Dayz 1.25
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Файл dayzplayer.c

См. исходные тексты.

Структуры данных

class  DayZPlayerCameraResult
 
class  DayZPlayerTypeStepSoundLookupTable
 
class  DayZPlayerTypeAttachmentSoundLookupTable
 
class  VegetationSound
 
class  SDayZPlayerAimingModel
 

Перечисления

enum  DayZPlayerConstants {
  DEBUG_MENU , DEBUG_TURNSLIDE , DEBUG_SHOWDEBUGPLUGIN , DEBUG_SHOWINJURY ,
  DEBUG_SHOWEXHAUSTION , DEBUG_ENABLEJUMP , DEBUG_ENABLETALKING , STANCEIDX_ERECT ,
  STANCEIDX_CROUCH , STANCEIDX_PRONE , STANCEIDX_RAISEDERECT , STANCEIDX_RAISEDCROUCH ,
  STANCEIDX_RAISEDPRONE , STANCEIDX_RAISED , STANCEMASK_ERECT , STANCEMASK_CROUCH ,
  STANCEMASK_PRONE , STANCEMASK_RAISEDERECT , STANCEMASK_RAISEDCROUCH , STANCEMASK_RAISEDPRONE ,
  STANCEMASK_ALL , STANCEMASK_NOTRAISED = STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE , STANCEMASK_RAISED = STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE , MOVEMENT_IDLE ,
  MOVEMENT_WALK , MOVEMENT_RUN , MOVEMENT_SPRINT , ROTATION_DISABLE ,
  ROTATION_ENABLE , MOVEMENTIDX_SLIDE = -2 , MOVEMENTIDX_IDLE = 0 , MOVEMENTIDX_WALK = 1 ,
  MOVEMENTIDX_RUN = 2 , MOVEMENTIDX_SPRINT = 3 , MOVEMENTIDX_CROUCH_RUN = 4 , MELEE_LIGHT = 0 ,
  MELEE_HEAVY = 1 , VEHICLECLASS_CAR , VEHICLECLASS_HELI , VEHICLESEAT_DRIVER ,
  VEHICLESEAT_CODRIVER , VEHICLESEAT_PASSENGER_L , VEHICLESEAT_PASSENGER_R , DEATH_DEFAULT = -1 ,
  DEATH_PULL_OUT_TRANSPORT , DEATH_BODY , DEATH_FAST , DEATH_WATER ,
  DEATH_FALL , DEATH_UNCON_ON_LAND , DEATH_UNCON_IN_WATER , COMMANDID_NONE ,
  COMMANDID_MOVE , COMMANDID_ACTION , COMMANDID_MELEE , COMMANDID_MELEE2 ,
  COMMANDID_FALL , COMMANDID_DEATH , COMMANDID_DAMAGE , COMMANDID_LADDER ,
  COMMANDID_UNCONSCIOUS , COMMANDID_SWIM , COMMANDID_VEHICLE , COMMANDID_CLIMB ,
  COMMANDID_SCRIPT , COMMANDID_MOD_LOOKAT , COMMANDID_MOD_WEAPONS , COMMANDID_MOD_ACTION ,
  COMMANDID_MOD_DAMAGE , CMD_ACTIONINT_INTERRUPT = -2 , CMD_ACTIONINT_FINISH = -1 , CMD_ACTIONINT_END = 0 ,
  CMD_ACTIONINT_ACTION = 1 , CMD_ACTIONINT_ACTIONLOOP = 2 , CMD_ACTIONMOD_DRINK = 0 , CMD_ACTIONMOD_EAT = 1 ,
  CMD_ACTIONMOD_EMPTY_VESSEL = 2 , CMD_ACTIONMOD_CATCHRAIN = 3 , CMD_ACTIONMOD_VIEWCOMPASS = 7 , CMD_ACTIONMOD_ITEM_TUNE = 9 ,
  CMD_ACTIONMOD_GIVEL = 10 , CMD_ACTIONMOD_GIVER = 11 , CMD_ACTIONMOD_SHAVE = 12 , CMD_ACTIONMOD_FILLMAG = 13 ,
  CMD_ACTIONMOD_EMPTYMAG = 14 , CMD_ACTIONMOD_OPENITEM = 15 , CMD_ACTIONMOD_TAKETEMPSELF = 18 , CMD_ACTIONMOD_VIEWMAP = 19 ,
  CMD_ACTIONMOD_RAISEITEM = 20 , CMD_ACTIONMOD_SEARCHINVENTORY = 21 , CMD_ACTIONMOD_CRAFTING = 22 , CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23 ,
  CMD_ACTIONMOD_COVERHEAD_SELF = 24 , CMD_ACTIONMOD_COVERHEAD_TARGET = 25 , CMD_ACTIONMOD_SET_ALARM = 250 , CMD_ACTIONMOD_SET_KITCHENTIMER = 252 ,
  CMD_ACTIONMOD_RESET_KITCHENTIMER = 253 , CMD_ACTIONMOD_PICKUP_HANDS = 500 , CMD_ACTIONMOD_PICKUP_INVENTORY = 501 , CMD_ACTIONMOD_LICKBATTERY = 502 ,
  CMD_ACTIONMOD_LIGHTFLARE = 503 , CMD_ACTIONMOD_LITCHEMLIGHT = 504 , CMD_ACTIONMOD_UNPINGRENAGE = 505 , CMD_ACTIONMOD_OPENDOORFW = 506 ,
  CMD_ACTIONMOD_OPENLID = 507 , CMD_ACTIONMOD_CLOSELID = 508 , CMD_ACTIONMOD_ITEM_ON = 509 , CMD_ACTIONMOD_ITEM_OFF = 510 ,
  CMD_ACTIONMOD_BATONEXTEND = 511 , CMD_ACTIONMOD_BATONRETRACT = 512 , CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET = 513 , CMD_ACTIONMOD_FISHINGRODEXTEND = 514 ,
  CMD_ACTIONMOD_FISHINGRODRETRACT = 515 , CMD_ACTIONMOD_CLEANHANDSBOTTLE = 516 , CMD_ACTIONMOD_OPENITEM_ONCE = 517 , CMD_ACTIONMOD_ATTACHSCOPE = 518 ,
  CMD_ACTIONMOD_ATTACHBARREL = 519 , CMD_ACTIONMOD_EMPTYSEEDSPACK = 520 , CMD_ACTIONMOD_INTERACTONCE = 521 , CMD_ACTIONMOD_ATTACHITEM = 522 ,
  CMD_ACTIONMOD_CLOSEITEM_ONCE = 523 , CMD_ACTIONMOD_FOLDITEM_ONCE = 524 , CMD_ACTIONMOD_UNFOLDITEM_ONCE = 525 , CMD_ACTIONMOD_PRESS_TRIGGER = 526 ,
  CMD_ACTIONMOD_STOP_ALARM = 251 , CMD_ACTIONMOD_EAT_PILL = 527 , CMD_ACTIONMOD_EAT_TABLET = 528 , CMD_ACTIONMOD_HEATPACK = 529 ,
  CMD_ACTIONMOD_BLOODTEST = 530 , CMD_ACTIONMOD_BLOODTESTOTHER = 531 , CMD_ACTIONMOD_DROPITEM_HANDS = 900 , CMD_ACTIONMOD_DROPITEM_INVENTORY = 901 ,
  CMD_ACTIONFB_DRINK = 0 , CMD_ACTIONFB_EAT = 1 , CMD_ACTIONFB_CATCHRAIN = 3 , CMD_ACTIONFB_ITEM_TUNE = 9 ,
  CMD_ACTIONFB_GIVEL = 10 , CMD_ACTIONFB_GIVER = 11 , CMD_ACTIONFB_FILLMAG = 13 , CMD_ACTIONFB_EMPTYMAG = 14 ,
  CMD_ACTIONFB_DRINKPOND = 50 , CMD_ACTIONFB_DRINKWELL = 51 , CMD_ACTIONFB_FILLBOTTLEWELL = 52 , CMD_ACTIONFB_FIREESTINGUISHER = 53 ,
  CMD_ACTIONFB_WRING = 54 , CMD_ACTIONFB_FISHING = 56 , CMD_ACTIONFB_CPR = 57 , CMD_ACTIONFB_BANDAGE = 58 ,
  CMD_ACTIONFB_CRAFTING = 59 , CMD_ACTIONFB_INTERACT = 60 , CMD_ACTIONFB_FORCEFEED = 62 , CMD_ACTIONFB_BANDAGETARGET = 63 ,
  CMD_ACTIONFB_SPRAYPLANT = 64 , CMD_ACTIONFB_STARTFIRE = 65 , CMD_ACTIONFB_ANIMALSKINNING = 66 , CMD_ACTIONFB_WASHHANDSWELL = 67 ,
  CMD_ACTIONFB_WASHHANDSPOND = 68 , CMD_ACTIONFB_SALINEBLOODBAGTARGET = 69 , CMD_ACTIONFB_SALINEBLOODBAG = 70 , CMD_ACTIONFB_STITCHUPSELF = 71 ,
  CMD_ACTIONFB_VOMIT = 72 , CMD_ACTIONFB_UNRESTRAINTARGET = 73 , CMD_ACTIONFB_RESTRAINTARGET = 74 , CMD_ACTIONFB_CHECKPULSE = 76 ,
  CMD_ACTIONFB_CLEANWOUNDSTARGET = 78 , CMD_ACTIONFB_COLLECTBLOODSELF = 81 , CMD_ACTIONFB_EMPTY_VESSEL = 82 , CMD_ACTIONFB_OPENITEM = 83 ,
  CMD_ACTIONFB_HACKBUSH = 85 , CMD_ACTIONFB_HACKTREE = 86 , CMD_ACTIONFB_TAKETEMPSELF = 87 , CMD_ACTIONFB_DIG = 88 ,
