Dayz Explorer 1.28.160049
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handshivers.c
Go to the documentation of this file.
1
2class HandShiversSymptom extends SymptomBase
3{
4 int m_ShakeLevel;
5 //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
6 override void OnInit()
7 {
8 m_SymptomType = SymptomTypes.SECONDARY;
9 m_Priority = 0;
10 m_ID = SymptomIDs.SYMPTOM_HAND_SHIVER;
11 m_SyncToClient = false;
12
13 }
14
15 override void SetParam(Param p)
16 {
17 Param1<int> p1 = Param1<int>.Cast(p);
18 if ( p1 )
19 {
20 m_ShakeLevel = p1.param1;
21
22 if ( m_ShakeLevel > PlayerBase.SHAKE_LEVEL_MAX )
23 {
24 m_ShakeLevel = PlayerBase.SHAKE_LEVEL_MAX;
25 }
26 }
27 }
28
29
30 override void OnUpdateClient(PlayerBase player, float deltatime)
31 {
32 }
33
34
35 override void OnGetActivatedServer(PlayerBase player)
36 {
37 player.SetShakesForced(m_ShakeLevel);
38 }
39
40 override void OnGetDeactivatedServer(PlayerBase player)
41 {
42 player.SetShakesForced(0);
43 }
44
45 override void OnGetActivatedClient(PlayerBase player)
46 {
47
48
49 }
50
52 override void OnGetDeactivatedClient(PlayerBase player)
53 {
54
55 }
56
57}
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
Definition param.c:12
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 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
int m_SymptomType
SymptomTypes