92 return this.ClassName();
131 if ( !
g_Game.IsServer() && !
g_Game.IsMultiplayer() )
return;
181 if (
g_Game.IsMultiplayer() )
185 #ifdef DIAG_DEVELOPER
190 if ( !
g_Game.IsDedicatedServer() )
208 if ( !
g_Game.IsDedicatedServer() )
static ref Param2< int, int > PARAM2_INT_INT
static void SendPlayerSymptomADD(DayZPlayer pPlayer, int type, int state_type)
Additive Symptoms.
static void SendPlayerSymptomFB(DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)
Full body Symptoms.
Base Param Class with no parameters.
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
SymptomManager GetManager()
void AnimationFinish()
gets called upon animation Symptom exit
void PlayAnimationFB(int animation, int stance_mask, float running_time=-1)
void Update(float deltatime)
SoundOnVehicle m_SoundObject
bool IsSyncToRemotes()
This symptom is synchronized to remotes in a form id within symptom manager.
void StopSound(EPlayerSoundEventID id)
void PlaySound(EPlayerSoundEventID id)
const float MAX_TIME_ACTIVE_SAVEGUARD
float m_ServerUpdateInterval
bool AllowInUnconscious()
bool OnConstructed(SymptomManager manager)
void CheckSoundFinished()
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
float m_ServerUpdateDelta
void OnGetDeactivatedClient(PlayerBase player)
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
void AnimationPlayFailed()
ref array< Param > m_PersistentParams
void OnGetActivatedClient(PlayerBase player)
void SetDuration(float duration)
void Init(SymptomManager manager, PlayerBase player, int uid)
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
void SyncToClientActivated(int SYMPTOM_id, int uid)
void SyncToClientDeactivated(int SYMPTOM_id, int uid)
SmptAnimMetaBase SpawnAnimMetaObject()
void PlayAnimationADD(int type)
bool m_DestroyOnAnimFinish
void OnAnimationPlayFailed()
void MakeParamObjectPersistent(Param object)
void GetPersistentParams(array< Param > params)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.