Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
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_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
}
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
DAYZ
scripts_v1.24.157551
scripts
world
classes
playersymptoms
states
primary
hotstate.c
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