DayZ 1.24
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SymptomBase Class Reference
Collaboration diagram for SymptomBase:
[legend]

Protected Member Functions

void OnAnimationFinish ()
 
void OnAnimationStart ()
 
void OnAnimationPlayFailed ()
 
void OnInit ()
 this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute, don't put any gameplay code in here
 
void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
bool CanActivate ()
 
void OnUpdateClient (PlayerBase player, float deltatime)
 gets called every frame
 
void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
void OnGetActivatedClient (PlayerBase player)
 
void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
void OnGetDeactivatedClient (PlayerBase player)
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 

Protected Attributes

PPERequester_FeverEffects m_Requester
 
const float BLUR_STRENGTH_MIN = 0.15
 
const float BLUR_STRENGTH_MAX = 0.25
 
const int BLUR_DURATION_TIME_MIN = 1.5
 
const int BLUR_DURATION_TIME_MAX = 2.5
 
const int MIN_TIME_BETWEEN_EFFECTS = 25.0
 
const int MAX_TIME_BETWEEN_EFFECTS = 35.0
 

Private Member Functions

void SymptomBase ()
 
void ~SymptomBase ()
 
void Init (SymptomManager manager, PlayerBase player, int uid)
 
int GetMaxCount ()
 
int GetUID ()
 
void OnOwnerKilled ()
 
bool CanBeInterupted ()
 
bool IsClientOnly ()
 
void SetDuration (float duration)
 
float GetDuration ()
 
string GetName ()
 
SymptomManager GetManager ()
 
int GetType ()
 
void SetParam (Param p)
 
bool IsSyncToClient ()
 
void GetPersistentParams (array< Param > params)
 
void MakeParamObjectPersistent (Param object)
 
bool IsPersistent ()
 
bool IsPrimary ()
 
PlayerBase GetPlayer ()
 
int GetPriority ()
 
bool OnConstructed (SymptomManager manager)
 
void OnDestructed ()
 
void Activate ()
 
void Deactivate ()
 
bool IsActivated ()
 
void Update (float deltatime)
 
void PlayAnimationFB (int animation, int stance_mask, float running_time=-1)
 
void PlayAnimationADD (int type)
 
void PlaySound (EPlayerSoundEventID id)
 
void SyncToClientActivated (int SYMPTOM_id, int uid)
 
void SyncToClientDeactivated (int SYMPTOM_id, int uid)
 
void CheckSoundFinished ()
 
void CheckDestroy ()
 
SmptAnimMetaBase SpawnAnimMetaObject ()
 
void RequestDestroy ()
 
void Destroy ()
 
void AnimationFinish ()
 gets called upon animation Symptom exit
 
void AnimationPlayFailed ()
 
void AnimationStart ()
 
override void OnInit ()
 
bool IsContaminationActive ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationStart ()
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
bool IsContaminationActive ()
 
override void OnAnimationStart ()
 
override void OnAnimationFinish ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void SetParam (Param p)
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 

Private Attributes

const float MAX_TIME_ACTIVE_SAVEGUARD = 20
 
int m_Priority
 
SoundOnVehicle m_SoundObject
 
bool m_PlayedSound
 
bool m_IsActivated
 
PlayerBase m_Player
 
float m_ServerUpdateInterval = 1
 
float m_ServerUpdateDelta
 
bool m_IsTemplate = true
 
float m_ActivatedTime
 
int m_ID
 
int m_UID
 
bool m_IsClientOnly
 
bool m_DestroyOnAnimFinish = true
 
bool m_DestroyRequested = false
 
int m_SymptomType = -1
 
bool m_IsPersistent = false
 
SymptomManager m_Manager
 
bool m_SyncToClient = false
 
float m_Duration
 
bool m_AnimPlayRequested
 
int m_MaxCount = -1
 
SymptomCB m_AnimCallback
 
ref array< Paramm_PersistentParams = new array<Param>
 
const int COUGH_BLOOD_LOSS = 50
 
const int BLOOD_LOSS = 250
 
Material m_MatGauss
 
const int BLUR_DURATION = 3000
 
ref Param1< vectorm_Position = new Param1<vector>("0 0 0")
 
float m_BloodSet
 
PPERequester_BloodLoss m_RequesterBloodLoss
 
float m_BlurDuration
 
float m_BlurStrength
 
float m_EffectTime
 
float m_EffectStartTime
 
float m_Time
 
int m_ShakeLevel
 

Detailed Description

Definition at line 1 of file StateBase.c.

Constructor & Destructor Documentation

◆ SymptomBase()

void SymptomBase::SymptomBase ( )
inlineprivate

Definition at line 30 of file StateBase.c.

31 {
32 }

◆ ~SymptomBase()

void SymptomBase::~SymptomBase ( )
inlineprivate

Definition at line 34 of file StateBase.c.

35 {
36
37 }

Member Function Documentation

◆ Activate()

void SymptomBase::Activate ( )
inlineprivate

Definition at line 161 of file StateBase.c.

162 {
163 m_IsActivated = true;
164 if (GetGame() && GetGame().IsServer())
165 {
167 if (GetGame().IsMultiplayer())
168 {
169 if (IsSyncToClient())
171#ifdef DIAG_DEVELOPER
172 GetManager().SendServerDebugToClient();
173#endif
174 }
175 }
176 if (!GetGame().IsDedicatedServer())
178 }
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
void OnGetActivatedClient(PlayerBase player)
bool IsSyncToClient()
Definition StateBase.c:110
void SyncToClientActivated(int SYMPTOM_id, int uid)
Definition StateBase.c:238
bool m_IsActivated
Definition StateBase.c:7
SymptomManager GetManager()
Definition StateBase.c:95
int GetUID()
Definition StateBase.c:53
int GetType()
Definition StateBase.c:100
PlayerBase m_Player
Definition StateBase.c:8
proto native CGame GetGame()

References GetGame(), GetManager(), GetType(), GetUID(), IsSyncToClient(), m_IsActivated, m_Player, OnGetActivatedClient(), OnGetActivatedServer(), and SyncToClientActivated().

Referenced by SymptomManager::UpdateActiveSymptoms().

◆ AnimationFinish()

void SymptomBase::AnimationFinish ( )
inlineprivate

gets called upon animation Symptom exit

Definition at line 293 of file StateBase.c.

