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							- class FreezeSymptom extends SymptomBase
 
- {
 
- 	//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
 
- 	override void OnInit()
 
- 	{
 
- 		m_SymptomType = SymptomTypes.PRIMARY;
 
- 		m_Priority = 1;
 
- 		m_ID = SymptomIDs.SYMPTOM_FREEZE;
 
- 		m_DestroyOnAnimFinish = true;
 
- 		m_SyncToClient = false;
 
- 		m_MaxCount = 2;
 
- 	}
 
- 	
 
- 	//!gets called every frame
 
- 	override void OnUpdateServer(PlayerBase player, float deltatime)
 
- 	{
 
- 	}
 
- 	override void OnUpdateClient(PlayerBase player, float deltatime)
 
- 	{
 
- 	}
 
- 	
 
- 	override void OnAnimationPlayFailed()
 
- 	{
 
- 		
 
- 	}
 
- 	
 
- 	override bool CanActivate()
 
- 	{
 
- 		return true;
 
- 	}
 
- 	
 
- 	//!gets called once on an Symptom which is being activated
 
- 	override void OnGetActivatedServer(PlayerBase player)
 
- 	{	
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
 
- 		HumanMovementState hms = new HumanMovementState();
 
- 		player.GetMovementState(hms);
 
- 		ItemBase item = m_Player.GetItemInHands();
 
- 		if (!(item && item.IsHeavyBehaviour()) && !m_Player.IsSurrendered() && m_Manager.GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_MOVE && hms.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_IDLE && !player.IsRestrained() && !player.IsInProne())
 
- 		{
 
- 			PlayAnimationADD(2);
 
- 		}
 
- 		else
 
- 		{
 
- 			PlaySound(EPlayerSoundEventID.FREEZING);
 
- 		}
 
- 	}
 
- 	//!gets called once on a Symptom which is being activated
 
- 	override void OnGetActivatedClient(PlayerBase player)
 
- 	{
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
 
- 	}
 
- 	//!only gets called once on an active Symptom that is being deactivated
 
- 	override void OnGetDeactivatedServer(PlayerBase player)
 
- 	{
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
 
- 	}
 
- 	//!only gets called once on an active Symptom that is being deactivated
 
- 	override void OnGetDeactivatedClient(PlayerBase player)
 
- 	{
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
 
- 	}
 
- 	
 
- 	override SmptAnimMetaBase SpawnAnimMetaObject()
 
- 	{
 
- 		return new HeatComfortmMetaADD();
 
- 	}
 
- }
 
- class FreezeRattleSymptom extends SymptomBase
 
- {
 
- 	//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
 
- 	override void OnInit()
 
- 	{
 
- 		m_SymptomType = SymptomTypes.PRIMARY;
 
- 		m_Priority = 100;
 
- 		m_ID = SymptomIDs.SYMPTOM_FREEZE_RATTLE;
 
- 		m_DestroyOnAnimFinish = true;
 
- 		m_SyncToClient = false;
 
- 		m_MaxCount = 2;
 
- 		m_Duration = 2;
 
- 	}
 
- 	
 
- 	override bool CanActivate()
 
- 	{
 
- 		return true;
 
- 	}
 
- 	
 
- 	//!gets called once on an Symptom which is being activated
 
- 	override void OnGetActivatedServer(PlayerBase player)
 
- 	{	
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
 
- 		
 
- 		PlaySound(EPlayerSoundEventID.RATTLING_TEETH);
 
- 	}
 
- 	//!gets called once on a Symptom which is being activated
 
- 	override void OnGetActivatedClient(PlayerBase player)
 
- 	{
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
 
- 	}
 
- 	//!only gets called once on an active Symptom that is being deactivated
 
- 	override void OnGetDeactivatedServer(PlayerBase player)
 
- 	{
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
 
- 	}
 
- 	//!only gets called once on an active Symptom that is being deactivated
 
- 	override void OnGetDeactivatedClient(PlayerBase player)
 
- 	{
 
- 		if (LogManager.IsSymptomLogEnable()) Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
 
- 	}
 
- }
 
 
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