DayZ 1.24
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HandShivers.c
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1
3{
5 //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
6 override void OnInit()
7 {
8 m_SymptomType = SymptomTypes.SECONDARY;
9 m_Priority = 0;
10 m_ID = SymptomIDs.SYMPTOM_HAND_SHIVER;
11 m_SyncToClient = false;
12
13 }
14
15 override void SetParam(Param p)
16 {
18 if (p1)
19 {
20 m_ShakeLevel = p1.param1;
21
22 if (m_ShakeLevel > PlayerBase.SHAKE_LEVEL_MAX)
23 m_ShakeLevel = PlayerBase.SHAKE_LEVEL_MAX;
24 }
25 }
26
27
29 {
30 }
31
32
34 {
35 player.SetShakesForced(m_ShakeLevel);
36 }
37
39 {
40 player.SetShakesForced(0);
41 }
42
44 {
45
46
47 }
48
51 {
52
53 }
54
55}
int m_Priority
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
int m_SymptomType
SymptomTypes
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
override void OnGetActivatedClient(PlayerBase player)
Definition HandShivers.c:43
override void OnInit()
Definition HandShivers.c:6
override void OnGetActivatedServer(PlayerBase player)
Definition HandShivers.c:33
override void SetParam(Param p)
Definition HandShivers.c:15
override void OnGetDeactivatedServer(PlayerBase player)
Definition HandShivers.c:38
override void OnUpdateClient(PlayerBase player, float deltatime)
Definition HandShivers.c:28
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition HandShivers.c:50
int m_ShakeLevel
Definition HandShivers.c:4