294 {
295 //Print("*********** OnAnimationFinish ************");
298 }
void OnAnimationFinish()
bool m_DestroyOnAnimFinish
Definition StateBase.c:16
void RequestDestroy()
Definition StateBase.c:280

References m_DestroyOnAnimFinish, OnAnimationFinish(), and RequestDestroy().

Referenced by AnimationPlayFailed().

◆ AnimationPlayFailed()

void SymptomBase::AnimationPlayFailed ( )
inlineprivate

Definition at line 300 of file StateBase.c.

301 {
304 }
void AnimationFinish()
gets called upon animation Symptom exit
Definition StateBase.c:293
void OnAnimationPlayFailed()

References AnimationFinish(), and OnAnimationPlayFailed().

◆ AnimationStart()

void SymptomBase::AnimationStart ( )
inlineprivate

Definition at line 306 of file StateBase.c.

307 {
309 }
void OnAnimationStart()

References OnAnimationStart().

Referenced by SymptomManager::OnAnimationStarted().

◆ CanActivate() [1/6]

bool SymptomBase::CanActivate ( )
inlineprotected

Definition at line 321 of file StateBase.c.

321{return true;} //server only

◆ CanActivate() [2/6]

override bool SymptomBase::CanActivate ( )
inlineprivate

Definition at line 29 of file FreezeState.c.

30 {
31 return true;
32 }

◆ CanActivate() [3/6]

override bool SymptomBase::CanActivate ( )
inlineprivate

Definition at line 29 of file HotState.c.

30 {
31 return true;
32 }

◆ CanActivate() [4/6]

override bool SymptomBase::CanActivate ( )
inlineprivate

Definition at line 29 of file PainHeavyState.c.

30 {
31 return true;
32 }

◆ CanActivate() [5/6]

override bool SymptomBase::CanActivate ( )
inlineprivate

Definition at line 29 of file PainLightState.c.

30 {
31 return true;
32 }

◆ CanActivate() [6/6]

override bool SymptomBase::CanActivate ( )
inlineprivate

Definition at line 59 of file VomitState.c.

60 {
61 return (m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE || m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_ACTION);
62 }
SymptomManager m_Manager
Definition StateBase.c:20
int GetCurrentCommandID()
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References m_Manager.

◆ CanBeInterupted()

bool SymptomBase::CanBeInterupted ( )
inlineprivate

Definition at line 64 of file StateBase.c.

65 {
67 {
68 //Print("--------- preventing interrupt ---------");
69 return false;
70 }
71 return true;
72 }
bool m_AnimPlayRequested
Definition StateBase.c:23

References m_AnimPlayRequested.

◆ CheckDestroy()

void SymptomBase::CheckDestroy ( )
inlineprivate

Definition at line 264 of file StateBase.c.

265 {
269
271 Destroy();
272 }
bool m_DestroyRequested
Definition StateBase.c:17
bool IsPrimary()
Definition StateBase.c:133
const float MAX_TIME_ACTIVE_SAVEGUARD
Definition StateBase.c:3
void Destroy()
Definition StateBase.c:286
void CheckSoundFinished()
Definition StateBase.c:255
float m_ActivatedTime
Definition StateBase.c:12

References CheckSoundFinished(), Destroy(), IsPrimary(), m_ActivatedTime, m_DestroyRequested, MAX_TIME_ACTIVE_SAVEGUARD, and RequestDestroy().

Referenced by Update().

◆ CheckSoundFinished()

void SymptomBase::CheckSoundFinished ( )
inlineprivate

Definition at line 255 of file StateBase.c.

256 {
257 if (GetGame().IsServer())
258 {
261 }
262 }
float m_Duration
Definition StateBase.c:22
bool m_PlayedSound
Definition StateBase.c:6

References GetGame(), m_ActivatedTime, m_Duration, m_PlayedSound, and RequestDestroy().

Referenced by CheckDestroy().

◆ Deactivate()

void SymptomBase::Deactivate ( )
inlineprivate

Definition at line 180 of file StateBase.c.

181 {
182 if (!GetGame()) return;
183 m_IsActivated = false;
184 if (GetGame().IsServer())
185 {
187 if (GetGame().IsMultiplayer() && IsSyncToClient())
189 }
190 if (!GetGame().IsDedicatedServer())
192
193 }
void SyncToClientDeactivated(int SYMPTOM_id, int uid)
Definition StateBase.c:247
void OnGetDeactivatedClient(PlayerBase player)
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated

References GetGame(), GetType(), GetUID(), IsSyncToClient(), m_IsActivated, m_Player, OnGetDeactivatedClient(), OnGetDeactivatedServer(), and SyncToClientDeactivated().

Referenced by OnDestructed().

◆ Destroy()

void SymptomBase::Destroy ( )
inlineprivate

Definition at line 286 of file StateBase.c.

287 {
288 if (!m_IsTemplate)
289 OnDestructed();
290 }
bool m_IsTemplate
Definition StateBase.c:11
void OnDestructed()
Definition StateBase.c:155

References m_IsTemplate, and OnDestructed().

Referenced by CheckDestroy().

◆ GetDuration()

float SymptomBase::GetDuration ( )
inlineprivate

Definition at line 85 of file StateBase.c.

86 {
87 return m_Duration;
88 }

References m_Duration.

◆ GetManager()

SymptomManager SymptomBase::GetManager ( )
inlineprivate

Definition at line 95 of file StateBase.c.

96 {
97 return m_Manager;
98 }

References m_Manager.

Referenced by Activate(), and OnDestructed().

◆ GetMaxCount()

int SymptomBase::GetMaxCount ( )
inlineprivate

Definition at line 48 of file StateBase.c.

49 {
50 return m_MaxCount;
51 }
int m_MaxCount
Definition StateBase.c:24

References m_MaxCount.

◆ GetName()

string SymptomBase::GetName ( )
inlineprivate

Definition at line 90 of file StateBase.c.

91 {
92 return this.ClassName();
93 }

◆ GetPersistentParams()

void SymptomBase::GetPersistentParams ( array< Param > params)
inlineprivate

Definition at line 115 of file StateBase.c.

116 {
117 for (int i = 0; i < m_PersistentParams.Count(); i++)
118 params.Insert(m_PersistentParams.Get(i));
119 }
ref array< Param > m_PersistentParams
Definition StateBase.c:28

References m_PersistentParams.

