149 Error(
"SymptomBase Symptom already registered !");
326 Debug.
LogError(
"Symptom with this UID does not exist",
"PlayerSymptoms");
399 Error(
"Symptoms: Unique ID already exists !");
406 Error(
"Symptom not registered");
489 if (!
GetGame().IsDedicatedServer())
593 case ERPCs.DIAG_PLAYER_SYMPTOMS_DEBUG_ON:
605 case ERPCs.DIAG_PLAYER_SYMPTOMS_DEBUG_OFF:
612 case ERPCs.DIAG_PLAYER_SYMPTOMS_DEBUG:
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
enum AnimType SYMPTOM_BLINDNESS
enum AnimType SYMPTOM_VOMIT
enum AnimType SYMPTOM_BLEEDING_SOURCE
enum AnimType SYMPTOM_UNCONSCIOUS
enum AnimType SYMPTOM_PAIN_LIGHT
enum AnimType SYMPTOM_BULLET_HIT
enum AnimType SYMPTOM_HAND_SHIVER
const int DEBUG_PADDING_OFFSET
enum AnimType SYMPTOM_FEVERBLUR
enum AnimType SYMPTOM_FREEZE
enum AnimType SYMPTOM_BLOODLOSS
enum AnimType SYMPTOM_LAUGHTER
enum AnimType SYMPTOM_COUGH
enum AnimType SYMPTOM_PAIN_HEAVY
enum AnimType SYMPTOM_SNEEZE
enum AnimType SYMPTOM_HOT
static ref Param1< int > PARAM1_INT
static ref Param2< int, int > PARAM2_INT_INT
static void LogError(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message as error message.
Serialization general interface. Serializer API works with:
void Update(float deltatime)
const int STORAGE_VERSION
int GetSymptomCount(int symptom_id)
void DecreaseSymptomCount(int symptom_id)
void SetAnimation(ParamsReadContext ctx)
void OnInputUserDataReceived(ParamsReadContext ctx)
void QueueUpSecondarySymptom(int symptom_id, int uid=-1)
int GetSymptomMaxCount(int symptom_id)
void AutoactivateSymptoms()
ref SmptAnimMetaBase m_AnimMeta
void OnStoreSave(ParamsWriteContext ctx)
ref map< int, int > m_ActiveSymptomTypes
int GetCurrentCommandID()
bool IsSymptomPrimary(int symptom_id)
ref map< int, SymptomBase > m_SymptomsUIDs
ref array< ref Param > m_SymptomQueueServerDbg
string GetSymptomName(int symptom_id)
int GetSymptomPriority(int symptom_id)
void OnSymptomExit(SymptomBase Symptom, int uid)
ref array< ref Param > m_SymptomQueueServerDbgPrimary
ref map< int, ref SymptomBase > m_AvailableSymptoms
SymptomBase GetCurrentPrimaryActiveSymptom()
SymptomBase QueueUpSecondarySymptomEx(int symptom_id, int uid=-1)
bool OnStoreLoad(ParamsReadContext ctx, int version)
void OnTick(float deltatime, int pCurrentCommandID, HumanMovementState movement_state)
void RemoveSecondarySymptom(int symptom_id)
Removes a single Symptom.
SymptomBase QueueUpPrimarySymptom(int symptom_id, int uid=-1)
ref array< ref SymptomBase > m_SymptomQueueSecondary
void IncreaseSymptomCount(int symptom_id)
int m_ActiveSymptomIndexPrimary
ref array< ref SymptomBase > m_SymptomQueuePrimary
void OnAnimationFinished(eAnimFinishType type=eAnimFinishType.SUCCESS)
ref array< ref Param > m_SymptomQueueServerDbgSecondary
SmptAnimMetaBase SpawnAnimMetaObject(int symptom_id)
void SymptomManager(PlayerBase player)
SymptomBase SpawnSymptom(int symptom_id, int uid=-1)
void UpdateActiveSymptoms(float deltatime)
int FindFirstAvailableSymptomIndex()
void OnRPC(int rpc_type, ParamsReadContext ctx)
void RequestSymptomExit(int SYMPTOM_uid)
Exits a specific Symptom with a given UID.
SymptomBase GetSymptomByUID(int SYMPTOM_uid)
void CleanUpPrimaryQueue()
void RegisterSymptom(SymptomBase Symptom)
void OnAnimationStarted()
int ComparePriority(int prio1, int prio2)
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native bool Button(string txt, int minWidth=0)
static proto native void Text(string label)
static proto void BeginCleanupScope()
static proto native void EndCleanupScope()
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].