DayZ 1.26
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Класс EmoteBase

Защищенные члены

bool EmoteCondition (int stancemask)
 
bool CanBeCanceledNormally (notnull EmoteCB callback)
 
bool EmoteFBStanceCheck (int stancemask)
 Checks for valid stance mask.
 
bool DetermineOverride (out int callback_ID, out int stancemask, out bool is_fullbody)
 
void OnBeforeStandardCallbackCreated (int callback_ID, int stancemask, bool is_fullbody)
 
void OnCallbackEnd ()
 
bool EmoteStartOverride (typename callbacktype, int id, int mask, bool fullbody)
 
void SetOwnerPlayer (PlayerBase player)
 
PlayerBase GetOwnerPlayer ()
 
int GetID ()
 
string GetInputActionName ()
 
int GetStanceMaskAdditive ()
 
int GetStanceMaskFullbody ()
 
int GetAdditiveCallbackUID ()
 
int GetFullbodyCallbackUID ()
 
bool GetHideItemInHands ()
 
void EmoteLyingDown ()
 
override bool EmoteCondition (int stancemask)
 

Защищенные данные

PlayerBase m_Player
 
int m_ID = -1
 
string m_InputActionName = ""
 
int m_StanceMaskAdditive = 0
 
int m_StanceMaskFullbody = 0
 
int m_AdditiveCallbackUID = 0
 
int m_FullbodyCallbackUID = 0
 
bool m_HideItemInHands = false
 
const float WATER_DEPTH = 0.15
 

Закрытые члены

void EmoteGreeting ()
 
void EmoteHeart ()
 
override bool EmoteCondition (int stancemask)
 
void EmotePoint ()
 
void EmoteThumb ()
 
void EmoteThroat ()
 
void EmoteSalute ()
 
override bool EmoteCondition (int stancemask)
 
void EmoteDabbing ()
 
void EmoteClap ()
 
override bool EmoteCondition (int stancemask)
 
void EmoteWatching ()
 
void EmoteListening ()
 
void EmoteLookAtMe ()
 
void EmoteMove ()
 
void EmoteCome ()
 
void EmoteCampfireSit ()
 
override bool EmoteCondition (int stancemask)
 
void EmoteSitB ()
 
override bool EmoteCondition (int stancemask)
 
void EmoteRPSRock ()
 
void EmoteRPSScisors ()
 
void EmoteShake ()
 
void EmoteSuicide ()
 
override bool DetermineOverride (out int callback_ID, out int stancemask, out bool is_fullbody)
 
override bool EmoteCondition (int stancemask)
 
override bool CanBeCanceledNormally (notnull EmoteCB callback)
 
override void OnBeforeStandardCallbackCreated (int callback_ID, int stancemask, bool is_fullbody)
 
override void OnCallbackEnd ()
 

Подробное описание

Методы

◆ CanBeCanceledNormally() [1/2]

bool CanBeCanceledNormally ( notnull EmoteCB callback)
inlineprotected
18 {
19 return true;
20 }

◆ CanBeCanceledNormally() [2/2]

override bool CanBeCanceledNormally ( notnull EmoteCB callback)
inlineprivate
716 {
717 int state = callback.GetState();
718 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
719 return false;
720
721 return super.CanBeCanceledNormally(callback);;
722 }
Definition StateCB.c:2
Definition EntityAI.c:95

◆ DetermineOverride() [1/2]

bool DetermineOverride ( out int callback_ID,
out int stancemask,
out bool is_fullbody )
inlineprotected
40 {
41 return false;
42 }

