78 void Update(HumanMovementState movement_state);
90 m_Player.m_isFBsymptomPlaying =
false;
95 super.Init(ctx, manager, player);
107 callback =
m_Player.GetCommandModifier_Action();
123 m_Player.m_isFBsymptomPlaying =
true;
140 super.Init(ctx, manager, player);
149 callback =
m_Player.GetCommandModifier_Action();
175 if(!ad || !ad.IsModifierActive())
201 if(ad && ad.IsModifierActive())
207 super.Update(movement_state);
bool m_IsPlaying
Whether the Effect is currently playing.
ModifiersManager m_Manager
static bool ReadPlayerSymptomADDParams(ParamsReadContext pCtx, out int type)
static bool ReadPlayerSymptomFBParams(ParamsReadContext pCtx, out DayZPlayerConstants anim_id, out int stance_mask, out float duration)
proto native bool IsActionFinished()
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
void AnimationFinish()
gets called upon animation Symptom exit
void AnimationPlayFailed()
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
proto native CGame GetGame()
class HumanCommandWeapons HumanCommandAdditives()