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holdbreathevents.c
Go to the documentation of this file.
1
class
HoldBreathSoundEventBase
extends
PlayerSoundEventBase
2
{
3
void
HoldBreathSoundEventBase
()
4
{
5
m_HasPriorityOverTypes
= -1;
6
}
7
8
override
bool
HasHoldBreathException
()
9
{
10
return
true
;
11
}
12
13
}
14
15
16
class
HoldBreathSoundEvent
extends
HoldBreathSoundEventBase
17
{
18
void
HoldBreathSoundEvent
()
19
{
20
m_Type
=
EPlayerSoundEventType
.GENERAL;
21
m_ID
=
EPlayerSoundEventID
.HOLD_BREATH;
22
m_SoundVoiceAnimEventClassID
= 20;
23
}
24
25
override
bool
HasPriorityOverCurrent
(
PlayerBase
player,
EPlayerSoundEventID
other_state_id,
EPlayerSoundEventType
type_other)
26
{
27
if
(other_state_id ==
EPlayerSoundEventID
.RELEASE_BREATH)
28
{
29
return
false
;
30
}
31
return
true
;
32
}
33
}
34
35
class
ExhaustedBreathSoundEvent
extends
HoldBreathSoundEventBase
36
{
37
void
ExhaustedBreathSoundEvent
()
38
{
39
m_Type
=
EPlayerSoundEventType
.GENERAL;
40
m_ID
=
EPlayerSoundEventID
.EXHAUSTED_BREATH;
41
m_SoundVoiceAnimEventClassID
= 22;
42
}
43
44
override
bool
HasPriorityOverCurrent
(
PlayerBase
player,
EPlayerSoundEventID
other_state_id,
EPlayerSoundEventType
type_other)
45
{
46
return
false
;
47
}
48
}
49
50
class
ReleaseBreathSoundEvent
extends
HoldBreathSoundEventBase
51
{
52
void
ReleaseBreathSoundEvent
()
53
{
54
m_Type
=
EPlayerSoundEventType
.GENERAL;
55
m_ID
=
EPlayerSoundEventID
.RELEASE_BREATH;
56
m_SoundVoiceAnimEventClassID
= 21;
57
}
58
59
override
bool
HasPriorityOverCurrent
(PlayerBase player,
EPlayerSoundEventID
other_state_id,
EPlayerSoundEventType
type_other)
60
{
61
if
( other_state_id ==
EPlayerSoundEventID
.HOLD_BREATH)
62
{
63
return
false
;
64
}
65
return
true
;
66
}
67
}
m_Type
eBleedingSourceType m_Type
Definition
bleedingsource.c:25
HoldBreathSoundEventBase
Definition
holdbreathevents.c:36
HoldBreathSoundEventBase::HasPriorityOverCurrent
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition
holdbreathevents.c:44
HoldBreathSoundEventBase::ExhaustedBreathSoundEvent
void ExhaustedBreathSoundEvent()
Definition
holdbreathevents.c:37
PlayerBase
Definition
playerbaseclient.c:2
PlayerSoundEventBase
Definition
damageevents.c:2
PlayerSoundEventBase::HoldBreathSoundEventBase
void HoldBreathSoundEventBase()
Definition
holdbreathevents.c:3
PlayerSoundEventBase::HasHoldBreathException
override bool HasHoldBreathException()
Definition
holdbreathevents.c:8
m_ID
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it).
Definition
effect.c:51
ReleaseBreathSoundEvent
class ExhaustedBreathSoundEvent extends HoldBreathSoundEventBase ReleaseBreathSoundEvent()
Definition
holdbreathevents.c:52
HoldBreathSoundEvent
class HoldBreathSoundEventBase extends PlayerSoundEventBase HoldBreathSoundEvent()
Definition
holdbreathevents.c:18
EPlayerSoundEventType
EPlayerSoundEventType
Definition
playersoundeventbase.c:2
m_HasPriorityOverTypes
EPlayerSoundEventType m_HasPriorityOverTypes
Definition
playersoundeventbase.c:41
EPlayerSoundEventID
EPlayerSoundEventID
Definition
playersoundeventhandler.c:3
m_SoundVoiceAnimEventClassID
int m_SoundVoiceAnimEventClassID
Definition
soundevents.c:89
Games
Dayz
scripts
4_world
classes
soundevents
playersoundevents
events
holdbreathevents.c
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