Dayz Explorer 1.28.160049
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jumpevents.c
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1class JumpEventsBase extends PlayerSoundEventBase
2{
3 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
4 {
5 return true;
6 }
7
8 override bool CanPlay(PlayerBase player)
9 {
10 if( !super.CanPlay(player) )
11 {
12 return false;
13 }
14 return true;
15 }
16
17 override void OnPlay(PlayerBase player)
18 {
19 super.OnPlay(player);
20 if( player.CanSpawnBreathVaporEffect() )
21 player.SpawnBreathVaporEffect();
22 }
23
24 override void OnEnd()
25 {
26 super.OnEnd();
27 //m_Player.GetStaminaSoundHandlerClient().PostponeStamina(1000);
28 if(m_Player)
29 StaminaSoundHandlerClient.Cast(m_Player.m_PlayerSoundManagerClient.GetHandler(eSoundHandlers.STAMINA)).PostponeStamina(1300);
30 }
31}
32
33class JumpSoundEvent extends JumpEventsBase
34{
35 void JumpSoundEvent()
36 {
37 m_HasPriorityOverTypes = -1;//-1 for all
41 }
42}
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
void OnEnd()
Definition sound.c:226
void OnPlay()
Definition sound.c:206
DayZPlayer m_Player
Definition hand_events.c:42
class JumpEventsBase extends PlayerSoundEventBase JumpSoundEvent()
Definition jumpevents.c:35
override bool CanPlay()
Definition mindstates.c:16
EPlayerSoundEventType
EPlayerSoundEventType m_HasPriorityOverTypes
eSoundHandlers
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89