  CMD_ACTIONFB_DIGUPCACHE = 89 , CMD_ACTIONFB_DIGMANIPULATE = 90 , CMD_ACTIONFB_DEPLOY_HEAVY = 95 , CMD_ACTIONFB_DEPLOY_2HD = 96 ,
  CMD_ACTIONFB_DEPLOY_1HD = 97 , CMD_ACTIONFB_BLOWFIREPLACE = 98 , CMD_ACTIONFB_VIEWMAP = 99 , CMD_ACTIONFB_VIEWCOMPASS = 100 ,
  CMD_ACTIONFB_FILLBOTTLEPOND = 101 , CMD_ACTIONFB_PLACING_HEAVY = 102 , CMD_ACTIONFB_PLACING_2HD = 103 , CMD_ACTIONFB_PLACING_1HD = 104 ,
  CMD_ACTIONFB_CUTBARK = 105 , CMD_ACTIONFB_VIEWNOTE = 106 , CMD_ACTIONFB_SEARCHINVENTORY = 107 , CMD_GESTUREFB_LOOKOPTICS = 108 ,
  CMD_ACTIONFB_MINEROCK = 109 , CMD_ACTIONFB_RAISEITEM = 110 , CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111 , CMD_ACTIONFB_RESTRAINSELF = 112 ,
  CMD_ACTIONFB_ASSEMBLE = 113 , CMD_ACTIONFB_DISASSEMBLE = 114 , CMD_ACTIONFB_FLAME_REPAIR = 115 , CMD_ACTIONFB_TURN_VALVE = 116 ,
  CMD_ACTIONFB_SET_ALARM = 250 , CMD_ACTIONFB_SHOVEL_DIG = 117 , CMD_ACTIONFB_VEHICLE_PUSH = 118 , CMD_ACTIONFB_PATCHING_TIRE = 119 ,
  CMD_ACTIONFB_PATCHING_DUCTTAPE = 120 , CMD_ACTIONFB_PATCHING_SEWING = 121 , CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT = 122 , CMD_ACTIONFB_SPLITTING_FIREWOOD = 123 ,
  CMD_ACTIONFB_BREAKING_STICK = 124 , CMD_ACTIONFB_CLEANING_WEAPON = 125 , CMD_ACTIONFB_PICKUP_HANDS = 500 , CMD_ACTIONFB_PICKUP_INVENTORY = 501 ,
  CMD_ACTIONFB_LICKBATTERY = 502 , CMD_ACTIONFB_LIGHTFLARE = 503 , CMD_ACTIONFB_LITCHEMLIGHT = 504 , CMD_ACTIONFB_UNPINGRENAGE = 505 ,
  CMD_ACTIONFB_ITEM_ON = 506 , CMD_ACTIONFB_ITEM_OFF = 507 , CMD_ACTIONFB_HANDCUFFTARGET = 508 , CMD_ACTIONFB_MORPHINE = 509 ,
  CMD_ACTIONFB_INJECTION = 510 , CMD_ACTIONFB_INJECTIONTARGET = 511 , CMD_ACTIONFB_DRINKSIP = 512 , CMD_ACTIONFB_CLEANHANDSBOTTLE = 513 ,
  CMD_ACTIONFB_OPENITEM_ONCE = 514 , CMD_ACTIONFB_POKE = 515 , CMD_ACTIONFB_ATTACHSCOPE = 516 , CMD_ACTIONFB_ATTACHBARREL = 517 ,
  CMD_ACTIONFB_RESTRAIN = 518 , CMD_ACTIONFB_PICKUP_HEAVY = 519 , CMD_ACTIONFB_PRESS_TRIGGER = 526 , CMD_ACTIONFB_RAISE_FLAG = 600 ,
  CMD_ACTIONFB_LOWER_FLAG = 601 , CMD_ACTIONFB_STOP_ALARM = 251 , CMD_ACTIONFB_EAT_PILL = 527 , CMD_ACTIONFB_EAT_TABLET = 528 ,
  CMD_ACTIONFB_HEATPACK = 529 , CMD_ACTIONFB_DROPITEM_HANDS = 900 , CMD_TRAILER_MASK = 3006 , CMD_TRAILER_MASK_02 = 3007 ,
  CMD_ACTIONMOD_STARTENGINE = 300 , CMD_ACTIONMOD_TOOTHORN = 301 , CMD_ACTIONMOD_DRIVER_DOOR_OPEN = 400 , CMD_ACTIONMOD_DRIVER_DOOR_CLOSE = 401 ,
  CMD_ACTIONMOD_CODRIVER_DOOROPEN = 402 , CMD_ACTIONMOD_CODRIVER_DOORCLOSE = 403 , CMD_ACTIONMOD_STOPENGINE = 404 , CMD_ACTIONMOD_SHIFTGEAR = 405 ,
  CMD_ACTIONMOD_HEADLIGHT = 406 , CMD_GESTUREMOD_GREETING = 1000 , CMD_GESTUREMOD_POINT = 1001 , CMD_GESTUREMOD_THUMB = 1002 ,
  CMD_GESTUREMOD_THUMBDOWN = 1003 , CMD_GESTUREMOD_SILENCE = 1004 , CMD_GESTUREMOD_TAUNT = 1005 , CMD_GESTUREMOD_TIMEOUT = 1006 ,
  CMD_GESTUREMOD_HEART = 1007 , CMD_GESTUREMOD_FACEPALM = 1008 , CMD_GESTUREMOD_WATCHING = 1009 , CMD_GESTUREMOD_HOLD = 1010 ,
  CMD_GESTUREMOD_LISTENING = 1011 , CMD_GESTUREMOD_POINTSELF = 1012 , CMD_GESTUREMOD_LOOKATME = 1013 , CMD_GESTUREMOD_OKAY = 1014 ,
  CMD_GESTUREMOD_RPS = 10000 , CMD_ACTIONINT_RPS_ROCK = 10 , CMD_ACTIONINT_RPS_PAPER = 11 , CMD_ACTIONINT_RPS_SCISSORS = 12 ,
  CMD_GESTUREMOD_THROAT = 1100 , CMD_GESTUREMOD_CLAP = 1101 , CMD_GESTUREMOD_DABBING = 1102 , CMD_GESTUREMOD_MOVE = 1103 ,
  CMD_GESTUREMOD_DOWN = 1104 , CMD_GESTUREMOD_COME = 1105 , CMD_GESTUREMOD_TAUNTKISS = 1106 , CMD_GESTUREMOD_TAUNTELBOW = 1107 ,
  CMD_GESTUREMOD_TAUNTTHINK = 1108 , CMD_GESTUREMOD_NODHEAD = 1109 , CMD_GESTUREMOD_SHAKEHEAD = 1110 , CMD_GESTUREMOD_SHRUG = 1111 ,
  CMD_GESTUREMOD_SURRENDER = 1112 , CMD_GESTUREMOD_SURRENDERIN = 1112 , CMD_GESTUREMOD_SURRENDEROUT = 1113 , CMD_GESTUREFB_GREETING = 1000 ,
  CMD_GESTUREFB_POINT = 1001 , CMD_GESTUREFB_THUMB = 1002 , CMD_GESTUREFB_THUMBDOWN = 1003 , CMD_GESTUREFB_SILENCE = 1004 ,
  CMD_GESTUREFB_TAUNT = 1005 , CMD_GESTUREFB_TIMEOUT = 1006 , CMD_GESTUREFB_HEART = 1007 , CMD_GESTUREFB_WATCHING = 1009 ,
  CMD_GESTUREFB_HOLD = 1010 , CMD_GESTUREFB_LISTENING = 1011 , CMD_GESTUREFB_POINTSELF = 1012 , CMD_GESTUREFB_LOOKATME = 1013 ,
  CMD_GESTUREFB_OKAY = 1014 , CMD_GESTUREFB_SALUTE = 1050 , CMD_GESTUREFB_CAMPFIRE = 1051 , CMD_GESTUREFB_LYINGDOWN = 1052 ,
  CMD_GESTUREFB_SOS = 1053 , CMD_GESTUREFB_SITA = 1054 , CMD_GESTUREFB_SITB = 1055 , CMD_GESTUREFB_DABBING = 1056 ,
  CMD_GESTUREFB_KNEEL = 1057 , CMD_GESTUREFB_THROAT = 1100 , CMD_GESTUREFB_MOVE = 1103 , CMD_GESTUREFB_DOWN = 1104 ,
  CMD_GESTUREFB_COME = 1105 , CMD_GESTUREFB_TAUNTKISS = 1106 , CMD_GESTUREFB_TAUNTTHINK = 1108 , CMD_GESTUREFB_DANCE = 1109 ,
  CMD_GESTUREFB_NODHEAD = 1110 , CMD_GESTUREFB_SHAKEHEAD = 1111 , CMD_GESTUREFB_SHRUG = 1112 , CMD_GESTUREFB_SURRENDER = 1113 ,
  CMD_GESTUREFB_SURRENDERIN = 1113 , CMD_GESTUREFB_SURRENDEROUT = 1114 , CMD_TRAILER_WAKE_UP = 3000 , CMD_TRAILER_DEAD_BODY = 3001 ,
  CMD_TRAILER_WALKIE_TALKIE = 3002 , CMD_TRAILER_WOUNDED = 3003 , CMD_TRAILER_WALK_AWAY = 3004 , CMD_TRAILER_DEAD = 3005 ,
  CMD_SUICIDEFB_1HD = 2000 , CMD_SUICIDEFB_FIREAXE = 2001 , CMD_SUICIDEFB_PITCHFORK = 2002 , CMD_SUICIDEFB_PISTOL = 2003 ,
  CMD_SUICIDEFB_RIFLE = 2004 , CMD_SUICIDEFB_SWORD = 2005 , CMD_SUICIDEFB_UNARMED = 2006 , CMD_SUICIDEFB_WOODAXE = 2007 ,
  CMD_SUICIDEFB_SPEAR = 2008 , CMD_SUICIDEFB_SICKLE = 2009 , CMD_SUICIDEFB_HOE = 2010
}
 defined in C++ Подробнее...
 
