DayZ 1.24
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SoundEvents.c
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2{
4 int m_Type;
5 int m_ID;
11
12
17
18 //obsolete function, now possible to set a param
23
24 void Tick()
25 {
27 m_RequestDestroy = true;
28 }
29
31 {
33 return true;
34
35 return false;
36 }
37
39 {
40 return m_RequestDestroy;
41 }
42
43 bool CanPlay()
44 {
45 return true;
46 }
47
48 bool Play()
49 {
50 return true;
51 }
52
54
55 void Stop()
56 {
59 }
60
62 {
63 return m_ID;
64 }
65
67 {
68 return m_Type;
69 }
70
75}
76
78{
79 static int GetSoundEventType(int id) { return -1; }
80 //void OnTick(float delta_time) {}
81 bool PlayRequest(EPlayerSoundEventID id, bool sent_from_server = false) { return true; }
82 bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server = false, int param = 0) { return true; };
83 int GetCurrentStateEventID() { return -1; }
84 int GetCurrentStateEventType() { return -1; }
override int GetCurrentStateEventID()
override int GetCurrentStateEventType()
override bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server=false, int param=0)
EAnimPlayState PlayRequest()
int GetSoundEventType()
proto void Stop()
AbstractWave GetSoundSetCallback()
Definition SoundEvents.c:71
bool m_SkipForControlledCharacter
Definition SoundEvents.c:9
bool IsSkipForControlled()
Definition SoundEvents.c:19
int m_SoundVoiceAnimEventClassID
Definition SoundEvents.c:6
bool m_RequestDestroy
Definition SoundEvents.c:7
string m_SoundSetNameRoot
Definition SoundEvents.c:8
void OnPlay(PlayerBase player)
int GetSoundEventType()
Definition SoundEvents.c:66
AbstractWave m_SoundSetCallback
Definition SoundEvents.c:3
void ~SoundEventBase()
Definition SoundEvents.c:13
bool IsSoundCallbackExist()
Definition SoundEvents.c:30
bool IsDestroyRequested()
Definition SoundEvents.c:38
int GetSoundEventID()
Definition SoundEvents.c:61