DayZ 1.24
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SneezeState.c
Go to the documentation of this file.
1class SneezeSymptom 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 {
7 m_Priority = 100;
8 m_ID = SymptomIDs.SYMPTOM_SNEEZE;
9 m_DestroyOnAnimFinish = true;
10 m_SyncToClient = false;
11 }
12
15 {
16
17 }
18
20 {
21 }
22
25 {
26 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
27 if (m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && !player.IsRaised() && player.GetCommand_Move() && !player.GetCommand_Move().IsOnBack())
28 PlayAnimationADD(0);
29 else
30 PlaySound(EPlayerSoundEventID.SYMPTOM_SNEEZE);
31 player.SpreadAgentsEx(3);
32 }
33
36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }
39
40
43 {
44 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
45 }
46
49 {
50 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
51 }
52
54 {
55 return new SmptAnimMetaADD();
56 }
57}
int m_Priority
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
proto string ToString()
DayZPlayer m_Player
Definition Hand_Events.c:42
void PlaySound()
ModifiersManager m_Manager
int m_SymptomType
SymptomTypes
Definition Debug.c:14
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:153
static bool IsSymptomLogEnable()
Definition Debug.c:789
override void OnGetActivatedClient(PlayerBase player)
gets called once on an Symptom which is being activated
Definition SneezeState.c:35
override SmptAnimMetaBase SpawnAnimMetaObject()
Definition SneezeState.c:53
override void OnInit()
Definition SneezeState.c:4
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Definition SneezeState.c:24
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition SneezeState.c:42
override void OnUpdateClient(PlayerBase player, float deltatime)
Definition SneezeState.c:19
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
Definition SneezeState.c:14
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition SneezeState.c:48
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597