laughterstate.c 1.5 KB

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