1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374 |
- class HotSymptom 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_HOT;
- 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() )
- {
- PlayAnimationADD(3);
- }
- else
- {
- PlaySound(EPlayerSoundEventID.HOT);
- }
- }
- //!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();
- }
- }
|