94 super.Init(ctx, manager, player);
106 callback =
m_Player.GetCommandModifier_Action();
139 super.Init(ctx, manager, player);
148 callback =
m_Player.GetCommandModifier_Action();
174 if(!ad || !ad.IsModifierActive())
200 if(ad && ad.IsModifierActive())
206 super.Update(movement_state);
protected int m_StanceMask
protected bool m_IsPlaying
Whether the Effect is currently playing.
bool m_isFBsymptomPlaying
static bool ReadPlayerSymptomFBParams(ParamsReadContext pCtx, out DayZPlayerConstants anim_id, out int stance_mask, out float duration)
static bool ReadPlayerSymptomADDParams(ParamsReadContext pCtx, out int type)
proto native bool IsActionFinished()
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Serialization general interface. Serializer API works with:
void AnimationFinish()
gets called upon animation Symptom exit
void AnimationPlayFailed()
SymptomBase GetCurrentPrimaryActiveSymptom()
void OnAnimationStarted()
void OnAnimationFinished(eAnimFinishType type=eAnimFinishType.SUCCESS)
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
class HumanCommandWeapons HumanCommandAdditives()