Dayz Explorer 1.28.160049
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deafnesscomplete.c
Go to the documentation of this file.
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}
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
DayZPlayer m_Player
Definition hand_events.c:42
bool m_IsPersistent
should this modifier track overall time it was active ?
int m_SymptomType
SymptomTypes