Dayz 1.25
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Класс DrowningMdfr
+ Граф наследования:DrowningMdfr:

Закрытые члены

override void Init ()
 
bool CheckIsDrowning (PlayerBase player)
 
override bool ActivateCondition (PlayerBase player)
 
override bool DeactivateCondition (PlayerBase player)
 
override void OnTick (PlayerBase player, float deltaT)
 
override void OnReconnect (PlayerBase player)
 
override void OnActivate (PlayerBase player)
 
void PlayDrowningSound (int index)
 
override void OnDeactivate (PlayerBase player)
 

Закрытые данные

const int TICK_FREQUENCY = 1
 

Закрытые статические данные

static const float STAMINA_RECOVERY_MULTIPLIER = 0
 

Подробное описание

Методы

◆ ActivateCondition()

override bool ActivateCondition ( PlayerBase player)
inlineprivate
21 {
22 return CheckIsDrowning(player);
23 }
bool CheckIsDrowning(PlayerBase player)
Definition Drowning.c:15
Definition EntityAI.c:95

Перекрестные ссылки CheckIsDrowning().

◆ CheckIsDrowning()

bool CheckIsDrowning ( PlayerBase player)
inlineprivate
16 {
17 return player.GetDrowningWaterLevelCheck();
18 }

Используется в ActivateCondition() и DeactivateCondition().

◆ DeactivateCondition()

override bool DeactivateCondition ( PlayerBase player)
inlineprivate
26 {
27 return !CheckIsDrowning(player);
28 }

Перекрестные ссылки CheckIsDrowning().

◆ Init()

override void Init ( )
inlineprivate
7 {
9 m_ID = eModifiers.MDF_DROWNING;
12 m_SyncID = eModifierSyncIDs.MODIFIER_SYNC_DROWNING;
13 }
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
bool m_TrackActivatedTime
Definition ModifierBase.c:15
eModifierSyncIDs m_SyncID
Definition ModifierBase.c:29
float m_TickIntervalActive
Definition ModifierBase.c:19
float m_TickIntervalInactive
Definition ModifierBase.c:18
eModifierSyncIDs
Definition ModifiersManager.c:3
const int DEFAULT_TICK_TIME_INACTIVE
Definition ModifiersManager.c:33
const int TICK_FREQUENCY
Definition Drowning.c:3
eModifiers
Definition eModifiers.c:2

Перекрестные ссылки DEFAULT_TICK_TIME_INACTIVE, m_ID, m_SyncID, m_TickIntervalActive, m_TickIntervalInactive, m_TrackActivatedTime и TICK_FREQUENCY.

◆ OnActivate()

override void OnActivate ( PlayerBase player)
inlineprivate
46 {
47 player.SetDrowning(true);
48 player.GetStaminaHandler().ActivateRecoveryModifier(EStaminaMultiplierTypes.DROWNING);
49 player.RequestSoundEventEx(EPlayerSoundEventID.DROWNING_BREATH, false, EPlayerSoundEventParam.HIGHEST_PRIORITY);
50 GetGame().GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( PlayDrowningSound, 3000 ,false, 1);
51 }
EPlayerSoundEventID
Definition PlayerSoundEventHandler.c:2
EStaminaMultiplierTypes
Definition StaminaHandler.c:2
void PlayDrowningSound(int index)
Definition Drowning.c:54
proto native CGame GetGame()
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, GetGame() и PlayDrowningSound().

◆ OnDeactivate()

override void OnDeactivate ( PlayerBase player)
inlineprivate
70 {
71 player.SetDrowning(false);
72 player.GetStaminaHandler().DeactivateRecoveryModifier(EStaminaMultiplierTypes.DROWNING);
73 }

◆ OnReconnect()

override void OnReconnect ( PlayerBase player)
inlineprivate
41 {
43 }
void OnActivate()
Definition Trap_LandMine.c:67

Перекрестные ссылки OnActivate().

◆ OnTick()

override void OnTick ( PlayerBase player,
float deltaT )
inlineprivate
31 {
32 if (player.GetStaminaHandler().GetStamina() <= 0)
33 {
35 player.AddHealth("","Shock",deltaT * -CfgGameplayHandler.GetShockDepletionSpeed());
36 player.RequestSoundEventEx(EPlayerSoundEventID.DROWNING_PAIN, false, EPlayerSoundEventParam.HIGHEST_PRIORITY);
37 }
38 }
Definition CfgGameplayHandler.c:2
static float GetShockDepletionSpeed()
Definition CfgGameplayHandler.c:428
static float GetHealthDepletionSpeed()
Definition CfgGameplayHandler.c:423

Перекрестные ссылки CfgGameplayHandler::GetHealthDepletionSpeed() и CfgGameplayHandler::GetShockDepletionSpeed().

◆ PlayDrowningSound()

void PlayDrowningSound ( int index)
inlineprivate
55 {
56 if (m_Player.m_IsDrowning)//check if we are still drowning after the delay
57 {
58 if (index == 0)
59 {
60 m_Player.RequestSoundEventEx(EPlayerSoundEventID.EXHAUSTED_BREATH, false, EPlayerSoundEventParam.HIGHEST_PRIORITY);
61 }
62 else if (index == 1)
63 {
64 m_Player.RequestSoundEventEx(EPlayerSoundEventID.DROWNING_BREATH, false, EPlayerSoundEventParam.HIGHEST_PRIORITY);
65 }
66 }
67 }
DayZPlayer m_Player
Definition Hand_Events.c:42
void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)

Перекрестные ссылки m_Player и DayZPlayer::RequestSoundEventEx().

Используется в OnActivate().

Поля

◆ STAMINA_RECOVERY_MULTIPLIER

const float STAMINA_RECOVERY_MULTIPLIER = 0
staticprivate

Используется в StaminaHandler::Init().

◆ TICK_FREQUENCY

const int TICK_FREQUENCY = 1
private

Используется в Init().


Объявления и описания членов класса находятся в файле: