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SymptomBase Class Reference

Private Member Functions

void SymptomBase ()
 
void ~SymptomBase ()
 
void Init (SymptomManager manager, PlayerBase player, int uid)
 
int GetMaxCount ()
 
int GetUID ()
 
void OnOwnerKilled ()
 
bool CanBeInterupted ()
 
bool IsClientOnly ()
 
void SetDuration (float duration)
 
float GetDuration ()
 
string GetName ()
 
SymptomManager GetManager ()
 
int GetType ()
 
void SetParam (Param p)
 
bool IsSyncToClient ()
 
bool IsSyncToRemotes ()
 This symptom is synchronized to remotes in a form id within symptom manager.
 
void GetPersistentParams (array< Param > params)
 
void MakeParamObjectPersistent (Param object)
 
bool IsPersistent ()
 
bool IsPrimary ()
 
bool AllowInUnconscious ()
 
PlayerBase GetPlayer ()
 
int GetPriority ()
 
bool OnConstructed (SymptomManager manager)
 
void OnDestructed ()
 
void Activate ()
 
void Deactivate ()
 
bool IsActivated ()
 
void Update (float deltatime)
 
void PlayAnimationFB (int animation, int stance_mask, float running_time=-1)
 
void PlayAnimationADD (int type)
 
void PlaySound (EPlayerSoundEventID id)
 
void SyncToClientActivated (int SYMPTOM_id, int uid)
 
void SyncToClientDeactivated (int SYMPTOM_id, int uid)
 
void CheckSoundFinished ()
 
void CheckDestroy ()
 
SmptAnimMetaBase SpawnAnimMetaObject ()
 
void RequestDestroy ()
 
void Destroy ()
 
void AnimationFinish ()
 gets called upon animation Symptom exit
 
void AnimationPlayFailed ()
 
void AnimationStart ()
 
protected void OnAnimationFinish ()
 
protected void OnAnimationStart ()
 
protected void OnAnimationPlayFailed ()
 
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
 
void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
bool CanActivate ()
 
void OnUpdateClient (PlayerBase player, float deltatime)
 gets called every frame
 
void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
void OnGetActivatedClient (PlayerBase player)
 
void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
void OnGetDeactivatedClient (PlayerBase player)
 
override void OnInit ()
 
bool IsContaminationActive ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationStart ()
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override bool CanBeInterupted ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnAnimationPlayFailed ()
 
override bool CanActivate ()
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on a Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetDeactivatedServer (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override SmptAnimMetaBase SpawnAnimMetaObject ()
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateServer (PlayerBase player, float deltatime)
 gets called every frame
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void SetParam (Param p)
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 
override void OnInit ()
 
override void OnUpdateClient (PlayerBase player, float deltatime)
 
override void OnGetActivatedServer (PlayerBase player)
 gets called once on an Symptom which is being activated
 
override void OnGetActivatedClient (PlayerBase player)
 
override void OnGetDeactivatedServer (PlayerBase player)
 
override void OnGetDeactivatedClient (PlayerBase player)
 only gets called once on an active Symptom that is being deactivated
 

Private Attributes

const float MAX_TIME_ACTIVE_SAVEGUARD = 20
 
int m_Priority
 
SoundOnVehicle m_SoundObject
 
bool m_PlayedSound
 
bool m_IsActivated
 
PlayerBase m_Player
 
float m_ServerUpdateInterval = 1
 
float m_ServerUpdateDelta
 
bool m_IsTemplate = true
 
float m_ActivatedTime
 
int m_ID
 
int m_UID
 
bool m_IsClientOnly
 
bool m_DestroyOnAnimFinish = true
 
bool m_DestroyRequested = false
 
int m_SymptomType = -1
 
bool m_IsPersistent = false
 
SymptomManager m_Manager
 
bool m_SyncToClient = false
 
float m_Duration
 
bool m_AnimPlayRequested
 
int m_MaxCount = -1
 
SymptomCB m_AnimCallback
 
ref array< Paramm_PersistentParams = new array<Param>
 
const int COUGH_BLOOD_LOSS = 50
 
Material m_MatGauss
 
const int BLUR_DURATION = 3000
 
ref Param1< vectorm_Position = new Param1<vector>("0 0 0")
 
