laughterstate.c 1.6 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950
  1. class LaughterSymptom extends 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_SymptomType = SymptomTypes.PRIMARY;
  7. m_Priority = 0;
  8. m_ID = SymptomIDs.SYMPTOM_LAUGHTER;
  9. m_DestroyOnAnimFinish = true;
  10. m_SyncToClient = false;
  11. m_Duration = 4;
  12. }
  13. //!gets called every frame
  14. override void OnUpdateServer(PlayerBase player, float deltatime)
  15. {
  16. }
  17. override void OnUpdateClient(PlayerBase player, float deltatime)
  18. {
  19. int i = 1 + 1;
  20. }
  21. //!gets called once on an Symptom which is being activated
  22. override void OnGetActivatedServer(PlayerBase player)
  23. {
  24. if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
  25. PlaySound(EPlayerSoundEventID.SYMPTOM_LAUGHTER);
  26. player.SpreadAgentsEx(3);
  27. }
  28. //!gets called once on a Symptom which is being activated
  29. override void OnGetActivatedClient(PlayerBase player)
  30. {
  31. if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
  32. }
  33. //!only gets called once on an active Symptom that is being deactivated
  34. override void OnGetDeactivatedServer(PlayerBase player)
  35. {
  36. if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
  37. }
  38. //!only gets called once on an active Symptom that is being deactivated
  39. override void OnGetDeactivatedClient(PlayerBase player)
  40. {
  41. if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
  42. }
  43. }