◆ GetPlayer()

PlayerBase SymptomBase::GetPlayer ( )
inlineprivate

Definition at line 140 of file StateBase.c.

141 {
142 return m_Player;
143 }

References m_Player.

Referenced by PlaySound(), SyncToClientActivated(), and SyncToClientDeactivated().

◆ GetPriority()

int SymptomBase::GetPriority ( )
inlineprivate

Definition at line 145 of file StateBase.c.

146 {
147 return m_Priority;
148 }
int m_Priority
Definition StateBase.c:4

References m_Priority.

◆ GetType()

int SymptomBase::GetType ( )
inlineprivate

Definition at line 100 of file StateBase.c.

101 {
102 return m_ID;
103 }

References m_ID.

Referenced by Activate(), Deactivate(), PlayAnimationADD(), and PlayAnimationFB().

◆ GetUID()

int SymptomBase::GetUID ( )
inlineprivate

Definition at line 53 of file StateBase.c.

54 {
55 return m_UID;
56 }

References m_UID.

Referenced by Activate(), and Deactivate().

◆ Init()

void SymptomBase::Init ( SymptomManager manager,
PlayerBase player,
int uid )
inlineprivate

Definition at line 39 of file StateBase.c.

40 {
43 m_UID = uid;
44 m_IsTemplate = false;
45 OnInit();
46 }
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...

References m_IsTemplate, m_Manager, m_Player, m_UID, and OnInit().

◆ IsActivated()

bool SymptomBase::IsActivated ( )
inlineprivate

Definition at line 195 of file StateBase.c.

196 {
197 return m_IsActivated;
198 }

References m_IsActivated.

Referenced by OnDestructed().

◆ IsClientOnly()

bool SymptomBase::IsClientOnly ( )
inlineprivate

Definition at line 74 of file StateBase.c.

75 {
76 return m_IsClientOnly;
77 }
bool m_IsClientOnly
Definition StateBase.c:15

References m_IsClientOnly.

◆ IsContaminationActive() [1/2]

bool SymptomBase::IsContaminationActive ( )
inlineprivate

Definition at line 14 of file CoughState.c.

15 {
16 return m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION2) || m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION3);
17 }
eModifiers
Definition eModifiers.c:2

References m_Player.

◆ IsContaminationActive() [2/2]

bool SymptomBase::IsContaminationActive ( )
inlineprivate

Definition at line 27 of file VomitState.c.

28 {
29 return m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION2) || m_Player.GetModifiersManager().IsModifierActive(eModifiers.MDF_CONTAMINATION3);
30 }

References m_Player.

◆ IsPersistent()

bool SymptomBase::IsPersistent ( )
inlineprivate

Definition at line 128 of file StateBase.c.

129 {
130 return m_IsPersistent;
131 }
bool m_IsPersistent
Definition StateBase.c:19

References m_IsPersistent.

◆ IsPrimary()

bool SymptomBase::IsPrimary ( )
inlineprivate

Definition at line 133 of file StateBase.c.

134 {
135 if (m_SymptomType == SymptomTypes.PRIMARY)
136 return true;
137 else return false;
138 }
SymptomTypes
int m_SymptomType
Definition StateBase.c:18

References m_SymptomType.

Referenced by CheckDestroy().

◆ IsSyncToClient()

bool SymptomBase::IsSyncToClient ( )
inlineprivate

Definition at line 110 of file StateBase.c.

111 {
112 return m_SyncToClient;
113 }
bool m_SyncToClient
Definition StateBase.c:21

References m_SyncToClient.

Referenced by Activate(), and Deactivate().

◆ MakeParamObjectPersistent()

void SymptomBase::MakeParamObjectPersistent ( Param object)
inlineprivate

Definition at line 121 of file StateBase.c.

122 {
123 if (!GetGame().IsServer() && !GetGame().IsMultiplayer()) return;
124
125 m_PersistentParams.Insert(object);
126 }

References GetGame(), and m_PersistentParams.

◆ OnAnimationFinish() [1/2]

void SymptomBase::OnAnimationFinish ( )
protected

Referenced by AnimationFinish().

◆ OnAnimationFinish() [2/2]

override void SymptomBase::OnAnimationFinish ( )
inlineprivate

deplete stamina

Definition at line 47 of file VomitState.c.

48 {
50 m_Player.GetStaminaHandler().DepleteStamina(EStaminaModifiers.OVERALL_DRAIN);
51
53 {
55 module_lifespan.UpdateBloodyHandsVisibilityEx(m_Player, eBloodyHandsTypes.JUST_BLOOD);
56 }
57 }
EStaminaModifiers
void PluginLifespan()
eBloodyHandsTypes
PluginBase GetPlugin(typename plugin_type)
bool IsContaminationActive()
Definition CoughState.c:14

References DayZPlayer::DepleteStamina(), GetPlugin(), m_Player, and PluginLifespan().

◆ OnAnimationPlayFailed() [1/5]

void SymptomBase::OnAnimationPlayFailed ( )
protected

Referenced by AnimationPlayFailed().

◆ OnAnimationPlayFailed() [2/5]

override void SymptomBase::OnAnimationPlayFailed ( )
inlineprivate

Definition at line 24 of file FreezeState.c.

25 {
26
27 }

◆ OnAnimationPlayFailed() [3/5]

override void SymptomBase::OnAnimationPlayFailed ( )
inlineprivate

Definition at line 24 of file HotState.c.

25 {
26
27 }

◆ OnAnimationPlayFailed() [4/5]

override void SymptomBase::OnAnimationPlayFailed ( )
inlineprivate

Definition at line 24 of file PainHeavyState.c.

25 {
26
27 }

◆ OnAnimationPlayFailed() [5/5]

override void SymptomBase::OnAnimationPlayFailed ( )
inlineprivate

Definition at line 24 of file PainLightState.c.

25 {
26
27 }

◆ OnAnimationStart() [1/3]

void SymptomBase::OnAnimationStart ( )
protected

Referenced by AnimationStart().

◆ OnAnimationStart() [2/3]

override void SymptomBase::OnAnimationStart ( )
inlineprivate

Definition at line 30 of file CoughState.c.

31 {
33 {
35 module_lifespan.UpdateBloodyHandsVisibilityEx(m_Player, eBloodyHandsTypes.JUST_BLOOD);
36 }
37 }

References GetPlugin(), m_Player, and PluginLifespan().

