Dayz Explorer 1.28.160049
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laughterstate.c
Go to the documentation of this file.
2{
3 //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
4 override void OnInit()
5 {
6 m_ID = SymptomIDs.SYMPTOM_LAUGHTER;
8 m_Priority = 0;
9 m_SyncToClient = false;
10 m_Duration = 4;
11
12 m_DestroyOnAnimFinish = true;
13 }
14
16 override void OnGetActivatedServer(PlayerBase player)
17 {
18 if (LogManager.IsSymptomLogEnable())
19 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
20
21 PlaySound(EPlayerSoundEventID.SYMPTOM_LAUGHTER);
22 player.SpreadAgentsEx(3);
23 }
24
26 override void OnGetActivatedClient(PlayerBase player)
27 {
28 if (LogManager.IsSymptomLogEnable())
29 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
30 }
31
33 override void OnGetDeactivatedServer(PlayerBase player)
34 {
35 if (LogManager.IsSymptomLogEnable())
36 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
37 }
38
40 override void OnGetDeactivatedClient(PlayerBase player)
41 {
42 if (LogManager.IsSymptomLogEnable())
43 Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
44 }
45}
float m_Duration
Definition debug.c:2
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
proto string ToString()
DayZPlayer m_Player
Definition hand_events.c:42
void PlaySound()
int m_SymptomType
SymptomTypes