DayZ 1.26
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Класс SymptomBase
+ Граф наследования:SymptomBase:

Защищенные члены

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
 

Защищенные данные

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
 

Закрытые члены

void SymptomBase ()
 
void ~SymptomBase ()
 
void Init (SymptomManager manager, PlayerBase player, int uid)
 
int GetMaxCount ()
 
int GetUID ()
 
void OnOwnerKilled ()
 
bool CanBeInterupted ()
 
bool IsClientOnly ()
 
void SetDuration (float duration)
 
float GetDuration ()
 
string GetName ()
 
SymptomManager GetManager ()
 
int GetType ()
 
void SetParam (Param p)
 
bool IsSyncToClient ()
 
bool IsSyncToRemotes ()
 This symptom is synchronized to remotes in a form id within symptom manager.
 
void GetPersistentParams (array< Param > params)
 
void MakeParamObjectPersistent (Param object)
 
bool IsPersistent ()
 
bool IsPrimary ()
 
PlayerBase GetPlayer ()
 
int GetPriority ()
 
bool OnConstructed (SymptomManager manager)
 
void OnDestructed ()
 
void Activate ()
 
void Deactivate ()
 
bool IsActivated ()
 
void Update (float deltatime)
 
void PlayAnimationFB (int animation, int stance_mask, float running_time=-1)
 
void PlayAnimationADD (int type)
 
void PlaySound (EPlayerSoundEventID id)
 
void SyncToClientActivated (int SYMPTOM_id, int uid)
 
void SyncToClientDeactivated (int SYMPTOM_id, int uid)
 
void CheckSoundFinished ()
 
void CheckDestroy ()
 
SmptAnimMetaBase SpawnAnimMetaObject ()
 
void RequestDestroy ()
 
void Destroy ()
 
void AnimationFinish ()
 gets called upon animation Symptom exit
 
void AnimationPlayFailed ()
 
void AnimationStart ()
 
override void OnInit ()
 
bool IsContaminationActive ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationStart ()
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override bool CanBeInterupted ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
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)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
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)
 gets called once on an Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
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 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 SetParam (Param p)
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 

Закрытые данные

const float MAX_TIME_ACTIVE_SAVEGUARD = 20
 
int m_Priority
 
SoundOnVehicle m_SoundObject
 
bool m_PlayedSound
 
bool m_IsActivated
 
PlayerBase m_Player
 
float m_ServerUpdateInterval = 1
 
float m_ServerUpdateDelta
 
bool m_IsTemplate = true
 
float m_ActivatedTime
 
int m_ID
 
int m_UID
 
bool m_IsClientOnly
 
bool m_DestroyOnAnimFinish = true
 
bool m_DestroyRequested = false
 
int m_SymptomType = -1
 
bool m_IsPersistent = false
 
SymptomManager m_Manager
 
bool m_SyncToClient = false
 
float m_Duration
 
bool m_AnimPlayRequested
 
int m_MaxCount = -1
 
SymptomCB m_AnimCallback
 
ref array< Paramm_PersistentParams = new array<Param>
 
const int COUGH_BLOOD_LOSS = 50
 
Material m_MatGauss
 
const int BLUR_DURATION = 3000
 
ref Param1< vectorm_Position = new Param1<vector>("0 0 0")
 
float m_BloodSet
 
PPERequester_BloodLoss m_RequesterBloodLoss
 
float m_BlurDuration
 
float m_BlurStrength
 
float m_EffectTime
 
float m_EffectStartTime
 
float m_Time
 
int m_ShakeLevel
 

Подробное описание

Конструктор(ы)

◆ SymptomBase()

void SymptomBase ( )
inlineprivate
31 {
32 }

◆ ~SymptomBase()

void ~SymptomBase ( )
inlineprivate
35 {
36
37 }

Методы

◆ Activate()

void Activate ( )
inlineprivate
170 {
171 m_IsActivated = true;
172 if ( GetGame() && GetGame().IsServer() )
173 {
175 if ( GetGame().IsMultiplayer() )
176 {
177 if ( IsSyncToClient() )
179 #ifdef DIAG_DEVELOPER
180 GetManager().SendServerDebugToClient();
181 #endif
182 }
183 }
184 if ( !GetGame().IsDedicatedServer() )
185 {
187 }
188 }
int GetType()
Definition StateBase.c:100
SymptomManager GetManager()
Definition StateBase.c:95
int GetUID()
Definition StateBase.c:53
PlayerBase m_Player
Definition StateBase.c:8
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
void OnGetActivatedClient(PlayerBase player)
bool IsSyncToClient()
Definition StateBase.c:110
bool m_IsActivated
Definition StateBase.c:7
void SyncToClientActivated(int SYMPTOM_id, int uid)
Definition StateBase.c:257
proto native CGame GetGame()

Перекрестные ссылки GetGame(), GetManager(), GetType(), GetUID(), IsSyncToClient(), m_IsActivated, m_Player, OnGetActivatedClient(), OnGetActivatedServer() и SyncToClientActivated().

Используется в SymptomManager::UpdateActiveSymptoms().

