlayFailed()
override bool CanActivate()
void PlayAnimationADD(int type)
void OnGetDeactivatedClient(PlayerBase player)
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
bool m_DestroyOnAnimFinish
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
override void OnUpdateClient(PlayerBase player, float deltatime)
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
DayZPlayerConstants
defined in C++