Dayz 1.25
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Класс 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
 

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
 

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 ()
 
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 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)
 
bool IsContaminationActive ()
 
override void OnAnimationStart ()
 
override void OnAnimationFinish ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (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)
 
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
 
const int BLOOD_LOSS = 250
 
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
164 {
165 m_IsActivated = true;
166 if ( GetGame() && GetGame().IsServer() )
167 {
169 if ( GetGame().IsMultiplayer() )
170 {
171 if ( IsSyncToClient() )
173 #ifdef DIAG_DEVELOPER
174 GetManager().SendServerDebugToClient();
175 #endif
176 }
177 }
178 if ( !GetGame().IsDedicatedServer() )
179 {
181 }
182 }
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:251
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

309 {
310 //Print("*********** OnAnimationFinish ************");
313 }
void RequestDestroy()
Definition StateBase.c:295
void OnAnimationFinish()
bool m_DestroyOnAnimFinish
Definition StateBase.c:16

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

Используется в AnimationPlayFailed().

◆ AnimationPlayFailed()

void AnimationPlayFailed ( )
inlineprivate
316 {
319 }
void AnimationFinish()
gets called upon animation Symptom exit
Definition StateBase.c:308
void OnAnimationPlayFailed()

Перекрестные ссылки AnimationFinish() и OnAnimationPlayFailed().

◆ AnimationStart()

void AnimationStart ( )
inlineprivate
322 {
324 }
void OnAnimationStart()

Перекрестные ссылки OnAnimationStart().

Используется в SymptomManager::OnAnimationStarted().

◆ CanActivate() [1/6]

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

◆ CanActivate() [2/6]

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

◆ CanActivate() [3/6]

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

◆ CanActivate() [4/6]

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

◆ CanActivate() [5/6]

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

◆ CanActivate() [6/6]

override bool CanActivate ( )
inlineprivate
62 {
63 return ( m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE || m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_ACTION );
64 }
SymptomManager m_Manager
Definition StateBase.c:20
int GetCurrentCommandID()
Definition StateManager.c:214
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки m_Manager.

◆ CanBeInterupted()

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.

◆ CheckDestroy()

void CheckDestroy ( )
inlineprivate
278 {
281 {
283 }
284
286 Destroy();
287 }
bool m_DestroyRequested
Definition StateBase.c:17
const float MAX_TIME_ACTIVE_SAVEGUARD
Definition StateBase.c:3
bool IsPrimary()
Definition StateBase.c:135
void CheckSoundFinished()
Definition StateBase.c:268
float m_ActivatedTime
Definition StateBase.c:12
void Destroy()
Definition StateBase.c:301

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

Используется в Update().

◆ CheckSoundFinished()

void CheckSoundFinished ( )
inlineprivate
269 {
270 if (GetGame().IsServer())
271 {
274 }
275 }
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
185 {
186 if ( !GetGame() ) return;
187 m_IsActivated = false;
188 if ( GetGame().IsServer() )
189 {
191 if ( GetGame().IsMultiplayer() && IsSyncToClient() )
192 {
194 }
195 }
196 if ( !GetGame().IsDedicatedServer() )
197 {
199 }
200
201 }
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:260

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

Используется в OnDestructed().

◆ Destroy()

void Destroy ( )
inlineprivate
302 {
303 if (!m_IsTemplate)
304 OnDestructed();
305 }
void OnDestructed()
Definition StateBase.c:157
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.

◆ GetManager()

SymptomManager GetManager ( )
inlineprivate
96 {
97 return m_Manager;
98 }

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
116 {
117 for (int i = 0; i < m_PersistentParams.Count(); i++)
118 {
119 params.Insert(m_PersistentParams.Get(i));
120 }
121 }
Definition EntityAI.c:95
ref array< Param > m_PersistentParams
Definition StateBase.c:28

Перекрестные ссылки m_PersistentParams.

◆ GetPlayer()

PlayerBase GetPlayer ( )
inlineprivate
143 {
144 return m_Player;
145 }

Перекрестные ссылки m_Player.

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

◆ GetPriority()

int GetPriority ( )
inlineprivate
148 {
149 return m_Priority;
150 }
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
204 {
205 return m_IsActivated;
206 }

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() [1/2]

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.

