gaspsymptom.c 1.5 KB

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  1. class GaspSymptom 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 = 100;
  8. m_ID = SymptomIDs.SYMPTOM_GASP;
  9. m_DestroyOnAnimFinish = true;
  10. m_SyncToClient = false;
  11. m_Duration = 2.5;
  12. }
  13. override bool CanBeInterupted()
  14. {
  15. return false;
  16. }
  17. //!gets called once on an Symptom which is being activated
  18. override void OnGetActivatedServer(PlayerBase player)
  19. {
  20. if (LogManager.IsSymptomLogEnable())
  21. Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
  22. PlaySound(EPlayerSoundEventID.SYMPTOM_GASP);
  23. }
  24. //!gets called once on a Symptom which is being activated
  25. override void OnGetActivatedClient(PlayerBase player)
  26. {
  27. if (LogManager.IsSymptomLogEnable())
  28. Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetActivated", m_Player.ToString());
  29. }
  30. //!only gets called once on an active Symptom that is being deactivated
  31. override void OnGetDeactivatedServer(PlayerBase player)
  32. {
  33. if (LogManager.IsSymptomLogEnable())
  34. Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
  35. }
  36. //!only gets called once on an active Symptom that is being deactivated
  37. override void OnGetDeactivatedClient(PlayerBase player)
  38. {
  39. if (LogManager.IsSymptomLogEnable())
  40. Debug.SymptomLog("n/a", this.ToString(), "n/a", "OnGetDeactivated", m_Player.ToString());
  41. }
  42. }