◆ AnimationFinish()

void AnimationFinish ( )
inlineprivate

gets called upon animation Symptom exit

315 {
316 //Print("*********** OnAnimationFinish ************");
319 }
void RequestDestroy()
Definition StateBase.c:301
void OnAnimationFinish()
bool m_DestroyOnAnimFinish
Definition StateBase.c:16

Перекрестные ссылки m_DestroyOnAnimFinish, OnAnimationFinish() и RequestDestroy().

Используется в AnimationPlayFailed().

◆ AnimationPlayFailed()

void AnimationPlayFailed ( )
inlineprivate
322 {
325 }
void AnimationFinish()
gets called upon animation Symptom exit
Definition StateBase.c:314
void OnAnimationPlayFailed()

Перекрестные ссылки AnimationFinish() и OnAnimationPlayFailed().

◆ AnimationStart()

void AnimationStart ( )
inlineprivate
328 {
330 }
void OnAnimationStart()

Перекрестные ссылки OnAnimationStart().

Используется в SymptomManager::OnAnimationStarted().

◆ CanActivate() [1/5]

bool CanActivate ( )
inlineprotected
342{return true;}//server only

◆ CanActivate() [2/5]

override bool CanActivate ( )
inlineprivate
30 {
31 return true;
32 }

◆ CanActivate() [3/5]

override bool CanActivate ( )
inlineprivate
30 {
31 return true;
32 }

◆ CanActivate() [4/5]

override bool CanActivate ( )
inlineprivate
30 {
31 return true;
32 }

◆ CanActivate() [5/5]

override bool CanActivate ( )
inlineprivate
30 {
31 return true;
32 }

◆ CanBeInterupted() [1/2]

bool CanBeInterupted ( )
inlineprivate
65 {
67 {
68 //Print("--------- preventing interrupt ---------");
69 return false;
70 }
71 return true;
72 }
bool m_AnimPlayRequested
Definition StateBase.c:23

Перекрестные ссылки m_AnimPlayRequested.

◆ CanBeInterupted() [2/2]

override bool CanBeInterupted ( )
inlineprivate
15 {
16 return false;
17 }

◆ CheckDestroy()

void CheckDestroy ( )
inlineprivate
284 {
287 {
289 }
290
292 Destroy();
293 }
bool m_DestroyRequested
Definition StateBase.c:17
const float MAX_TIME_ACTIVE_SAVEGUARD
Definition StateBase.c:3
bool IsPrimary()
Definition StateBase.c:141
void CheckSoundFinished()
Definition StateBase.c:274
float m_ActivatedTime
Definition StateBase.c:12
void Destroy()
Definition StateBase.c:307

Перекрестные ссылки CheckSoundFinished(), Destroy(), IsPrimary(), m_ActivatedTime, m_DestroyRequested, MAX_TIME_ACTIVE_SAVEGUARD и RequestDestroy().

Используется в Update().

◆ CheckSoundFinished()

void CheckSoundFinished ( )
inlineprivate
275 {
276 if (GetGame().IsServer())
277 {
280 }
281 }
float m_Duration
Definition StateBase.c:22
bool m_PlayedSound
Definition StateBase.c:6

Перекрестные ссылки GetGame(), m_ActivatedTime, m_Duration, m_PlayedSound и RequestDestroy().

Используется в CheckDestroy().

◆ Deactivate()

void Deactivate ( )
inlineprivate
191 {
192 if ( !GetGame() ) return;
193 m_IsActivated = false;
194 if ( GetGame().IsServer() )
195 {
197 if ( GetGame().IsMultiplayer() && IsSyncToClient() )
198 {
200 }
201 }
202 if ( !GetGame().IsDedicatedServer() )
203 {
205 }
206
207 }
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
void OnGetDeactivatedClient(PlayerBase player)
void SyncToClientDeactivated(int SYMPTOM_id, int uid)
Definition StateBase.c:266

Перекрестные ссылки GetGame(), GetType(), GetUID(), IsSyncToClient(), m_IsActivated, m_Player, OnGetDeactivatedClient(), OnGetDeactivatedServer() и SyncToClientDeactivated().

Используется в OnDestructed().

◆ Destroy()

void Destroy ( )
inlineprivate
308 {
309 if (!m_IsTemplate)
310 OnDestructed();
311 }
void OnDestructed()
Definition StateBase.c:163
bool m_IsTemplate
Definition StateBase.c:11

Перекрестные ссылки m_IsTemplate и OnDestructed().

Используется в CheckDestroy().

◆ GetDuration()

float GetDuration ( )
inlineprivate
86 {
87 return m_Duration;
88 }

Перекрестные ссылки m_Duration.

Используется в VomitSymptom::OnGetActivatedServer().

◆ GetManager()

SymptomManager GetManager ( )
inlineprivate
96 {
97 return m_Manager;
98 }
SymptomManager m_Manager
Definition StateBase.c:20

Перекрестные ссылки m_Manager.

Используется в Activate() и OnDestructed().

◆ GetMaxCount()

int GetMaxCount ( )
inlineprivate
49 {
50 return m_MaxCount;
51 }
int m_MaxCount
Definition StateBase.c:24

Перекрестные ссылки m_MaxCount.

