Dayz
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bloodloss.c
Go to the documentation of this file.
1
class
BloodLoss
extends
SymptomBase
2
{
3
Material
m_MatGauss;
4
const
int
BLUR_DURATION = 3000;
5
float
m_BloodSet
;
6
PPERequester_BloodLoss
m_RequesterBloodLoss
;
7
8
//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
9
override
void
OnInit
()
10
{
11
m_SymptomType
=
SymptomTypes
.SECONDARY;
12
m_Priority
= 0;
13
m_ID
= SymptomIDs.SYMPTOM_BLOODLOSS;
14
m_DestroyOnAnimFinish
=
true
;
15
m_IsPersistent
=
false
;
16
m_SyncToClient
=
true
;
17
m_BloodSet
= -1;
18
19
if
( !
g_Game
.IsDedicatedServer() )
20
{
21
Class
.
CastTo
(
m_RequesterBloodLoss
,PPERequester_BloodLoss.Cast(PPERequesterBank.GetRequester(PPERequester_BloodLoss)));
22
}
23
24
}
25
26
override
bool
AllowInUnconscious
()
27
{
28
return
true
;
29
}
30
32
override
void
OnUpdateServer
(
PlayerBase
player,
float
deltatime)
33
{
34
}
35
36
override
void
OnUpdateClient
(
PlayerBase
player,
float
deltatime)
37
{
38
if
( player.IsPlayerSelected() && player.GetTransferValues() && player.GetTransferValues().GetBlood() !=
m_BloodSet
)
39
{
40
m_BloodSet
= player.GetTransferValues().GetBlood();
41
if
(
m_BloodSet
< 1.0)
42
{
43
m_RequesterBloodLoss
.SetBloodLossLevel(
m_BloodSet
);
44
}
45
else
46
{
47
m_RequesterBloodLoss
.Stop();
48
}
49
}
50
}
51
53
override
void
OnGetActivatedServer
(
PlayerBase
player)
54
{
55
if
(
LogManager
.
IsSymptomLogEnable
())
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetActivated"
,
m_Player
.ToString());
56
}
57
58
override
void
OnGetActivatedClient
(
PlayerBase
player)
59
{
60
if
(
LogManager
.
IsSymptomLogEnable
())
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetActivated"
,
m_Player
.ToString());
61
}
62
63
override
void
OnGetDeactivatedServer
(
PlayerBase
player)
64
{
65
if
(
LogManager
.
IsSymptomLogEnable
())
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetDeactivated"
,
m_Player
.ToString());
66
}
67
69
override
void
OnGetDeactivatedClient
(
PlayerBase
player)
70
{
71
if
(
LogManager
.
IsSymptomLogEnable
())
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetDeactivated"
,
m_Player
.ToString());
72
}
73
}
Class
Super root of all classes in Enforce script.
Definition
enscript.c:11
Debug
Definition
debug.c:2
Debug::SymptomLog
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition
debug.c:192
LogManager
Definition
debug.c:692
LogManager::IsSymptomLogEnable
static bool IsSymptomLogEnable()
Definition
debug.c:806
PlayerBase
Definition
playerbaseclient.c:2
SymptomBase
Definition
statebase.c:2
SymptomBase::OnInit
override void OnInit()
Definition
bloodloss.c:9
SymptomBase::m_BloodSet
float m_BloodSet
Definition
bloodloss.c:5
SymptomBase::m_SyncToClient
bool m_SyncToClient
Definition
statebase.c:21
SymptomBase::OnUpdateClient
override void OnUpdateClient(PlayerBase player, float deltatime)
Definition
bloodloss.c:36
SymptomBase::OnGetDeactivatedServer
override void OnGetDeactivatedServer(PlayerBase player)
Definition
bloodloss.c:63
SymptomBase::m_Priority
int m_Priority
Definition
statebase.c:4
SymptomBase::OnGetActivatedServer
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Definition
bloodloss.c:53
SymptomBase::m_SymptomType
int m_SymptomType
Definition
statebase.c:18
SymptomBase::OnGetActivatedClient
override void OnGetActivatedClient(PlayerBase player)
Definition
bloodloss.c:58
SymptomBase::m_Player
PlayerBase m_Player
Definition
statebase.c:8
SymptomBase::AllowInUnconscious
override bool AllowInUnconscious()
Definition
bloodloss.c:26
SymptomBase::OnGetDeactivatedClient
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition
bloodloss.c:69
SymptomBase::m_ID
int m_ID
Definition
statebase.c:13
SymptomBase::m_RequesterBloodLoss
PPERequester_BloodLoss m_RequesterBloodLoss
Definition
bloodloss.c:6
SymptomBase::OnUpdateServer
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
Definition
bloodloss.c:32
SymptomBase::m_DestroyOnAnimFinish
bool m_DestroyOnAnimFinish
Definition
statebase.c:16
SymptomBase::m_IsPersistent
bool m_IsPersistent
Definition
statebase.c:19
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
ToString
proto string ToString()
Class::CastTo
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
Material
int[] Material
Definition
proto.c:265
SymptomTypes
SymptomTypes
Definition
statemanager.c:32
Games
Dayz
scripts
4_world
classes
playersymptoms
states
secondary
bloodloss.c
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