Dayz Explorer 1.28.160049
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symptomevents.c
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2{
4 {
7 }
8
9 override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
10 {
11 return true;
12 }
13}
14
16{
17 void CoughSoundEvent()
18 {
19 m_ID = EPlayerSoundEventID.SYMPTOM_COUGH;
21 }
22}
23
28 m_ID = EPlayerSoundEventID.SYMPTOM_LAUGHTER;
30 }
31}
32
34{
35 void SneezeSoundEvent()
36 {
37 m_ID = EPlayerSoundEventID.SYMPTOM_SNEEZE;
39 }
40}
41
43{
44 void GaspSoundEvent()
45 {
46 m_ID = EPlayerSoundEventID.SYMPTOM_GASP;
48 }
49}
50
52{
54 {
55 m_ID = EPlayerSoundEventID.SYMPTOM_FATIGUE;
57 }
58
59 override void OnPlay(PlayerBase player)
60 {
61 super.OnPlay(player);
62 }
63
64}
eBleedingSourceType m_Type
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
EPlayerSoundEventType m_HasPriorityOverTypes
int m_SoundVoiceAnimEventClassID
Definition soundevents.c:89
class SymptomSoundEventBase extends PlayerSoundEventBase CoughSoundEvent()
void GaspSoundEvent()
void LaugherSoundEvent()
override bool HasPriorityOverCurrent(PlayerBase player, EPlayerSoundEventID other_state_id, EPlayerSoundEventType type_other)
class GaspSoundEvent extends SymptomSoundEventBase FatigueSoundEvent()
void SymptomSoundEventBase()
class LaugherSoundEvent extends SymptomSoundEventBase SneezeSoundEvent()