Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
bullethitstate.c
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/*
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class BulletHitSymptom extends SymptomBase
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{
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float m_HitDuration;
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float m_BreakPoint;
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float m_TimeActive;
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//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
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override void OnInit()
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{
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m_SymptomType = SymptomTypes.SECONDARY;
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m_Priority = 0;
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m_ID = SymptomIDs.SYMPTOM_BULLET_HIT;
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m_DestroyOnAnimFinish = true;
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m_SyncToClient = false;
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m_HitDuration = 0.4;
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m_BreakPoint = 0.1;
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}
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override void OnUpdateClient(PlayerBase player, float deltatime)
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{
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m_TimeActive += deltatime;
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if(m_TimeActive >= m_HitDuration)
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{
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RequestDestroy();
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}
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float value;
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if( m_TimeActive <= m_BreakPoint )
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{
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value = Math.InverseLerp(0, m_BreakPoint, m_TimeActive);
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}
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else
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{
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float tmp_value = Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive);
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value = 1 - tmp_value;
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}
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PPEffects.HitEffect(value);
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}
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override void OnGetActivatedClient(PlayerBase player)
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{
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//PPEffects.EnableBurlapSackBlindness();
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//PPEffects.HitEffect(1);
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}
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override void OnGetDeactivatedClient(PlayerBase player)
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{
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PPEffects.HitEffect(0);
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Debug.Log("OnGetDeactivated CoughSymptom called", "PlayerSymptom");
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}
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}
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*/
DAYZ
scripts_v1.24.157551
scripts
world
classes
playersymptoms
states
secondary
bullethitstate.c
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