DayZ 1.27
DayZ Explorer by KGB
 
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LargeTentBackPack.c
См. документацию.
1class LargeTentBackPack extends Backpack_Base
2{
4
9
14
15 override void OnRPC(PlayerIdentity sender, int rpc_type,ParamsReadContext ctx)
16 {
17 super.OnRPC(sender, rpc_type, ctx);
18
19 Param1<bool> p = new Param1<bool>(false);
20
21 if (!ctx.Read(p))
22 return;
23
24 bool play = p.param1;
25
26 switch (rpc_type)
27 {
28 case SoundTypeTent.REPACK:
29
30 if ( play )
31 {
33 }
34 else
35 {
37 }
38
39 break;
40 }
41 }
42
44 {
45 if ( !m_RepackingLoopSound || !m_RepackingLoopSound.IsSoundPlaying() )
46 {
47 m_RepackingLoopSound = SEffectManager.PlaySound( "largetent_deploy_SoundSet", GetPosition(), 0.5, 0.5 );
48 }
49 }
50
52 {
53 m_RepackingLoopSound.SetSoundFadeOut(0.5);
54 m_RepackingLoopSound.SoundStop();
55 }
56};
SoundTypeTent
Определения LargeTent.c:2
void StopRepackingLoopSound()
Определения LargeTentBackPack.c:51
EffectSound m_RepackingLoopSound
Определения LargeTentBackPack.c:3
override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
Определения LargeTentBackPack.c:15
void ~LargeTentBackPack()
Определения LargeTentBackPack.c:10
void PlayRepackingLoopSound()
Определения LargeTentBackPack.c:43
void LargeTentBackPack()
Определения LargeTentBackPack.c:5
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
The class that will be instanced (moddable)
Определения gameplay.c:389
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Определения EffectManager.c:169
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Определения EffectManager.c:271
Manager class for managing Effect (EffectParticle, EffectSound)
Определения EffectManager.c:6
proto bool Read(void value_in)
Serializer ParamsReadContext
Определения gameplay.c:15
class JsonUndergroundAreaTriggerData GetPosition
Определения UndergroundAreaLoader.c:9