◆ GetName()

string GetName ( )
inlineprivate
91 {
92 return this.ClassName();
93 }

◆ GetPersistentParams()

void GetPersistentParams ( array< Param > params)
inlineprivate
122 {
123 for (int i = 0; i < m_PersistentParams.Count(); i++)
124 {
125 params.Insert(m_PersistentParams.Get(i));
126 }
127 }
Definition EntityAI.c:95
ref array< Param > m_PersistentParams
Definition StateBase.c:28

Перекрестные ссылки m_PersistentParams.

◆ GetPlayer()

PlayerBase GetPlayer ( )
inlineprivate
149 {
150 return m_Player;
151 }

Перекрестные ссылки m_Player.

Используется в PlaySound(), SyncToClientActivated() и SyncToClientDeactivated().

◆ GetPriority()

int GetPriority ( )
inlineprivate
154 {
155 return m_Priority;
156 }
int m_Priority
Definition StateBase.c:4

Перекрестные ссылки m_Priority.

◆ GetType()

int GetType ( )
inlineprivate
101 {
102 return m_ID;
103 }
int m_ID
Definition StateBase.c:13

Перекрестные ссылки m_ID.

Используется в Activate(), Deactivate(), PlayAnimationADD() и PlayAnimationFB().

◆ GetUID()

int GetUID ( )
inlineprivate
54 {
55 return m_UID;
56 }
int m_UID
Definition StateBase.c:14

Перекрестные ссылки m_UID.

Используется в Activate() и Deactivate().

◆ Init()

void Init ( SymptomManager manager,
PlayerBase player,
int uid )
inlineprivate
40 {
43 m_UID = uid;
44 m_IsTemplate = false;
45 OnInit();
46 }
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...

Перекрестные ссылки m_IsTemplate, m_Manager, m_Player, m_UID и OnInit().

◆ IsActivated()

bool IsActivated ( )
inlineprivate
210 {
211 return m_IsActivated;
212 }

Перекрестные ссылки m_IsActivated.

Используется в OnDestructed().

◆ IsClientOnly()

bool IsClientOnly ( )
inlineprivate
75 {
76 return m_IsClientOnly;
77 }
bool m_IsClientOnly
Definition StateBase.c:15

Перекрестные ссылки m_IsClientOnly.

◆ IsContaminationActive()

bool IsContaminationActive ( )
inlineprivate
15 {
16 return m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION2) || m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION3);
17 }
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки m_Player.

◆ IsPersistent()

bool IsPersistent ( )
inlineprivate
137 {
138 return m_IsPersistent;
139 }
bool m_IsPersistent
Definition StateBase.c:19

Перекрестные ссылки m_IsPersistent.

◆ IsPrimary()

bool IsPrimary ( )
inlineprivate
142 {
143 if ( m_SymptomType == SymptomTypes.PRIMARY)
144 return true;
145 else return false;
146 }
SymptomTypes
Definition StateManager.c:31
int m_SymptomType
Definition StateBase.c:18

Перекрестные ссылки m_SymptomType.

Используется в CheckDestroy().

◆ IsSyncToClient()

bool IsSyncToClient ( )
inlineprivate
111 {
112 return m_SyncToClient;
113 }
bool m_SyncToClient
Definition StateBase.c:21

Перекрестные ссылки m_SyncToClient.

Используется в Activate() и Deactivate().

◆ IsSyncToRemotes()

bool IsSyncToRemotes ( )
inlineprivate

This symptom is synchronized to remotes in a form id within symptom manager.

117 {
118 return false;
119 }

◆ MakeParamObjectPersistent()

void MakeParamObjectPersistent ( Param object)
inlineprivate
130 {
131 if ( !GetGame().IsServer() && !GetGame().IsMultiplayer() ) return;
132
133 m_PersistentParams.Insert(object);
134 }

Перекрестные ссылки GetGame() и m_PersistentParams.

◆ OnAnimationFinish()

void OnAnimationFinish ( )
protected

Используется в AnimationFinish().

◆ OnAnimationPlayFailed() [1/5]

void OnAnimationPlayFailed ( )
protected

Используется в AnimationPlayFailed().

◆ OnAnimationPlayFailed() [2/5]

override void OnAnimationPlayFailed ( )
inlineprivate
25 {
26
27 }

◆ OnAnimationPlayFailed() [3/5]

override void OnAnimationPlayFailed ( )
inlineprivate
25 {
26
27 }

◆ OnAnimationPlayFailed() [4/5]

override void OnAnimationPlayFailed ( )
inlineprivate
25 {
26
27 }

◆ OnAnimationPlayFailed() [5/5]

override void OnAnimationPlayFailed ( )
inlineprivate
25 {
26
27 }

◆ OnAnimationStart() [1/2]

void OnAnimationStart ( )
protected

Используется в AnimationStart().

◆ OnAnimationStart() [2/2]

override void OnAnimationStart ( )
inlineprivate
31 {
33 {
35 module_lifespan.UpdateBloodyHandsVisibilityEx( m_Player, eBloodyHandsTypes.JUST_BLOOD );
36 }
37 }
void PluginLifespan()
Definition PluginLifespan.c:45
eBloodyHandsTypes
Definition PluginLifespan.c:9
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
bool IsContaminationActive()
Definition CoughState.c:14

Перекрестные ссылки GetPlugin(), m_Player и PluginLifespan().