◆ DetermineOverride() [2/2]

override bool DetermineOverride ( out int callback_ID,
out int stancemask,
out bool is_fullbody )
inlineprivate
624 {
625 is_fullbody = true;
626 callback_ID = -1;
627 stancemask = 0;
628 string suicideStr;
630 weapon = m_Player.GetItemInHands();
631 if (weapon)
632 {
633 if (weapon.ConfigIsExisting("suicideAnim"))
634 {
635 suicideStr = weapon.ConfigGetString("suicideAnim");
636 }
637
638 if (weapon.IsKindOf("Pistol_Base"))
639 {
640 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
641 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
642 //m_Player.OverrideShootFromCamera(false);
643 }
644 else if (Weapon_Base.Cast(weapon)) //long firearms
645 {
646 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
647 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
648 //m_Player.OverrideShootFromCamera(false);
649 }
650 else
651 {
652 switch (suicideStr)
653 {
654 case "onehanded":
655 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
656 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
657 break;
658
659 case "fireaxe":
660 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
661 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
662 break;
663
664 case "pitchfork":
665 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
666 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
667 break;
668
669 case "sword":
670 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
671 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
672 break;
673
674 case "spear":
675 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
676 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
677 break;
678
679 case "woodaxe":
680 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
681 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
682 break;
683
684 case "sickle":
685 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
686 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
687 break;
688
689 case "hoe":
690 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
691 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
692 break;
693 }
694 }
695 }
696 if (callback_ID > -1)
697 {
698 return true;
699 }
700 return false;
701 }
PlayerBase m_Player
Definition EmoteBase.c:3
Definition InventoryItem.c:731
shorthand
Definition BoltActionRifle_Base.c:6
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки m_Player.

◆ EmoteCampfireSit()

void EmoteCampfireSit ( )
inlineprivate
463 {
465 m_InputActionName = "EmoteCampfireSit";
467 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
469 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
470 m_HideItemInHands = true;
471 }
int m_StanceMaskFullbody
Definition EmoteBase.c:7
int m_StanceMaskAdditive
Definition EmoteBase.c:6
int m_FullbodyCallbackUID
Definition EmoteBase.c:9
bool m_HideItemInHands
Definition EmoteBase.c:10
int m_AdditiveCallbackUID
Definition EmoteBase.c:8
int m_ID
Definition EmoteBase.c:4
string m_InputActionName
Definition EmoteBase.c:5
Definition constants.c:356
const int ID_EMOTE_CAMPFIRE
Definition constants.c:369

Перекрестные ссылки EmoteConstants::ID_EMOTE_CAMPFIRE и m_ID.

◆ EmoteClap()

void EmoteClap ( )
inlineprivate
271 {
273 m_InputActionName = "EmoteClap";
274 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
276 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
278 m_HideItemInHands = true;
279 }
const int ID_EMOTE_CLAP
Definition constants.c:376

Перекрестные ссылки EmoteConstants::ID_EMOTE_CLAP и m_ID.

◆ EmoteCome()

void EmoteCome ( )
inlineprivate
416 {
418 m_InputActionName = "EmoteCome";
419 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
420 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
421 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
422 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
423 m_HideItemInHands = false;
424 }
const int ID_EMOTE_COME
Definition constants.c:389

Перекрестные ссылки EmoteConstants::ID_EMOTE_COME и m_ID.

◆ EmoteCondition() [1/8]

bool EmoteCondition ( int stancemask)
inlineprotected
13 {
14 return true;
15 }

◆ EmoteCondition() [2/8]

override bool EmoteCondition ( int stancemask)
inlineprivate
49 {
50 return !m_Player.GetItemInHands();
51 }

Перекрестные ссылки m_Player.

◆ EmoteCondition() [3/8]

override bool EmoteCondition ( int stancemask)
inlineprotected
83 {
84 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
85 if (water_info[0] >= WATER_DEPTH) //is player able to lay down without "drowning"?
86 return false;
87 return !m_Player.GetItemInHands();
88 }
const float WATER_DEPTH
Definition EmoteClasses.c:70
Definition EnConvert.c:106
class HumanCommandLadder HumanCommandSwim()
Definition human.c:673

Перекрестные ссылки HumanCommandSwim(), m_Player и WATER_DEPTH.

◆ EmoteCondition() [4/8]

override bool EmoteCondition ( int stancemask)
inlineprivate
216 {
217 return !m_Player.GetItemInHands();
218 }

Перекрестные ссылки m_Player.

◆ EmoteCondition() [5/8]

override bool EmoteCondition ( int stancemask)
inlineprivate
282 {
283 return !m_Player.GetItemInHands();
284 }

Перекрестные ссылки m_Player.

