Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
blindnessstate.c
Go to the documentation of this file.
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
;
15
MakeParamObjectPersistent
(
m_Position
);
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
DAYZ
scripts_v1.24.157551
scripts
world
classes
playersymptoms
states
secondary
blindnessstate.c
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