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void | DamageSoundEvents () |
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override bool | CanPlay (PlayerBase player) |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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void | DrowningEvents () |
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override bool | CanPlay (PlayerBase player) |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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void | HeatComfortEventsBase () |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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void | HoldBreathSoundEventBase () |
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override bool | HasHoldBreathException () |
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void | InjurySoundEvents () |
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override bool | CanPlay (PlayerBase player) |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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override bool | CanPlay (PlayerBase player) |
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override void | OnPlay (PlayerBase player) |
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override void | OnEnd () |
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void | MeleeAttackSoundEvents () |
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override bool | CanPlay (PlayerBase player) |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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override void | OnEnd () |
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void | PickupHeavySoundEvent () |
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void | ForceConsumeSoundEvent () |
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void | StaminaSoundEventBase () |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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override void | OnPlay (PlayerBase player) |
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void | SymptomSoundEventBase () |
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override bool | HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other) |
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◆ CanPlay() [1/5]
11 {
12 return true;
13 }
◆ CanPlay() [2/5]
10 {
11 return true;
12 }
◆ CanPlay() [3/5]
11 {
12 return true;
13 }
◆ CanPlay() [4/5]
9 {
11 {
12 return false;
13 }
14 return true;
15 }
◆ CanPlay() [5/5]
10 {
11 return true;
12 }
◆ DamageSoundEvents()
5 {
8 }
class DynamicMusicLocationTypes m_Type
EPlayerSoundEventType
Definition PlayerSoundEventBase.c:2
EPlayerSoundEventType m_HasPriorityOverTypes
Definition PlayerSoundEventBase.c:40
Перекрестные ссылки m_HasPriorityOverTypes и m_Type.
◆ DrowningEvents()
◆ ForceConsumeSoundEvent()
◆ HasHoldBreathException()
◆ HasPriorityOverCurrent() [1/8]
16 {
17 return true;
18 }
◆ HasPriorityOverCurrent() [2/8]
15 {
16 return true;
17 }
◆ HasPriorityOverCurrent() [3/8]
11 {
12 return true;
13 }
◆ HasPriorityOverCurrent() [4/8]
16 {
17 return true;
18 }
◆ HasPriorityOverCurrent() [5/8]
◆ HasPriorityOverCurrent() [6/8]
15 {
17 {
18 return false;
19 }
20 return true;
21 }
◆ HasPriorityOverCurrent() [7/8]
11 {
12 return false;
13 }
◆ HasPriorityOverCurrent() [8/8]
10 {
11 return true;
12 }
◆ HeatComfortEventsBase()
◆ HoldBreathSoundEventBase()
◆ InjurySoundEvents()
◆ MeleeAttackSoundEvents()
◆ OnEnd() [1/2]
25 {
27
30 }
DayZPlayer m_Player
Definition Hand_Events.c:42
eSoundHandlers
Definition PlayerSoundManager.c:5
Перекрестные ссылки m_Player.
Используется в Play() и ~PlayerSoundEventBase().
◆ OnEnd() [2/2]
◆ OnPlay() [1/2]
18 {
20 if(
player.CanSpawnBreathVaporEffect() )
21 player.SpawnBreathVaporEffect();
22 }
◆ OnPlay() [2/2]
!! beware of the ifdef above , most likely you want to put your code above it, otherwise it might not get executed !!!
16 {
18
20
23 {
24 if (
mask.IsExternalFilterAttached() ||
mask.HasIntegratedFilter())
25 {
27 }
28 }
29
32
33 #ifdef DIAG_DEVELOPER
35 return;
36 #endif
37
38 if (
player.CanSpawnBreathVaporEffect() )
39 player.SpawnBreathVaporEffect();
40
41
43
44 }
AbstractWave m_SoundSetCallback
Definition SoundEvents.c:86
proto void SetVolumeRelative(float value)
provides access to slot configuration
Definition InventorySlots.c:6
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
Definition AirborneMask.c:2
const int MAX_VOLUME
Definition StaminaEvents.c:3
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
Перекрестные ссылки DiagMenu::GetBool(), InventorySlots::GetSlotIdFromString(), Math::Lerp(), m_SoundSetCallback, MAX_VOLUME и AbstractWave::SetVolumeRelative().
◆ PickupHeavySoundEvent()
void PickupHeavySoundEvent |
( |
| ) |
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inlineprivate |
4 {
9 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
EPlayerSoundEventID
Definition PlayerSoundEventHandler.c:2
int m_SoundVoiceAnimEventClassID
Definition SoundEvents.c:89
Перекрестные ссылки m_HasPriorityOverTypes, m_ID, m_SoundVoiceAnimEventClassID и m_Type.
◆ StaminaSoundEventBase()
◆ SymptomSoundEventBase()
◆ MAX_VOLUME
Объявления и описания членов классов находятся в файлах:
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/DamageEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/StaminaEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/DrowningEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/HeatComfortEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/HoldBreathEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/InjuryEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/JumpEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/MeleeAttack.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/MiscEvents.c
- D:/Ishodniki/scripts/4_World/Classes/SoundEvents/PlayerSoundEvents/Events/SymptomEvents.c