55{
57 {
60 }
61
63 {
64 return true;
65 }
66
68 {
70 {
71 return false;
72 }
73 return true;
74 }
75
77 {
78 super.OnEnd();
80 StaminaSoundHandlerClient.Cast(
m_Player.m_PlayerSoundManagerClient.GetHandler(
eSoundHandlers.STAMINA)).PostponeStamina(800);
81 }
82}
83
85{
87 {
90 }
91}
92
94{
96 {
99 }
100
101}
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
void MeleeAttackSoundEvents()
class MeleeAttackSoundEvents extends PlayerSoundEventBase MeleeAttackLightEvent()
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
EPlayerSoundEventType m_HasPriorityOverTypes
int m_SoundVoiceAnimEventClassID
void MeleeAttackHeavyEvent()