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gaspsymptom.c
Go to the documentation of this file.
1
class
GaspSymptom
extends
SymptomBase
2
{
3
//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
4
override
void
OnInit
()
5
{
6
m_SymptomType
=
SymptomTypes
.PRIMARY;
7
m_Priority
= 100;
8
m_ID
= SymptomIDs.SYMPTOM_GASP;
9
m_DestroyOnAnimFinish
=
true
;
10
m_SyncToClient
=
false
;
11
m_Duration
= 2.5;
12
}
13
14
override
bool
CanBeInterupted
()
15
{
16
return
false
;
17
}
18
20
override
void
OnGetActivatedServer
(
PlayerBase
player)
21
{
22
if
(
LogManager
.
IsSymptomLogEnable
())
23
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetActivated"
,
m_Player
.ToString());
24
25
PlaySound
(
EPlayerSoundEventID
.SYMPTOM_GASP);
26
}
27
29
override
void
OnGetActivatedClient
(
PlayerBase
player)
30
{
31
if
(
LogManager
.
IsSymptomLogEnable
())
32
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetActivated"
,
m_Player
.ToString());
33
}
34
36
override
void
OnGetDeactivatedServer
(
PlayerBase
player)
37
{
38
if
(
LogManager
.
IsSymptomLogEnable
())
39
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetDeactivated"
,
m_Player
.ToString());
40
}
41
43
override
void
OnGetDeactivatedClient
(
PlayerBase
player)
44
{
45
if
(
LogManager
.
IsSymptomLogEnable
())
46
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetDeactivated"
,
m_Player
.ToString());
47
}
48
}
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
gaspsymptom.c:4
SymptomBase::m_SyncToClient
bool m_SyncToClient
Definition
statebase.c:21
SymptomBase::OnGetDeactivatedServer
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition
gaspsymptom.c:36
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
gaspsymptom.c:20
SymptomBase::m_SymptomType
int m_SymptomType
Definition
statebase.c:18
SymptomBase::OnGetActivatedClient
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
Definition
gaspsymptom.c:29
SymptomBase::m_Player
PlayerBase m_Player
Definition
statebase.c:8
SymptomBase::OnGetDeactivatedClient
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition
gaspsymptom.c:43
SymptomBase::m_ID
int m_ID
Definition
statebase.c:13
SymptomBase::CanBeInterupted
override bool CanBeInterupted()
Definition
gaspsymptom.c:14
SymptomBase::m_DestroyOnAnimFinish
bool m_DestroyOnAnimFinish
Definition
statebase.c:16
SymptomBase::m_Duration
float m_Duration
Definition
statebase.c:22
ToString
proto string ToString()
PlaySound
void PlaySound()
Definition
hungersoundhandler.c:39
EPlayerSoundEventID
EPlayerSoundEventID
Definition
playersoundeventhandler.c:3
SymptomTypes
SymptomTypes
Definition
statemanager.c:32
Games
Dayz
scripts
4_world
classes
playersymptoms
states
primary
gaspsymptom.c
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