DayZ 1.27
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HMPSevere.c
См. документацию.
1class HMP3Symptom extends SymptomBase
2{
3 protected float m_EffectDuration;
4 protected float m_EffectTime;
5 protected float m_EffectStartTime;
6 protected float m_Time;
7
8 protected PPERequester_HMPGhosts m_Requester;
9
12
13 const int MIN_TIME_BETWEEN_EFFECTS = 24.0;
14 const int MAX_TIME_BETWEEN_EFFECTS = 30.0;
15
16 //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
17 override void OnInit()
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 }
31
32 override void OnUpdateClient(PlayerBase player, float deltatime)
33 {
34 m_Time += deltatime;
35 if (m_EffectStartTime <= 0)
36 {
39 }
40
42 {
43 m_EffectTime += deltatime / m_EffectDuration;
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 }
54
56 override void OnGetActivatedServer(PlayerBase player)
57 {
58 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
59 }
60
61 override void OnGetActivatedClient(PlayerBase player)
62 {
63 m_Requester.Start();
64 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
65 }
66
67 override void OnGetDeactivatedServer(PlayerBase player)
68 {
69 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
70 }
71
73 override void OnGetDeactivatedClient(PlayerBase player)
74 {
75 m_Requester.FadeOutEffect(3);
76 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
77 }
78}
proto string ToString()
SymptomTypes
Определения StateManager.c:32
Super root of all classes in Enforce script.
Определения EnScript.c:11
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Определения Debug.c:132
Определения Debug.c:2
static bool IsSymptomLogEnable()
Определения Debug.c:708
Определения Debug.c:594
Определения EnMath.c:7
Определения PlayerBaseClient.c:2
bool m_IsPersistent
Определения StateBase.c:19
const int EFFECT_DURATION_TIME_MAX
Определения HMPSevere.c:11
override void OnGetActivatedClient(PlayerBase player)
Определения HMPSevere.c:61
bool m_SyncToClient
Определения StateBase.c:21
const int EFFECT_DURATION_TIME_MIN
Определения HMPSevere.c:10
override void OnInit()
Определения HMPSevere.c:17
float m_EffectStartTime
Определения FeverBlurState.c:8
int m_Priority
Определения StateBase.c:4
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Определения HMPSevere.c:56
override void OnGetDeactivatedServer(PlayerBase player)
Определения HMPSevere.c:67
int m_ID
Определения StateBase.c:13
int m_SymptomType
Определения StateBase.c:18
float m_EffectDuration
Определения HMPSevere.c:3
const int MAX_TIME_BETWEEN_EFFECTS
Определения FeverBlurState.c:19
override void OnUpdateClient(PlayerBase player, float deltatime)
Определения HMPSevere.c:32
float m_EffectTime
Определения FeverBlurState.c:7
PPERequester_FeverEffects m_Requester
Определения FeverBlurState.c:10
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения HMPSevere.c:73
int m_MaxCount
Определения StateBase.c:24
float m_Time
Определения FeverBlurState.c:9
const int MIN_TIME_BETWEEN_EFFECTS
Определения FeverBlurState.c:18
PlayerBase m_Player
Определения StateBase.c:8
Определения StateBase.c:2
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Определения EnMath.c:106
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'.