DayZ 1.24
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JumpEvents.c File Reference

Go to the source code of this file.

Classes

class  PlayerSoundEventBase
 

Functions

class JumpEventsBase extends PlayerSoundEventBase JumpSoundEvent ()
 
override bool HasPriorityOverCurrent (PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
 
override bool CanPlay (PlayerBase player)
 
override void OnPlay (PlayerBase player)
 
override void OnEnd ()
 

Function Documentation

◆ CanPlay()

override bool JumpSoundEvent::CanPlay ( PlayerBase player)

Definition at line 39 of file JumpEvents.c.

◆ HasPriorityOverCurrent()

override bool JumpSoundEvent::HasPriorityOverCurrent ( PlayerBase player,
EPlayerSoundEventID other_state_id,
EPlayerSoundEventType type_other )

Definition at line 34 of file JumpEvents.c.

34 {
35 m_HasPriorityOverTypes = -1;//-1 for all
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes

References m_HasPriorityOverTypes, m_ID, m_SoundVoiceAnimEventClassID, and m_Type.

◆ JumpSoundEvent()

Definition at line 1 of file JumpEvents.c.

34 {
35 m_HasPriorityOverTypes = -1;//-1 for all
39 }
int m_SoundVoiceAnimEventClassID
Definition SoundEvents.c:83

Referenced by PlayerSoundEventHandler().

◆ OnEnd()

override void JumpSoundEvent::OnEnd ( )

Definition at line 53 of file JumpEvents.c.

54{
56 {
57 return true;
58 }
59
60 override bool CanPlay(PlayerBase player)
61 {
62 if (!super.CanPlay(player))
63 return false;
64 return true;
65 }
66
67 override void OnPlay(PlayerBase player)
68 {
69 super.OnPlay(player);
70 if (player.CanSpawnBreathVaporEffect())
71 player.SpawnBreathVaporEffect();
72 }
73
74 override void OnEnd()
75 {
76 super.OnEnd();
77 //m_Player.GetStaminaSoundHandlerClient().PostponeStamina(1000);
78 if (m_Player)
79 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(1300);
80 }
81}
82
84{
85 void JumpSoundEvent()
86 {
87 m_HasPriorityOverTypes = -1;//-1 for all
91 }
92}
DayZPlayer m_Player
Definition Hand_Events.c:42
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
Definition JumpEvents.c:34
override void OnPlay(PlayerBase player)
Definition JumpEvents.c:46
class JumpEventsBase extends PlayerSoundEventBase JumpSoundEvent()
Definition JumpEvents.c:33
override void OnEnd()
Definition JumpEvents.c:53
override bool CanPlay()
Definition MindStates.c:14
eSoundHandlers

Referenced by End(), and AnimatedActionBase::End().

◆ OnPlay()

override void JumpSoundEvent::OnPlay ( PlayerBase player)

Definition at line 46 of file JumpEvents.c.

47{
49 {
50 return true;
51 }
52
53 override bool CanPlay(PlayerBase player)
54 {
55 if (!super.CanPlay(player))
56 return false;
57 return true;
58 }
59
60 override void OnPlay(PlayerBase player)
61 {
62 super.OnPlay(player);
63 if (player.CanSpawnBreathVaporEffect())
64 player.SpawnBreathVaporEffect();
65 }
66
67 override void OnEnd()
68 {
69 super.OnEnd();
70 //m_Player.GetStaminaSoundHandlerClient().PostponeStamina(1000);
71 if (m_Player)
72 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(1300);
73 }
74}
75
77{
78 void JumpSoundEvent()
79 {
80 m_HasPriorityOverTypes = -1;//-1 for all
84 }
85}