◆ OnConstructed()

bool OnConstructed ( SymptomManager manager)
inlineprivate
159 {
160
161 }

◆ OnDestructed()

void OnDestructed ( )
inlineprivate
164 {
165 if ( IsActivated() ) Deactivate();
166 if ( GetManager() ) m_Manager.OnSymptomExit(this, m_UID);
167 }
void Deactivate()
Definition StateBase.c:190
bool IsActivated()
Definition StateBase.c:209
void OnSymptomExit(SymptomBase Symptom, int uid)
Definition StateManager.c:352

Перекрестные ссылки Deactivate(), GetManager(), IsActivated(), m_Manager, m_UID и SymptomManager::OnSymptomExit().

Используется в Destroy().

◆ OnGetActivatedClient() [1/14]

void OnGetActivatedClient ( PlayerBase player)
protected

Используется в Activate().

◆ OnGetActivatedClient() [2/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

64 {
65 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
66 }

◆ OnGetActivatedClient() [3/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

54 {
55 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
56 }
proto string ToString()
Definition Debug.c:14
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:146
Definition Debug.c:600
static bool IsSymptomLogEnable()
Definition Debug.c:714

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [4/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

30 {
32 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [5/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

54 {
55 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
56 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [6/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

35 {
36 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
37 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [7/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

45 {
46 //player.SpawnShockEffect(0.5);
47 player.SpawnDamageDealtEffect2();
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
49 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [8/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

45 {
46 //player.SpawnShockEffect(0.5);
49 player.SpawnDamageDealtEffect2(CachedObjectsParams.PARAM2_FLOAT_FLOAT);
50 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
51 }
Definition UtilityClasses.c:10
static ref Param2< float, float > PARAM2_FLOAT_FLOAT
Definition UtilityClasses.c:21

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, CachedObjectsParams::PARAM2_FLOAT_FLOAT, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [9/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

40 {
41 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
42 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [10/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate
36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [11/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate
54 {
55 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
56 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [12/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprotected
80 {
81 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
82 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedClient() [13/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprivate
46 {
47
48
49 }

◆ OnGetActivatedClient() [14/14]

override void OnGetActivatedClient ( PlayerBase player)
inlineprotected
62 {
63 m_Requester.Start();
64 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
65 }
PPERequester_FeverEffects m_Requester
Definition FeverBlurState.c:10

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, m_Requester, Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [1/14]

void OnGetActivatedServer ( PlayerBase player)
protected

gets called once on an Symptom which is being activated

Используется в Activate().

◆ OnGetActivatedServer() [2/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

47 {
48 if( m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && !player.IsRaised() && player.GetCommand_Move() && player.GetCommand_Move() && !player.GetCommand_Move().IsOnBack())
49 {
51 }
52 else
53 {
54 PlaySound(EPlayerSoundEventID.SYMPTOM_COUGH);
55 }
56 player.SpreadAgentsEx(3);
57
59 player.AddHealth("","Blood", -COUGH_BLOOD_LOSS);
60 }
void PlaySound()
Definition HungerSoundHandler.c:38
EPlayerSoundEventID
Definition PlayerSoundEventHandler.c:2
void PlayAnimationADD(int type)
Definition StateBase.c:245
const int COUGH_BLOOD_LOSS
Definition CoughState.c:3
int GetCurrentCommandID()
Definition StateManager.c:217
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки m_Manager и PlaySound().

◆ OnGetActivatedServer() [3/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39 player.GetMovementState(hms);
40 ItemBase item = m_Player.GetItemInHands();
41
42 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() && !player.IsInProne())
43 {
45 }
46 else
47 {
49 }
50 }
Definition human.c:1139
Definition InventoryItem.c:731

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [4/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

21 {
23 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
24
25 PlaySound(EPlayerSoundEventID.SYMPTOM_GASP);
26 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [5/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39 player.GetMovementState(hms);
40 ItemBase item = m_Player.GetItemInHands();
41
42 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() )
43 {
45 }
46 else
47 {
49 }
50 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [6/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

27 {
28 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
29 PlaySound(EPlayerSoundEventID.SYMPTOM_LAUGHTER);
30 player.SpreadAgentsEx(3);
31 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [7/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

36 {
38 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39
40 PlaySound(EPlayerSoundEventID.TAKING_DMG_HEAVY);
41 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [8/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

36 {
38 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39
40 PlaySound(EPlayerSoundEventID.TAKING_DMG_LIGHT);
41 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [9/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

25 {
26 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
27 if( m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && !player.IsRaised() && player.GetCommand_Move() && !player.GetCommand_Move().IsOnBack())
28 {
30 }
31 else
32 {
33 PlaySound(EPlayerSoundEventID.SYMPTOM_SNEEZE);
34 }
35 player.SpreadAgentsEx(3);
36 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlaySound(), Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [10/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

31 {
32 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [11/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

49 {
50 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
51 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [12/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprotected

gets called once on an Symptom which is being activated

75 {
76 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
77 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetActivatedServer() [13/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate
36 {
37 player.SetShakesForced(m_ShakeLevel);
38 }
int m_ShakeLevel
Definition HandShivers.c:4

◆ OnGetActivatedServer() [14/14]

override void OnGetActivatedServer ( PlayerBase player)
inlineprotected

gets called once on an Symptom which is being activated

57 {
58 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
59 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [1/14]

void OnGetDeactivatedClient ( PlayerBase player)
protected

Используется в Deactivate().

