Dayz Explorer 1.29.162510
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laughterstate.c
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1class 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}
Definition debug.c:2
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
proto string ToString()
void PlaySound()
SymptomTypes