◆ OnAnimationStart() [3/3]

override void SymptomBase::OnAnimationStart ( )
inlineprivate

Definition at line 32 of file VomitState.c.

33 {
34 if (m_Player)
35 {
36 m_Player.GetStatToxicity().Set(0);
37 if (m_Player.m_PlayerStomach)
38 m_Player.m_PlayerStomach.ClearContents();
39
41 m_Player.AddHealth("", "Blood", -BLOOD_LOSS);
42
43 }
44 //Print("------------ vomit start -------------");
45 }
const int BLOOD_LOSS
Definition VomitState.c:4

References m_Player.

◆ OnConstructed()

bool SymptomBase::OnConstructed ( SymptomManager manager)
inlineprivate

Definition at line 150 of file StateBase.c.

151 {
152
153 }

◆ OnDestructed()

void SymptomBase::OnDestructed ( )
inlineprivate

Definition at line 155 of file StateBase.c.

156 {
157 if (IsActivated()) Deactivate();
159 }
bool IsActivated()
Definition StateBase.c:195
void Deactivate()
Definition StateBase.c:180
void OnSymptomExit(SymptomBase Symptom, int uid)

References Deactivate(), GetManager(), IsActivated(), m_Manager, m_UID, and SymptomManager::OnSymptomExit().

Referenced by Destroy().

◆ OnGetActivatedClient() [1/12]

void SymptomBase::OnGetActivatedClient ( PlayerBase player)
protected

Referenced by Activate().

◆ OnGetActivatedClient() [2/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

Definition at line 59 of file CoughState.c.

60 {
61 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
62 }

◆ OnGetActivatedClient() [3/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

Definition at line 49 of file FreezeState.c.

50 {
51 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
52 }
proto string ToString()
Definition Debug.c:14
static void SymptomLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:153
static bool IsSymptomLogEnable()
Definition Debug.c:789

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [4/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

Definition at line 49 of file HotState.c.

50 {
51 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
52 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [5/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

Definition at line 34 of file LaughterState.c.

35 {
36 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
37 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [6/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

Definition at line 44 of file PainHeavyState.c.

45 {
46 //player.SpawnShockEffect(0.5);
47 player.SpawnDamageDealtEffect2();
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
49 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [7/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on a Symptom which is being activated

Definition at line 44 of file PainLightState.c.

45 {
46 //player.SpawnShockEffect(0.5);
49 player.SpawnDamageDealtEffect2(CachedObjectsParams.PARAM2_FLOAT_FLOAT);
50 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
51 }
static ref Param2< float, float > PARAM2_FLOAT_FLOAT

References LogManager::IsSymptomLogEnable(), m_Player, CachedObjectsParams::PARAM2_FLOAT_FLOAT, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [8/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 35 of file SneezeState.c.

36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [9/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

Definition at line 35 of file BlindnessState.c.

36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [10/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

Definition at line 47 of file BloodLoss.c.

48 {
49 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
50 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [11/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprotected

Definition at line 77 of file FeverBlurState.c.

78 {
79 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
80 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [12/12]

override void SymptomBase::OnGetActivatedClient ( PlayerBase player)
inlineprivate

Definition at line 43 of file HandShivers.c.

44 {
45
46
47 }

◆ OnGetActivatedServer() [1/13]

void SymptomBase::OnGetActivatedServer ( PlayerBase player)
protected

gets called once on an Symptom which is being activated

Referenced by Activate().

◆ OnGetActivatedServer() [2/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 46 of file CoughState.c.

47 {
48 if (m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && !player.IsRaised() && player.GetCommand_Move() && player.GetCommand_Move() && !player.GetCommand_Move().IsOnBack())
50 else
51 PlaySound(EPlayerSoundEventID.SYMPTOM_COUGH);
52 player.SpreadAgentsEx(3);
53
55 player.AddHealth("", "Blood", -COUGH_BLOOD_LOSS);
56 }
void PlaySound()
const int COUGH_BLOOD_LOSS
Definition CoughState.c:3
void PlayAnimationADD(int type)
Definition StateBase.c:226

References m_Manager, and PlaySound().

◆ OnGetActivatedServer() [3/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 35 of file FreezeState.c.

36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39 player.GetMovementState(hms);
40 ItemBase item = m_Player.GetItemInHands();
41
42 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained())
44 else
46 }

References LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [4/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 35 of file HotState.c.

36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39 player.GetMovementState(hms);
40 ItemBase item = m_Player.GetItemInHands();
41
42 if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained())
44 else
46 }

References LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [5/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 26 of file LaughterState.c.

27 {
28 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
29 PlaySound(EPlayerSoundEventID.SYMPTOM_LAUGHTER);
30 player.SpreadAgentsEx(3);
31 }

References LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [6/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 35 of file PainHeavyState.c.

36 {
38 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39
40 PlaySound(EPlayerSoundEventID.TAKING_DMG_HEAVY);
41 }

References LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [7/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 35 of file PainLightState.c.

36 {
38 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39
40 PlaySound(EPlayerSoundEventID.TAKING_DMG_LIGHT);
41 }

References LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [8/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 24 of file SneezeState.c.

25 {
26 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
27 if (m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && !player.IsRaised() && player.GetCommand_Move() && !player.GetCommand_Move().IsOnBack())
29 else
30 PlaySound(EPlayerSoundEventID.SYMPTOM_SNEEZE);
31 player.SpreadAgentsEx(3);
32 }

References LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [9/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 65 of file VomitState.c.

66 {
67 PlayAnimationFB(DayZPlayerConstants.CMD_ACTIONFB_VOMIT, DayZPlayerConstants.STANCEMASK_CROUCH, GetDuration());
68 //timer.Run(10, this, "Destroy");
69 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
70 }
float GetDuration()
Definition StateBase.c:85
void PlayAnimationFB(int animation, int stance_mask, float running_time=-1)
Definition StateBase.c:220

References GetDuration().

◆ OnGetActivatedServer() [10/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 30 of file BlindnessState.c.

31 {
32 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [11/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

gets called once on an Symptom which is being activated

Definition at line 42 of file BloodLoss.c.

43 {
44 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
45 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [12/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprotected

gets called once on an Symptom which is being activated

Definition at line 72 of file FeverBlurState.c.