float m_BloodSet
 
PPERequester_BloodLoss m_RequesterBloodLoss
 
float m_BlurDuration
 
float m_BlurStrength
 
float m_EffectTime
 
float m_EffectStartTime
 
float m_Time
 
protected PPERequester_FeverEffects m_Requester
 
const float BLUR_STRENGTH_MIN = 0.15
 
const float BLUR_STRENGTH_MAX = 0.25
 
const int BLUR_DURATION_TIME_MIN = 1.5
 
const int BLUR_DURATION_TIME_MAX = 2.5
 
const int MIN_TIME_BETWEEN_EFFECTS = 25.0
 
const int MAX_TIME_BETWEEN_EFFECTS = 35.0
 
int m_ShakeLevel
 
protected float m_EffectDuration
 
protected float m_EffectTime
 
protected float m_EffectStartTime
 
protected float m_Time
 
protected PPERequester_HMPGhosts m_Requester
 
const int EFFECT_DURATION_TIME_MIN = 6
 
const int EFFECT_DURATION_TIME_MAX = 10
 

Constructor & Destructor Documentation

◆ SymptomBase()

void SymptomBase ( )
inlineprivate

◆ ~SymptomBase()

void ~SymptomBase ( )
inlineprivate

Member Function Documentation

◆ Activate()

◆ AllowInUnconscious()

bool AllowInUnconscious ( )
inlineprivate

◆ AnimationFinish()

void AnimationFinish ( )
inlineprivate

gets called upon animation Symptom exit

References m_DestroyOnAnimFinish, OnAnimationFinish(), and RequestDestroy().

Referenced by AnimationPlayFailed(), and AnimFinished().

◆ AnimationPlayFailed()

void AnimationPlayFailed ( )
inlineprivate

References AnimationFinish(), and OnAnimationPlayFailed().

Referenced by AnimFinished().

◆ AnimationStart()

void AnimationStart ( )
inlineprivate

◆ CanActivate() [1/5]

bool CanActivate ( )
inlineprivate

Referenced by SymptomManager::OnTick().

◆ CanActivate() [2/5]

override bool CanActivate ( )
inlineprivate

◆ CanActivate() [3/5]

override bool CanActivate ( )
inlineprivate

◆ CanActivate() [4/5]

override bool CanActivate ( )
inlineprivate

◆ CanActivate() [5/5]

override bool CanActivate ( )
inlineprivate

◆ CanBeInterupted() [1/2]

bool CanBeInterupted ( )
inlineprivate

References m_AnimPlayRequested.

◆ CanBeInterupted() [2/2]

override bool CanBeInterupted ( )
inlineprivate

◆ CheckDestroy()

void CheckDestroy ( )
inlineprivate

◆ CheckSoundFinished()

void CheckSoundFinished ( )
inlineprivate

◆ Deactivate()

◆ Destroy()

void Destroy ( )
inlineprivate

References m_IsTemplate, and OnDestructed().

Referenced by CheckDestroy().

◆ GetDuration()

float GetDuration ( )
inlineprivate

◆ GetManager()

SymptomManager GetManager ( )
inlineprivate

References m_Manager.

Referenced by Activate(), and OnDestructed().

◆ GetMaxCount()

int GetMaxCount ( )
inlineprivate

References m_MaxCount.

◆ GetName()

string GetName ( )
inlineprivate

◆ GetPersistentParams()

void GetPersistentParams ( array< Param params)
inlineprivate

References m_PersistentParams.

◆ GetPlayer()

PlayerBase GetPlayer ( )
inlineprivate

◆ GetPriority()

int GetPriority ( )
inlineprivate

References m_Priority.

◆ GetType()

◆ GetUID()

int GetUID ( )
inlineprivate

References m_UID.

Referenced by Activate(), and Deactivate().

◆ Init()

void Init ( SymptomManager  manager,
PlayerBase  player,
int  uid 
)
inlineprivate

◆ IsActivated()

bool IsActivated ( )
inlineprivate

References m_IsActivated.

