Dayz Explorer  1.24.157551 (v105080)
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injuryevents.c
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2 {
3 
4  void InjurySoundEvents()
5  {
6  m_HasPriorityOverTypes = -1;//-1 for all
8  }
9 
10  override bool CanPlay(PlayerBase player)
11  {
12  return true;
13  }
14 
15  override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id,EPlayerSoundEventType type_other )
16  {
17  return true;
18  }
19 }
20 
22 {
24  {
25 
26  m_ID = EPlayerSoundEventID.INJURED_LIGHT;
28  }
29 }
30 
32 {
34  {
35 
36  m_ID = EPlayerSoundEventID.INJURED_MEDIUM;
38  }
39 }
40 
42 {
44  {
45  m_ID = EPlayerSoundEventID.INJURED_HIGH;
47  }
48 }
49 
m_Type
eBleedingSourceType m_Type
Definition: bleedingsource.c:25
InjurySoundEvents
Definition: injuryevents.c:31
InjuryHeavySoundEvent
class InjuryMediumSoundEvent extends InjurySoundEvents InjuryHeavySoundEvent()
Definition: injuryevents.c:43
HasPriorityOverCurrent
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition: injuryevents.c:14
m_HasPriorityOverTypes
EPlayerSoundEventType m_HasPriorityOverTypes
Definition: playersoundeventbase.c:40
PlayerBase
Definition: playerbaseclient.c:1
PlayerSoundEventBase
Definition: damageevents.c:1
CanPlay
override bool CanPlay(PlayerBase player)
Definition: injuryevents.c:9
InjurySoundEvents
void InjurySoundEvents()
Definition: injuryevents.c:3
InjuryMediumSoundEvent
void InjuryMediumSoundEvent()
Definition: injuryevents.c:2
EPlayerSoundEventType
EPlayerSoundEventType
Definition: playersoundeventbase.c:1
EPlayerSoundEventID
EPlayerSoundEventID
Definition: playersoundeventhandler.c:1
InjuryLightSoundEvent
class InjurySoundEvents extends PlayerSoundEventBase InjuryLightSoundEvent()
Definition: injuryevents.c:23
m_ID
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition: effect.c:49
m_SoundVoiceAnimEventClassID
int m_SoundVoiceAnimEventClassID
Definition: soundevents.c:5