5 static const string SHOCK_SOUND =
"defibrillator_shock_SoundSet";
31 string cfg_path =
"CfgVehicles " +
GetType() +
" ";
37 string cfg_path =
"CfgVehicles " +
GetType() +
" ";
43 if ( !
GetGame().IsDedicatedServer() )
47 GetCompEM().SetEnergyUsage(energy_needed);
60 GetCompEM().SwitchOff();
61 GetCompEM().ResetEnergyUsage();
71 if ( GetCompEM().IsWorking() )
79 GetCompEM().ResetEnergyUsage();
136 victim.SetPulseType(!victim.GetPulseType());
137 victim.SetHealth(
"",
"Shock",0);
139 GetCompEM().SwitchOff();
eBleedingSourceType GetType()
void AddAction(typename actionName)
proto native float ConfigGetFloat(string path)
Get float value from config on path.
Wrapper class for managing sound through SEffectManager.
float GetEnergyNeededToCharge()
override void OnWorkStart()
void DischargeClient(PlayerBase victim)
static const string CHARGING_SOUND
override void SetActions()
void DischargeServer(PlayerBase victim)
EffectSound m_ChargingSound
EffectSound m_ChargedAlarm
ref Timer m_ChargingTimer
override void OnWorkStop()
static const string CHARGED_AND_READY_SOUND
float GetTimeNeededToCharge()
static const string SHOCK_SOUND
static float m_ChargeTime
static float m_EnergyNeededToCharge
static EffectSound PlaySoundOnObject(string sound_set, Object parent_object, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
proto native CGame GetGame()