92 return this.ClassName();
125 if ( !
GetGame().IsServer() && !
GetGame().IsMultiplayer() )
return;
169 if (
GetGame().IsMultiplayer() )
173 #ifdef DIAG_DEVELOPER
178 if ( !
GetGame().IsDedicatedServer() )
196 if ( !
GetGame().IsDedicatedServer() )
void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
static ref Param2< int, int > PARAM2_INT_INT
static void SendPlayerSymptomADD(DayZPlayer pPlayer, int type, int state_type)
static void SendPlayerSymptomFB(DayZPlayer pPlayer, DayZPlayerConstants anim_id, int state_type, int stance_mask, float duration)
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
void OnGetDeactivatedServer(PlayerBase player)
only gets called once on an active Symptom that is being deactivated
SymptomManager GetManager()
void AnimationFinish()
gets called upon animation Symptom exit
void PlayAnimationFB(int animation, int stance_mask, float running_time=-1)
void Update(float deltatime)
SoundOnVehicle m_SoundObject
void PlaySound(EPlayerSoundEventID id)
const float MAX_TIME_ACTIVE_SAVEGUARD
protected void OnAnimationPlayFailed()
float m_ServerUpdateInterval
bool OnConstructed(SymptomManager manager)
void CheckSoundFinished()
protected void OnAnimationStart()
void OnGetActivatedServer(PlayerBase player)
gets called once on an Symptom which is being activated
float m_ServerUpdateDelta
void OnGetDeactivatedClient(PlayerBase player)
void OnInit()
this is just for the Symptom parameters set-up and is called even if the Symptom doesn't execute,...
void AnimationPlayFailed()
protected void OnAnimationFinish()
ref array< Param > m_PersistentParams
void OnGetActivatedClient(PlayerBase player)
void SetDuration(float duration)
void Init(SymptomManager manager, PlayerBase player, int uid)
void OnUpdateClient(PlayerBase player, float deltatime)
gets called every frame
void OnUpdateServer(PlayerBase player, float deltatime)
gets called every frame
void SyncToClientActivated(int SYMPTOM_id, int uid)
void SyncToClientDeactivated(int SYMPTOM_id, int uid)
SmptAnimMetaBase SpawnAnimMetaObject()
void PlayAnimationADD(int type)
bool m_DestroyOnAnimFinish
void MakeParamObjectPersistent(Param object)
void GetPersistentParams(array< Param > params)
void OnSymptomExit(SymptomBase Symptom, int uid)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto native CGame GetGame()