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laughterstate.c
Go to the documentation of this file.
1
class
LaughterSymptom
: SymptomBase
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;
7
m_SymptomType =
SymptomTypes
.PRIMARY;
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
}
Debug
Definition
debug.c:2
LaughterSymptom
Definition
laughterstate.c:2
LogManager
Definition
debug.c:692
PlayerBase
Definition
playerbaseclient.c:2
SymptomBase::OnInit
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
ToString
proto string ToString()
PlaySound
void PlaySound()
Definition
hungersoundhandler.c:39
EPlayerSoundEventID
EPlayerSoundEventID
Definition
playersoundeventhandler.c:3
SymptomTypes
SymptomTypes
Definition
statemanager.c:32
Daten
4_world
classes
playersymptoms
states
primary
laughterstate.c
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1.16.1