Referenced by OnDestructed().

◆ IsClientOnly()

bool IsClientOnly ( )
inlineprivate

References m_IsClientOnly.

◆ IsContaminationActive()

bool IsContaminationActive ( )
inlineprivate

References m_Player.

Referenced by OnAnimationStart(), and OnGetActivatedServer().

◆ IsPersistent()

bool IsPersistent ( )
inlineprivate

References m_IsPersistent.

◆ IsPrimary()

bool IsPrimary ( )
inlineprivate

◆ IsSyncToClient()

bool IsSyncToClient ( )
inlineprivate

References m_SyncToClient.

Referenced by Activate(), and Deactivate().

◆ IsSyncToRemotes()

bool IsSyncToRemotes ( )
inlineprivate

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

◆ MakeParamObjectPersistent()

void MakeParamObjectPersistent ( Param  object)
inlineprivate

References GetGame(), and m_PersistentParams.

Referenced by OnInit().

◆ OnAnimationFinish()

protected void OnAnimationFinish ( )
private

Referenced by AnimationFinish().

◆ OnAnimationPlayFailed() [1/5]

protected void OnAnimationPlayFailed ( )
private

Referenced by AnimationPlayFailed().

◆ OnAnimationPlayFailed() [2/5]

override void OnAnimationPlayFailed ( )
inlineprivate

◆ OnAnimationPlayFailed() [3/5]

override void OnAnimationPlayFailed ( )
inlineprivate

◆ OnAnimationPlayFailed() [4/5]

override void OnAnimationPlayFailed ( )
inlineprivate

◆ OnAnimationPlayFailed() [5/5]

override void OnAnimationPlayFailed ( )
inlineprivate

◆ OnAnimationStart() [1/2]

protected void OnAnimationStart ( )
private

Referenced by AnimationStart().

◆ OnAnimationStart() [2/2]

override void OnAnimationStart ( )
inlineprivate

◆ OnConstructed()

bool OnConstructed ( SymptomManager  manager)
inlineprivate

◆ OnDestructed()

void OnDestructed ( )
inlineprivate

◆ OnGetActivatedClient() [1/13]

void OnGetActivatedClient ( PlayerBase  player)
private

Referenced by Activate().

◆ OnGetActivatedClient() [2/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on a Symptom which is being activated

◆ OnGetActivatedClient() [3/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on a Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [4/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on a Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [5/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on a Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [6/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on a Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [7/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on a Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, CachedObjectsParams::PARAM2_FLOAT_FLOAT, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [8/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedClient() [9/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedClient() [10/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedClient() [11/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedClient() [12/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedClient() [13/13]

override void OnGetActivatedClient ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedServer() [1/13]

void OnGetActivatedServer ( PlayerBase  player)
private

gets called once on an Symptom which is being activated

Referenced by Activate().

◆ OnGetActivatedServer() [2/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References IsContaminationActive(), m_Manager, PlayAnimationADD(), and PlaySound().

◆ OnGetActivatedServer() [3/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedServer() [4/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [5/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedServer() [6/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [7/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [8/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Manager, m_Player, PlayAnimationADD(), PlaySound(), Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [9/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [10/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [11/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetActivatedServer() [12/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetActivatedServer() [13/13]

override void OnGetActivatedServer ( PlayerBase  player)
inlineprivate

gets called once on an Symptom which is being activated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [1/13]

void OnGetDeactivatedClient ( PlayerBase  player)
private

Referenced by Deactivate().

◆ OnGetDeactivatedClient() [2/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

◆ OnGetDeactivatedClient() [3/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [4/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [5/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [6/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [7/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [8/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [9/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [10/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [11/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, m_Requester, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedClient() [12/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

◆ OnGetDeactivatedClient() [13/13]

override void OnGetDeactivatedClient ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, m_Requester, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [1/13]

void OnGetDeactivatedServer ( PlayerBase  player)
private

only gets called once on an active Symptom that is being deactivated

Referenced by Deactivate().

◆ OnGetDeactivatedServer() [2/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

◆ OnGetDeactivatedServer() [3/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [4/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [5/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [6/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [7/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [8/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

only gets called once on an active Symptom that is being deactivated

References LogManager::IsSymptomLogEnable(), m_Player, Debug::SymptomLog(), and ToString().

