DayZ 1.24
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MindStates.c
Go to the documentation of this file.
2{
3 override bool CanPlay()
4 {
5 if (!super.CanPlay())
6 return false;
7 return true;
8 }
9}
10
12{
14 {
16 m_ID = EInfectedSoundEventID.MINDSTATE_CALM_IDLE;
17 m_SoundSetNameRoot = "CalmIdle";
18 }
19}
20
22{
24 {
26 m_ID = EInfectedSoundEventID.MINDSTATE_CALM_MOVE;
27 m_SoundSetNameRoot = "CalmMove";
28 }
29}
30
32{
34 {
36 m_ID = EInfectedSoundEventID.MINDSTATE_DISTURBED_IDLE;
37 m_SoundSetNameRoot = "DisturbedIdle";
38 }
39}
40
42{
44 {
46 m_ID = EInfectedSoundEventID.MINDSTATE_CHASE_MOVE;
47 m_SoundSetNameRoot = "ChaseMove";
48 }
49}
50
52{
54 {
56 m_ID = EInfectedSoundEventID.MINDSTATE_ALERTED_IDLE;
57 m_SoundSetNameRoot = "AlertedIdle";
58 }
59}
60
61class AlertedMoveSoundEvent extends MindStateSoundEventBase
62{
64 {
66 m_ID = EInfectedSoundEventID.MINDSTATE_ALERTED_MOVE;
67 m_SoundSetNameRoot = "AlertedMove";
68 }
69}
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
EInfectedSoundEventType
class MindStateSoundEventBase extends InfectedSoundEventBase CalmIdleSoundEvent()
Definition MindStates.c:13
void ChaseMoveSoundEvent()
Definition MindStates.c:54
class ChaseMoveSoundEvent extends MindStateSoundEventBase AlertedIdleSoundEvent()
Definition MindStates.c:53
class CalmMoveSoundEvent extends MindStateSoundEventBase DisturbedIdleSoundEvent()
Definition MindStates.c:33
void CalmMoveSoundEvent()
Definition MindStates.c:34
string m_SoundSetNameRoot
Definition SoundEvents.c:85
override bool CanPlay()
Definition MindStates.c:3