enum  DayZPlayerInstanceType {
  INSTANCETYPE_SERVER , INSTANCETYPE_CLIENT , INSTANCETYPE_REMOTE , INSTANCETYPE_AI_SERVER ,
  INSTANCETYPE_AI_REMOTE , INSTANCETYPE_AI_SINGLEPLAYER
}
 defined in C++ Подробнее...
 

Функции

class DayZPlayerCameraResult DayZPlayerCamera (DayZPlayer pPlayer, HumanInputController pInput)
 
void DayZPlayerCameraResult ()
 cannot be instanced from script (always created from C++)
 
void ~DayZPlayerCameraResult ()
 cannot be instanced from script (always created from C++)
 
bool CanFreeLook ()
 this overrides freelook for cameras
 
void OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
 virtual callback - called when camera is created
 
void OnUpdate (float pDt, out DayZPlayerCameraResult pOutResult)
 virtual callback - called each frame
 
vector GetBaseAngles ()
 
vector GetAdditiveAngles ()
 
string GetCameraName ()
 
float GetCurrentYaw ()
 
float GetCurrentPitch ()
 
float GetCurrentRoll ()
 
vector GetCurrentOrientation ()
 
bool IsCamera3rdRaised ()
 
void SpawnDiagCameraShake ()
 
void SpawnCameraShake (float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
 
void SpawnCameraShakeProper (float strength, float radius, float smoothness, float radius_decay_speed)
 
void SendRecoilOffsetZ (float offset)
 m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
 
class DayZPlayerTypeStepSoundLookupTable GetSoundBuilder (int eventId, int parameterHash)
 
SoundObjectBuilder GetSoundBuilder (int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
 
NoiseParams GetNoiseParams (int eventId)
 
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent (int event_id)
 
SoundObjectBuilder GetSoundBuilder (int eventId, string slotName, int attachmentHash)
 
class VegetationSound SetDefaultItemInHandsProfile (string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
 
void VegetationSound (SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
 
SoundObjectBuilder GetSoundObjectBuilder ()
 
TIntArray GetAnimEventIds ()
 
proto native void ResetItemInHandsProfiles ()
 reset profiles
 
proto native int AddItemInHandsProfile (string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
 VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands.
 
proto native int AddItemInHandsProfileIK (string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
 
proto native int AddItemBoneRemap (string pItemClass, array< string > pBoneRemap)
 
proto native void DebugPreloadAnimationInstances ()
 debug / hack - loads all animation instances
 
proto native void ResetCameraCreators ()
 resets camera creators
 
proto native void RegisterCameraCreator (int pCameraID, typename pCameraType)
 registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
 
proto native void RegisterCameraOnChangeFnStatic (typename pClass, string pFnName)
 registers camera on change function - static function
 
proto native void RegisterCameraOnChangeFn (Class pInstance, string pFnName)
 registers camera on change function -
 
proto native void SetLookLimits (float pDown, float pUp, float pLeft, float pRight)
 sets look limits for a player
 
proto native void SetAimLimits (float pDown, float pUp, float pLeft, float pRight)
 sets aim limits for a player
 
proto native void SetVerticalMinimumAimLimit (float value)
 sets vertical minimum aim limit for a player
 
proto native void SetCameraShootParams (float pRayDistance, float pRayRadius, float pMaxAngleCos)
 sets aim limits for a player
 
proto native int GetHeadBoneIdx ()
 
proto native void RegisterStepEvent (string pEventType, float pFilterTimeout)
 calls DayZPlayer.OnStepEvent();
 
proto native void RegisterSoundEvent (string pEventType, float pFilterTimeout)
 calls DayZPlayer.OnSoundEvent();
 
proto native void RegisterParticleEvent (string pEventType, float pFilterTimeout)
 calls DayZPlayer.OnParticleEvent();
 
void RegisterStepSoundLookupTable (DayZPlayerTypeStepSoundLookupTable pSSLUT)
 
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable ()
 
void RegisterAttachmentSoundLookupTable (DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
 
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable ()
 
void RegisterVoiceSoundLookupTable (DayZPlayerTypeVoiceSoundLookupTable pASLUT)
 
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable ()
 
void RegisterSoundTable (DayZPlayerTypeAnimTable pST)
 
DayZPlayerTypeAnimTable GetSoundTable ()
 
array< ref VegetationSoundGetVegetationSounds ()
 
NoiseParams GetNoiseParamsStand ()
 
NoiseParams GetNoiseParamsCrouch ()
 
NoiseParams GetNoiseParamsProne ()
 
NoiseParams GetNoiseParamsLandLight ()
 
NoiseParams GetNoiseParamsLandHeavy ()
 
NoiseParams GetNoiseParamsWhisper ()
 
NoiseParams GetNoiseParamsTalk ()
 
NoiseParams GetNoiseParamsShout ()
 
void LoadSoundWeaponEvent ()
 
void LoadVegetationSounds ()
 
AnimSoundEvent GetSoundWeaponEvent (int event_id)
 
void RegisterHitComponentsForAI ()
 register hit components for AI melee (used by attacking AI)
 
string GetHitComponentForAI ()
 
string GetDefaultHitComponent ()
 
string GetDefaultHitPositionComponent ()
 
array< stringGetSuitableFinisherHitComponents ()
 
void DayZPlayerType ()
 
void ~DayZPlayerType ()
 
proto native SHumanGlobalSettings GetGlobalSettingsW ()
 returns Human global settings for DayZPlayer
 
proto native SHumanCommandMoveSettings CommandMoveSettingsW ()
 
proto native SHumanCommandSwimSettings CommandSwimSettingsW ()
 
proto native SHumanCommandClimbSettings CommandClimbSettingsW ()
 
void SDayZPlayerHeadingModel ()
 cannot be created from script

 
void ~SDayZPlayerHeadingModel ()
 
proto native DayZPlayerType GetDayZPlayerType ()
 returns appropriate DayZPlayerType
 
proto native DayZPlayerInstanceType GetInstanceType ()
 
override string GetDebugName ()
 
bool HeadingModel (float pDt, SDayZPlayerHeadingModel pModel)
 
bool AimingModel (float pDt, SDayZPlayerAimingModel pModel)
 -------------— aiming model ----------------------—
 
void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 -------------— command handling ----------------------—
 
int CameraHandler (int pCameraMode)
 -------------— camera handling ----------------------—
 
proto native DayZPlayerCamera GetCurrentCamera ()
 -------------— camera additional functions ----------------------—
 
proto native void GetCurrentCameraTransform (out vector position, out vector direction, out vector rotation)
 gets transform of current player camera
 
proto native int GetCurrentPerItemCameraUD ()
 gets current camera
 
proto native bool IsCameraBlending ()
 
proto native void AnimCallCommand (int pCommand, int pParamInt, float pParamFloat)
 -------------— animation graph functions ----------------------—
 
proto native void AnimSetFloat (int pVar, float pFlt)
 
proto native void AnimSetInt (int pVar, int pInt)
 
proto native void AnimSetBool (int pVar, bool pBool)
 
proto native int Random ()
 -------------— deterministic random numbers ---------------------—
 
proto native float RandomRange (int pRange)
 Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)
 
proto native float Random01 ()
 Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
 
bool IsEyeZoom ()
 DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false.
 
