Dayz 1.25
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Класс HumanCommandMelee2

Закрытые члены

void HumanCommandMelee2 ()
 
void ~HumanCommandMelee2 ()
 
proto native void ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
 marks command to continue to combo
 
proto native bool IsInComboRange ()
 returns true if hit is in range, where person can continue to combo
 
proto native bool WasHit ()
 is true only once after hit event
 
proto native void Cancel ()
 cancels command melee and goes to HumanCommandMove
 
proto native bool IsOnBack ()
 is on back in prone stance?
 
proto native int GetComboCount ()
 
proto native int GetCurrentHitType ()
 
proto native bool IsFinisher ()
 

Закрытые статические данные

static const int HIT_TYPE_LIGHT = 0
 
static const int HIT_TYPE_HEAVY = 1
 
static const int HIT_TYPE_FINISHER = 2
 
static const int HIT_TYPE_FINISHER_NECK = 3
 

Подробное описание

Конструктор(ы)

◆ HumanCommandMelee2()

void HumanCommandMelee2 ( )
inlineprivate
538{}

◆ ~HumanCommandMelee2()

void ~HumanCommandMelee2 ( )
inlineprivate
539{}

Методы

◆ Cancel()

proto native void Cancel ( )
private

cancels command melee and goes to HumanCommandMove

◆ ContinueCombo()

proto native void ContinueCombo ( bool pHeavyHit,
float pComboValue,
EntityAI target = null,
vector hitPos = vector.Zero )
private

marks command to continue to combo

◆ GetComboCount()

proto native int GetComboCount ( )
private

◆ GetCurrentHitType()

proto native int GetCurrentHitType ( )
private

◆ IsFinisher()

proto native bool IsFinisher ( )
private

◆ IsInComboRange()

proto native bool IsInComboRange ( )
private

returns true if hit is in range, where person can continue to combo

◆ IsOnBack()

proto native bool IsOnBack ( )
private

is on back in prone stance?

◆ WasHit()

proto native bool WasHit ( )
private

is true only once after hit event

Поля

◆ HIT_TYPE_FINISHER

const int HIT_TYPE_FINISHER = 2
staticprivate

Используется в DetermineFinisherAnimation().

◆ HIT_TYPE_FINISHER_NECK

const int HIT_TYPE_FINISHER_NECK = 3
staticprivate

Используется в DetermineFinisherAnimation().

◆ HIT_TYPE_HEAVY

const int HIT_TYPE_HEAVY = 1
staticprivate

◆ HIT_TYPE_LIGHT

const int HIT_TYPE_LIGHT = 0
staticprivate

Объявления и описания членов класса находятся в файле: