Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
hotstate.c
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1 class HotSymptom 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 = 1;
8  m_ID = SymptomIDs.SYMPTOM_HOT;
9  m_DestroyOnAnimFinish = true;
10  m_SyncToClient = false;
11  m_MaxCount = 2;
12  }
13 
15  override void OnUpdateServer(PlayerBase player, float deltatime)
16  {
17 
18  }
19 
20  override void OnUpdateClient(PlayerBase player, float deltatime)
21  {
22  }
23 
24  override void OnAnimationPlayFailed()
25  {
26 
27  }
28 
29  override bool CanActivate()
30  {
31  return true;
32  }
33 
35  override void OnGetActivatedServer(PlayerBase player)
36  {
37  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39  player.GetMovementState(hms);
40  ItemBase item = m_Player.GetItemInHands();
41 
42  if(!(item && item.IsHeavyBehaviour()) && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() )
43  {
44  PlayAnimationADD(3);
45  }
46  else
47  {
49  }
50  }
51 
53  override void OnGetActivatedClient(PlayerBase player)
54  {
55  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
56  }
57 
59  override void OnGetDeactivatedServer(PlayerBase player)
60  {
61  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
62  }
63 
65  override void OnGetDeactivatedClient(PlayerBase player)
66  {
67  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
68  }
69 
70  override SmptAnimMetaBase SpawnAnimMetaObject()
71  {
72  return new HeatComfortmMetaADD();
73  }
74 }
ItemBase
Definition: inventoryitem.c:730
LogManager
Definition: debug.c:734
m_Priority
int m_Priority
Definition: bioslobbyservice.c:34
m_Manager
ModifiersManager m_Manager
Definition: modifierbase.c:12
SymptomBase
Definition: statebase.c:1
m_SymptomType
int m_SymptomType
Definition: smptanimmeta.c:13
ToString
proto string ToString()
HumanMovementState
Definition: human.c:1125
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
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition: dayzplayer.c:601
m_Player
DayZPlayer m_Player
Definition: hand_events.c:42
SymptomTypes
SymptomTypes
Definition: statemanager.c:26
Debug
Definition: debug.c:13
PlaySound
void PlaySound()
Definition: hungersoundhandler.c:38
OnInit
void OnInit()
Definition: aibehaviour.c:49
EPlayerSoundEventID
EPlayerSoundEventID
Definition: playersoundeventhandler.c:1
m_ID
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition: effect.c:49
SmptAnimMetaBase
Definition: smptanimmeta.c:82