49 Symptom.AnimationPlayFailed();
59 Symptom.AnimationFinish();
78 void Update(HumanMovementState movement_state);
87 void ~SmptAnimMetaFB()
95 super.Init(ctx, manager, player);
107 callback =
m_Player.GetCommandModifier_Action();
140 super.Init(ctx, manager, player);
149 callback =
m_Player.GetCommandModifier_Action();
153 HumanCommandWeapons hcw =
m_Player.GetCommandModifier_Weapons();
154 if (hcw && !hcw.IsActionFinished())
157 HumanCommandAdditives ad =
m_Player.GetCommandModifier_Additives();
170 override void Update(HumanMovementState movement_state)
174 HumanCommandAdditives ad =
m_Player.GetCommandModifier_Additives();
175 if(!ad || !ad.IsModifierActive())
195 override void Update(HumanMovementState movement_state)
198 if( movement_state.m_iMovement !=
DayZPlayerConstants.MOVEMENTIDX_IDLE || movement_state.IsInProne())
200 HumanCommandAdditives ad =
m_Player.GetCommandModifier_Additives();
201 if(ad && ad.IsModifierActive())
207 super.Update(movement_state);
bool m_isFBsymptomPlaying
Serialization general interface. Serializer API works with:
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
bool m_IsPlaying
Whether the Effect is currently playing.
proto native CGame GetGame()