◆ IsContaminationActive() [2/2]

bool IsContaminationActive ( )
inlineprivate
28 {
29 return m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION2) || m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION3);
30 }

Перекрестные ссылки m_Player.

◆ IsPersistent()

bool IsPersistent ( )
inlineprivate
131 {
132 return m_IsPersistent;
133 }
bool m_IsPersistent
Definition StateBase.c:19

Перекрестные ссылки m_IsPersistent.

◆ IsPrimary()

bool IsPrimary ( )
inlineprivate
136 {
137 if ( m_SymptomType == SymptomTypes.PRIMARY)
138 return true;
139 else return false;
140 }
SymptomTypes
Definition StateManager.c:27
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().

◆ MakeParamObjectPersistent()

void MakeParamObjectPersistent ( Param object)
inlineprivate
124 {
125 if ( !GetGame().IsServer() && !GetGame().IsMultiplayer() ) return;
126
127 m_PersistentParams.Insert(object);
128 }

Перекрестные ссылки GetGame() и m_PersistentParams.

◆ OnAnimationFinish() [1/2]

void OnAnimationFinish ( )
protected

Используется в AnimationFinish().

◆ OnAnimationFinish() [2/2]

override void OnAnimationFinish ( )
inlineprivate

deplete stamina

50 {
52 m_Player.GetStaminaHandler().DepleteStamina(EStaminaModifiers.OVERALL_DRAIN);
53
55 {
57 module_lifespan.UpdateBloodyHandsVisibilityEx( m_Player, eBloodyHandsTypes.JUST_BLOOD );
58 }
59 }
EStaminaModifiers
Definition EStaminaModifiers.c:2
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 DayZPlayer::DepleteStamina(), GetPlugin(), m_Player и PluginLifespan().

◆ 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() [1/3]

void OnAnimationStart ( )
protected

Используется в AnimationStart().

◆ OnAnimationStart() [2/3]

override void OnAnimationStart ( )
inlineprivate
31 {
33 {
35 module_lifespan.UpdateBloodyHandsVisibilityEx( m_Player, eBloodyHandsTypes.JUST_BLOOD );
36 }
37 }

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

◆ OnAnimationStart() [3/3]

override void OnAnimationStart ( )
inlineprivate
33 {
34 if(m_Player)
35 {
36 m_Player.GetStatToxicity().Set(0);
37 if(m_Player.m_PlayerStomach)
38 m_Player.m_PlayerStomach.ClearContents();
39
41 {
42 m_Player.AddHealth("","Blood", -BLOOD_LOSS);
43 }
44
45 }
46 //Print("------------ vomit start -------------");
47 }
const int BLOOD_LOSS
Definition VomitState.c:4

Перекрестные ссылки m_Player.

◆ OnConstructed()

bool OnConstructed ( SymptomManager manager)
inlineprivate
153 {
154
155 }

◆ OnDestructed()

void OnDestructed ( )
inlineprivate
158 {
159 if ( IsActivated() ) Deactivate();
160 if ( GetManager() ) m_Manager.OnSymptomExit(this, m_UID);
161 }
void Deactivate()
Definition StateBase.c:184
bool IsActivated()
Definition StateBase.c:203
void OnSymptomExit(SymptomBase Symptom, int uid)
Definition StateManager.c:336

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

Используется в Destroy().

◆ OnGetActivatedClient() [1/12]

void OnGetActivatedClient ( PlayerBase player)
protected

Используется в Activate().

◆ OnGetActivatedClient() [2/12]

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() [3/12]

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:160
Definition Debug.c:735
static bool IsSymptomLogEnable()
Definition Debug.c:849

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

◆ OnGetActivatedClient() [4/12]

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() [5/12]

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() [6/12]

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() [7/12]

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() [8/12]

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() [9/12]

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() [10/12]

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() [11/12]

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() [12/12]

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

◆ OnGetActivatedServer() [1/13]

void OnGetActivatedServer ( PlayerBase player)
protected

gets called once on an Symptom which is being activated

Используется в Activate().

◆ OnGetActivatedServer() [2/13]

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:239
const int COUGH_BLOOD_LOSS
Definition CoughState.c:3

Перекрестные ссылки m_Manager и PlaySound().