◆ EmoteCondition() [6/8]

override bool EmoteCondition ( int stancemask)
inlineprivate
474 {
475 return !m_Player.GetItemInHands();
476 }

Перекрестные ссылки m_Player.

◆ EmoteCondition() [7/8]

override bool EmoteCondition ( int stancemask)
inlineprivate
507 {
508 return !m_Player.GetItemInHands();
509 }

Перекрестные ссылки m_Player.

◆ EmoteCondition() [8/8]

override bool EmoteCondition ( int stancemask)
inlineprivate
704 {
705 ItemBase itemInHands = m_Player.GetItemInHands();
706
707 if (!itemInHands.CanBeUsedForSuicide())
708 {
709 return false;
710 }
711
712 return super.EmoteCondition(stancemask);
713 }

Перекрестные ссылки m_Player.

◆ EmoteDabbing()

void EmoteDabbing ( )
inlineprivate
243 {
245 //m_InputActionName = "EmoteDabbing";
246 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
248 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
250 m_HideItemInHands = true;
251 }
const int ID_EMOTE_DABBING
Definition constants.c:374

Перекрестные ссылки EmoteConstants::ID_EMOTE_DABBING и m_ID.

◆ EmoteFBStanceCheck()

bool EmoteFBStanceCheck ( int stancemask)
inlineprotected

Checks for valid stance mask.

24 {
25 int stanceIdx = DayZPlayerUtils.ConvertStanceMaskToStanceIdx(stancemask);
26
27 if (!m_Player)
28 {
29 ErrorEx("No player for 'PlayerCanChangeStance'");
30 return false;
31 }
32
33 if (stanceIdx != -1 && !DayZPlayerUtils.PlayerCanChangeStance(m_Player, stanceIdx))
34 return false;
35
36 return true;
37 }
void DayZPlayerUtils()
cannot be instantiated
Definition DayZPlayerUtils.c:465
enum ShapeType ErrorEx

Перекрестные ссылки DayZPlayerUtils(), ErrorEx и m_Player.

◆ EmoteGreeting()

void EmoteGreeting ( )
inlineprivate
5 {
7 m_InputActionName = "EmoteGreeting";
8 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
10 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
11 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
12 m_HideItemInHands = false;
13 }
const int ID_EMOTE_GREETING
Definition constants.c:357

Перекрестные ссылки EmoteConstants::ID_EMOTE_GREETING и m_ID.

◆ EmoteHeart()

void EmoteHeart ( )
inlineprivate
38 {
40 m_InputActionName = "EmoteHeart";
41 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
43 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
44 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
45 m_HideItemInHands = true;
46 }
const int ID_EMOTE_HEART
Definition constants.c:359

Перекрестные ссылки EmoteConstants::ID_EMOTE_HEART и m_ID.

◆ EmoteListening()

void EmoteListening ( )
inlineprivate
332 {
334 m_InputActionName = "EmoteListening";
335 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
336 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
337 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
338 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
339 m_HideItemInHands = false;
340 }
const int ID_EMOTE_LISTENING
Definition constants.c:383

Перекрестные ссылки EmoteConstants::ID_EMOTE_LISTENING и m_ID.

◆ EmoteLookAtMe()

void EmoteLookAtMe ( )
inlineprivate
360 {
362 m_InputActionName = "EmoteLookAtMe";
363 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
364 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
365 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
366 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
367 m_HideItemInHands = false;
368 }
const int ID_EMOTE_LOOKATME
Definition constants.c:385

Перекрестные ссылки EmoteConstants::ID_EMOTE_LOOKATME и m_ID.

◆ EmoteLyingDown()

void EmoteLyingDown ( )
inlineprotected
72 {
74 m_InputActionName = "EmoteLyingDown";
76 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
78 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
79 m_HideItemInHands = true;
80 }
const int ID_EMOTE_LYINGDOWN
Definition constants.c:361

Перекрестные ссылки EmoteConstants::ID_EMOTE_LYINGDOWN и m_ID.