◆ OnGetDeactivatedServer() [9/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetDeactivatedServer() [10/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetDeactivatedServer() [11/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetDeactivatedServer() [12/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

◆ OnGetDeactivatedServer() [13/13]

override void OnGetDeactivatedServer ( PlayerBase  player)
inlineprivate

◆ OnInit() [1/13]

void OnInit ( )
private

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().

◆ OnInit() [2/13]

override void OnInit ( )
inlineprivate

References m_ID, and m_SymptomType.

◆ OnInit() [3/13]

override void OnInit ( )
inlineprivate

References m_ID, and m_SymptomType.

◆ OnInit() [4/13]

override void OnInit ( )
inlineprivate

References m_Duration, m_ID, and m_SymptomType.

◆ OnInit() [5/13]

override void OnInit ( )
inlineprivate

References m_ID, and m_SymptomType.

◆ OnInit() [6/13]

override void OnInit ( )
inlineprivate

References m_Duration, m_ID, and m_SymptomType.

◆ OnInit() [7/13]

override void OnInit ( )
inlineprivate

References m_Duration, m_ID, and m_SymptomType.

◆ OnInit() [8/13]

override void OnInit ( )
inlineprivate

References m_ID, and m_SymptomType.

◆ OnInit() [9/13]

override void OnInit ( )
inlineprivate

◆ OnInit() [10/13]

override void OnInit ( )
inlineprivate

◆ OnInit() [11/13]

override void OnInit ( )
inlineprivate

◆ OnInit() [12/13]

override void OnInit ( )
inlineprivate

References m_ID, and m_SymptomType.

◆ OnInit() [13/13]

override void OnInit ( )
inlineprivate

◆ OnOwnerKilled()

void OnOwnerKilled ( )
inlineprivate

◆ OnUpdateClient() [1/12]

void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
private

gets called every frame

Referenced by Update().

◆ OnUpdateClient() [2/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [3/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [4/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [5/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [6/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [7/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [8/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [9/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [10/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [11/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateClient() [12/12]

override void OnUpdateClient ( PlayerBase  player,
float  deltatime 
)
inlineprivate

◆ OnUpdateServer() [1/10]

void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
private

gets called every frame

Referenced by Update().

◆ OnUpdateServer() [2/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [3/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [4/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [5/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [6/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [7/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [8/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [9/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ OnUpdateServer() [10/10]

override void OnUpdateServer ( PlayerBase  player,
float  deltatime 
)
inlineprivate

gets called every frame

◆ PlayAnimationADD()

void PlayAnimationADD ( int  type)
inlineprivate

◆ PlayAnimationFB()

void PlayAnimationFB ( int  animation,
int  stance_mask,
float  running_time = -1 
)
inlineprivate

◆ PlaySound()

void PlaySound ( EPlayerSoundEventID  id)
inlineprivate

References GetPlayer(), and m_PlayedSound.

◆ RequestDestroy()

void RequestDestroy ( )
inlineprivate

◆ SetDuration()

◆ SetParam() [1/2]

◆ SetParam() [2/2]

override void SetParam ( Param  p)
inlineprivate

◆ SpawnAnimMetaObject() [1/5]

SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate

◆ SpawnAnimMetaObject() [2/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate

◆ SpawnAnimMetaObject() [3/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate

◆ SpawnAnimMetaObject() [4/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate

◆ SpawnAnimMetaObject() [5/5]

override SmptAnimMetaBase SpawnAnimMetaObject ( )
inlineprivate

◆ SyncToClientActivated()

void SyncToClientActivated ( int  SYMPTOM_id,
int  uid 
)
inlineprivate

◆ SyncToClientDeactivated()

void SyncToClientDeactivated ( int  SYMPTOM_id,
int  uid 
)
inlineprivate

◆ Update()