◆ OnGetActivatedServer() [3/13]

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 }
Definition human.c:1126
Definition InventoryItem.c:731

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

◆ OnGetActivatedServer() [4/13]

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() [5/13]

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() [6/13]

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() [7/13]

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() [8/13]

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() [9/13]

override void OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

68 {
69 PlayAnimationFB(DayZPlayerConstants.CMD_ACTIONFB_VOMIT,DayZPlayerConstants.STANCEMASK_CROUCH, GetDuration() );
70 //timer.Run(10, this, "Destroy");
71 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
72 }
void PlayAnimationFB(int animation, int stance_mask, float running_time=-1)
Definition StateBase.c:233
float GetDuration()
Definition StateBase.c:85

Перекрестные ссылки GetDuration().

◆ OnGetActivatedServer() [10/13]

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() [11/13]

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() [12/13]

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() [13/13]

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

◆ OnGetDeactivatedClient() [1/13]

void OnGetDeactivatedClient ( PlayerBase player)
protected

Используется в Deactivate().

◆ OnGetDeactivatedClient() [2/13]

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() [3/13]

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() [4/13]

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() [5/13]

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() [6/13]

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() [7/13]

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() [8/13]

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() [9/13]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate
81 {
82 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
83 }

◆ OnGetDeactivatedClient() [10/13]

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() [11/13]

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() [12/13]

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 }
PPERequester_FeverEffects m_Requester
Definition FeverBlurState.c:10

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

◆ OnGetDeactivatedClient() [13/13]

override void OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

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

53 {
54
55 }

◆ OnGetDeactivatedServer() [1/13]

void OnGetDeactivatedServer ( PlayerBase player)
protected

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

Используется в Deactivate().

◆ OnGetDeactivatedServer() [2/13]

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() [3/13]

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() [4/13]

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() [5/13]

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() [6/13]

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() [7/13]

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() [8/13]

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() [9/13]

override void OnGetDeactivatedServer ( 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 }

◆ OnGetDeactivatedServer() [10/13]

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() [11/13]

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() [12/13]

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() [13/13]

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

◆ OnInit() [1/13]

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() [2/13]

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

Перекрестные ссылки m_ID, m_Priority и m_SymptomType.

◆ OnInit() [3/13]

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, m_Priority и m_SymptomType.

◆ OnInit() [4/13]

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, m_Priority и m_SymptomType.

◆ OnInit() [5/13]

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, m_Priority и m_SymptomType.

◆ OnInit() [6/13]

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, m_Priority и m_SymptomType.

◆ OnInit() [7/13]

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, m_Priority и m_SymptomType.

◆ OnInit() [8/13]

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

Перекрестные ссылки m_ID, m_Priority и m_SymptomType.

◆ OnInit() [9/13]

override void OnInit ( )
inlineprivate
6 {
8 m_Priority = 100;
9 m_ID = SymptomIDs.SYMPTOM_VOMIT;
11 m_SyncToClient = false;
12 m_Duration = 5;
13 m_MaxCount = 1;
14 }

Перекрестные ссылки m_Duration, m_ID, m_Priority и m_SymptomType.

◆ OnInit() [10/13]

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:123

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

◆ OnInit() [11/13]

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, m_Priority и m_SymptomType.

◆ OnInit() [12/13]

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_Priority, m_Requester и m_SymptomType.

◆ OnInit() [13/13]

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, m_Priority 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
23 {
24
25 }

◆ OnUpdateClient() [10/13]

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

◆ OnUpdateClient() [11/13]

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() [12/13]

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() [13/13]

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

◆ OnUpdateServer() [1/12]

void OnUpdateServer ( PlayerBase player,
float deltatime )
protected

gets called every frame

Используется в Update().

◆ OnUpdateServer() [2/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

22 {
23
24 }

◆ OnUpdateServer() [3/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [4/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [5/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [6/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [7/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

16 {
17
18 }

◆ OnUpdateServer() [8/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

15 {
16
17 }

◆ OnUpdateServer() [9/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

18 {
19
20 }

◆ OnUpdateServer() [10/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

20 {
21 }

◆ OnUpdateServer() [11/12]

override void OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

28 {
29 }

◆ OnUpdateServer() [12/12]

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
240 {
242 m_AnimPlayRequested = true;
243 }
Definition DayZPlayerSyncJunctures.c:5
static void SendPlayerSymptomADD(DayZPlayer pPlayer, int type, int state_type)
Definition DayZPlayerSyncJunctures.c:210

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

◆ PlayAnimationFB()

void PlayAnimationFB ( int animation,
int stance_mask,
float running_time = -1 )
inlineprivate
234 {
236 m_AnimPlayRequested = true;
237 }
static void SendPlayerSymptomFB(DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)
Definition DayZPlayerSyncJunctures.c:233

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

◆ PlaySound()

void PlaySound ( EPlayerSoundEventID id)
inlineprivate
246 {
247 GetPlayer().RequestSoundEvent(id);
248 m_PlayedSound = true;
249 }
PlayerBase GetPlayer()
Definition StateBase.c:142

Перекрестные ссылки GetPlayer() и m_PlayedSound.

◆ RequestDestroy()

void RequestDestroy ( )
inlineprivate
296 {
297 m_DestroyRequested = true;
298 //if(!IsActivated() ) Destroy();
299 }

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() [1/6]

SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
290 {
291 return null;
292 }

◆ SpawnAnimMetaObject() [2/6]

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

◆ SpawnAnimMetaObject() [3/6]

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

◆ SpawnAnimMetaObject() [4/6]

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

◆ SpawnAnimMetaObject() [5/6]

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

◆ SpawnAnimMetaObject() [6/6]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate
86 {
87 return new SmptAnimMetaFB();
88 }

◆ SyncToClientActivated()

void SyncToClientActivated ( int SYMPTOM_id,
int uid )
inlineprivate
252 {
253 if ( !GetPlayer() ) return;
254
257 GetGame().RPCSingleParam(GetPlayer(), ERPCs.RPC_PLAYER_SYMPTOM_ON, CachedObjectsParams.PARAM2_INT_INT,true,GetPlayer().GetIdentity() );
258 }
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
261 {
262 if ( !GetPlayer() ) return;
265 GetGame().RPCSingleParam(GetPlayer(), ERPCs.RPC_PLAYER_SYMPTOM_OFF, CachedObjectsParams.PARAM2_INT_INT,true,GetPlayer().GetIdentity() );
266 }

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

Используется в Deactivate().

◆ Update()

void Update ( float deltatime)
inlineprivate
211 {
212 if ( GetGame().IsServer() )
213 {
216 {
220 }
221 }
222 if ( GetGame().IsClient() )
223 {
225 }
226 if ( GetGame().IsServer() && !GetGame().IsMultiplayer() && !GetGame().IsMissionMainMenu() )
227 {
229 }
230 CheckDestroy();
231 }
float m_ServerUpdateInterval
Definition StateBase.c:9
void CheckDestroy()
Definition StateBase.c:277
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

◆ BLOOD_LOSS

const int BLOOD_LOSS = 250
private

◆ 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

◆ 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

Используется в AnimationFinish().

◆ m_DestroyRequested

bool m_DestroyRequested = false
private

Используется в CheckDestroy() и RequestDestroy().

◆ m_Duration

float m_Duration
private

Используется в CheckSoundFinished(), GetDuration() и SetDuration().

◆ m_EffectStartTime

float m_EffectStartTime
private

◆ m_EffectTime

float m_EffectTime
private

◆ m_ID

int m_ID
private

Используется в GetType().

◆ 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().

◆ m_IsTemplate

bool m_IsTemplate = true
private

Используется в Destroy() и Init().

◆ m_Manager

SymptomManager m_Manager
private

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

◆ m_MatGauss

Material m_MatGauss
private

◆ m_MaxCount

int m_MaxCount = -1
private

Используется в GetMaxCount().

◆ 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

PlayerBase m_Player
private

◆ m_Position

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

◆ m_Priority

int m_Priority
private

Используется в GetPriority().

◆ m_Requester

PPERequester_FeverEffects 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

Используется в IsPrimary().

◆ m_SyncToClient

bool m_SyncToClient = false
private

Используется в IsSyncToClient().

◆ 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: