Dayz
Build 1.29.163047, Scripts Rev. 123548
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hotstate.c
Go to the documentation of this file.
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());
38
HumanMovementState
hms =
new
HumanMovementState
();
39
player.GetMovementState(hms);
40
ItemBase
item =
m_Player
.GetItemInHands();
41
42
if
(!(item && item.IsHeavyBehaviour()) && !
m_Player
.IsSurrendered() &&
m_Manager
.GetCurrentCommandID() ==
DayZPlayerConstants
.COMMANDID_MOVE && hms.
m_iMovement
==
DayZPlayerConstants
.MOVEMENTIDX_IDLE && !player.IsRestrained() )
43
{
44
PlayAnimationADD
(3);
45
}
46
else
47
{
48
PlaySound
(
EPlayerSoundEventID
.HOT);
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
}
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
HumanMovementState
Definition
human.c:1154
HumanMovementState::m_iMovement
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Definition
human.c:1157
ItemBase
Definition
inventoryitem.c:742
LogManager
Definition
debug.c:692
LogManager::IsSymptomLogEnable
static bool IsSymptomLogEnable()
Definition
debug.c:806
PlayerBase
Definition
playerbaseclient.c:2
SmptAnimMetaBase
Definition
smptanimmeta.c:83
SymptomBase
Definition
statebase.c:2
SymptomBase::OnInit
override void OnInit()
Definition
hotstate.c:4
SymptomBase::m_SyncToClient
bool m_SyncToClient
Definition
statebase.c:21
SymptomBase::OnUpdateClient
override void OnUpdateClient(PlayerBase player, float deltatime)
Definition
hotstate.c:20
SymptomBase::OnGetDeactivatedServer
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition
hotstate.c:59
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
hotstate.c:35
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
hotstate.c:53
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
hotstate.c:65
SymptomBase::m_MaxCount
int m_MaxCount
Definition
statebase.c:24
SymptomBase::m_ID
int m_ID
Definition
statebase.c:13
SymptomBase::m_Manager
SymptomManager m_Manager
Definition
statebase.c:20
SymptomBase::OnAnimationPlayFailed
override void OnAnimationPlayFailed()
Definition
hotstate.c:24
SymptomBase::SpawnAnimMetaObject
override SmptAnimMetaBase SpawnAnimMetaObject()
Definition
hotstate.c:70
SymptomBase::OnUpdateServer
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
Definition
hotstate.c:15
SymptomBase::CanActivate
override bool CanActivate()
Definition
hotstate.c:29
SymptomBase::PlayAnimationADD
void PlayAnimationADD(int type)
Definition
statebase.c:251
SymptomBase::m_DestroyOnAnimFinish
bool m_DestroyOnAnimFinish
Definition
statebase.c:16
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
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
hotstate.c
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