73 {
74 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
75 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [13/13]

override void SymptomBase::OnGetActivatedServer ( PlayerBase player)
inlineprivate

Definition at line 33 of file HandShivers.c.

34 {
35 player.SetShakesForced(m_ShakeLevel);
36 }
int m_ShakeLevel
Definition HandShivers.c:4

◆ OnGetDeactivatedClient() [1/13]

void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
protected

Referenced by Deactivate().

◆ OnGetDeactivatedClient() [2/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 71 of file CoughState.c.

72 {
73 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
74 }

◆ OnGetDeactivatedClient() [3/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 61 of file FreezeState.c.

62 {
63 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
64 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [4/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 61 of file HotState.c.

62 {
63 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
64 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [5/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 46 of file LaughterState.c.

47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [6/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 58 of file PainHeavyState.c.

59 {
60 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
61 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [7/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 60 of file PainLightState.c.

61 {
62 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
63 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [8/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 48 of file SneezeState.c.

49 {
50 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
51 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [9/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

Definition at line 78 of file VomitState.c.

79 {
80 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
81 }

◆ OnGetDeactivatedClient() [10/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 46 of file BlindnessState.c.

47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness
50 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [11/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 58 of file BloodLoss.c.

59 {
60 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
61 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [12/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprotected

only gets called once on an active Symptom that is being deactivated

Definition at line 88 of file FeverBlurState.c.

89 {
90 m_Requester.Stop();
91 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
92 }
PPERequester_FeverEffects m_Requester

References LogManager::IsSymptomLogEnable(), m_Player, m_Requester, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [13/13]

override void SymptomBase::OnGetDeactivatedClient ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 50 of file HandShivers.c.

51 {
52
53 }

◆ OnGetDeactivatedServer() [1/13]

void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
protected

only gets called once on an active Symptom that is being deactivated

Referenced by Deactivate().

◆ OnGetDeactivatedServer() [2/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 65 of file CoughState.c.

66 {
67 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
68 }

◆ OnGetDeactivatedServer() [3/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 55 of file FreezeState.c.

56 {
57 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
58 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [4/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 55 of file HotState.c.

56 {
57 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
58 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [5/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 40 of file LaughterState.c.

41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [6/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 52 of file PainHeavyState.c.

53 {
54 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
55 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [7/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 54 of file PainLightState.c.

55 {
56 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
57 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [8/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 42 of file SneezeState.c.

43 {
44 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
45 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [9/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

Definition at line 73 of file VomitState.c.

74 {
75 //if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
76 }

◆ OnGetDeactivatedServer() [10/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

Definition at line 40 of file BlindnessState.c.

41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [11/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

Definition at line 52 of file BloodLoss.c.

53 {
54 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
55 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [12/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprotected

Definition at line 82 of file FeverBlurState.c.

83 {
84 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
85 }

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [13/13]

override void SymptomBase::OnGetDeactivatedServer ( PlayerBase player)
inlineprivate

Definition at line 38 of file HandShivers.c.

39 {
40 player.SetShakesForced(0);
41 }

◆ OnInit() [1/13]

void SymptomBase::OnInit ( )
protected

this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute, don't put any gameplay code in here

Referenced by Init().

◆ OnInit() [2/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 5 of file CoughState.c.

6 {
8 m_Priority = 100;
9 m_ID = SymptomIDs.SYMPTOM_COUGH;
11 m_SyncToClient = false;
12 }

References m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [3/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 4 of file FreezeState.c.

5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_FREEZE;
10 m_SyncToClient = false;
11 m_MaxCount = 2;
12 }

References m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [4/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 4 of file HotState.c.

5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_HOT;
10 m_SyncToClient = false;
11 m_MaxCount = 2;
12 }

References m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [5/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 4 of file LaughterState.c.

5 {
7 m_Priority = 0;
8 m_ID = SymptomIDs.SYMPTOM_LAUGHTER;
10 m_SyncToClient = false;
11 m_Duration = 4;
12 }

References m_Duration, m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [6/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 4 of file PainHeavyState.c.

5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_PAIN_HEAVY;
9 m_SyncToClient = true;
10 m_MaxCount = 2;
11 m_Duration = 1;
12 }

References m_Duration, m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [7/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 4 of file PainLightState.c.

5 {
7 m_Priority = 1;
8 m_ID = SymptomIDs.SYMPTOM_PAIN_LIGHT;
9 m_SyncToClient = true;
10 m_MaxCount = 2;
11 m_Duration = 1;
12 }

References m_Duration, m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [8/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 4 of file SneezeState.c.

5 {
7 m_Priority = 100;
8 m_ID = SymptomIDs.SYMPTOM_SNEEZE;
10 m_SyncToClient = false;
11 }

References m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [9/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 5 of file VomitState.c.

6 {
8 m_Priority = 100;
9 m_ID = SymptomIDs.SYMPTOM_VOMIT;
11 m_SyncToClient = false;
12 m_Duration = 5;
13 m_MaxCount = 1;
14 }

References m_Duration, m_ID, m_Priority, and m_SymptomType.

◆ OnInit() [10/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 8 of file BlindnessState.c.

9 {
10 m_SymptomType = SymptomTypes.SECONDARY;
11 m_Priority = 0;
12 m_ID = SymptomIDs.SYMPTOM_BLINDNESS;
14 m_IsPersistent = false;
16 }
ref Param1< vector > m_Position
void MakeParamObjectPersistent(Param object)
Definition StateBase.c:121

References m_ID, m_IsPersistent, m_Position, m_Priority, m_SymptomType, and MakeParamObjectPersistent().

◆ OnInit() [11/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 9 of file BloodLoss.c.

10 {
11 m_SymptomType = SymptomTypes.SECONDARY;
12 m_Priority = 0;
13 m_ID = SymptomIDs.SYMPTOM_BLOODLOSS;
15 m_IsPersistent = false;
16 m_SyncToClient = true;
17 m_BloodSet = -1;
18
19 if (!GetGame().IsDedicatedServer())
21
22 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
PPERequester_BloodLoss m_RequesterBloodLoss
Definition BloodLoss.c:6
float m_BloodSet
Definition BloodLoss.c:5
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo(), GetGame(), m_ID, m_IsPersistent, m_Priority, and m_SymptomType.

◆ OnInit() [12/13]

override void SymptomBase::OnInit ( )
inlineprotected

Definition at line 22 of file FeverBlurState.c.

