DayZ 1.26
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Класс PlayerSoundEventBase

Закрытые члены

void DamageSoundEvents ()
 
override bool CanPlay (PlayerBase player)
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
void DrowningEvents ()
 
override bool CanPlay (PlayerBase player)
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
void HeatComfortEventsBase ()
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
void HoldBreathSoundEventBase ()
 
override bool HasHoldBreathException ()
 
void InjurySoundEvents ()
 
override bool CanPlay (PlayerBase player)
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
override bool CanPlay (PlayerBase player)
 
override void OnPlay (PlayerBase player)
 
override void OnEnd ()
 
void MeleeAttackSoundEvents ()
 
override bool CanPlay (PlayerBase player)
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
override void OnEnd ()
 
void PickupHeavySoundEvent ()
 
void ForceConsumeSoundEvent ()
 
void StaminaSoundEventBase ()
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
override void OnPlay (PlayerBase player)
 
void SymptomSoundEventBase ()
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 

Закрытые данные

const int MAX_VOLUME = 4
 

Подробное описание

Методы

◆ CanPlay() [1/5]

override bool CanPlay ( PlayerBase player)
inlineprivate
11 {
12 return true;
13 }

◆ CanPlay() [2/5]

override bool CanPlay ( PlayerBase player)
inlineprivate
10 {
11 return true;
12 }

◆ CanPlay() [3/5]

override bool CanPlay ( PlayerBase player)
inlineprivate
11 {
12 return true;
13 }

◆ CanPlay() [4/5]

override bool CanPlay ( PlayerBase player)
inlineprivate
9 {
10 if( !super.CanPlay(player) )
11 {
12 return false;
13 }
14 return true;
15 }
Definition EntityAI.c:95

◆ CanPlay() [5/5]

override bool CanPlay ( PlayerBase player)
inlineprivate
10 {
11 return true;
12 }

◆ DamageSoundEvents()

void DamageSoundEvents ( )
inlineprivate
5 {
6 m_HasPriorityOverTypes = -1;//-1 for all
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()

void DrowningEvents ( )
inlineprivate
4 {
5 m_HasPriorityOverTypes = -1;//-1 for all
7 }

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

◆ ForceConsumeSoundEvent()

void ForceConsumeSoundEvent ( )
inlineprivate
26 {
27 m_HasPriorityOverTypes = -1;//-1 for all
29 }

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

◆ HasHoldBreathException()

override bool HasHoldBreathException ( )
inlineprivate
9 {
10 return true;
11 }

Используется в CanPlay().

◆ HasPriorityOverCurrent() [1/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
16 {
17 return true;
18 }

◆ HasPriorityOverCurrent() [2/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
15 {
16 return true;
17 }

◆ HasPriorityOverCurrent() [3/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
11 {
12 return true;
13 }

◆ HasPriorityOverCurrent() [4/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
16 {
17 return true;
18 }

◆ HasPriorityOverCurrent() [5/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
4 {
5 return true;
6 }

◆ HasPriorityOverCurrent() [6/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
15 {
16 if( type_other == EPlayerSoundEventType.DAMAGE )
17 {
18 return false;
19 }
20 return true;
21 }

◆ HasPriorityOverCurrent() [7/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
11 {
12 return false;
13 }

◆ HasPriorityOverCurrent() [8/8]

override bool HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )
inlineprivate
10 {
11 return true;
12 }

◆ HeatComfortEventsBase()

void HeatComfortEventsBase ( )
inlineprivate

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

◆ HoldBreathSoundEventBase()

void HoldBreathSoundEventBase ( )
inlineprivate
4 {
6 }

Перекрестные ссылки m_HasPriorityOverTypes.

◆ InjurySoundEvents()

void InjurySoundEvents ( )
inlineprivate
5 {
6 m_HasPriorityOverTypes = -1;//-1 for all
8 }

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

◆ MeleeAttackSoundEvents()

void MeleeAttackSoundEvents ( )
inlineprivate

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

◆ OnEnd() [1/2]

override void OnEnd ( )
inlineprivate
25 {
26 super.OnEnd();
27 //m_Player.GetStaminaSoundHandlerClient().PostponeStamina(1000);
28 if(m_Player)
29 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(1300);
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]

override void OnEnd ( )
inlineprivate
24 {
25 super.OnEnd();
26 if(m_Player)
27 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(800);
28 }

Перекрестные ссылки m_Player.

◆ OnPlay() [1/2]

override void OnPlay ( PlayerBase player)
inlineprivate
18 {
19 super.OnPlay(player);
20 if( player.CanSpawnBreathVaporEffect() )
21 player.SpawnBreathVaporEffect();
22 }

◆ OnPlay() [2/2]

override void OnPlay ( PlayerBase player)
inlineprivate

!! beware of the ifdef above , most likely you want to put your code above it, otherwise it might not get executed !!!

16 {
17 super.OnPlay(player);
18
19 MaskBase mask = MaskBase.Cast(player.GetInventory().FindAttachment(InventorySlots.GetSlotIdFromString("Mask")));
20
21 float rel_volume = 1;
22 if (mask)
23 {
24 if (mask.IsExternalFilterAttached() || mask.HasIntegratedFilter())
25 {
26 rel_volume = Math.Lerp(MAX_VOLUME,1,mask.GetFilterQuantity01());
27 }
28 }
29
32
33 #ifdef DIAG_DEVELOPER
34 if (!DiagMenu.GetBool(DiagMenuIDs.MISC_BREATH_VAPOR_LVL))//disabled in debug, do not spawn particles
35 return;
36 #endif
37
38 if ( player.CanSpawnBreathVaporEffect() )
39 player.SpawnBreathVaporEffect();
40
41
43
44 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
AbstractWave m_SoundSetCallback
Definition SoundEvents.c:86
proto void SetVolumeRelative(float value)
Definition EnDebug.c:233
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
Definition EnMath.c:7
const int MAX_VOLUME
Definition StaminaEvents.c:3
static proto bool GetBool(int id, bool reverse=false)
Get value as bool from the given script id.
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 ( )
inlineprivate
4 {
5 m_HasPriorityOverTypes = -1;//-1 for all
7 m_ID = EPlayerSoundEventID.PICKUP_HEAVY;
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()

void StaminaSoundEventBase ( )
inlineprivate

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

◆ SymptomSoundEventBase()

void SymptomSoundEventBase ( )
inlineprivate
4 {
7 }

Перекрестные ссылки m_HasPriorityOverTypes и m_Type.

Поля

◆ MAX_VOLUME

const int MAX_VOLUME = 4
private

Объявления и описания членов классов находятся в файлах: