DayZ 1.24
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BulletHitState.c
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1/*
2 class BulletHitSymptom extends SymptomBase
3 {
4 float m_HitDuration;
5 float m_BreakPoint;
6 float m_TimeActive;
7 //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
8 override void OnInit()
9 {
10 m_SymptomType = SymptomTypes.SECONDARY;
11 m_Priority = 0;
12 m_ID = SymptomIDs.SYMPTOM_BULLET_HIT;
13 m_DestroyOnAnimFinish = true;
14 m_SyncToClient = false;
15 m_HitDuration = 0.4;
16 m_BreakPoint = 0.1;
17 }
18
19 override void OnUpdateClient(PlayerBase player, float deltatime)
20 {
21 m_TimeActive += deltatime;
22 if(m_TimeActive >= m_HitDuration)
23 {
24 RequestDestroy();
25 }
26
27 float value;
28
29 if( m_TimeActive <= m_BreakPoint )
30 {
31 value = Math.InverseLerp(0, m_BreakPoint, m_TimeActive);
32 }
33 else
34 {
35 float tmp_value = Math.InverseLerp(m_BreakPoint, m_HitDuration, m_TimeActive);
36 value = 1 - tmp_value;
37 }
38
39 PPEffects.HitEffect(value);
40
41 }
42
43
44 override void OnGetActivatedClient(PlayerBase player)
45 {
46 //PPEffects.EnableBurlapSackBlindness();
47 //PPEffects.HitEffect(1);
48
49 }
50
52 override void OnGetDeactivatedClient(PlayerBase player)
53 {
54 PPEffects.HitEffect(0);
55 Debug.Log("OnGetDeactivated CoughSymptom called", "PlayerSymptom");
56 }
57
58 }
59*/