int GetEyeZoomLevel ()
 returns eye zoom level, uses ECameraZoomType values
 
bool IsShootingFromCamera ()
 return true if shots are fired from camere, otherwise false
 
bool IsHoldingBreath ()
 return true if player is trying to hold breah, otherwise false
 
bool IsPerformingFBGesture ()
 return true if player is currently performing FB gesture, otherwise false
 
bool IsInThirdPerson ()
 return true if player is currently in 3pp, otherwise false
 
proto native MeleeCombatData GetMeleeCombatData ()
 processes melee hit
 
proto native void ProcessMeleeHit (InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
 processes melee hit (uses component index)
 
proto native void ProcessMeleeHitName (InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
 processes melee hit (uses component name)
 
proto native EClientKicked GetKickOffReason ()
 get reason for kickoff if available (server only)
 
proto native void ReleaseNetworkControls ()
 -------------— release controls ----------------------—
 
proto native void SendSyncJuncture (int pJunctureID, ParamsWriteContext ctx)
 -------------— sync stuff ----------------------—
 
proto native void StoreInputForRemotes (ParamsWriteContext ctx)
 
proto native bool DebugSyncShadowSetup (DayZPlayer pPlayer)
 -------------— sync shadow ----------------------—
 
void SetCurrentWaterLevel (float pWaterLevel)
 
float GetCurrentWaterLevel ()
 
bool IsPlayerInStance (int pStanceMask)
 -------------— camera additiona functions ----------------------—
 
void OnInputForRemote (ParamsReadContext ctx)
 
void OnInputFromServer (ParamsReadContext ctx)
 
proto native float IsPlayerSpeaking ()
 -------------— speaking anim ----------------------—
 
void UpdateDummyPlayerProxyVisibility (EntityAI shoulder, EntityAI melee)
 
void ForceStandUpForHeavyItems (notnull EntityAI item)
 -------------— Forces player to stand up when swapping to heavy item ----------------------—
 
void ForceStandUpForHeavyItemsSwap (notnull EntityAI item1, notnull EntityAI item2)
 
void OnThrowingModeChange (bool change_to_enabled)
 

Переменные

vector m_CameraTM [4]
 transformation matrix - pos + orient of the camera
 
float m_fFovMultiplier
 fov multiplier - 1.0 default - used for modifying fov -
 
float m_fFovAbsolute
 fov absolute value override - -1.0 default, if set - overrides absolute fov setting
 
float m_fNearPlane
 nearplane distance
 
float m_fPositionModelSpace
 0.0 position is in heading space, 1.0 position is in model space
 
float m_fDistance
 camera distance (external cameras only)
 
float m_fUseHeading
 0..1 (0 uses direct dir returned, 1 uses heading from player)
 
float m_fPredictCollisionRadius
 sphere radius used for collision prediction
 
int m_iDirectBone
 -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
 
int m_iDirectBoneMode
 
float m_fInsideCamera
 0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
 
bool m_bUpdateWhenBlendOut
 true - camera is updated when blending to new camera (Ironsights == false)
 
float m_fShootFromCamera
 1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
 
float m_fIgnoreParentRoll
 1 - resets base transforms roll
 
float m_fIgnoreParentPitch
 1 - resets base transforms pitch
 
float m_fIgnoreParentYaw
 1 - resets base transforms yaw
 
bool m_bUpdateEveryFrame
 Whether the camera updates the next frame or blends with next character update.
 
vector m_OwnerTM [4]
 override automatically calculated owner transform during rendering (default - false)
 
bool m_bOwnerTMOverride
 The world space transform of the owner to the camera.
 
IEntity m_CollisionIgnoreEntity
 ignore entity in 3rd person camera collision solver
 
DayZPlayer m_pPlayer
 data
 
HumanInputController m_pInput
 human input
 
ref SoundObjectBuilder m_SoundObjectBuilder
 
ref TIntArray m_AnimEventIds
 
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
 
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
 
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
 
ref DayZPlayerTypeAnimTable m_pSoundTable
 
ref NoiseParams m_pNoiseStepStand
 
ref NoiseParams m_pNoiseStepCrouch
 
ref NoiseParams m_pNoiseStepProne
 
ref NoiseParams m_pNoiseLandLight
 
ref NoiseParams m_pNoiseLandHeavy
 
ref NoiseParams m_pNoiseWhisper
 
ref NoiseParams m_pNoiseTalk
 
ref NoiseParams m_pNoiseShout
 
ref array< ref VegetationSoundm_pVegetationSounds
 
ref array< ref DayZAIHitComponentm_HitComponentsForAI
 Melee hit components (AI targeting)
 
string m_DefaultHitComponent
 
string m_DefaultHitPositionComponent
 
ref array< stringm_SuitableFinisherHitComponents
 
ref array< ref AnimSoundEventm_animSoundEventsAttack
 
enum DayZPlayerConstants SetDefaultItemInHandsProfile
 
enum DayZPlayerInstanceType m_iCamMode
 
int m_iCurrentCommandID
 
float m_fOrientationAngle
 
float m_fHeadingAngle
 
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE = 0
 
const int SIMPLE_SELECTION_MELEE_MELEE = 1
 
const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2
 
const int SIMPLE_SELECTION_SHOULDER_MELEE = 3
 

Подробное описание

this file is interface DayZPlayer classes

См. определение в файле dayzplayer.c

Перечисления

◆ DayZPlayerConstants

defined in C++

Элементы перечислений
DEBUG_MENU 

dayz player debug menu in enfusion


-------------------— movement stances --------------—

DEBUG_TURNSLIDE 

over turn slides / clamps

DEBUG_SHOWDEBUGPLUGIN 

menu for showing debug plugin

DEBUG_SHOWINJURY 

menu for showing injuries

DEBUG_SHOWEXHAUSTION 

menu for showing exhaustion

DEBUG_ENABLEJUMP 

menu for showing exhaustion

DEBUG_ENABLETALKING 

option for showing talk command

STANCEIDX_ERECT 

-------------------— movement stances --------------—

STANCEIDX_CROUCH 
STANCEIDX_PRONE 
STANCEIDX_RAISEDERECT 
STANCEIDX_RAISEDCROUCH 
STANCEIDX_RAISEDPRONE 
STANCEIDX_RAISED 
STANCEMASK_ERECT 

stance masks

STANCEMASK_CROUCH 
STANCEMASK_PRONE 
STANCEMASK_RAISEDERECT 
STANCEMASK_RAISEDCROUCH 
STANCEMASK_RAISEDPRONE 
STANCEMASK_ALL 
STANCEMASK_NOTRAISED 
STANCEMASK_RAISED 
MOVEMENT_IDLE 

movements - masks

MOVEMENT_WALK 

0x1

MOVEMENT_RUN 

0x2

MOVEMENT_SPRINT 

0x4

ROTATION_DISABLE 

0x8

rotation modes

ROTATION_ENABLE 
MOVEMENTIDX_SLIDE 

movement idx

MOVEMENTIDX_IDLE 
MOVEMENTIDX_WALK 
MOVEMENTIDX_RUN 
MOVEMENTIDX_SPRINT 
MOVEMENTIDX_CROUCH_RUN 
MELEE_LIGHT 

melee hit type

MELEE_HEAVY 
VEHICLECLASS_CAR 

vehicle classes

VEHICLECLASS_HELI 
VEHICLESEAT_DRIVER 

vehicle seats

VEHICLESEAT_CODRIVER 
VEHICLESEAT_PASSENGER_L 
VEHICLESEAT_PASSENGER_R 
DEATH_DEFAULT 

death types

DEATH_PULL_OUT_TRANSPORT 

not defining in C++ as it is only used in script for undefined type

DEATH_BODY 

transport death -> death - special handling for pulling a dead player out of a vehicle

DEATH_FAST 

locomotion -> death - normal death animation while a player is conciscious

DEATH_WATER 

locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle

DEATH_FALL 

swimming -> death

DEATH_UNCON_ON_LAND 

falling -> death

DEATH_UNCON_IN_WATER 

unconscious -> death - while not in water

COMMANDID_NONE 

unconscious -> death - while in water


-------------------— COMMAND IDs -------------------—

command ids - main movement commands

COMMANDID_MOVE 
COMMANDID_ACTION 
COMMANDID_MELEE 
COMMANDID_MELEE2 
COMMANDID_FALL 
COMMANDID_DEATH 
COMMANDID_DAMAGE 
COMMANDID_LADDER 
COMMANDID_UNCONSCIOUS 
COMMANDID_SWIM 
COMMANDID_VEHICLE 
COMMANDID_CLIMB 
COMMANDID_SCRIPT 
COMMANDID_MOD_LOOKAT 

modifier commands - additive behaviour

COMMANDID_MOD_WEAPONS 
COMMANDID_MOD_ACTION 
COMMANDID_MOD_DAMAGE 
CMD_ACTIONINT_INTERRUPT 

internal action commands used in HumanCommandActionCallback.InternalCommand()


-------------------— ACTIONS -----------------------—

totally interrupt action (no animation, just blend)

CMD_ACTIONINT_FINISH 

secondary ending (finishing action, eg running out of water while drinking, not all actions have this)

CMD_ACTIONINT_END 

end action (stopping action, without finish, all actions have this)

CMD_ACTIONINT_ACTION 

one time secondary action within an action

CMD_ACTIONINT_ACTIONLOOP 

loop secondary action within an action

CMD_ACTIONMOD_DRINK 

animations constants

note: (erc - standing, cro - crouching, pne - prone) anim pose it can start from note: (end, end2, action, loop2) internal command which can be send in loop state
looping


modifier (differential animation)