◆ OnGetDeactivatedClient() [2/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

76 {
77 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
78 }

◆ OnGetDeactivatedClient() [3/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

66 {
67 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
68 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [4/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

44 {
46 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
47 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [5/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

66 {
67 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
68 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [6/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [7/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

59 {
60 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
61 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [8/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

61 {
62 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
63 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [9/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

53 {
54 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
55 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [10/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness
50 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [11/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

65 {
66 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
67 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [12/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprotected

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

91 {
92 m_Requester.Stop();
93 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
94 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, m_Requester, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedClient() [13/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

53 {
54
55 }

◆ OnGetDeactivatedClient() [14/14]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprotected

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

74 {
75 m_Requester.FadeOutEffect(3);
76 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
77 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, m_Requester, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [1/14]

void OnGetDeactivatedServer ( PlayerBase player)
protected

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

Используется в Deactivate().

◆ OnGetDeactivatedServer() [2/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

70 {
71 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
72 }

◆ OnGetDeactivatedServer() [3/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

60 {
61 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
62 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [4/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

37 {
39 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
40 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [5/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

60 {
61 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
62 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [6/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [7/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

53 {
54 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
55 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [8/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

55 {
56 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
57 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [9/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

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

47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [10/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate
41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [11/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate
59 {
60 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
61 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [12/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprotected
85 {
86 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
87 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnGetDeactivatedServer() [13/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprivate
41 {
42 player.SetShakesForced(0);
43 }

◆ OnGetDeactivatedServer() [14/14]

override void OnGetDeactivatedServer ( PlayerBase player)
inlineprotected
68 {
69 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
70 }

Перекрестные ссылки LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog() и ToString().

◆ OnInit() [1/14]

void OnInit ( )
protected

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

Используется в Init().

◆ OnInit() [2/14]

override void OnInit ( )
inlineprivate
6 {
8 m_Priority = 100;
9 m_ID = SymptomIDs.SYMPTOM_COUGH;
11 m_SyncToClient = false;
12 }

Перекрестные ссылки m_ID и m_SymptomType.

◆ OnInit() [3/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_FREEZE;
10 m_SyncToClient = false;
11 m_MaxCount = 2;
12 }

Перекрестные ссылки m_ID и m_SymptomType.

◆ OnInit() [4/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 100;
8 m_ID = SymptomIDs.SYMPTOM_GASP;
10 m_SyncToClient = false;
11 m_Duration = 2.5;
12 }

Перекрестные ссылки m_Duration, m_ID и m_SymptomType.

◆ OnInit() [5/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_HOT;
10 m_SyncToClient = false;
11 m_MaxCount = 2;
12 }

Перекрестные ссылки m_ID и m_SymptomType.

◆ OnInit() [6/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 0;
8 m_ID = SymptomIDs.SYMPTOM_LAUGHTER;
10 m_SyncToClient = false;
11 m_Duration = 4;
12 }

Перекрестные ссылки m_Duration, m_ID и m_SymptomType.

◆ OnInit() [7/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_PAIN_HEAVY;
9 m_SyncToClient = true;
10 m_MaxCount = 2;
11 m_Duration = 1;
12 }

Перекрестные ссылки m_Duration, m_ID и m_SymptomType.

◆ OnInit() [8/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_PAIN_LIGHT;
9 m_SyncToClient = true;
10 m_MaxCount = 2;
11 m_Duration = 1;
12 }

Перекрестные ссылки m_Duration, m_ID и m_SymptomType.

◆ OnInit() [9/14]

override void OnInit ( )
inlineprivate
5 {
7 m_Priority = 100;
8 m_ID = SymptomIDs.SYMPTOM_SNEEZE;
10 m_SyncToClient = false;
11 }

Перекрестные ссылки m_ID и m_SymptomType.

◆ OnInit() [10/14]

override void OnInit ( )
inlineprivate
9 {
10 m_SymptomType = SymptomTypes.SECONDARY;
11 m_Priority = 0;
12 m_ID = SymptomIDs.SYMPTOM_BLINDNESS;
14 m_IsPersistent = false;
16 }
ref Param1< vector > m_Position
Definition BlindnessState.c:5
void MakeParamObjectPersistent(Param object)
Definition StateBase.c:129

Перекрестные ссылки m_ID, m_IsPersistent, m_Position, m_SymptomType и MakeParamObjectPersistent().

◆ OnInit() [11/14]

override void OnInit ( )
inlineprivate
10 {
11 m_SymptomType = SymptomTypes.SECONDARY;
12 m_Priority = 0;
13 m_ID = SymptomIDs.SYMPTOM_BLOODLOSS;
15 m_IsPersistent = false;
16 m_SyncToClient = true;
17 m_BloodSet = -1;
18
19 if ( !GetGame().IsDedicatedServer() )
20 {
22 }
23
24 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
float m_BloodSet
Definition BloodLoss.c:5
PPERequester_BloodLoss m_RequesterBloodLoss
Definition BloodLoss.c:6
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), GetGame(), m_ID, m_IsPersistent и m_SymptomType.

