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drowningevents.c
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2{
3 void DrowningEvents()
4 {
5 m_HasPriorityOverTypes = -1;//-1 for all
7 }
8
9 override bool CanPlay(PlayerBase player)
10 {
11 return true;
12 }
13
14 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id,EPlayerSoundEventType type_other )
15 {
16 return true;
17 }
18}
19
21{
22 void DrowningEvent1()
23 {
24 m_ID = EPlayerSoundEventID.DROWNING_BREATH;
26 }
27}
28
29class DrowningEvent2 extends DrowningSoundEventBase
30{
31 void DrowningEvent2()
32 {
33 m_ID = EPlayerSoundEventID.DROWNING_PAIN;
eBleedingSourceType m_Type
class DrowningSoundEventBase extends PlayerSoundEventBase DrowningEvent1()
void DrowningEvents()
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
override bool CanPlay()
Definition mindstates.c:16
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89