◆ EmoteMove()

void EmoteMove ( )
inlineprivate
388 {
390 m_InputActionName = "EmoteMove";
391 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
392 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
393 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
394 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
395 m_HideItemInHands = false;
396 }
const int ID_EMOTE_MOVE
Definition constants.c:387

Перекрестные ссылки EmoteConstants::ID_EMOTE_MOVE и m_ID.

◆ EmotePoint()

void EmotePoint ( )
inlineprivate
108 {
110 m_InputActionName = "EmotePoint";
111 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
112 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
113 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
114 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
115 m_HideItemInHands = false;
116 }
const int ID_EMOTE_POINT
Definition constants.c:377

Перекрестные ссылки EmoteConstants::ID_EMOTE_POINT и m_ID.

◆ EmoteRPSRock()

void EmoteRPSRock ( )
inlineprivate
529 {
531 m_InputActionName = "EmoteRPSRock";
532 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
534 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
536 m_HideItemInHands = false;
537 }
const int ID_EMOTE_RPS_R
Definition constants.c:390

Перекрестные ссылки EmoteConstants::ID_EMOTE_RPS_R и m_ID.

◆ EmoteRPSScisors()

void EmoteRPSScisors ( )
inlineprivate
557 {
559 m_InputActionName = "EmoteRPSScisors";
560 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
562 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
564 m_HideItemInHands = false;
565 }
const int ID_EMOTE_RPS_S
Definition constants.c:392

Перекрестные ссылки EmoteConstants::ID_EMOTE_RPS_S и m_ID.

◆ EmoteSalute()

void EmoteSalute ( )
inlineprivate
205 {
207 m_InputActionName = "EmoteSalute";
209 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
211 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
212 m_HideItemInHands = true;
213 }
const int ID_EMOTE_SALUTE
Definition constants.c:379

Перекрестные ссылки EmoteConstants::ID_EMOTE_SALUTE и m_ID.

◆ EmoteShake()

void EmoteShake ( )
inlineprivate
585 {
587 m_InputActionName = "EmoteShake";
588 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
589 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
590 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
591 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
592 m_HideItemInHands = false;
593 }
const int ID_EMOTE_SHAKE
Definition constants.c:394

Перекрестные ссылки EmoteConstants::ID_EMOTE_SHAKE и m_ID.

◆ EmoteSitB()

void EmoteSitB ( )
inlineprivate
496 {
498 m_InputActionName = "EmoteSitB";
500 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
502 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
503 m_HideItemInHands = false;
504 }
const int ID_EMOTE_SITB
Definition constants.c:371

Перекрестные ссылки EmoteConstants::ID_EMOTE_SITB и m_ID.

◆ EmoteStartOverride()

bool EmoteStartOverride ( typename callbacktype ,
int id,
int mask,
bool fullbody )
inlineprotected
48 {
49 return false;
50 }

◆ EmoteSuicide()

void EmoteSuicide ( )
inlineprivate
613 {
615 m_InputActionName = "EmoteSuicide";
620 m_HideItemInHands = false;
621 }
const int ID_EMOTE_SUICIDE
Definition constants.c:367

Перекрестные ссылки EmoteConstants::ID_EMOTE_SUICIDE и m_ID.

◆ EmoteThroat()

void EmoteThroat ( )
inlineprivate
169 {
171 m_InputActionName = "EmoteThroat";
172 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
173 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
174 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
175 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
176 m_HideItemInHands = false;
177 }
const int ID_EMOTE_THROAT
Definition constants.c:366

Перекрестные ссылки EmoteConstants::ID_EMOTE_THROAT и m_ID.

◆ EmoteThumb()

void EmoteThumb ( )
inlineprivate
141 {
143 m_InputActionName = "EmoteThumb";
144 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
145 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
146 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
147 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
148 m_HideItemInHands = false;
149 }
const int ID_EMOTE_THUMB
Definition constants.c:365

Перекрестные ссылки EmoteConstants::ID_EMOTE_THUMB и m_ID.