◆ OnInit() [12/14]

override void OnInit ( )
inlineprotected
23 {
24 m_SymptomType = SymptomTypes.SECONDARY;
25 m_Priority = 0;
26 m_ID = SymptomIDs.SYMPTOM_FEVERBLUR;
28 m_IsPersistent = false;
29 m_SyncToClient = true;
30
31 if ( !GetGame().IsDedicatedServer() )
32 {
34 }
35 }

Перекрестные ссылки Class::CastTo(), GetGame(), m_ID, m_IsPersistent, m_Requester и m_SymptomType.

◆ OnInit() [13/14]

override void OnInit ( )
inlineprivate
7 {
8 m_SymptomType = SymptomTypes.SECONDARY;
9 m_Priority = 0;
10 m_ID = SymptomIDs.SYMPTOM_HAND_SHIVER;
11 m_SyncToClient = false;
12
13 }

Перекрестные ссылки m_ID и m_SymptomType.

◆ OnInit() [14/14]

override void OnInit ( )
inlineprotected
18 {
19 m_SymptomType = SymptomTypes.SECONDARY;
20 m_Priority = 0;
21 m_ID = SymptomIDs.SYMPTOM_HMP_SEVERE;
22 m_IsPersistent = false;
23 m_SyncToClient = true;
24 m_MaxCount = 1;
25
26 if (!GetGame().IsDedicatedServer())
27 {
28 Class.CastTo(m_Requester,PPERequesterBank.GetRequester(PPERequesterBank.REQ_HMP_GHOST));
29 }
30 }

Перекрестные ссылки Class::CastTo(), GetGame(), m_ID, m_IsPersistent, m_Requester и m_SymptomType.

◆ OnOwnerKilled()

void OnOwnerKilled ( )
inlineprivate
59 {
60
61
62 }

◆ OnUpdateClient() [1/13]

void OnUpdateClient ( PlayerBase player,
float deltatime )
protected

gets called every frame

Используется в Update().

◆ OnUpdateClient() [2/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
27 {
28 }

◆ OnUpdateClient() [3/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
21 {
22 }

◆ OnUpdateClient() [4/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
21 {
22 }

◆ OnUpdateClient() [5/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
21 {
22 int i = 1 + 1;
23 }

◆ OnUpdateClient() [6/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
21 {
22 }

◆ OnUpdateClient() [7/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
21 {
22 }

◆ OnUpdateClient() [8/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
20 {
21 }

◆ OnUpdateClient() [9/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
24 {
25
26
27 }

◆ OnUpdateClient() [10/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
32 {
33 if ( player.IsPlayerSelected() && player.GetTransferValues() && player.GetTransferValues().GetBlood() != m_BloodSet )
34 {
35 m_BloodSet = player.GetTransferValues().GetBlood();
36 if (m_BloodSet < 1.0)
37 {
38 m_RequesterBloodLoss.SetBloodLossLevel(m_BloodSet);
39 }
40 else
41 {
43 }
44 }
45 }

◆ OnUpdateClient() [11/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprotected
45 {
47 if ( m_EffectStartTime <= 0 )
48 {
52 //PrintString("m_BlurDuration=" +m_BlurDuration.ToString());
53 }
54
56 {
60 //Print(val);
61 m_Requester.SetFeverIntensity(val);
62 //PrintString("cos=" +cos_value.ToString());
63
64 if ( m_EffectTime >= 1 )
65 {
66 m_EffectTime = 0;
68 m_Time = 0;
69 }
70 }
71 }
Definition EnMath.c:7
const int MIN_TIME_BETWEEN_EFFECTS
Definition FeverBlurState.c:18
float m_Time
Definition FeverBlurState.c:9
float m_EffectTime
Definition FeverBlurState.c:7
float m_BlurDuration
Definition FeverBlurState.c:5
const float BLUR_STRENGTH_MAX
Definition FeverBlurState.c:13
const int BLUR_DURATION_TIME_MAX
Definition FeverBlurState.c:16
const int BLUR_DURATION_TIME_MIN
Definition FeverBlurState.c:15
const float BLUR_STRENGTH_MIN
Definition FeverBlurState.c:12
float m_BlurStrength
Definition FeverBlurState.c:6
const int MAX_TIME_BETWEEN_EFFECTS
Definition FeverBlurState.c:19
float m_EffectStartTime
Definition FeverBlurState.c:8
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
static const float PI
Definition EnMath.c:12
static proto float Sin(float angle)
Returns sinus of angle in radians.

Перекрестные ссылки m_Requester, m_Time, Math::PI, Math::RandomFloat(), Math::RandomFloatInclusive() и Math::Sin().

◆ OnUpdateClient() [12/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate
31 {
32 }

◆ OnUpdateClient() [13/13]

override void OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprotected
33 {
35 if (m_EffectStartTime <= 0)
36 {
39 }
40
42 {
44 m_Requester.SetPulseProgress(Math.Clamp(m_EffectTime,0,1));
45
46 if (m_EffectTime >= 1)
47 {
48 m_EffectTime = 0;
50 m_Time = 0;
51 }
52 }
53 }
const int EFFECT_DURATION_TIME_MAX
Definition HMPSevere.c:11
const int EFFECT_DURATION_TIME_MIN
Definition HMPSevere.c:10
float m_EffectDuration
Definition HMPSevere.c:3
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.

