DayZ 1.24
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InfectedSoundEventBase.c
Go to the documentation of this file.
5
7{
9
14
19
24
25 void SoftStop()
26 {
28 {
31 }
32 }
33
34 override void Stop()
35 {
37 {
40 }
41
42 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).RemoveByName(this, "PosUpdate");
43 }
44
45 void PosUpdate()
46 {
49 }
50
51 override bool Play()
52 {
53 string soundset_name;
54
55 soundset_name = string.Format("%1_%2_SoundSet", m_Infected.ClassName(), m_SoundSetNameRoot);
58 {
59 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLaterByName(this, "PosUpdate", 0, true);
60 return true;
61 }
62 string error = "[%1] No sound callback for : \'%2\' in state: \'%3\' Please define relevant SoundSet in %4";
63#ifdef DEVELOPER
64 Error(string.Format(error, "ERROR", m_Infected.ClassName(), m_SoundSetNameRoot, "Zombie_SoundSets.hpp"));
65#else
66 PrintToRPT("" + string.Format(error, "WARNING", m_Infected.ClassName(), m_SoundSetNameRoot, "sounds/hpp/config.cpp"));
67#endif
68 return false;
69 }
70}
eBleedingSourceType m_Type
override Widget Init()
Definition DayZGame.c:120
void Stop()
Stops all elements this effect consists of.
Definition Effect.c:175
void ~InfectedSoundEventBase()
enum EInfectedSoundEventType m_Infected
void SoftStop()
void InfectedSoundEventBase()
void PosUpdate()
EInfectedSoundEventType
EAnimPlayState Play()
AbstractWave m_SoundSetCallback
Definition SoundEvents.c:80
string m_SoundSetNameRoot
Definition SoundEvents.c:85
proto void SetPosition(vector position, vector velocity="0 0 0")
proto void Loop(bool setLoop)
proto void Stop()
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10