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deafnesscomplete.c
Go to the documentation of this file.
1
class
DeafnessCompleteSymptom
:
SymptomBase
2
{
3
override
void
OnInit()
4
{
5
m_SymptomType
=
SymptomTypes
.SECONDARY;
6
m_Priority = 0;
7
m_ID
= SymptomIDs.SYMPTOM_DEAFNESS_COMPLETE;
8
m_IsPersistent
=
false
;
9
m_MaxCount = 1;
10
m_SyncToClient =
true
;
11
12
m_DestroyOnAnimFinish =
true
;
13
}
14
15
override
void
OnGetActivatedClient(
PlayerBase
player)
16
{
17
//m_Player.SetMasterAttenuation("DeafnessCompleteAttenuation");
18
m_Player
.SetMasterAttenuation(
"FlashbangAttenuation"
);
19
}
20
22
override
void
OnGetDeactivatedClient(
PlayerBase
player)
23
{
24
m_Player
.SetMasterAttenuation(
""
);
25
}
26
}
DeafnessCompleteSymptom
Definition
deafnesscomplete.c:2
PlayerBase
Definition
playerbaseclient.c:2
SymptomBase
Definition
statebase.c:2
m_ID
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition
effect.c:51
m_Player
DayZPlayer m_Player
Definition
hand_events.c:42
m_IsPersistent
bool m_IsPersistent
should this modifier track overall time it was active ?
Definition
modifierbase.c:15
m_SymptomType
int m_SymptomType
Definition
smptanimmeta.c:13
SymptomTypes
SymptomTypes
Definition
statemanager.c:32
Daten
4_world
classes
playersymptoms
states
secondary
deafnesscomplete.c
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