23 {
24 m_SymptomType = SymptomTypes.SECONDARY;
25 m_Priority = 0;
26 m_ID = SymptomIDs.SYMPTOM_FEVERBLUR;
28 m_IsPersistent = false;
29 m_SyncToClient = true;
30
31 if (!GetGame().IsDedicatedServer())
33 }

References Class::CastTo(), GetGame(), m_ID, m_IsPersistent, m_Priority, m_Requester, and m_SymptomType.

◆ OnInit() [13/13]

override void SymptomBase::OnInit ( )
inlineprivate

Definition at line 6 of file HandShivers.c.

7 {
8 m_SymptomType = SymptomTypes.SECONDARY;
9 m_Priority = 0;
10 m_ID = SymptomIDs.SYMPTOM_HAND_SHIVER;
11 m_SyncToClient = false;
12
13 }

References m_ID, m_Priority, and m_SymptomType.

◆ OnOwnerKilled()

void SymptomBase::OnOwnerKilled ( )
inlineprivate

Definition at line 58 of file StateBase.c.

59 {
60
61
62 }

◆ OnUpdateClient() [1/13]

void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
protected

gets called every frame

Referenced by Update().

◆ OnUpdateClient() [2/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 26 of file CoughState.c.

27 {
28 }

◆ OnUpdateClient() [3/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 20 of file FreezeState.c.

21 {
22 }

◆ OnUpdateClient() [4/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 20 of file HotState.c.

21 {
22 }

◆ OnUpdateClient() [5/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 20 of file LaughterState.c.

21 {
22 int i = 1 + 1;
23 }

◆ OnUpdateClient() [6/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 20 of file PainHeavyState.c.

21 {
22 }

◆ OnUpdateClient() [7/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 20 of file PainLightState.c.

21 {
22 }

◆ OnUpdateClient() [8/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 19 of file SneezeState.c.

20 {
21 }

◆ OnUpdateClient() [9/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 22 of file VomitState.c.

23 {
24
25 }

◆ OnUpdateClient() [10/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 23 of file BlindnessState.c.

24 {
25
26
27 }

◆ OnUpdateClient() [11/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 29 of file BloodLoss.c.

30 {
31 if (player.IsPlayerSelected() && player.GetTransferValues() && player.GetTransferValues().GetBlood() != m_BloodSet)
32 {
33 m_BloodSet = player.GetTransferValues().GetBlood();
34 if (m_BloodSet < 1.0)
35 m_RequesterBloodLoss.SetBloodLossLevel(m_BloodSet);
36 else
38 }
39 }

◆ OnUpdateClient() [12/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprotected

Definition at line 42 of file FeverBlurState.c.

43 {
45 if (m_EffectStartTime <= 0)
46 {
50 //PrintString("m_BlurDuration=" +m_BlurDuration.ToString());
51 }
52
54 {
58 //Print(val);
59 m_Requester.SetFeverIntensity(val);
60 //PrintString("cos=" +cos_value.ToString());
61
62 if (m_EffectTime >= 1)
63 {
64 m_EffectTime = 0;
66 m_Time = 0;
67 }
68 }
69 }
Definition EnMath.c:7
const float BLUR_STRENGTH_MIN
const float BLUR_STRENGTH_MAX
float m_EffectStartTime
float m_BlurStrength
const int BLUR_DURATION_TIME_MIN
const int MAX_TIME_BETWEEN_EFFECTS
float m_EffectTime
float m_BlurDuration
const int MIN_TIME_BETWEEN_EFFECTS
const int BLUR_DURATION_TIME_MAX
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float PI
Definition EnMath.c:12

References m_Requester, m_Time, Math::PI, Math::RandomFloat(), Math::RandomFloatInclusive(), and Math::Sin().

◆ OnUpdateClient() [13/13]

override void SymptomBase::OnUpdateClient ( PlayerBase player,
float deltatime )
inlineprivate

Definition at line 28 of file HandShivers.c.

29 {
30 }

◆ OnUpdateServer() [1/12]

void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
protected

gets called every frame

Referenced by Update().

◆ OnUpdateServer() [2/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 21 of file CoughState.c.

22 {
23
24 }

◆ OnUpdateServer() [3/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 15 of file FreezeState.c.

16 {
17
18 }

◆ OnUpdateServer() [4/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 15 of file HotState.c.

16 {
17
18 }

◆ OnUpdateServer() [5/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 15 of file LaughterState.c.

16 {
17
18 }

◆ OnUpdateServer() [6/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 15 of file PainHeavyState.c.

16 {
17
18 }

◆ OnUpdateServer() [7/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 15 of file PainLightState.c.

16 {
17
18 }

◆ OnUpdateServer() [8/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 14 of file SneezeState.c.

15 {
16
17 }

◆ OnUpdateServer() [9/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 17 of file VomitState.c.

18 {
19
20 }

◆ OnUpdateServer() [10/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 19 of file BlindnessState.c.

20 {
21 }

◆ OnUpdateServer() [11/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprivate

gets called every frame

Definition at line 25 of file BloodLoss.c.

26 {
27 }

◆ OnUpdateServer() [12/12]

override void SymptomBase::OnUpdateServer ( PlayerBase player,
float deltatime )
inlineprotected

gets called every frame

Definition at line 36 of file FeverBlurState.c.

37 {
38 //int i = 1 + 1;
39 }

◆ PlayAnimationADD()

void SymptomBase::PlayAnimationADD ( int type)
inlineprivate

Definition at line 226 of file StateBase.c.

227 {
229 m_AnimPlayRequested = true;
230 }
static void SendPlayerSymptomADD(DayZPlayer pPlayer, int type, int state_type)

References GetType(), m_AnimPlayRequested, m_Player, and DayZPlayerSyncJunctures::SendPlayerSymptomADD().

◆ PlayAnimationFB()

void SymptomBase::PlayAnimationFB ( int animation,
int stance_mask,
float running_time = -1 )
inlineprivate

Definition at line 220 of file StateBase.c.

221 {
223 m_AnimPlayRequested = true;
224 }
static void SendPlayerSymptomFB(DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)

References GetType(), m_AnimPlayRequested, m_Player, and DayZPlayerSyncJunctures::SendPlayerSymptomFB().

◆ PlaySound()

void SymptomBase::PlaySound ( EPlayerSoundEventID id)
inlineprivate

Definition at line 232 of file StateBase.c.

