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laughterstate.c
Go to the documentation of this file.
1
class
LaughterSymptom
:
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_ID
= SymptomIDs.SYMPTOM_LAUGHTER;
7
m_SymptomType
=
SymptomTypes
.PRIMARY;
8
m_Priority
= 0;
9
m_SyncToClient
=
false
;
10
m_Duration
= 4;
11
12
m_DestroyOnAnimFinish
=
true
;
13
}
14
16
override
void
OnGetActivatedServer
(
PlayerBase
player)
17
{
18
if
(
LogManager
.
IsSymptomLogEnable
())
19
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetActivated"
,
m_Player
.ToString());
20
21
PlaySound
(
EPlayerSoundEventID
.SYMPTOM_LAUGHTER);
22
player.SpreadAgentsEx(3);
23
}
24
26
override
void
OnGetActivatedClient
(
PlayerBase
player)
27
{
28
if
(
LogManager
.
IsSymptomLogEnable
())
29
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetActivated"
,
m_Player
.ToString());
30
}
31
33
override
void
OnGetDeactivatedServer
(
PlayerBase
player)
34
{
35
if
(
LogManager
.
IsSymptomLogEnable
())
36
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetDeactivated"
,
m_Player
.ToString());
37
}
38
40
override
void
OnGetDeactivatedClient
(
PlayerBase
player)
41
{
42
if
(
LogManager
.
IsSymptomLogEnable
())
43
Debug
.
SymptomLog
(
"n/a"
, this.
ToString
(),
"n/a"
,
"OnGetDeactivated"
,
m_Player
.ToString());
44
}
45
}
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
LaughterSymptom
Definition
laughterstate.c:2
LaughterSymptom::OnInit
override void OnInit()
Definition
laughterstate.c:4
LaughterSymptom::OnGetDeactivatedServer
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition
laughterstate.c:33
LaughterSymptom::OnGetActivatedServer
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Definition
laughterstate.c:16
LaughterSymptom::OnGetActivatedClient
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
Definition
laughterstate.c:26
LaughterSymptom::OnGetDeactivatedClient
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition
laughterstate.c:40
LogManager
Definition
debug.c:692
LogManager::IsSymptomLogEnable
static bool IsSymptomLogEnable()
Definition
debug.c:806
PlayerBase
Definition
playerbaseclient.c:2
SymptomBase::m_SyncToClient
bool m_SyncToClient
Definition
statebase.c:21
SymptomBase::m_Priority
int m_Priority
Definition
statebase.c:4
SymptomBase::m_SymptomType
int m_SymptomType
Definition
statebase.c:18
SymptomBase::SymptomBase
void SymptomBase()
Definition
statebase.c:30
SymptomBase::m_Player
PlayerBase m_Player
Definition
statebase.c:8
SymptomBase::m_ID
int m_ID
Definition
statebase.c:13
SymptomBase::m_DestroyOnAnimFinish
bool m_DestroyOnAnimFinish
Definition
statebase.c:16
SymptomBase::m_Duration
float m_Duration
Definition
statebase.c:22
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
laughterstate.c
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