63 eStaminaState stamina_state;
67 if(zone ==
eStaminaZones.ZONE1 && tendency == eStaminaTendency.DOWN)
69 stamina_state = eStaminaState.ZONE1_DOWN;
72 if(zone ==
eStaminaZones.ZONE1 && tendency == eStaminaTendency.UP)
74 stamina_state = eStaminaState.ZONE1_UP;
77 if(zone ==
eStaminaZones.ZONE2 && tendency == eStaminaTendency.DOWN)
79 stamina_state = eStaminaState.ZONE2_DOWN;
82 if(zone ==
eStaminaZones.ZONE2 && tendency == eStaminaTendency.UP)
84 stamina_state = eStaminaState.ZONE2_UP;
87 if(zone ==
eStaminaZones.ZONE0 && tendency == eStaminaTendency.UP)
89 stamina_state = eStaminaState.ZONE0_UP;
92 if(zone ==
eStaminaZones.ZONE0 && tendency == eStaminaTendency.DOWN)
94 stamina_state = eStaminaState.ZONE0_DOWN;
122 eStaminaTendency stamina_tendency;
127 if( stamina_delta > 0 )
129 stamina_tendency = eStaminaTendency.DOWN;
131 if( stamina_delta <= 0 )
133 stamina_tendency = eStaminaTendency.UP;
156 stamina_normalized =
Math.
Clamp(stamina_normalized,0,1);
180 float m_PostponeTime = -1;
184 bool m_StaminaUpEndPlayed =
true;
202 eStaminaState stamina_state =
m_Player.GetStaminaState();
203 switch(stamina_state)
205 case eStaminaState.ZONE1_DOWN:
208 m_StaminaUpEndPlayed =
false;
212 case eStaminaState.ZONE1_UP:
215 m_StaminaUpEndPlayed =
false;
219 case eStaminaState.ZONE2_DOWN:
222 m_StaminaUpEndPlayed =
false;
226 case eStaminaState.ZONE2_UP:
229 m_StaminaUpEndPlayed =
false;
233 case eStaminaState.ZONE0_UP:
236 m_StaminaUpEndPlayed =
true;
244 case eStaminaState.ZONE0_DOWN:
ref Timer m_ClientCharacterDistanceCheck
class PlayerSoundManagerServer extends PlayerSoundManagerBase m_ClientCharacterTick
protected float m_Stamina
void StaminaHandler(PlayerBase player)
enum eStaminaZones ZONE1_DOWN
const float STAMINA_SOUND_TR1
enum eStaminaZones ZONE1_UP
eStaminaZones GetZone(float stamina)
const float STAMINA_SOUND_TR2
void SetStaminaZoneOffset(int zone_offset)
enum eStaminaZones ZONE2_DOWN
const float TICK_INTERVAL
enum eStaminaZones ZONE0_DOWN
enum eStaminaZones ZONE2_UP
enum eStaminaZones ZONE0_UP
class StaminaSoundHandlerBase extends SoundHandlerBase m_Stamina
StaminaHandler m_StaminaHandler
proto int GetTime()
returns mission time in milliseconds
bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
eStaminaState GetStaminaState(eStaminaTendency tendency, eStaminaZones zone)
void PostponeStamina(float time)
bool m_UpdateTimerRunning
proto native CGame GetGame()
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...