◆ EmoteWatching()

void EmoteWatching ( )
inlineprivate
304 {
306 m_InputActionName = "EmoteWatching";
307 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
308 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
309 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
310 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
311 m_HideItemInHands = false;
312 }
const int ID_EMOTE_WATCHING
Definition constants.c:381

Перекрестные ссылки EmoteConstants::ID_EMOTE_WATCHING и m_ID.

◆ GetAdditiveCallbackUID()

int GetAdditiveCallbackUID ( )
inlineprotected
86 {
88 }

Перекрестные ссылки m_AdditiveCallbackUID.

◆ GetFullbodyCallbackUID()

int GetFullbodyCallbackUID ( )
inlineprotected
91 {
93 }

Перекрестные ссылки m_FullbodyCallbackUID.

◆ GetHideItemInHands()

bool GetHideItemInHands ( )
inlineprotected
96 {
97 return m_HideItemInHands;
98 }

Перекрестные ссылки m_HideItemInHands.

◆ GetID()

int GetID ( )
inlineprotected
66 {
67 return m_ID;
68 }

Перекрестные ссылки m_ID.

◆ GetInputActionName()

string GetInputActionName ( )
inlineprotected
71 {
72 return m_InputActionName;
73 }

Перекрестные ссылки m_InputActionName.

Используется в GetBoundButtonText().

◆ GetOwnerPlayer()

PlayerBase GetOwnerPlayer ( )
inlineprotected
61 {
62 return m_Player;
63 }

Перекрестные ссылки m_Player.

◆ GetStanceMaskAdditive()

int GetStanceMaskAdditive ( )
inlineprotected
76 {
78 }

Перекрестные ссылки m_StanceMaskAdditive.

◆ GetStanceMaskFullbody()

int GetStanceMaskFullbody ( )
inlineprotected
81 {
83 }

Перекрестные ссылки m_StanceMaskFullbody.

◆ OnBeforeStandardCallbackCreated() [1/2]

void OnBeforeStandardCallbackCreated ( int callback_ID,
int stancemask,
bool is_fullbody )
protected

◆ OnBeforeStandardCallbackCreated() [2/2]

override void OnBeforeStandardCallbackCreated ( int callback_ID,
int stancemask,
bool is_fullbody )
inlineprivate
725 {
726 if (callback_ID > -1)
727 {
728 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
729 m_Player.OverrideShootFromCamera(false);
730 }
731 }

Перекрестные ссылки m_Player и DayZPlayer::OverrideShootFromCamera().

◆ OnCallbackEnd() [1/2]

void OnCallbackEnd ( )
protected

◆ OnCallbackEnd() [2/2]

override void OnCallbackEnd ( )
inlineprivate
734 {
735 m_Player.SetSuicide(false);
736 }

Перекрестные ссылки m_Player и DayZPlayer::SetSuicide().

◆ SetOwnerPlayer()

void SetOwnerPlayer ( PlayerBase player)
inlineprotected
53 {
55 }

Перекрестные ссылки m_Player.

Поля

◆ m_AdditiveCallbackUID

int m_AdditiveCallbackUID = 0
protected

Используется в GetAdditiveCallbackUID().

◆ m_FullbodyCallbackUID

int m_FullbodyCallbackUID = 0
protected

Используется в GetFullbodyCallbackUID().

◆ m_HideItemInHands

bool m_HideItemInHands = false
protected

Используется в GetHideItemInHands().

◆ m_ID

int m_ID = -1
protected

Используется в GetID().

◆ m_InputActionName

string m_InputActionName = ""
protected

Используется в GetInputActionName().

◆ m_Player

PlayerBase m_Player
protected

Используется в EmoteFBStanceCheck(), GetOwnerPlayer() и SetOwnerPlayer().

◆ m_StanceMaskAdditive

int m_StanceMaskAdditive = 0
protected

Используется в GetStanceMaskAdditive().

◆ m_StanceMaskFullbody

int m_StanceMaskFullbody = 0
protected

Используется в GetStanceMaskFullbody().

◆ WATER_DEPTH

const float WATER_DEPTH = 0.15
protected

Объявления и описания членов классов находятся в файлах: