DayZ 1.24
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MeleeAttack.c
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2{
8
9 override bool CanPlay(PlayerBase player)
10 {
11 return true;
12 }
13
20
21 override void OnEnd()
22 {
23 super.OnEnd();
24 if (m_Player)
25 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(800);
26 }
27}
28
30{
32 {
33 m_ID = EPlayerSoundEventID.MELEE_ATTACK_LIGHT;
35 }
36}
37
38class MeleeAttackHeavyEvent extends MeleeAttackSoundEvents
39{
41 {
42 m_ID = EPlayerSoundEventID.MELEE_ATTACK_HEAVY;
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
DayZPlayer m_Player
Definition Hand_Events.c:42
class MeleeAttackSoundEvents extends PlayerSoundEventBase MeleeAttackLightEvent()
Definition MeleeAttack.c:31
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes
eSoundHandlers
int m_SoundVoiceAnimEventClassID
Definition SoundEvents.c:83
override void OnEnd()
Definition MeleeAttack.c:21
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition MeleeAttack.c:14
override bool CanPlay(PlayerBase player)
Definition MeleeAttack.c:9
void MeleeAttackSoundEvents()
Definition MeleeAttack.c:3