160 player.OnVoiceEvent(
this);
eBleedingSourceType m_Type
void OnTick(PlayerBase player, float deltaT)
EPlayerSoundEventType GetPriorityOverTypes()
enum EPlayerSoundEventType HIGHEST_PRIORITY
enum EPlayerSoundEventType SKIP_CONTROLLED_PLAYER
void ~PlayerSoundEventBase()
ref HumanMovementState m_Hms
EPlayerSoundEventType m_HasPriorityOverTypes
bool m_ProcessPlaybackEvent
void InitEx(PlayerBase player, int param)
enum EPlayerSoundEventType ENUM_COUNT
void PlayerSoundEventBase()
int GetSoundVoiceAnimEventClassID()
static proto native void SendEvent(StatsEventData data)
universal analytics event
AbstractWave m_SoundSetCallback
bool IsSoundCallbackExist()
int m_SoundVoiceAnimEventClassID
proto Managed GetUserData()
proto void SetPosition(vector position, vector velocity="0 0 0")
proto float GetLength()
WARNING: Blocking! Waits for header to load.
AbstractWave ProcessVoiceEvent(string pEventType, string pUserString, int pUserInt)
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
override bool HasHoldBreathException()
override void OnPlay(PlayerBase player)
proto native CGame GetGame()
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.