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holdbreathevents.c
Go to the documentation of this file.
2{
4 {
6 }
7
8 override bool HasHoldBreathException()
9 {
10 return true;
11 }
12
13}
14
15
17{
23 }
25 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
26 {
27 if (other_state_id == EPlayerSoundEventID.RELEASE_BREATH)
28 {
29 return false;
30 }
31 return true;
32 }
33}
34
36{
38 {
40 m_ID = EPlayerSoundEventID.EXHAUSTED_BREATH;
42 }
43
44 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
45 {
46 return false;
47 }
48}
49
51{
53 {
55 m_ID = EPlayerSoundEventID.RELEASE_BREATH;
57 }
58
59 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
60 {
61 if( other_state_id == EPlayerSoundEventID.HOLD_BREATH)
62 {
63 return false;
64 }
65 return true;
66 }
67}
eBleedingSourceType m_Type
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 HasHoldBreathException()
void HoldBreathSoundEventBase()
class ExhaustedBreathSoundEvent extends HoldBreathSoundEventBase ReleaseBreathSoundEvent()
void ExhaustedBreathSoundEvent()
class HoldBreathSoundEventBase extends PlayerSoundEventBase HoldBreathSoundEvent()
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89