CMD_ACTIONMOD_EAT 
CMD_ACTIONMOD_EMPTY_VESSEL 
CMD_ACTIONMOD_CATCHRAIN 
CMD_ACTIONMOD_VIEWCOMPASS 
CMD_ACTIONMOD_ITEM_TUNE 
CMD_ACTIONMOD_GIVEL 
CMD_ACTIONMOD_GIVER 
CMD_ACTIONMOD_SHAVE 
CMD_ACTIONMOD_FILLMAG 
CMD_ACTIONMOD_EMPTYMAG 
CMD_ACTIONMOD_OPENITEM 
CMD_ACTIONMOD_TAKETEMPSELF 
CMD_ACTIONMOD_VIEWMAP 
CMD_ACTIONMOD_RAISEITEM 
CMD_ACTIONMOD_SEARCHINVENTORY 
CMD_ACTIONMOD_CRAFTING 
CMD_ACTIONMOD_RESTRAINEDSTRUGGLE 
CMD_ACTIONMOD_COVERHEAD_SELF 
CMD_ACTIONMOD_COVERHEAD_TARGET 
CMD_ACTIONMOD_SET_ALARM 
CMD_ACTIONMOD_SET_KITCHENTIMER 
CMD_ACTIONMOD_RESET_KITCHENTIMER 
CMD_ACTIONMOD_PICKUP_HANDS 
CMD_ACTIONMOD_PICKUP_INVENTORY 
CMD_ACTIONMOD_LICKBATTERY 
CMD_ACTIONMOD_LIGHTFLARE 
CMD_ACTIONMOD_LITCHEMLIGHT 
CMD_ACTIONMOD_UNPINGRENAGE 
CMD_ACTIONMOD_OPENDOORFW 
CMD_ACTIONMOD_OPENLID 
CMD_ACTIONMOD_CLOSELID 
CMD_ACTIONMOD_ITEM_ON 
CMD_ACTIONMOD_ITEM_OFF 
CMD_ACTIONMOD_BATONEXTEND 
CMD_ACTIONMOD_BATONRETRACT 
CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET 
CMD_ACTIONMOD_FISHINGRODEXTEND 
CMD_ACTIONMOD_FISHINGRODRETRACT 
CMD_ACTIONMOD_CLEANHANDSBOTTLE 
CMD_ACTIONMOD_OPENITEM_ONCE 
CMD_ACTIONMOD_ATTACHSCOPE 
CMD_ACTIONMOD_ATTACHBARREL 
CMD_ACTIONMOD_EMPTYSEEDSPACK 
CMD_ACTIONMOD_INTERACTONCE 
CMD_ACTIONMOD_ATTACHITEM 
CMD_ACTIONMOD_CLOSEITEM_ONCE 
CMD_ACTIONMOD_FOLDITEM_ONCE 
CMD_ACTIONMOD_UNFOLDITEM_ONCE 
CMD_ACTIONMOD_PRESS_TRIGGER 
CMD_ACTIONMOD_STOP_ALARM 
CMD_ACTIONMOD_EAT_PILL 
CMD_ACTIONMOD_EAT_TABLET 
CMD_ACTIONMOD_HEATPACK 
CMD_ACTIONMOD_BLOODTEST 
CMD_ACTIONMOD_BLOODTESTOTHER 
CMD_ACTIONMOD_DROPITEM_HANDS 
CMD_ACTIONMOD_DROPITEM_INVENTORY 
CMD_ACTIONFB_DRINK 

fb (full body)

CMD_ACTIONFB_EAT 
CMD_ACTIONFB_CATCHRAIN 
CMD_ACTIONFB_ITEM_TUNE 
CMD_ACTIONFB_GIVEL 
CMD_ACTIONFB_GIVER 
CMD_ACTIONFB_FILLMAG 
CMD_ACTIONFB_EMPTYMAG 
CMD_ACTIONFB_DRINKPOND 
CMD_ACTIONFB_DRINKWELL 
CMD_ACTIONFB_FILLBOTTLEWELL 
CMD_ACTIONFB_FIREESTINGUISHER 
CMD_ACTIONFB_WRING 
CMD_ACTIONFB_FISHING 
CMD_ACTIONFB_CPR 
CMD_ACTIONFB_BANDAGE 
CMD_ACTIONFB_CRAFTING 
CMD_ACTIONFB_INTERACT 
CMD_ACTIONFB_FORCEFEED 
CMD_ACTIONFB_BANDAGETARGET 
CMD_ACTIONFB_SPRAYPLANT 
CMD_ACTIONFB_STARTFIRE 
CMD_ACTIONFB_ANIMALSKINNING 
CMD_ACTIONFB_WASHHANDSWELL 
CMD_ACTIONFB_WASHHANDSPOND 
CMD_ACTIONFB_SALINEBLOODBAGTARGET 
CMD_ACTIONFB_SALINEBLOODBAG 
CMD_ACTIONFB_STITCHUPSELF 
CMD_ACTIONFB_VOMIT 
CMD_ACTIONFB_UNRESTRAINTARGET 
CMD_ACTIONFB_RESTRAINTARGET 
CMD_ACTIONFB_CHECKPULSE 
CMD_ACTIONFB_CLEANWOUNDSTARGET 
CMD_ACTIONFB_COLLECTBLOODSELF 
CMD_ACTIONFB_EMPTY_VESSEL 
CMD_ACTIONFB_OPENITEM 
CMD_ACTIONFB_HACKBUSH 
CMD_ACTIONFB_HACKTREE 
CMD_ACTIONFB_TAKETEMPSELF 
CMD_ACTIONFB_DIG 
CMD_ACTIONFB_DIGUPCACHE 
CMD_ACTIONFB_DIGMANIPULATE 
CMD_ACTIONFB_DEPLOY_HEAVY 
CMD_ACTIONFB_DEPLOY_2HD 
CMD_ACTIONFB_DEPLOY_1HD 
CMD_ACTIONFB_BLOWFIREPLACE 
CMD_ACTIONFB_VIEWMAP 
CMD_ACTIONFB_VIEWCOMPASS 
CMD_ACTIONFB_FILLBOTTLEPOND 
CMD_ACTIONFB_PLACING_HEAVY 
CMD_ACTIONFB_PLACING_2HD 
CMD_ACTIONFB_PLACING_1HD 
CMD_ACTIONFB_CUTBARK 
CMD_ACTIONFB_VIEWNOTE 
CMD_ACTIONFB_SEARCHINVENTORY 
CMD_GESTUREFB_LOOKOPTICS 
CMD_ACTIONFB_MINEROCK 
CMD_ACTIONFB_RAISEITEM 
CMD_ACTIONFB_RESTRAINEDSTRUGGLE 
CMD_ACTIONFB_RESTRAINSELF 
CMD_ACTIONFB_ASSEMBLE 
CMD_ACTIONFB_DISASSEMBLE 
CMD_ACTIONFB_FLAME_REPAIR 
CMD_ACTIONFB_TURN_VALVE 
CMD_ACTIONFB_SET_ALARM 
CMD_ACTIONFB_SHOVEL_DIG 
CMD_ACTIONFB_VEHICLE_PUSH 
CMD_ACTIONFB_PATCHING_TIRE 
CMD_ACTIONFB_PATCHING_DUCTTAPE 
CMD_ACTIONFB_PATCHING_SEWING 
CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT 
CMD_ACTIONFB_SPLITTING_FIREWOOD 
CMD_ACTIONFB_BREAKING_STICK 
CMD_ACTIONFB_CLEANING_WEAPON 
CMD_ACTIONFB_PICKUP_HANDS 
CMD_ACTIONFB_PICKUP_INVENTORY 
CMD_ACTIONFB_LICKBATTERY 
CMD_ACTIONFB_LIGHTFLARE 
CMD_ACTIONFB_LITCHEMLIGHT 
CMD_ACTIONFB_UNPINGRENAGE 
CMD_ACTIONFB_ITEM_ON 
CMD_ACTIONFB_ITEM_OFF 
CMD_ACTIONFB_HANDCUFFTARGET 
CMD_ACTIONFB_MORPHINE 
CMD_ACTIONFB_INJECTION 
CMD_ACTIONFB_INJECTIONTARGET 
CMD_ACTIONFB_DRINKSIP 
CMD_ACTIONFB_CLEANHANDSBOTTLE 
CMD_ACTIONFB_OPENITEM_ONCE 
CMD_ACTIONFB_POKE 
CMD_ACTIONFB_ATTACHSCOPE 
CMD_ACTIONFB_ATTACHBARREL 
CMD_ACTIONFB_RESTRAIN 
CMD_ACTIONFB_PICKUP_HEAVY 
CMD_ACTIONFB_PRESS_TRIGGER 
CMD_ACTIONFB_RAISE_FLAG 
CMD_ACTIONFB_LOWER_FLAG 
CMD_ACTIONFB_STOP_ALARM 
CMD_ACTIONFB_EAT_PILL 
CMD_ACTIONFB_EAT_TABLET 
CMD_ACTIONFB_HEATPACK 
CMD_ACTIONFB_DROPITEM_HANDS 
CMD_TRAILER_MASK 

