DayZ 1.27
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LaughterState.c
См. документацию.
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 {
6 m_ID = SymptomIDs.SYMPTOM_LAUGHTER;
8 m_Priority = 0;
9 m_SyncToClient = false;
10 m_Duration = 4;
11
13 }
14
16 override void OnGetActivatedServer(PlayerBase player)
17 {
19 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
20
21 PlaySound(EPlayerSoundEventID.SYMPTOM_LAUGHTER);
22 player.SpreadAgentsEx(3);
23 }
24
26 override void OnGetActivatedClient(PlayerBase player)
27 {
29 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
30 }
31
33 override void OnGetDeactivatedServer(PlayerBase player)
34 {
36 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
37 }
38
40 override void OnGetDeactivatedClient(PlayerBase player)
41 {
43 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
44 }
45}
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
override void OnInit()
Определения LaughterState.c:4
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
Определения LaughterState.c:26
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения LaughterState.c:33
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Определения LaughterState.c:40
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Определения LaughterState.c:16
Определения LaughterState.c:2
static bool IsSymptomLogEnable()
Определения Debug.c:708
Определения Debug.c:594
Определения PlayerBaseClient.c:2
bool m_SyncToClient
Определения StateBase.c:21
int m_Priority
Определения StateBase.c:4
float m_Duration
Определения StateBase.c:22
bool m_DestroyOnAnimFinish
Определения StateBase.c:16
int m_ID
Определения StateBase.c:13
int m_SymptomType
Определения StateBase.c:18
void SymptomBase()
Определения StateBase.c:30
PlayerBase m_Player
Определения StateBase.c:8