Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
painheavystate.c
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1 class PainHeavySymptom 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_PAIN_HEAVY;
9  m_SyncToClient = true;
10  m_MaxCount = 2;
11  m_Duration = 1;
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())
38  Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39 
40  PlaySound(EPlayerSoundEventID.TAKING_DMG_HEAVY);
41  }
42 
44  override void OnGetActivatedClient(PlayerBase player)
45  {
46  //player.SpawnShockEffect(0.5);
47  player.SpawnDamageDealtEffect2();
48  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
49  }
50 
52  override void OnGetDeactivatedServer(PlayerBase player)
53  {
54  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
55  }
56 
58  override void OnGetDeactivatedClient(PlayerBase player)
59  {
60  if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
61  }
62 }
LogManager
Definition: debug.c:734
m_Priority
int m_Priority
Definition: bioslobbyservice.c:34
m_Duration
float m_Duration
Definition: bullethitreaction.c:56
SymptomBase
Definition: statebase.c:1
m_SymptomType
int m_SymptomType
Definition: smptanimmeta.c:13
ToString
proto string ToString()
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
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