DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
Loading...
Searching...
No Matches
MindStates.c
Go to the documentation of this file.
2{
3 override bool CanPlay()
4 {
5 if( !super.CanPlay() )
6 {
7 return false;
8 }
9 return true;
10 }
11}
12
14{
16 {
18 m_ID = EInfectedSoundEventID.MINDSTATE_CALM_IDLE;
19 m_SoundSetNameRoot = "CalmIdle";
20 }
21}
22
24{
26 {
28 m_ID = EInfectedSoundEventID.MINDSTATE_CALM_MOVE;
29 m_SoundSetNameRoot = "CalmMove";
30 }
31}
32
34{
36 {
38 m_ID = EInfectedSoundEventID.MINDSTATE_DISTURBED_IDLE;
39 m_SoundSetNameRoot = "DisturbedIdle";
40 }
41}
42
44{
46 {
48 m_ID = EInfectedSoundEventID.MINDSTATE_CHASE_MOVE;
49 m_SoundSetNameRoot = "ChaseMove";
50 }
51}
52
54{
56 {
58 m_ID = EInfectedSoundEventID.MINDSTATE_ALERTED_IDLE;
59 m_SoundSetNameRoot = "AlertedIdle";
60 }
61}
62
63class AlertedMoveSoundEvent extends MindStateSoundEventBase
64{
66 {
68 m_ID = EInfectedSoundEventID.MINDSTATE_ALERTED_MOVE;
69 m_SoundSetNameRoot = "AlertedMove";
70 }
71}
eBleedingSourceType m_Type
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
EInfectedSoundEventType
class MindStateSoundEventBase extends InfectedSoundEventBase CalmIdleSoundEvent()
Definition MindStates.c:15
class ChaseMoveSoundEvent extends MindStateSoundEventBase AlertedIdleSoundEvent()
Definition MindStates.c:55
void ChaseMoveSoundEvent()
Definition MindStates.c:56
class CalmMoveSoundEvent extends MindStateSoundEventBase DisturbedIdleSoundEvent()
Definition MindStates.c:35
void CalmMoveSoundEvent()
Definition MindStates.c:36
string m_SoundSetNameRoot
Definition SoundEvents.c:91
override bool CanPlay()
Definition MindStates.c:3