Dayz Explorer 1.28.160049
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staminaevents.c
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2{
3 const int MAX_VOLUME = 4;
5 {
8 }
9
10 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
11 {
12 return false;
13 }
14
15 override void OnPlay(PlayerBase player)
16 {
17 super.OnPlay(player);
18
19 MaskBase mask = MaskBase.Cast(player.GetInventory().FindAttachment(InventorySlots.GetSlotIdFromString("Mask")));
20
21 float rel_volume = 1;
22 if (mask)
23 {
24 if (mask.IsExternalFilterAttached() || mask.HasIntegratedFilter())
25 {
26 rel_volume = Math.Lerp(MAX_VOLUME,1,mask.GetFilterQuantity01());
27 }
28 }
29
31 m_SoundSetCallback.SetVolumeRelative(rel_volume);
32
33 #ifdef DIAG_DEVELOPER
34 if (!DiagMenu.GetBool(DiagMenuIDs.MISC_BREATH_VAPOR_LVL))//disabled in debug, do not spawn particles
35 return;
36 #endif
37
38 if ( player.CanSpawnBreathVaporEffect() )
39 player.SpawnBreathVaporEffect();
40
41
43
44 }
45
46
47}
49{
50 void StaminaDownLight()
51 {
52 m_ID = EPlayerSoundEventID.STAMINA_DOWN_LIGHT;
54 }
55}
56
59 void StaminaDownHeavy()
60 {
61 m_ID = EPlayerSoundEventID.STAMINA_DOWN_HEAVY;
63 }
64}
65
67{
68 void StaminaUpHeavy()
69 {
70 m_ID = EPlayerSoundEventID.STAMINA_UP_HEAVY;
72 }
73}
74
76{
77 void StaminaUpLight()
78 {
79 m_ID = EPlayerSoundEventID.STAMINA_UP_LIGHT;
81 }
82}
83
85{
86 void StaminaUpEnd()
87 {
88 m_ID = EPlayerSoundEventID.STAMINA_UP_END;
90 }
91
92 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
93 {
94 return false;
95 }
96}
97
99{
100 void StaminaNormalDummy()
101 {
104 m_ID = EPlayerSoundEventID.STAMINA_NORMAL_DUMMY;
105 m_IsDummyType = true;
106 m_DummySoundLength = 3000;//in ms
107 }
108}
109
110
111// Low filter
113{
117 }
118}
119
121{
123 {
124 m_ID = EPlayerSoundEventID.STAMINA_LOW_FILTER_UPPER;
126 }
127}
128
130{
133 m_ID = EPlayerSoundEventID.STAMINA_LOW_FILTER_MID;
135 }
136}
137
138class StaminaLowFilterLower extends StaminaLowFilterBase
139{
140 void StaminaLowFilterLower()
141 {
142 m_ID = EPlayerSoundEventID.STAMINA_LOW_FILTER_LOWER;
144 }
145}
eBleedingSourceType m_Type
provides access to slot configuration
Definition enmath.c:7
DiagMenuIDs
Definition ediagmenuids.c:2
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition effect.c:51
void OnPlay()
Definition sound.c:206
EPlayerSoundEventType
bool m_IsDummyType
float m_DummySoundLength
EPlayerSoundEventType m_HasPriorityOverTypes
bool m_ProcessPlaybackEvent
AbstractWave m_SoundSetCallback
Definition soundevents.c:86
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89
class StaminaDownHeavy extends StaminaSoundEventBase StaminaUpHeavy()
class StaminaUpLight extends StaminaSoundEventBase StaminaUpEnd()
void StaminaDownHeavy()
class StaminaSoundEventBase extends PlayerSoundEventBase StaminaDownLight()
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
void StaminaNormalDummy()
class StaminaNormalDummy extends StaminaSoundEventBase StaminaLowFilterBase()
void StaminaUpLight()
void StaminaLowFilterUpper()
void StaminaSoundEventBase()
const int MAX_VOLUME
class StaminaLowFilterUpper extends StaminaLowFilterBase StaminaLowFilterMid()