8 m_ID = SymptomIDs.SYMPTOM_FREEZE;
9 m_DestroyOnAnimFinish =
true;
10 m_SyncToClient =
false;
38 HumanMovementState hms =
new HumanMovementState();
39 player.GetMovementState(hms);
72 return new HeatComfortmMetaADD();
83 m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
84 m_DestroyOnAnimFinish =
true;
85 m_SyncToClient =
false;
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 OnAnimationPlayFailed()
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
DayZPlayerConstants
defined in C++
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
override SmptAnimMetaBase SpawnAnimMetaObject()
ModifiersManager m_Manager