Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
blindnessstate.c
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1 class BlindnessSymptom extends SymptomBase
2 {
3  Material m_MatGauss;
4  const int BLUR_DURATION = 3000;
5  ref Param1<vector> m_Position = new Param1<vector>("0 0 0");
6 
7  //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
8  override void OnInit()
9  {
10  m_SymptomType = SymptomTypes.SECONDARY;
11  m_Priority = 0;
12  m_ID = SymptomIDs.SYMPTOM_BLINDNESS;
13  m_DestroyOnAnimFinish = true;
14  m_IsPersistent = false;
16  }
17 
19  override void OnUpdateServer(PlayerBase player, float deltatime)
20  {
21  }
22 
23  override void OnUpdateClient(PlayerBase player, float deltatime)
24  {
25 
26 
27  }
28 
30  override void OnGetActivatedServer(PlayerBase player)
31  {
32  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33  }
34 
35  override void OnGetActivatedClient(PlayerBase player)
36  {
37  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38  }
39 
40  override void OnGetDeactivatedServer(PlayerBase player)
41  {
42  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43  }
44 
46  override void OnGetDeactivatedClient(PlayerBase player)
47  {
48  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49  PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness
50  }
51 
52 }
LogManager
Definition: debug.c:734
m_Priority
int m_Priority
Definition: bioslobbyservice.c:34
m_Position
protected vector m_Position
Cached world position.
Definition: effect.c:41
SymptomBase
Definition: statebase.c:1
m_SymptomType
int m_SymptomType
Definition: smptanimmeta.c:13
ToString
proto string ToString()
PlayerBase
Definition: playerbaseclient.c:1
OnUpdateServer
void OnUpdateServer(float deltatime, float blood_scale, bool no_blood_loss)
Definition: bleedingsource.c:114
OnUpdateClient
void OnUpdateClient(ActionData action_data)
Definition: actionbase.c:998
Material
Definition: proto.c:267
m_Player
DayZPlayer m_Player
Definition: hand_events.c:42
m_IsPersistent
bool m_IsPersistent
Definition: modifierbase.c:16
SymptomTypes
SymptomTypes
Definition: statemanager.c:26
Debug
Definition: debug.c:13
OnInit
void OnInit()
Definition: aibehaviour.c:49
MakeParamObjectPersistent
void MakeParamObjectPersistent(Param object)
Definition: modifierbase.c:57
m_ID
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition: effect.c:49