DayZ 1.24
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FreezeState.c
Go to the documentation of this file.
1class FreezeSymptom 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 = 1;
8 m_ID = SymptomIDs.SYMPTOM_FREEZE;
9 m_DestroyOnAnimFinish = true;
10 m_SyncToClient = false;
11 m_MaxCount = 2;
12 }
13
16 {
17
18 }
19
21 {
22 }
23
24 override void OnAnimationPlayFailed()
25 {
26
27 }
28
29 override bool CanActivate()
30 {
31 return true;
32 }
33
36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39 player.GetMovementState(hms);
40 ItemBase item = m_Player.GetItemInHands();
41
42 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained())
43 PlayAnimationADD(2);
44 else
46 }
47
50 {
51 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
52 }
53
56 {
57 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
58 }
59
62 {
63 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
64 }
65
67 {
68 return new HeatComfortmMetaADD();
69 }
70}
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 a Symptom which is being activated
Definition FreezeState.c:49
override SmptAnimMetaBase SpawnAnimMetaObject()
Definition FreezeState.c:66
override void OnInit()
Definition FreezeState.c:4
override void OnAnimationPlayFailed()
Definition FreezeState.c:24
override bool CanActivate()
Definition FreezeState.c:29
override void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
Definition FreezeState.c:35
override void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition FreezeState.c:55
override void OnUpdateClient(PlayerBase player, float deltatime)
Definition FreezeState.c:20
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
Definition FreezeState.c:15
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
Definition FreezeState.c:61
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597