DayZ 1.24
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StateCB.c
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2{
3 //int m_SymptomUID;
4 float m_RunTime;
7
8 override void OnFinish(bool pCanceled)
9 {
10 if (m_Player && m_Player.GetSymptomManager())
11 m_Player.GetSymptomManager().OnAnimationFinished();
12 }
13
14
16 {
18 m_RunTime = run_time * 1000;
19 m_StartingTime = GetGame().GetTime();
21
22 if (m_Player && m_Player.GetSymptomManager())
23 m_Player.GetSymptomManager().OnAnimationStarted();
24 }
25
27 {
28 if (m_RunTime > 0 && (GetGame().GetTime() > m_StartingTime + m_RunTime))
29 return true;
30 else
31 return false;
32 }
33
34 override bool IsSymptomCallback()
35 {
36 return true;
37 }
38
39};
DayZPlayer m_Player
Definition Hand_Events.c:42
float GetTime()
void Init(float run_time, PlayerBase player)
Definition StateCB.c:15
override void OnFinish(bool pCanceled)
Definition StateCB.c:8
override bool IsSymptomCallback()
Definition StateCB.c:34
proto native CGame GetGame()
float m_RunTime
Definition tools.c:214
proto native void EnableCancelCondition(bool pEnable)