Перекрестные ссылки Math::Clamp(), m_Requester, m_Time и Math::RandomFloatInclusive().

◆ OnUpdateServer() [1/11]

void OnUpdateServer ( PlayerBase player,
float deltatime )
protected

gets called every frame

Используется в Update().

◆ OnUpdateServer() [2/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

22 {
23
24 }

◆ OnUpdateServer() [3/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [4/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [5/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [6/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [7/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [8/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

15 {
16
17 }

◆ OnUpdateServer() [9/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

20 {
21 }

◆ OnUpdateServer() [10/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

28 {
29 }

◆ OnUpdateServer() [11/11]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprotected

gets called every frame

39 {
40 //int i = 1 + 1;
41 }

◆ PlayAnimationADD()

void PlayAnimationADD ( int type)
inlineprivate
246 {
248 m_AnimPlayRequested = true;
249 }
Definition DayZPlayerSyncJunctures.c:5
static void SendPlayerSymptomADD(DayZPlayer pPlayer, int type, int state_type)
Definition DayZPlayerSyncJunctures.c:211

Перекрестные ссылки GetType(), m_AnimPlayRequested, m_Player и DayZPlayerSyncJunctures::SendPlayerSymptomADD().

◆ PlayAnimationFB()

void PlayAnimationFB ( int animation,
int stance_mask,
float running_time = -1 )
inlineprivate
240 {
242 m_AnimPlayRequested = true;
243 }
static void SendPlayerSymptomFB(DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)
Definition DayZPlayerSyncJunctures.c:234

Перекрестные ссылки GetType(), m_AnimPlayRequested, m_Player и DayZPlayerSyncJunctures::SendPlayerSymptomFB().

Используется в VomitSymptom::OnGetActivatedServer().

◆ PlaySound()

void PlaySound ( EPlayerSoundEventID id)
inlineprivate
252 {
253 GetPlayer().RequestSoundEvent(id);
254 m_PlayedSound = true;
255 }
PlayerBase GetPlayer()
Definition StateBase.c:148

Перекрестные ссылки GetPlayer() и m_PlayedSound.

◆ RequestDestroy()

void RequestDestroy ( )
inlineprivate
302 {
303 m_DestroyRequested = true;
304 //if(!IsActivated() ) Destroy();
305 }

Перекрестные ссылки m_DestroyRequested.

Используется в AnimationFinish(), CheckDestroy() и CheckSoundFinished().

◆ SetDuration()

void SetDuration ( float duration)
inlineprivate
81 {
83 }

Перекрестные ссылки m_Duration.

◆ SetParam() [1/2]

void SetParam ( Param p)
inlineprivate
106 {
107
108 }

◆ SetParam() [2/2]

override void SetParam ( Param p)
inlineprivate
16 {
18 if ( p1 )
19 {
20 m_ShakeLevel = p1.param1;
21
22 if ( m_ShakeLevel > PlayerBase.SHAKE_LEVEL_MAX )
23 {
24 m_ShakeLevel = PlayerBase.SHAKE_LEVEL_MAX;
25 }
26 }
27 }
Definition PlayerBaseClient.c:2

◆ SpawnAnimMetaObject() [1/5]

SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
296 {
297 return null;
298 }

◆ SpawnAnimMetaObject() [2/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
41 {
42 return new SmptAnimMetaADD();
43 }
Definition SmptAnimMeta.c:194

◆ SpawnAnimMetaObject() [3/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
71 {
72 return new HeatComfortmMetaADD();
73 }

◆ SpawnAnimMetaObject() [4/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
71 {
72 return new HeatComfortmMetaADD();
73 }

◆ SpawnAnimMetaObject() [5/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
58 {
59 return new SmptAnimMetaADD();
60 }

◆ SyncToClientActivated()

void SyncToClientActivated ( int SYMPTOM_id,
int uid )
inlineprivate
258 {
259 if ( !GetPlayer() ) return;
260
263 GetGame().RPCSingleParam(GetPlayer(), ERPCs.RPC_PLAYER_SYMPTOM_ON, CachedObjectsParams.PARAM2_INT_INT,true,GetPlayer().GetIdentity() );
264 }
ERPCs
Definition ERPCs.c:2
static ref Param2< int, int > PARAM2_INT_INT
Definition UtilityClasses.c:16

Перекрестные ссылки GetGame(), GetPlayer() и CachedObjectsParams::PARAM2_INT_INT.

Используется в Activate().

◆ SyncToClientDeactivated()

void SyncToClientDeactivated ( int SYMPTOM_id,
int uid )
inlineprivate
267 {
268 if ( !GetPlayer() ) return;
271 GetGame().RPCSingleParam(GetPlayer(), ERPCs.RPC_PLAYER_SYMPTOM_OFF, CachedObjectsParams.PARAM2_INT_INT,true,GetPlayer().GetIdentity() );
272 }

Перекрестные ссылки GetGame(), GetPlayer() и CachedObjectsParams::PARAM2_INT_INT.

Используется в Deactivate().

