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injuryevents.c
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2{
3
5 {
6 m_HasPriorityOverTypes = -1;//-1 for all
8 }
9
10 override bool CanPlay(PlayerBase player)
11 {
12 return true;
13 }
14
15 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id,EPlayerSoundEventType type_other )
16 {
17 return true;
18 }
19}
20
22{
24 {
26 m_ID = EPlayerSoundEventID.INJURED_LIGHT;
28 }
29}
30
35
36 m_ID = EPlayerSoundEventID.INJURED_MEDIUM;
38 }
39}
40
42{
44 {
45 m_ID = EPlayerSoundEventID.INJURED_HIGH;
47 }
48}
49
eBleedingSourceType m_Type
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
class InjuryMediumSoundEvent extends InjurySoundEvents InjuryHeavySoundEvent()
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
class InjurySoundEvents extends PlayerSoundEventBase InjuryLightSoundEvent()
void InjuryMediumSoundEvent()
void InjurySoundEvents()
override bool CanPlay()
Definition mindstates.c:16
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89