DayZ 1.24
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PainLightState.c
Go to the documentation of this file.
2{
3 //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
4 override void OnInit()
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 }
13
16 {
17
18 }
19
21 {
22 }
23
24 override void OnAnimationPlayFailed()
25 {
26
27 }
28
29 override bool CanActivate()
30 {
31 return true;
32 }
33
36 {
38 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
39
40 PlaySound(EPlayerSoundEventID.TAKING_DMG_LIGHT);
41 }
42
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 }
52
55 {
56 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
57 }
58
61 {
62 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
63 }
64}
int m_Priority
float m_Duration
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
proto string ToString()
DayZPlayer m_Player
Definition Hand_Events.c:42
void PlaySound()
int m_SymptomType
SymptomTypes
static ref Param2< float, float > PARAM2_FLOAT_FLOAT
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
override void OnGetActivatedClient(PlayerBase player)
gets called once on a Symptom which is being activated
override void OnInit()
override void OnAnimationPlayFailed()
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 OnUpdateClient(PlayerBase player, float deltatime)
override void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
override void OnGetDeactivatedClient(PlayerBase player)
only gets called once on an active Symptom that is being deactivated