-------------------— TRAILER -----------------------—

CMD_TRAILER_MASK_02 
CMD_ACTIONMOD_STARTENGINE 

-------------------— VEHICLES ----------------------—

CMD_ACTIONMOD_TOOTHORN 
CMD_ACTIONMOD_DRIVER_DOOR_OPEN 
CMD_ACTIONMOD_DRIVER_DOOR_CLOSE 
CMD_ACTIONMOD_CODRIVER_DOOROPEN 
CMD_ACTIONMOD_CODRIVER_DOORCLOSE 
CMD_ACTIONMOD_STOPENGINE 
CMD_ACTIONMOD_SHIFTGEAR 
CMD_ACTIONMOD_HEADLIGHT 
CMD_GESTUREMOD_GREETING 

-------------------— GESTURES ----------------------—

modifier (differential animation)

CMD_GESTUREMOD_POINT 
CMD_GESTUREMOD_THUMB 
CMD_GESTUREMOD_THUMBDOWN 
CMD_GESTUREMOD_SILENCE 
CMD_GESTUREMOD_TAUNT 
CMD_GESTUREMOD_TIMEOUT 
CMD_GESTUREMOD_HEART 
CMD_GESTUREMOD_FACEPALM 
CMD_GESTUREMOD_WATCHING 
CMD_GESTUREMOD_HOLD 
CMD_GESTUREMOD_LISTENING 
CMD_GESTUREMOD_POINTSELF 
CMD_GESTUREMOD_LOOKATME 
CMD_GESTUREMOD_OKAY 
CMD_GESTUREMOD_RPS 
CMD_ACTIONINT_RPS_ROCK 
CMD_ACTIONINT_RPS_PAPER 
CMD_ACTIONINT_RPS_SCISSORS 
CMD_GESTUREMOD_THROAT 
CMD_GESTUREMOD_CLAP 
CMD_GESTUREMOD_DABBING 
CMD_GESTUREMOD_MOVE 
CMD_GESTUREMOD_DOWN 
CMD_GESTUREMOD_COME 
CMD_GESTUREMOD_TAUNTKISS 
CMD_GESTUREMOD_TAUNTELBOW 
CMD_GESTUREMOD_TAUNTTHINK 
CMD_GESTUREMOD_NODHEAD 
CMD_GESTUREMOD_SHAKEHEAD 
CMD_GESTUREMOD_SHRUG 
CMD_GESTUREMOD_SURRENDER 
CMD_GESTUREMOD_SURRENDERIN 
CMD_GESTUREMOD_SURRENDEROUT 
CMD_GESTUREFB_GREETING 

fb (full body)

CMD_GESTUREFB_POINT 
CMD_GESTUREFB_THUMB 
CMD_GESTUREFB_THUMBDOWN 
CMD_GESTUREFB_SILENCE 
CMD_GESTUREFB_TAUNT 
CMD_GESTUREFB_TIMEOUT 
CMD_GESTUREFB_HEART 
CMD_GESTUREFB_WATCHING 
CMD_GESTUREFB_HOLD 
CMD_GESTUREFB_LISTENING 
CMD_GESTUREFB_POINTSELF 
CMD_GESTUREFB_LOOKATME 
CMD_GESTUREFB_OKAY 
CMD_GESTUREFB_SALUTE 
CMD_GESTUREFB_CAMPFIRE 
CMD_GESTUREFB_LYINGDOWN 
CMD_GESTUREFB_SOS 
CMD_GESTUREFB_SITA 
CMD_GESTUREFB_SITB 
CMD_GESTUREFB_DABBING 
CMD_GESTUREFB_KNEEL 
CMD_GESTUREFB_THROAT 
CMD_GESTUREFB_MOVE 
CMD_GESTUREFB_DOWN 
CMD_GESTUREFB_COME 
CMD_GESTUREFB_TAUNTKISS 
CMD_GESTUREFB_TAUNTTHINK 
CMD_GESTUREFB_DANCE 
CMD_GESTUREFB_NODHEAD 
CMD_GESTUREFB_SHAKEHEAD 
CMD_GESTUREFB_SHRUG 
CMD_GESTUREFB_SURRENDER 
CMD_GESTUREFB_SURRENDERIN 
CMD_GESTUREFB_SURRENDEROUT 
CMD_TRAILER_WAKE_UP 

-------------------— TRAILER -----------------------—

CMD_TRAILER_DEAD_BODY 
CMD_TRAILER_WALKIE_TALKIE 
CMD_TRAILER_WOUNDED 
CMD_TRAILER_WALK_AWAY 
CMD_TRAILER_DEAD 
CMD_SUICIDEFB_1HD 

-------------------— SUICIDE -----------------------—

fb (full body)

