DayZ 1.24
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BlindnessState.c
Go to the documentation of this file.
2{
4 const int BLUR_DURATION = 3000;
6
7 //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
8 override void OnInit()
9 {
10 m_SymptomType = SymptomTypes.SECONDARY;
11 m_Priority = 0;
12 m_ID = SymptomIDs.SYMPTOM_BLINDNESS;
13 m_DestroyOnAnimFinish = true;
14 m_IsPersistent = false;
16 }
17
20 {
21 }
22
24 {
25
26
27 }
28
31 {
32 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }
34
36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }
39
41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }
44
47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness
50 }
51
52}
int m_Priority
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
vector m_Position
Cached world position.
Definition Effect.c:41
proto string ToString()
DayZPlayer m_Player
Definition Hand_Events.c:42
void MakeParamObjectPersistent(Param object)
bool m_IsPersistent
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)
override void OnInit()
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
override void OnGetDeactivatedServer(PlayerBase player)
Material m_MatGauss
override void OnUpdateClient(PlayerBase player, float deltatime)
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated