DayZ 1.27
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◆ GetSoundSetCallback()

AbstractWave GetSoundEventType::GetSoundSetCallback ( )

См. определение в файле SoundEvents.c строка 160

161{
163 int m_Type;
164 int m_ID;
166 bool m_RequestDestroy;
167 string m_SoundSetNameRoot;
169 int m_Param;
170
171
172 void ~SoundEventBase()
173 {
175 }
176
177 //obsolete function, now possible to set a param
179 {
181 }
182
183 void Tick()
184 {
186 {
187 m_RequestDestroy = true;
188 }
189 }
190
192 {
194 {
195 return true;
196 }
197
198 return false;
199 }
200
201 bool IsDestroyRequested()
202 {
203 return m_RequestDestroy;
204 }
205
206 bool CanPlay()
207 {
208 return true;
209 }
210
211 bool Play()
212 {
213 return true;
214 }
215
216 void OnPlay(PlayerBase player);
217
218 void Stop()
219 {
221 {
222 m_SoundSetCallback.Stop();
223 }
224 }
225
226 int GetSoundEventID()
227 {
228 return m_ID;
229 }
230
232 {
233 return m_Type;
234 }
235
237 {
238 return m_SoundSetCallback;
239 }
240}
241
242class SoundEventHandler
243{
244 static int GetSoundEventType(int id) { return -1; }
245 //void OnTick(float delta_time) {}
246 bool PlayRequest(EPlayerSoundEventID id, bool sent_from_server = false) { return true; }
247 bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server = false, int param = 0){ return true; };
248 int GetCurrentStateEventID() { return -1; }
249 int GetCurrentStateEventType() { return -1; }
250}
eBleedingSourceType m_Type
Определения BleedingSource.c:25
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Определения Effect.c:49
override int GetCurrentStateEventID()
Определения InfectedSoundEventHandler.c:38
override int GetCurrentStateEventType()
Определения InfectedSoundEventHandler.c:47
override bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server=false, int param=0)
Определения PlayerSoundEventHandler.c:148
EPlayerSoundEventID
Определения PlayerSoundEventHandler.c:3
EAnimPlayState PlayRequest()
Определения SmptAnimMeta.c:65
AbstractWave m_SoundSetCallback
Определения SoundEvents.c:86
AbstractWave GetSoundSetCallback()
Определения SoundEvents.c:160
bool IsSoundCallbackExist()
Определения SoundEvents.c:115
bool IsDestroyRequested()
Определения SoundEvents.c:125
bool CanPlay()
Определения SoundEvents.c:130
void ~SoundEventBase()
Определения SoundEvents.c:96
int m_SoundVoiceAnimEventClassID
Определения SoundEvents.c:89
int GetSoundEventType()
Определения SoundEvents.c:155
bool IsSkipForControlled()
Определения SoundEvents.c:102
bool m_RequestDestroy
Определения SoundEvents.c:90
int GetSoundEventID()
Определения SoundEvents.c:150
int m_Param
Определения SoundEvents.c:93
string m_SoundSetNameRoot
Определения SoundEvents.c:91
bool m_SkipForControlledCharacter
Определения SoundEvents.c:92
void Tick()
Определения SoundEvents.c:107
Определения PlayerBaseClient.c:2
bool Play()
Определения SoundEvents.c:135
void AbstractWave()
Определения Sound.c:167
void Stop()
Stops all elements this effect consists of.
Определения SoundEvents.c:142
void OnPlay()
Определения Sound.c:206