CMD_SUICIDEFB_FIREAXE 
CMD_SUICIDEFB_PITCHFORK 
CMD_SUICIDEFB_PISTOL 
CMD_SUICIDEFB_RIFLE 
CMD_SUICIDEFB_SWORD 
CMD_SUICIDEFB_UNARMED 
CMD_SUICIDEFB_WOODAXE 
CMD_SUICIDEFB_SPEAR 
CMD_SUICIDEFB_SICKLE 
CMD_SUICIDEFB_HOE 
602{
606 DEBUG_MENU,
613
614
618
625 /*
626 STANCEIDX_ERECT + STANCEIDX_RAISED = STANCEIDX_RAISEDERECT
627 STANCEIDX_RAISEDCROUCH - STANCEIDX_RAISED = STANCEIDX_CROUCH...
628 */
630
631
639 STANCEMASK_ALL, // STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE | STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE
642
643
649
651
654
659 MOVEMENTIDX_RUN = 2,
662
664 MELEE_LIGHT = 0,
665 MELEE_HEAVY = 1,
666
667
671
677
679 DEATH_DEFAULT = -1,
681 DEATH_BODY,
682 DEATH_FAST,
684 DEATH_FALL,
687 // - Type not used for "swimming to death" or "transport to death"
688
692
694 COMMANDID_NONE, // type is int - no command - invalid state
695 COMMANDID_MOVE, // type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
696 COMMANDID_ACTION, // type is int (overridden from C++) - full body action
697 COMMANDID_MELEE, // type is int (overridden from C++) - melee attacks
698 COMMANDID_MELEE2, // type is int (overridden from C++) - melee attacks
699 COMMANDID_FALL, // type is int (overridden from C++) - falling
700 COMMANDID_DEATH, // type is int (overridden from C++) - dead
701 COMMANDID_DAMAGE, // type is int (overridden from C++) - fullbody damage
702 COMMANDID_LADDER, // type is int (overridden from C++) - ladder
703 COMMANDID_UNCONSCIOUS, // type is int (overridden from C++) - unconscious
704 COMMANDID_SWIM, // type is int (overridden from C++) - swimming
705 COMMANDID_VEHICLE, // type is int (overridden from C++) - vehicle
706 COMMANDID_CLIMB, // type is int (overridden from C++) - climb
707 COMMANDID_SCRIPT, // type is int (overridden from C++) - all scripted commands
708
709
711 COMMANDID_MOD_LOOKAT, // look at - always on
712 COMMANDID_MOD_WEAPONS, // weapons - always on
713 COMMANDID_MOD_ACTION, // action - additive action
714 COMMANDID_MOD_DAMAGE, // damage - additive damage
715
716
717
718
722
729
730
732
735
737
740 CMD_ACTIONMOD_DRINK = 0, // erc,cro [end, end2]
741 CMD_ACTIONMOD_EAT = 1, // erc,cro [end, end2]
742 CMD_ACTIONMOD_EMPTY_VESSEL = 2, // erc,cro [end]
743 CMD_ACTIONMOD_CATCHRAIN = 3, // erc,cro [end]
744 CMD_ACTIONMOD_VIEWCOMPASS = 7, // erc,cro [end]
745 CMD_ACTIONMOD_ITEM_TUNE = 9, // erc,cro [end]
746 CMD_ACTIONMOD_GIVEL = 10, // erc,cro [end]
747 CMD_ACTIONMOD_GIVER = 11, // erc,cro [end]
748 CMD_ACTIONMOD_SHAVE = 12, // erc,cro [end]
749 CMD_ACTIONMOD_FILLMAG = 13, // erc,cro [end]
750 CMD_ACTIONMOD_EMPTYMAG = 14, // erc,cro [end]
751 CMD_ACTIONMOD_OPENITEM = 15, // erc,cro [end]
752 CMD_ACTIONMOD_TAKETEMPSELF = 18, // erc,cro [end]
753 CMD_ACTIONMOD_VIEWMAP = 19, // erc,cro [end]
754 CMD_ACTIONMOD_RAISEITEM = 20, // erc,cro [end]
755 CMD_ACTIONMOD_SEARCHINVENTORY = 21, // erc,cro [end]
756 CMD_ACTIONMOD_CRAFTING = 22, // erc,cro [end]
757 CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23, // erc,cro [end, end2]
758 CMD_ACTIONMOD_COVERHEAD_SELF = 24, // erc,cro [end, end2]
759 CMD_ACTIONMOD_COVERHEAD_TARGET = 25, // erc,cro [end, end2]
763
764 // onetime
765 CMD_ACTIONMOD_PICKUP_HANDS = 500, // erc,cro
766 CMD_ACTIONMOD_PICKUP_INVENTORY = 501, // erc,cro
767 CMD_ACTIONMOD_LICKBATTERY = 502, // erc,cro
768 CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
769 CMD_ACTIONMOD_LITCHEMLIGHT = 504, // erc,cro
770 CMD_ACTIONMOD_UNPINGRENAGE = 505, // erc,cro
771 CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
772 CMD_ACTIONMOD_OPENLID = 507, // erc,cro
773 CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
774 CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
775 CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
776 CMD_ACTIONMOD_BATONEXTEND = 511, // erc,cro
777 CMD_ACTIONMOD_BATONRETRACT = 512, // erc,cro
778 CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET = 513, // erc,cro
779 CMD_ACTIONMOD_FISHINGRODEXTEND = 514, // erc,cro
780 CMD_ACTIONMOD_FISHINGRODRETRACT = 515, // erc,cro
781 CMD_ACTIONMOD_CLEANHANDSBOTTLE = 516, // erc,cro
782 CMD_ACTIONMOD_OPENITEM_ONCE = 517, // erc,cro
783 CMD_ACTIONMOD_ATTACHSCOPE = 518, // erc,cro
784 CMD_ACTIONMOD_ATTACHBARREL = 519, // erc,cro
785 CMD_ACTIONMOD_EMPTYSEEDSPACK = 520, // erc,cro
786 CMD_ACTIONMOD_INTERACTONCE = 521, // erc,cro
787 CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
788 CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
789 CMD_ACTIONMOD_FOLDITEM_ONCE = 524, // erc,cro
790 CMD_ACTIONMOD_UNFOLDITEM_ONCE = 525, // erc,cro
791 CMD_ACTIONMOD_PRESS_TRIGGER = 526, // erc,cro
793 CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
794 CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
795 CMD_ACTIONMOD_HEATPACK = 529, // erc,cro
796 CMD_ACTIONMOD_BLOODTEST = 530, // erc,cro
797 CMD_ACTIONMOD_BLOODTESTOTHER = 531, // erc,cro
798
799
800 CMD_ACTIONMOD_DROPITEM_HANDS = 900, // erc, cro
801 CMD_ACTIONMOD_DROPITEM_INVENTORY = 901, // erc, cro
802
803
804
807 CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
808 CMD_ACTIONFB_EAT = 1, // pne [end, end2]
809 CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
810 CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
811 CMD_ACTIONFB_GIVEL = 10, // pne [end]
812 CMD_ACTIONFB_GIVER = 11, // pne [end]
813 CMD_ACTIONFB_FILLMAG = 13, // pne [end]
814 CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
815 CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
816 CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
817 CMD_ACTIONFB_FILLBOTTLEWELL = 52, // cro [end]
818 CMD_ACTIONFB_FIREESTINGUISHER = 53, // erc [end]
819 CMD_ACTIONFB_WRING = 54, // cro [end]
820 CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
821 CMD_ACTIONFB_CPR = 57, // cro [end]
822 CMD_ACTIONFB_BANDAGE = 58, // cro [end]
823 CMD_ACTIONFB_CRAFTING = 59, // cro [end]
824 CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
825 CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
826 CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
827 CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
828 CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
829 CMD_ACTIONFB_ANIMALSKINNING = 66, // cro [end]
830 CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
831 CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
832 CMD_ACTIONFB_SALINEBLOODBAGTARGET = 69, // erc,cro [end]
833 CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
834 CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
835 CMD_ACTIONFB_VOMIT = 72, // cro [end]
836 CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
837 CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
838 CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
839 CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
840 CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
841 CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
842 CMD_ACTIONFB_OPENITEM = 83, // pne [end]
843 CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
844 CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
845 CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
846 CMD_ACTIONFB_DIG = 88, // erc [end, end2]
847 CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
848 CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
849 CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
850 CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
851 CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
852 CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
853 CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
854 CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
855 CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
856 CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
857 CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
858 CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
859 CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
860 CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
861 CMD_ACTIONFB_SEARCHINVENTORY = 107, // pne [end]
862 CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
863 CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
864 CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
865 CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
866 CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
867 CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
868 CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
869 CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
870 CMD_ACTIONFB_TURN_VALVE = 116, // erc
871 CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
872 CMD_ACTIONFB_SHOVEL_DIG = 117, // cro [end, end2]
873 CMD_ACTIONFB_VEHICLE_PUSH = 118, // erc
874 CMD_ACTIONFB_PATCHING_TIRE = 119, // cro [end]
875 CMD_ACTIONFB_PATCHING_DUCTTAPE = 120, // cro [end]
876 CMD_ACTIONFB_PATCHING_SEWING = 121, // cro [end]
878 CMD_ACTIONFB_SPLITTING_FIREWOOD = 123, // cro [end]
879 CMD_ACTIONFB_BREAKING_STICK = 124, // cro [end]
880 CMD_ACTIONFB_CLEANING_WEAPON = 125, // cro [end]
881
882 // onetime
883 CMD_ACTIONFB_PICKUP_HANDS = 500, // pne
885 CMD_ACTIONFB_LICKBATTERY = 502, // pne
886 CMD_ACTIONFB_LIGHTFLARE = 503, // pne
887 CMD_ACTIONFB_LITCHEMLIGHT = 504, // pne
888 CMD_ACTIONFB_UNPINGRENAGE = 505, // pne
889 CMD_ACTIONFB_ITEM_ON = 506, // pne
890 CMD_ACTIONFB_ITEM_OFF = 507, // pne
891 CMD_ACTIONFB_HANDCUFFTARGET = 508, // erc,cro
892 CMD_ACTIONFB_MORPHINE = 509, // cro
893 CMD_ACTIONFB_INJECTION = 510, // cro
894 CMD_ACTIONFB_INJECTIONTARGET = 511, // erc,cro
895 CMD_ACTIONFB_DRINKSIP = 512, // cro
897 CMD_ACTIONFB_OPENITEM_ONCE = 514, // pne
898 CMD_ACTIONFB_POKE = 515, // cro
899 CMD_ACTIONFB_ATTACHSCOPE = 516, // pne
900 CMD_ACTIONFB_ATTACHBARREL = 517, // pne
901 CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
902 CMD_ACTIONFB_PICKUP_HEAVY = 519, // erc
903 CMD_ACTIONFB_PRESS_TRIGGER = 526, // pne
904 CMD_ACTIONFB_RAISE_FLAG = 600, // erc?
905 CMD_ACTIONFB_LOWER_FLAG = 601, // erc?
907 CMD_ACTIONFB_EAT_PILL = 527, // pne