◆ Update()

void Update ( float deltatime)
inlineprivate
217 {
218 if ( GetGame().IsServer() )
219 {
222 {
226 }
227 }
228 if ( GetGame().IsClient() )
229 {
231 }
232 if ( GetGame().IsServer() && !GetGame().IsMultiplayer() && !GetGame().IsMissionMainMenu() )
233 {
235 }
236 CheckDestroy();
237 }
float m_ServerUpdateInterval
Definition StateBase.c:9
void CheckDestroy()
Definition StateBase.c:283
float m_ServerUpdateDelta
Definition StateBase.c:10
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame

Перекрестные ссылки CheckDestroy(), GetGame(), m_ActivatedTime, m_Player, m_ServerUpdateDelta, m_ServerUpdateInterval, OnUpdateClient() и OnUpdateServer().

Используется в SymptomManager::UpdateActiveSymptoms().

Поля

◆ BLUR_DURATION

const int BLUR_DURATION = 3000
private

◆ BLUR_DURATION_TIME_MAX

const int BLUR_DURATION_TIME_MAX = 2.5
protected

◆ BLUR_DURATION_TIME_MIN

const int BLUR_DURATION_TIME_MIN = 1.5
protected

◆ BLUR_STRENGTH_MAX

const float BLUR_STRENGTH_MAX = 0.25
protected

◆ BLUR_STRENGTH_MIN

const float BLUR_STRENGTH_MIN = 0.15
protected

◆ COUGH_BLOOD_LOSS

const int COUGH_BLOOD_LOSS = 50
private

◆ EFFECT_DURATION_TIME_MAX

const int EFFECT_DURATION_TIME_MAX = 10
protected

◆ EFFECT_DURATION_TIME_MIN

const int EFFECT_DURATION_TIME_MIN = 6
protected

◆ m_ActivatedTime

float m_ActivatedTime
private

Используется в CheckDestroy(), CheckSoundFinished() и Update().

◆ m_AnimCallback

SymptomCB m_AnimCallback
private

◆ m_AnimPlayRequested

bool m_AnimPlayRequested
private

Используется в CanBeInterupted(), PlayAnimationADD() и PlayAnimationFB().

◆ m_BloodSet

float m_BloodSet
private

◆ m_BlurDuration

float m_BlurDuration
private

◆ m_BlurStrength

float m_BlurStrength
private

◆ m_DestroyOnAnimFinish

bool m_DestroyOnAnimFinish = true
private

◆ m_DestroyRequested

bool m_DestroyRequested = false
private

Используется в CheckDestroy() и RequestDestroy().

◆ m_Duration

float m_Duration
private

◆ m_EffectDuration

float m_EffectDuration
protected

◆ m_EffectStartTime

float m_EffectStartTime
private

◆ m_EffectTime

float m_EffectTime
private

◆ m_ID

int m_ID
private

◆ m_IsActivated

bool m_IsActivated
private

Используется в Activate(), Deactivate() и IsActivated().

◆ m_IsClientOnly

bool m_IsClientOnly
private

Используется в IsClientOnly().

◆ m_IsPersistent

bool m_IsPersistent = false
private

Используется в IsPersistent() и DeafnessCompleteSymptom::OnInit().

◆ m_IsTemplate

bool m_IsTemplate = true
private

Используется в Destroy() и Init().

◆ m_Manager

SymptomManager m_Manager
private

◆ m_MatGauss

Material m_MatGauss
private

◆ m_MaxCount

int m_MaxCount = -1
private

◆ m_PersistentParams

ref array<Param> m_PersistentParams = new array<Param>
private

Используется в GetPersistentParams() и MakeParamObjectPersistent().

◆ m_PlayedSound

bool m_PlayedSound
private

Используется в CheckSoundFinished() и PlaySound().

◆ m_Player

◆ m_Position

ref Param1<vector> m_Position = new Param1<vector>("0 0 0")
private

◆ m_Priority

int m_Priority
private

◆ m_Requester [1/2]

PPERequester_FeverEffects m_Requester
protected

◆ m_Requester [2/2]

PPERequester_HMPGhosts m_Requester
protected

◆ m_RequesterBloodLoss

PPERequester_BloodLoss m_RequesterBloodLoss
private

◆ m_ServerUpdateDelta

float m_ServerUpdateDelta
private

Используется в Update().

◆ m_ServerUpdateInterval

float m_ServerUpdateInterval = 1
private

Используется в Update().

◆ m_ShakeLevel

int m_ShakeLevel
private

◆ m_SoundObject

SoundOnVehicle m_SoundObject
private

◆ m_SymptomType

int m_SymptomType = -1
private

◆ m_SyncToClient

bool m_SyncToClient = false
private

◆ m_Time

float m_Time
private

◆ m_UID

int m_UID
private

Используется в GetUID(), Init() и OnDestructed().

◆ MAX_TIME_ACTIVE_SAVEGUARD

const float MAX_TIME_ACTIVE_SAVEGUARD = 20
private

Используется в CheckDestroy().

◆ MAX_TIME_BETWEEN_EFFECTS

const int MAX_TIME_BETWEEN_EFFECTS = 35.0
protected

◆ MIN_TIME_BETWEEN_EFFECTS

const int MIN_TIME_BETWEEN_EFFECTS = 25.0
protected

Объявления и описания членов классов находятся в файлах: