DIFF

class SymptomBaseSource

Constructors 2

void SymptomBase()
void ~SymptomBase()

Constants 1

const float MAX_TIME_ACTIVE_SAVEGUARD = 20
Referenced by CheckDestroy()

Members 23

SoundOnVehicle m_SoundObject
bool m_PlayedSound
bool m_IsActivated
float m_ServerUpdateInterval = 1
Referenced by Update()
float m_ServerUpdateDelta
Referenced by Update()
bool m_IsTemplate = true
Referenced by Destroy(), and Init()
float m_ActivatedTime
int m_UID

unique ID

Referenced by GetUID(), Init(), and OnDestructed()
bool m_IsClientOnly
Referenced by IsClientOnly()
bool m_DestroyRequested = false
Referenced by CheckDestroy(), and RequestDestroy()
bool m_AnimPlayRequested
int m_MaxCount = -1

how many symptoms of this type can be queued up at the same time, '-1' for unlimited

SymptomCB m_AnimCallback
ref array<Param> m_PersistentParams = new array<Param>

Methods 52

void Init(SymptomManager manager, PlayerBase player, int uid)
References OnInit(), m_IsTemplate, m_Manager
Show 2 more, m_Player, and m_UID
int GetMaxCount()
References m_MaxCount
void OnOwnerKilled()
bool CanBeInterupted()
bool IsClientOnly()
References m_IsClientOnly
float GetDuration()
References m_Duration
SymptomManager GetManager()
References m_Manager
Referenced by Activate(), and OnDestructed()
bool IsSyncToClient()
References m_SyncToClient
Referenced by Activate(), and Deactivate()
bool IsSyncToRemotes()

This symptom is synchronized to remotes in a form id within symptom manager

void GetPersistentParams(array<Param> params)
References array.Count(), array.Get(), array.Insert()
Show 1 more, m_PersistentParams
void MakeParamObjectPersistent(Param object)
bool IsPersistent()
References m_IsPersistent
PlayerBase GetPlayer()
References m_Player
int GetPriority()
References m_Priority
bool OnConstructed(SymptomManager manager)
void OnDestructed()
Referenced by Destroy()
bool IsActivated()
References m_IsActivated
void PlayAnimationFB(int animation, int stance_mask, float running_time = -1)
void SyncToClientActivated(int SYMPTOM_id, int uid)
Referenced by Activate()
void SyncToClientDeactivated(int SYMPTOM_id, int uid)
Referenced by Deactivate()
void CheckSoundFinished()
Referenced by CheckDestroy()
void CheckDestroy()
Referenced by Update()
SmptAnimMetaBase SpawnAnimMetaObject()
void Destroy()
void AnimationFinish()

gets called upon animation Symptom exit

void AnimationPlayFailed()
void AnimationStart()
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()
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()