Field Documentation

◆ BLUR_DURATION

const int BLUR_DURATION = 3000
private

◆ BLUR_DURATION_TIME_MAX

const int BLUR_DURATION_TIME_MAX = 2.5
private

◆ BLUR_DURATION_TIME_MIN

const int BLUR_DURATION_TIME_MIN = 1.5
private

◆ BLUR_STRENGTH_MAX

const float BLUR_STRENGTH_MAX = 0.25
private

◆ BLUR_STRENGTH_MIN

const float BLUR_STRENGTH_MIN = 0.15
private

◆ COUGH_BLOOD_LOSS

const int COUGH_BLOOD_LOSS = 50
private

◆ EFFECT_DURATION_TIME_MAX

const int EFFECT_DURATION_TIME_MAX = 10
private

◆ EFFECT_DURATION_TIME_MIN

const int EFFECT_DURATION_TIME_MIN = 6
private

◆ m_ActivatedTime

float m_ActivatedTime
private

◆ m_AnimCallback

SymptomCB m_AnimCallback
private

◆ m_AnimPlayRequested

bool m_AnimPlayRequested
private

◆ m_BloodSet

float m_BloodSet
private

◆ m_BlurDuration

float m_BlurDuration
private

Referenced by OnUpdateClient().

◆ m_BlurStrength

float m_BlurStrength
private

Referenced by OnUpdateClient().

◆ m_DestroyOnAnimFinish

◆ m_DestroyRequested

bool m_DestroyRequested = false
private

Referenced by CheckDestroy(), and RequestDestroy().

◆ m_Duration

◆ m_EffectDuration

protected float m_EffectDuration
private

Referenced by OnUpdateClient().

◆ m_EffectStartTime [1/2]

float m_EffectStartTime
private

◆ m_EffectStartTime [2/2]

protected float m_EffectStartTime
private

◆ m_EffectTime [1/2]

float m_EffectTime
private

◆ m_EffectTime [2/2]

protected float m_EffectTime
private

◆ m_ID

◆ m_IsActivated

bool m_IsActivated
private

Referenced by Activate(), Deactivate(), and IsActivated().

◆ m_IsClientOnly

bool m_IsClientOnly
private

Referenced by IsClientOnly().

◆ m_IsPersistent

bool m_IsPersistent = false
private

◆ m_IsTemplate

bool m_IsTemplate = true
private

Referenced by Destroy(), and Init().

◆ m_Manager

◆ m_MatGauss

Material m_MatGauss
private

◆ m_MaxCount

int m_MaxCount = -1
private

◆ m_PersistentParams

ref array<Param> m_PersistentParams = new array<Param>
private

◆ m_PlayedSound

bool m_PlayedSound
private

Referenced by CheckSoundFinished(), and PlaySound().

◆ m_Player

◆ m_Position

ref Param1<vector> m_Position = new Param1<vector>("0 0 0")
private

◆ m_Priority

◆ m_Requester [1/2]

protected PPERequester_FeverEffects m_Requester
private

◆ m_Requester [2/2]

protected PPERequester_HMPGhosts m_Requester
private

◆ m_RequesterBloodLoss

PPERequester_BloodLoss m_RequesterBloodLoss
private

◆ m_ServerUpdateDelta

float m_ServerUpdateDelta
private

Referenced by Update().

◆ m_ServerUpdateInterval

float m_ServerUpdateInterval = 1
private

Referenced by Update().

◆ m_ShakeLevel

int m_ShakeLevel
private

◆ m_SoundObject

SoundOnVehicle m_SoundObject
private

◆ m_SymptomType

◆ m_SyncToClient

◆ m_Time [1/2]

float m_Time
private

◆ m_Time [2/2]

protected float m_Time
private

◆ m_UID

int m_UID
private

Referenced by GetUID(), Init(), and OnDestructed().

◆ MAX_TIME_ACTIVE_SAVEGUARD

const float MAX_TIME_ACTIVE_SAVEGUARD = 20
private

Referenced by CheckDestroy().

◆ MAX_TIME_BETWEEN_EFFECTS

const int MAX_TIME_BETWEEN_EFFECTS = 35.0
private

◆ MIN_TIME_BETWEEN_EFFECTS

const int MIN_TIME_BETWEEN_EFFECTS = 25.0
private

The documentation for this class was generated from the following files: