class SymptomBaseSource
Derived classes
Constructors 2
void SymptomBase()void ~SymptomBase()Constants 1
const float MAX_TIME_ACTIVE_SAVEGUARD = 20Referenced by CheckDestroy()
Members 23
int m_PriorityReferenced by BlindnessSymptom.OnInit(), BloodLoss.OnInit(), CoughSymptom.OnInit()
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, DeafnessCompleteSymptom.OnInit(), FeverBlurSymptom.OnInit(), FreezeRattleSymptom.OnInit(), FreezeSymptom.OnInit(), GaspSymptom.OnInit(), HandShiversSymptom.OnInit(), HMP3Symptom.OnInit(), HotSymptom.OnInit(), LaughterSymptom.OnInit(), PainHeavySymptom.OnInit(), PainLightSymptom.OnInit(), SneezeSymptom.OnInit(), GetPriority(), and VomitSymptom.OnInit()SoundOnVehicle m_SoundObjectbool m_PlayedSoundbool m_IsActivatedPlayerBase m_PlayerReferenced by BlindnessSymptom.OnGetActivatedClient(), BlindnessSymptom.OnGetActivatedServer(), BlindnessSymptom.OnGetDeactivatedClient(), and 59 more
float m_ActivatedTimeint m_IDID for the type of Symptom
Referenced by BlindnessSymptom.OnInit(), BloodLoss.OnInit(), CoughSymptom.OnInit()
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, DeafnessCompleteSymptom.OnInit(), FeverBlurSymptom.OnInit(), FreezeRattleSymptom.OnInit(), FreezeSymptom.OnInit(), GaspSymptom.OnInit(), HandShiversSymptom.OnInit(), HMP3Symptom.OnInit(), HotSymptom.OnInit(), LaughterSymptom.OnInit(), PainHeavySymptom.OnInit(), PainLightSymptom.OnInit(), SneezeSymptom.OnInit(), GetType(), and VomitSymptom.OnInit()bool m_IsClientOnlyReferenced by IsClientOnly()
bool m_DestroyOnAnimFinish = truebool m_DestroyRequested = falseint m_SymptomType = -1Referenced by BlindnessSymptom.OnInit(), BloodLoss.OnInit(), CoughSymptom.OnInit()
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, DeafnessCompleteSymptom.OnInit(), FeverBlurSymptom.OnInit(), FreezeRattleSymptom.OnInit(), FreezeSymptom.OnInit(), GaspSymptom.OnInit(), HandShiversSymptom.OnInit(), HMP3Symptom.OnInit(), HotSymptom.OnInit(), LaughterSymptom.OnInit(), PainHeavySymptom.OnInit(), PainLightSymptom.OnInit(), SneezeSymptom.OnInit(), IsPrimary(), and VomitSymptom.OnInit()bool m_IsPersistent = falseReferenced by BlindnessSymptom.OnInit(), BloodLoss.OnInit(), DeafnessCompleteSymptom.OnInit()
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, FeverBlurSymptom.OnInit(), HMP3Symptom.OnInit(), and IsPersistent()SymptomManager m_Managerbool m_SyncToClient = falseReferenced by BloodLoss.OnInit(), CoughSymptom.OnInit(), DeafnessCompleteSymptom.OnInit()
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, FeverBlurSymptom.OnInit(), FreezeRattleSymptom.OnInit(), FreezeSymptom.OnInit(), GaspSymptom.OnInit(), HandShiversSymptom.OnInit(), HMP3Symptom.OnInit(), HotSymptom.OnInit(), LaughterSymptom.OnInit(), PainHeavySymptom.OnInit(), PainLightSymptom.OnInit(), SneezeSymptom.OnInit(), IsSyncToClient(), and VomitSymptom.OnInit()float m_Durationbool m_AnimPlayRequestedint m_MaxCount = -1how many symptoms of this type can be queued up at the same time, '-1' for unlimited
SymptomCB m_AnimCallbackMethods 52
void Init(SymptomManager manager, PlayerBase player, int uid)int GetMaxCount()References m_MaxCount
void OnOwnerKilled()Referenced by SymptomManager.OnPlayerKilled()
bool CanBeInterupted()References m_AnimPlayRequested
bool IsClientOnly()References m_IsClientOnly
void SetDuration(float duration)References m_Duration
string GetName()References Class.ClassName()
void SetParam(Param p)bool IsSyncToRemotes()This symptom is synchronized to remotes in a form id within symptom manager
void MakeParamObjectPersistent(Param object)Referenced by BlindnessSymptom.OnInit()
bool IsPersistent()References m_IsPersistent
bool IsPrimary()References m_SymptomType
bool AllowInUnconscious()PlayerBase GetPlayer()References m_Player
Referenced by PlaySound(), StopSound(), SyncToClientActivated()
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, SyncToClientDeactivated()int GetPriority()References m_Priority
bool OnConstructed(SymptomManager manager)void OnDestructed()References Deactivate(), GetManager(), IsActivated()
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, SymptomManager.OnSymptomExit(), m_Manager, and m_UIDReferenced by Destroy()
void Activate()Referenced by SymptomManager.UpdateActiveSymptoms()
void Deactivate()Referenced by OnDestructed()
bool IsActivated()References m_IsActivated
void Update(float deltatime)Referenced by SymptomManager.UpdateActiveSymptoms()
References GetType(), DayZPlayerSyncJunctures.SendPlayerSymptomFB(), m_AnimPlayRequested
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, m_PlayerReferenced by VomitSymptom.OnGetActivatedServer()
void PlayAnimationADD(int type)References GetType(), DayZPlayerSyncJunctures.SendPlayerSymptomADD(), m_AnimPlayRequested
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, m_Playervoid PlaySound(EPlayerSoundEventID id)void StopSound(EPlayerSoundEventID id)References Man.GetIdentity(), GetPlayer(), CGame.RPCSingleParam()
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, CachedObjectsParams.PARAM2_INT_INTReferenced by Activate()
References Man.GetIdentity(), GetPlayer(), CGame.RPCSingleParam()
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, CachedObjectsParams.PARAM2_INT_INTReferenced by Deactivate()
void CheckSoundFinished()References CGame.IsServer(), RequestDestroy(), m_ActivatedTime
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, m_Duration, and m_PlayedSoundReferenced by CheckDestroy()
void CheckDestroy()References CheckSoundFinished(), Destroy(), IsPrimary()
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, RequestDestroy(), m_ActivatedTime, m_DestroyRequested, and MAX_TIME_ACTIVE_SAVEGUARDReferenced by Update()
SmptAnimMetaBase SpawnAnimMetaObject()void RequestDestroy()References m_DestroyRequested
void Destroy()void AnimationFinish()gets called upon animation Symptom exit
void AnimationPlayFailed()Referenced by SmptAnimMetaBase.AnimFinished()
void AnimationStart()References OnAnimationStart()
Referenced by SymptomManager.OnAnimationStarted()
protected void OnAnimationFinish()Referenced by AnimationFinish()
protected void OnAnimationStart()Referenced by AnimationStart()
protected void OnAnimationPlayFailed()Referenced by AnimationPlayFailed()
void OnInit()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
Referenced by Init()
void OnUpdateServer(PlayerBase player, float deltatime)gets called every frame
Referenced by Update()
bool CanActivate()void OnUpdateClient(PlayerBase player, float deltatime)gets called every frame
Referenced by Update()
void OnGetActivatedServer(PlayerBase player)gets called once on an Symptom which is being activated
Referenced by Activate()
void OnGetActivatedClient(PlayerBase player)Referenced by Activate()
void OnGetDeactivatedServer(PlayerBase player)only gets called once on an active Symptom that is being deactivated
Referenced by Deactivate()
void OnGetDeactivatedClient(PlayerBase player)Referenced by Deactivate()