DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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SoundEvents.c
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2{
4 int m_Type;
5 int m_ID;
11
12
14 {
16 }
17
18 //obsolete function, now possible to set a param
20 {
22 }
23
24 void Tick()
25 {
27 {
28 m_RequestDestroy = true;
29 }
30 }
31
33 {
35 {
36 return true;
37 }
38
39 return false;
40 }
41
43 {
44 return m_RequestDestroy;
45 }
46
47 bool CanPlay()
48 {
49 return true;
50 }
51
52 bool Play()
53 {
54 return true;
55 }
56
57 void OnPlay(PlayerBase player);
58
59 void Stop()
60 {
62 {
64 }
65 }
66
68 {
69 return m_ID;
70 }
71
73 {
74 return m_Type;
75 }
76
78 {
79 return m_SoundSetCallback;
80 }
81}
82
83class SoundEventHandler
84{
85 static int GetSoundEventType(int id) { return -1; }
86 //void OnTick(float delta_time) {}
87 bool PlayRequest(EPlayerSoundEventID id, bool sent_from_server = false) { return true; }
88 bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server = false, int param = 0){ return true; };
89 int GetCurrentStateEventID() { return -1; }
90 int GetCurrentStateEventType() { return -1; }
override int GetCurrentStateEventID()
override int GetCurrentStateEventType()
override bool PlayRequestEx(EPlayerSoundEventID id, bool sent_from_server=false, int param=0)
EAnimPlayState PlayRequest()
int GetSoundEventType()
proto void Stop()
void ~SoundEventBase()
Definition SoundEvents.c:13
AbstractWave m_SoundSetCallback
Definition SoundEvents.c:3
bool IsSkipForControlled()
Definition SoundEvents.c:19
void OnPlay(PlayerBase player)
int GetSoundEventType()
Definition SoundEvents.c:72
AbstractWave GetSoundSetCallback()
Definition SoundEvents.c:77
int m_SoundVoiceAnimEventClassID
Definition SoundEvents.c:6
bool m_RequestDestroy
Definition SoundEvents.c:7
bool IsDestroyRequested()
Definition SoundEvents.c:42
bool IsSoundCallbackExist()
Definition SoundEvents.c:32
int GetSoundEventID()
Definition SoundEvents.c:67
string m_SoundSetNameRoot
Definition SoundEvents.c:8
bool m_SkipForControlledCharacter
Definition SoundEvents.c:9