233 {
234 GetPlayer().RequestSoundEvent(id);
235 m_PlayedSound = true;
236 }
PlayerBase GetPlayer()
Definition StateBase.c:140

References GetPlayer(), and m_PlayedSound.

◆ RequestDestroy()

void SymptomBase::RequestDestroy ( )
inlineprivate

Definition at line 280 of file StateBase.c.

281 {
282 m_DestroyRequested = true;
283 //if(!IsActivated() ) Destroy();
284 }

References m_DestroyRequested.

Referenced by AnimationFinish(), CheckDestroy(), and CheckSoundFinished().

◆ SetDuration()

void SymptomBase::SetDuration ( float duration)
inlineprivate

Definition at line 80 of file StateBase.c.

81 {
83 }

References m_Duration.

◆ SetParam() [1/2]

void SymptomBase::SetParam ( Param p)
inlineprivate

Definition at line 105 of file StateBase.c.

106 {
107
108 }

◆ SetParam() [2/2]

override void SymptomBase::SetParam ( Param p)
inlineprivate

Definition at line 15 of file HandShivers.c.

16 {
18 if (p1)
19 {
20 m_ShakeLevel = p1.param1;
21
22 if (m_ShakeLevel > PlayerBase.SHAKE_LEVEL_MAX)
23 m_ShakeLevel = PlayerBase.SHAKE_LEVEL_MAX;
24 }
25 }

◆ SpawnAnimMetaObject() [1/6]

SmptAnimMetaBase SymptomBase::SpawnAnimMetaObject ( )
inlineprivate

Definition at line 274 of file StateBase.c.

275 {
276 return null;
277 }

◆ SpawnAnimMetaObject() [2/6]

override SmptAnimMetaBase SymptomBase::SpawnAnimMetaObject ( )
inlineprivate

Definition at line 40 of file CoughState.c.

41 {
42 return new SmptAnimMetaADD();
43 }

◆ SpawnAnimMetaObject() [3/6]

override SmptAnimMetaBase SymptomBase::SpawnAnimMetaObject ( )
inlineprivate

Definition at line 66 of file FreezeState.c.

67 {
68 return new HeatComfortmMetaADD();
69 }

◆ SpawnAnimMetaObject() [4/6]

override SmptAnimMetaBase SymptomBase::SpawnAnimMetaObject ( )
inlineprivate

Definition at line 66 of file HotState.c.

67 {
68 return new HeatComfortmMetaADD();
69 }

◆ SpawnAnimMetaObject() [5/6]

override SmptAnimMetaBase SymptomBase::SpawnAnimMetaObject ( )
inlineprivate

Definition at line 53 of file SneezeState.c.

54 {
55 return new SmptAnimMetaADD();
56 }

◆ SpawnAnimMetaObject() [6/6]

override SmptAnimMetaBase SymptomBase::SpawnAnimMetaObject ( )
inlineprivate

Definition at line 83 of file VomitState.c.

84 {
85 return new SmptAnimMetaFB();
86 }

◆ SyncToClientActivated()

void SymptomBase::SyncToClientActivated ( int SYMPTOM_id,
int uid )
inlineprivate

Definition at line 238 of file StateBase.c.

239 {
240 if (!GetPlayer()) return;
241
244 GetGame().RPCSingleParam(GetPlayer(), ERPCs.RPC_PLAYER_SYMPTOM_ON, CachedObjectsParams.PARAM2_INT_INT, true, GetPlayer().GetIdentity());
245 }
ERPCs
Definition ERPCs.c:2
static ref Param2< int, int > PARAM2_INT_INT

References GetGame(), GetPlayer(), and CachedObjectsParams::PARAM2_INT_INT.

Referenced by Activate().

◆ SyncToClientDeactivated()

void SymptomBase::SyncToClientDeactivated ( int SYMPTOM_id,
int uid )
inlineprivate

Definition at line 247 of file StateBase.c.

248 {
249 if (!GetPlayer()) return;
252 GetGame().RPCSingleParam(GetPlayer(), ERPCs.RPC_PLAYER_SYMPTOM_OFF, CachedObjectsParams.PARAM2_INT_INT, true, GetPlayer().GetIdentity());
253 }

References GetGame(), GetPlayer(), and CachedObjectsParams::PARAM2_INT_INT.

Referenced by Deactivate().

◆ Update()

void SymptomBase::Update ( float deltatime)
inlineprivate

Definition at line 201 of file StateBase.c.

202 {
203 if (GetGame().IsServer())
204 {
207 {
211 }
212 }
213 if (GetGame().IsClient())
215 if (GetGame().IsServer() && !GetGame().IsMultiplayer() && !GetGame().IsMissionMainMenu())
217 CheckDestroy();
218 }
float m_ServerUpdateInterval
Definition StateBase.c:9
void CheckDestroy()
Definition StateBase.c:264
float m_ServerUpdateDelta
Definition StateBase.c:10
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame

References CheckDestroy(), GetGame(), m_ActivatedTime, m_Player, m_ServerUpdateDelta, m_ServerUpdateInterval, OnUpdateClient(), and OnUpdateServer().

Referenced by SymptomManager::UpdateActiveSymptoms().

Member Data Documentation

◆ BLOOD_LOSS

const int SymptomBase::BLOOD_LOSS = 250
private

Definition at line 4 of file VomitState.c.

◆ BLUR_DURATION

const int SymptomBase::BLUR_DURATION = 3000
private

Definition at line 4 of file BlindnessState.c.

◆ BLUR_DURATION_TIME_MAX

const int SymptomBase::BLUR_DURATION_TIME_MAX = 2.5
protected

Definition at line 16 of file FeverBlurState.c.

◆ BLUR_DURATION_TIME_MIN

const int SymptomBase::BLUR_DURATION_TIME_MIN = 1.5
protected

Definition at line 15 of file FeverBlurState.c.

◆ BLUR_STRENGTH_MAX

const float SymptomBase::BLUR_STRENGTH_MAX = 0.25
protected

Definition at line 13 of file FeverBlurState.c.

◆ BLUR_STRENGTH_MIN

const float SymptomBase::BLUR_STRENGTH_MIN = 0.15
protected

Definition at line 12 of file FeverBlurState.c.

◆ COUGH_BLOOD_LOSS

const int SymptomBase::COUGH_BLOOD_LOSS = 50
private

Definition at line 3 of file CoughState.c.

