DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено
GaspSymptom.c
См. документацию.
1class GaspSymptom extends SymptomBase
2{
3 //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
4 override void OnInit()
5 {
7 m_Priority = 100;
8 m_ID = SymptomIDs.SYMPTOM_GASP;
10 m_SyncToClient = false;
11 m_Duration = 2.5;
12 }
13
14 override bool CanBeInterupted()
15 {
16 return false;
17 }
18
20 override void OnGetActivatedServer(PlayerBase player)
21 {
23 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
24
25 PlaySound(EPlayerSoundEventID.SYMPTOM_GASP);
26 }
27
29 override void OnGetActivatedClient(PlayerBase player)
30 {
32 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }
34
36 override void OnGetDeactivatedServer(PlayerBase player)
37 {
39 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
40 }
41
43 override void OnGetDeactivatedClient(PlayerBase player)
44 {
46 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
47 }
48}
proto string ToString()
void PlaySound()
Определения HungerSoundHandler.c:38
EPlayerSoundEventID
Определения PlayerSoundEventHandler.c:3
SymptomTypes
Определения StateManager.c:32
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 PlayerBaseClient.c:2
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
Определения GaspSymptom.c:29
bool m_SyncToClient
Определения StateBase.c:21
override void OnInit()
Определения GaspSymptom.c:4
int m_Priority
Определения StateBase.c:4
float m_Duration
Определения StateBase.c:22
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Определения GaspSymptom.c:20
bool m_DestroyOnAnimFinish
Определения StateBase.c:16
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения GaspSymptom.c:36
int m_ID
Определения StateBase.c:13
int m_SymptomType
Определения StateBase.c:18
override bool CanBeInterupted()
Определения GaspSymptom.c:14
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения GaspSymptom.c:43
PlayerBase m_Player
Определения StateBase.c:8
Определения StateBase.c:2