DayZ 1.26
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Класс DeafnessCompleteSymptom
+ Граф наследования:DeafnessCompleteSymptom:

Закрытые члены

override void OnInit ()
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
- Закрытые члены унаследованные от SymptomBase
void OnAnimationFinish ()
 
void OnAnimationStart ()
 
void OnAnimationPlayFailed ()
 
void OnInit ()
 this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute, don't put any gameplay code in here
 
void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
bool CanActivate ()
 
void OnUpdateClient (PlayerBase player, float deltatime)
 gets called every frame
 
void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
void OnGetActivatedClient (PlayerBase player)
 
void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
void OnGetDeactivatedClient (PlayerBase player)
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 

Дополнительные унаследованные члены

- Закрытые данные унаследованные от SymptomBase
PPERequester_FeverEffects m_Requester
 
const float BLUR_STRENGTH_MIN = 0.15
 
const float BLUR_STRENGTH_MAX = 0.25
 
const int BLUR_DURATION_TIME_MIN = 1.5
 
const int BLUR_DURATION_TIME_MAX = 2.5
 
const int MIN_TIME_BETWEEN_EFFECTS = 25.0
 
const int MAX_TIME_BETWEEN_EFFECTS = 35.0
 
float m_EffectDuration
 
PPERequester_HMPGhosts m_Requester
 
const int EFFECT_DURATION_TIME_MIN = 6
 
const int EFFECT_DURATION_TIME_MAX = 10
 

Подробное описание

Методы

◆ OnGetActivatedClient()

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate
16 {
17 //m_Player.SetMasterAttenuation("DeafnessCompleteAttenuation");
18 m_Player.SetMasterAttenuation("FlashbangAttenuation");
19 }
PlayerBase m_Player
Definition StateBase.c:8

Перекрестные ссылки SymptomBase::m_Player.

◆ OnGetDeactivatedClient()

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

23 {
24 m_Player.SetMasterAttenuation("");
25 }

Перекрестные ссылки SymptomBase::m_Player.

◆ OnInit()

override void OnInit ( )
inlineprivate
4 {
5 m_SymptomType = SymptomTypes.SECONDARY;
6 m_Priority = 0;
7 m_ID = SymptomIDs.SYMPTOM_DEAFNESS_COMPLETE;
8 m_IsPersistent = false;
9 m_MaxCount = 1;
10 m_SyncToClient = true;
11
13 }
SymptomTypes
Definition StateManager.c:31
Definition EntityAI.c:95
bool m_SyncToClient
Definition StateBase.c:21
int m_Priority
Definition StateBase.c:4
int m_SymptomType
Definition StateBase.c:18
int m_MaxCount
Definition StateBase.c:24
int m_ID
Definition StateBase.c:13
bool m_DestroyOnAnimFinish
Definition StateBase.c:16
bool m_IsPersistent
Definition StateBase.c:19

Перекрестные ссылки SymptomBase::m_DestroyOnAnimFinish, SymptomBase::m_ID, SymptomBase::m_IsPersistent, SymptomBase::m_MaxCount, SymptomBase::m_Priority, SymptomBase::m_SymptomType и SymptomBase::m_SyncToClient.


Объявления и описания членов класса находятся в файле: