92 return this.ClassName();
176 if (!
GetGame().IsDedicatedServer())
190 if (!
GetGame().IsDedicatedServer())
static ref Param2< int, int > PARAM2_INT_INT
static void SendPlayerSymptomFB(DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)
static void SendPlayerSymptomADD(DayZPlayer pPlayer, int type, int state_type)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
bool OnConstructed(SymptomManager manager)
void AnimationFinish()
gets called upon animation Symptom exit
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
void OnGetActivatedClient(PlayerBase player)
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
void Init(SymptomManager manager, PlayerBase player, int uid)
void SyncToClientDeactivated(int SYMPTOM_id, int uid)
const float MAX_TIME_ACTIVE_SAVEGUARD
void OnAnimationPlayFailed()
float m_ServerUpdateInterval
float m_ServerUpdateDelta
void PlayAnimationADD(int type)
void OnGetDeactivatedClient(PlayerBase player)
void PlaySound(EPlayerSoundEventID id)
bool m_DestroyOnAnimFinish
void SetDuration(float duration)
void SyncToClientActivated(int SYMPTOM_id, int uid)
void Update(float deltatime)
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
SymptomManager GetManager()
SoundOnVehicle m_SoundObject
SmptAnimMetaBase SpawnAnimMetaObject()
void MakeParamObjectPersistent(Param object)
void GetPersistentParams(array< Param > params)
void PlayAnimationFB(int animation, int stance_mask, float running_time=-1)
void AnimationPlayFailed()
void CheckSoundFinished()
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
ref array< Param > m_PersistentParams
void OnSymptomExit(SymptomBase Symptom, int uid)
proto native CGame GetGame()