DayZ 1.24
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LargeTentBackPack.c
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1class LargeTentBackPack extends Backpack_Base
2{
4
9
14
16 {
17 super.OnRPC(sender, rpc_type, ctx);
18
19 Param1<bool> p = new Param1<bool>(false);
20
21 if (!ctx.Read(p))
22 return;
23
24 bool play = p.param1;
25
26 switch (rpc_type)
27 {
28 case SoundTypeTent.REPACK:
29
30 if (play)
32 else
34
35 break;
36 }
37 }
38
40 {
41 if (!m_RepackingLoopSound || !m_RepackingLoopSound.IsSoundPlaying())
42 m_RepackingLoopSound = SEffectManager.PlaySound("largetent_deploy_SoundSet", GetPosition(), 0.5, 0.5);
43 }
44
46 {
47 m_RepackingLoopSound.SetSoundFadeOut(0.5);
48 m_RepackingLoopSound.SoundStop();
49 }
50
51 override void SetActions()
52 {
53 super.SetActions();
54
55 //AddAction(ActionRepackTent);
56 }
57};
enum SoundTypeTent m_RepackingLoopSound
SoundTypeTent
Definition LargeTent.c:2
class JsonUndergroundAreaTriggerData GetPosition
void StopRepackingLoopSound()
EffectSound m_RepackingLoopSound
override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
void PlayRepackingLoopSound()
override void SetActions()
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
The class that will be instanced (moddable)
Definition gameplay.c:376
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Serialization general interface. Serializer API works with:
Definition Serializer.c:56