◆ m_ActivatedTime

float SymptomBase::m_ActivatedTime
private

Definition at line 12 of file StateBase.c.

Referenced by CheckDestroy(), CheckSoundFinished(), and Update().

◆ m_AnimCallback

SymptomCB SymptomBase::m_AnimCallback
private

Definition at line 26 of file StateBase.c.

◆ m_AnimPlayRequested

bool SymptomBase::m_AnimPlayRequested
private

Definition at line 23 of file StateBase.c.

Referenced by CanBeInterupted(), PlayAnimationADD(), and PlayAnimationFB().

◆ m_BloodSet

float SymptomBase::m_BloodSet
private

Definition at line 5 of file BloodLoss.c.

◆ m_BlurDuration

float SymptomBase::m_BlurDuration
private

Definition at line 5 of file FeverBlurState.c.

◆ m_BlurStrength

float SymptomBase::m_BlurStrength
private

Definition at line 6 of file FeverBlurState.c.

◆ m_DestroyOnAnimFinish

bool SymptomBase::m_DestroyOnAnimFinish = true
private

Definition at line 16 of file StateBase.c.

Referenced by AnimationFinish().

◆ m_DestroyRequested

bool SymptomBase::m_DestroyRequested = false
private

Definition at line 17 of file StateBase.c.

Referenced by CheckDestroy(), and RequestDestroy().

◆ m_Duration

float SymptomBase::m_Duration
private

Definition at line 22 of file StateBase.c.

Referenced by CheckSoundFinished(), GetDuration(), and SetDuration().

◆ m_EffectStartTime

float SymptomBase::m_EffectStartTime
private

Definition at line 8 of file FeverBlurState.c.

◆ m_EffectTime

float SymptomBase::m_EffectTime
private

Definition at line 7 of file FeverBlurState.c.

◆ m_ID

int SymptomBase::m_ID
private

Definition at line 13 of file StateBase.c.

Referenced by GetType().

◆ m_IsActivated

bool SymptomBase::m_IsActivated
private

Definition at line 7 of file StateBase.c.

Referenced by Activate(), Deactivate(), and IsActivated().

◆ m_IsClientOnly

bool SymptomBase::m_IsClientOnly
private

Definition at line 15 of file StateBase.c.

Referenced by IsClientOnly().

◆ m_IsPersistent

bool SymptomBase::m_IsPersistent = false
private

Definition at line 19 of file StateBase.c.

Referenced by IsPersistent().

◆ m_IsTemplate

bool SymptomBase::m_IsTemplate = true
private

Definition at line 11 of file StateBase.c.

Referenced by Destroy(), and Init().

◆ m_Manager

SymptomManager SymptomBase::m_Manager
private

Definition at line 20 of file StateBase.c.

Referenced by GetManager(), Init(), and OnDestructed().

◆ m_MatGauss

Material SymptomBase::m_MatGauss
private

Definition at line 3 of file BlindnessState.c.

◆ m_MaxCount

int SymptomBase::m_MaxCount = -1
private

Definition at line 24 of file StateBase.c.

Referenced by GetMaxCount().

◆ m_PersistentParams

ref array<Param> SymptomBase::m_PersistentParams = new array<Param>
private

Definition at line 28 of file StateBase.c.

Referenced by GetPersistentParams(), and MakeParamObjectPersistent().

◆ m_PlayedSound

bool SymptomBase::m_PlayedSound
private

Definition at line 6 of file StateBase.c.

Referenced by CheckSoundFinished(), and PlaySound().

◆ m_Player

PlayerBase SymptomBase::m_Player
private

Definition at line 8 of file StateBase.c.

Referenced by Activate(), Deactivate(), GetPlayer(), Init(), PlayAnimationADD(), PlayAnimationFB(), and Update().

◆ m_Position

ref Param1<vector> SymptomBase::m_Position = new Param1<vector>("0 0 0")
private

Definition at line 5 of file BlindnessState.c.

◆ m_Priority

int SymptomBase::m_Priority
private

Definition at line 4 of file StateBase.c.

Referenced by GetPriority().

◆ m_Requester

PPERequester_FeverEffects SymptomBase::m_Requester
protected

Definition at line 10 of file FeverBlurState.c.

◆ m_RequesterBloodLoss

PPERequester_BloodLoss SymptomBase::m_RequesterBloodLoss
private

Definition at line 6 of file BloodLoss.c.

◆ m_ServerUpdateDelta

float SymptomBase::m_ServerUpdateDelta
private

Definition at line 10 of file StateBase.c.

Referenced by Update().

◆ m_ServerUpdateInterval

float SymptomBase::m_ServerUpdateInterval = 1
private

Definition at line 9 of file StateBase.c.

Referenced by Update().

◆ m_ShakeLevel

int SymptomBase::m_ShakeLevel
private

Definition at line 4 of file HandShivers.c.

◆ m_SoundObject

SoundOnVehicle SymptomBase::m_SoundObject
private

Definition at line 5 of file StateBase.c.

◆ m_SymptomType

int SymptomBase::m_SymptomType = -1
private

Definition at line 18 of file StateBase.c.

Referenced by IsPrimary().

◆ m_SyncToClient

bool SymptomBase::m_SyncToClient = false
private

Definition at line 21 of file StateBase.c.

Referenced by IsSyncToClient().

◆ m_Time

float SymptomBase::m_Time
private

Definition at line 9 of file FeverBlurState.c.

◆ m_UID

int SymptomBase::m_UID
private

Definition at line 14 of file StateBase.c.

Referenced by GetUID(), Init(), and OnDestructed().

◆ MAX_TIME_ACTIVE_SAVEGUARD

const float SymptomBase::MAX_TIME_ACTIVE_SAVEGUARD = 20
private

Definition at line 3 of file StateBase.c.

Referenced by CheckDestroy().

◆ MAX_TIME_BETWEEN_EFFECTS

const int SymptomBase::MAX_TIME_BETWEEN_EFFECTS = 35.0
protected

Definition at line 19 of file FeverBlurState.c.

◆ MIN_TIME_BETWEEN_EFFECTS

const int SymptomBase::MIN_TIME_BETWEEN_EFFECTS = 25.0
protected

Definition at line 18 of file FeverBlurState.c.


The documentation for this class was generated from the following files: