Dayz Explorer 1.28.160049
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blindnessstate.c
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1class BlindnessSymptom extends SymptomBase
2{
3 Material m_MatGauss;
4 const int BLUR_DURATION = 3000;
5 ref Param1<vector> m_Position = new Param1<vector>("0 0 0");
6
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_BLINDNESS;
13 m_DestroyOnAnimFinish = true;
14 m_IsPersistent = false;
16 }
17
19 override void OnUpdateServer(PlayerBase player, float deltatime)
20 {
21 }
22
23 override void OnUpdateClient(PlayerBase player, float deltatime)
24 {
25
26
27 }
28
30 override void OnGetActivatedServer(PlayerBase player)
31 {
32 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
33 }
34
35 override void OnGetActivatedClient(PlayerBase player)
36 {
37 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
38 }
39
40 override void OnGetDeactivatedServer(PlayerBase player)
41 {
42 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
43 }
44
46 override void OnGetDeactivatedClient(PlayerBase player)
47 {
48 if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
49 PPERequesterBank.GetRequester(PPERequester_BurlapSackEffects).Stop(); //TODO - use different PPERequester when connected, otherwise it would interfere with burlapsack blindness
50 }
51
52}
Definition debug.c:2
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 OnGetDeactivatedClient(PlayerBase player)
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
vector m_Position
Cached world position.
Definition effect.c:43
proto string ToString()
DayZPlayer m_Player
Definition hand_events.c:42
void MakeParamObjectPersistent(Param object)
bool m_IsPersistent
should this modifier track overall time it was active ?
int m_SymptomType
SymptomTypes