Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
meleeattack.c
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2 {
4  {
7  }
8 
9  override bool CanPlay(PlayerBase player)
10  {
11  return true;
12  }
13 
14  override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
15  {
16  if( type_other == EPlayerSoundEventType.DAMAGE )
17  {
18  return false;
19  }
20  return true;
21  }
22 
23  override void OnEnd()
24  {
25  super.OnEnd();
26  if(m_Player)
27  StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(800);
28  }
29 }
30 
32 {
34  {
35  m_ID = EPlayerSoundEventID.MELEE_ATTACK_LIGHT;
37  }
38 }
39 
40 class MeleeAttackHeavyEvent extends MeleeAttackSoundEvents
41 {
42  void MeleeAttackHeavyEvent()
43  {
44  m_ID = EPlayerSoundEventID.MELEE_ATTACK_HEAVY;
46  }
47 
48 }
HasPriorityOverCurrent
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition: meleeattack.c:13
m_Type
eBleedingSourceType m_Type
Definition: bleedingsource.c:25
MeleeAttackSoundEvents
Definition: meleeattack.c:40
CanPlay
override bool CanPlay(PlayerBase player)
Definition: meleeattack.c:8
m_HasPriorityOverTypes
EPlayerSoundEventType m_HasPriorityOverTypes
Definition: playersoundeventbase.c:40
PlayerBase
Definition: playerbaseclient.c:1
PlayerSoundEventBase
Definition: damageevents.c:1
m_Player
DayZPlayer m_Player
Definition: hand_events.c:42
eSoundHandlers
eSoundHandlers
Definition: playersoundmanager.c:4
MeleeAttackLightEvent
class MeleeAttackSoundEvents extends PlayerSoundEventBase MeleeAttackLightEvent()
Definition: meleeattack.c:33
MeleeAttackSoundEvents
void MeleeAttackSoundEvents()
Definition: meleeattack.c:2
EPlayerSoundEventType
EPlayerSoundEventType
Definition: playersoundeventbase.c:1
OnEnd
override void OnEnd()
Definition: meleeattack.c:22
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
m_SoundVoiceAnimEventClassID
int m_SoundVoiceAnimEventClassID
Definition: soundevents.c:5