908 CMD_ACTIONFB_EAT_TABLET = 528, // pne
909 CMD_ACTIONFB_HEATPACK = 529, // pne
910
911 CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
912
916 CMD_TRAILER_MASK = 3006,
917 CMD_TRAILER_MASK_02 = 3007,
918
919
923
924 // looping actions
925 CMD_ACTIONMOD_STARTENGINE = 300, // [end]
926 CMD_ACTIONMOD_TOOTHORN = 301, // [end]
927
928 // onetime actions
936
937
938
939
944 CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
945 CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
946 CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
947 CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
948 CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
949 CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
950 CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
951 CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
952 CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
953 CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
954 CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
955 CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
956 CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
957 CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
958 CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
959
960 CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
961
962 CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
963 CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
964 CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
965
966
967 // onetime
968 CMD_GESTUREMOD_THROAT = 1100, // erc,cro
969 CMD_GESTUREMOD_CLAP = 1101, // erc,cro
970 CMD_GESTUREMOD_DABBING = 1102, // erc,cro
971 CMD_GESTUREMOD_MOVE = 1103, // erc,cro
972 CMD_GESTUREMOD_DOWN = 1104, // erc,cro
973 CMD_GESTUREMOD_COME = 1105, // erc,cro
974 CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
975 CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
976 CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
977 CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
978 CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
979 CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
980 CMD_GESTUREMOD_SURRENDER = 1112, // erc
981 CMD_GESTUREMOD_SURRENDERIN = 1112, // erc
982 CMD_GESTUREMOD_SURRENDEROUT = 1113, // erc
983
986 CMD_GESTUREFB_GREETING = 1000, // pne [end]
987 CMD_GESTUREFB_POINT = 1001, // pne [end]
988 CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
989 CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
990 CMD_GESTUREFB_SILENCE = 1004, // pne [end]
991 CMD_GESTUREFB_TAUNT = 1005, // pne [end]
992 CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
993 CMD_GESTUREFB_HEART = 1007, // pne [end]
994 CMD_GESTUREFB_WATCHING = 1009, // pne [end]
995 CMD_GESTUREFB_HOLD = 1010, // pne [end]
996 CMD_GESTUREFB_LISTENING = 1011, // pne [end]
997 CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
998 CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
999 CMD_GESTUREFB_OKAY = 1014, // pne [end]
1000
1001 CMD_GESTUREFB_SALUTE = 1050, // erc [end]
1002 CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
1003 CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
1004 CMD_GESTUREFB_SOS = 1053, // erc [end]
1005 CMD_GESTUREFB_SITA = 1054, // cro [end]
1006 CMD_GESTUREFB_SITB = 1055, // cro [end]
1007 CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
1008 CMD_GESTUREFB_KNEEL = 1057, // cro [end]
1009
1010 // onetime
1011 CMD_GESTUREFB_THROAT = 1100, // pne
1012 CMD_GESTUREFB_MOVE = 1103, // pne
1013 CMD_GESTUREFB_DOWN = 1104, // pne
1014 CMD_GESTUREFB_COME = 1105, // pne
1015 CMD_GESTUREFB_TAUNTKISS = 1106, // pne
1016 CMD_GESTUREFB_TAUNTTHINK = 1108, // pne
1017 CMD_GESTUREFB_DANCE = 1109, // erc
1018 CMD_GESTUREFB_NODHEAD = 1110, // pne
1019 CMD_GESTUREFB_SHAKEHEAD = 1111, // pne
1020 CMD_GESTUREFB_SHRUG = 1112, // pne
1021 CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
1022 CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
1023 CMD_GESTUREFB_SURRENDEROUT = 1114, // cro,pne
1024
1025
1029 CMD_TRAILER_WAKE_UP = 3000,
1030 CMD_TRAILER_DEAD_BODY = 3001,
1032 CMD_TRAILER_WOUNDED = 3003,
1033 CMD_TRAILER_WALK_AWAY = 3004,
1034 CMD_TRAILER_DEAD = 3005,
1035
1036
1041 CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1042 CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1043 CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1044 CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1045 CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1046 CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1047 CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1048 CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1049 CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1050 CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1051 CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1052
1053 // 32767 is totaly MAXIMAL index !!!!!
1054
1055};
@ STANCEMASK_ERECT
stance masks
Definition dayzplayer.c:633
@ CMD_ACTIONMOD_ATTACHSCOPE
Definition dayzplayer.c:783
@ CMD_ACTIONFB_VIEWCOMPASS
Definition dayzplayer.c:854
@ CMD_ACTIONFB_FILLMAG
Definition dayzplayer.c:813
@ CMD_GESTUREFB_COME
Definition dayzplayer.c:1014
@ CMD_GESTUREMOD_LISTENING
Definition dayzplayer.c:955
@ ROTATION_ENABLE
Definition dayzplayer.c:653
@ CMD_GESTUREMOD_TAUNTELBOW
Definition dayzplayer.c:975
@ CMD_GESTUREMOD_POINT
Definition dayzplayer.c:945
@ CMD_GESTUREFB_GREETING
Definition dayzplayer.c:986
@ CMD_ACTIONMOD_CRAFTING
Definition dayzplayer.c:756
@ CMD_ACTIONFB_FILLBOTTLEPOND
Definition dayzplayer.c:855
@ CMD_ACTIONMOD_STOPENGINE
Definition dayzplayer.c:933
@ CMD_ACTIONFB_ITEM_OFF
Definition dayzplayer.c:890
@ CMD_ACTIONFB_DRINKSIP
Definition dayzplayer.c:895
@ DEBUG_ENABLETALKING
option for showing talk command
Definition dayzplayer.c:612
@ CMD_GESTUREMOD_SURRENDEROUT
Definition dayzplayer.c:982
@ CMD_ACTIONMOD_OPENLID
Definition dayzplayer.c:772
@ CMD_SUICIDEFB_PISTOL
Definition dayzplayer.c:1044
@ MELEE_LIGHT
melee hit type
Definition dayzplayer.c:664
@ CMD_ACTIONFB_CUTBARK
Definition dayzplayer.c:859
@ CMD_ACTIONFB_TURN_VALVE
Definition dayzplayer.c:870
@ CMD_GESTUREFB_LOOKOPTICS
Definition dayzplayer.c:862
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
Definition dayzplayer.c:725
@ CMD_ACTIONFB_INJECTIONTARGET
Definition dayzplayer.c:894
@ CMD_TRAILER_WAKE_UP
Definition dayzplayer.c:1029
@ CMD_ACTIONFB_FISHING
Definition dayzplayer.c:820
@ CMD_ACTIONFB_SPRAYPLANT
Definition dayzplayer.c:827
@ CMD_GESTUREFB_LYINGDOWN
Definition dayzplayer.c:1003
@ CMD_ACTIONMOD_RAISEITEM
Definition dayzplayer.c:754
@ CMD_ACTIONFB_STOP_ALARM
Definition dayzplayer.c:906
@ CMD_ACTIONMOD_INTERACTONCE
Definition dayzplayer.c:786
@ CMD_ACTIONMOD_EAT_TABLET
Definition dayzplayer.c:794
@ CMD_ACTIONFB_PLACING_HEAVY
Definition dayzplayer.c:856
@ CMD_ACTIONFB_SET_ALARM
Definition dayzplayer.c:871
@ CMD_ACTIONFB_VIEWMAP
Definition dayzplayer.c:853
@ CMD_ACTIONFB_SHOVEL_DIG
Definition dayzplayer.c:872
@ CMD_ACTIONMOD_ATTACHBARREL
Definition dayzplayer.c:784
@ CMD_GESTUREMOD_TAUNT
Definition dayzplayer.c:949
@ DEBUG_TURNSLIDE
over turn slides / clamps
Definition dayzplayer.c:607
@ CMD_ACTIONFB_WRING
Definition dayzplayer.c:819
@ CMD_ACTIONMOD_ITEM_OFF
Definition dayzplayer.c:775
@ CMD_ACTIONFB_RESTRAINTARGET
Definition dayzplayer.c:837
@ CMD_ACTIONFB_HACKBUSH
Definition dayzplayer.c:843
@ STANCEIDX_ERECT
Definition dayzplayer.c:619
@ STANCEMASK_PRONE
Definition dayzplayer.c:635
@ STANCEIDX_RAISEDPRONE
Definition dayzplayer.c:624
@ CMD_GESTUREMOD_HOLD
Definition dayzplayer.c:954
@ CMD_TRAILER_MASK_02
Definition dayzplayer.c:917
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Definition dayzplayer.c:896
@ CMD_GESTUREFB_SHAKEHEAD
Definition dayzplayer.c:1019
@ CMD_ACTIONFB_EAT_TABLET
Definition dayzplayer.c:908
@ STANCEIDX_RAISEDCROUCH
Definition dayzplayer.c:623
@ CMD_ACTIONFB_LICKBATTERY
Definition dayzplayer.c:885
@ CMD_GESTUREFB_TAUNTKISS
Definition dayzplayer.c:1015
@ COMMANDID_MOVE
Definition dayzplayer.c:695
@ CMD_ACTIONMOD_STOP_ALARM
Definition dayzplayer.c:792
@ CMD_ACTIONFB_ATTACHBARREL
Definition dayzplayer.c:900
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
Definition dayzplayer.c:877
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Definition dayzplayer.c:610
@ MOVEMENTIDX_RUN
Definition dayzplayer.c:659
@ CMD_GESTUREFB_SILENCE
Definition dayzplayer.c:990
@ CMD_ACTIONFB_UNPINGRENAGE
Definition dayzplayer.c:888
@ STANCEMASK_CROUCH
Definition dayzplayer.c:634
@ CMD_ACTIONFB_BANDAGE
Definition dayzplayer.c:822
@ CMD_ACTIONMOD_BLOODTESTOTHER
Definition dayzplayer.c:797
@ COMMANDID_MOD_DAMAGE
Definition dayzplayer.c:714
@ CMD_ACTIONFB_POKE
Definition dayzplayer.c:898
@ CMD_GESTUREMOD_SURRENDERIN
Definition dayzplayer.c:981
@ VEHICLESEAT_PASSENGER_R
Definition dayzplayer.c:676
@ CMD_GESTUREMOD_TAUNTKISS
Definition dayzplayer.c:974
@ CMD_ACTIONFB_DEPLOY_2HD
Definition dayzplayer.c:850
@ CMD_ACTIONFB_HEATPACK
Definition dayzplayer.c:909
@ CMD_ACTIONFB_SALINEBLOODBAG
Definition dayzplayer.c:833
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Definition dayzplayer.c:930
@ CMD_ACTIONMOD_LICKBATTERY
Definition dayzplayer.c:767
@ CMD_SUICIDEFB_UNARMED
Definition dayzplayer.c:1047
@ CMD_ACTIONFB_EAT
Definition dayzplayer.c:808
@ CMD_GESTUREFB_SITA
Definition dayzplayer.c:1005
@ CMD_GESTUREFB_SHRUG
Definition dayzplayer.c:1020
@ CMD_ACTIONFB_CRAFTING
Definition dayzplayer.c:823
@ CMD_ACTIONMOD_GIVEL
Definition dayzplayer.c:746
@ CMD_ACTIONMOD_COVERHEAD_SELF
Definition dayzplayer.c:758
@ COMMANDID_SWIM
Definition dayzplayer.c:704
@ CMD_ACTIONFB_DRINKPOND
Definition dayzplayer.c:815
@ MOVEMENT_SPRINT
0x4
Definition dayzplayer.c:648
@ CMD_ACTIONMOD_BATONRETRACT
Definition dayzplayer.c:777
@ CMD_ACTIONFB_DRINKWELL
Definition dayzplayer.c:816
@ CMD_GESTUREFB_KNEEL
Definition dayzplayer.c:1008
@ CMD_GESTUREFB_POINT
Definition dayzplayer.c:987
@ CMD_GESTUREMOD_TIMEOUT
Definition dayzplayer.c:950
@ CMD_GESTUREMOD_MOVE
Definition dayzplayer.c:971
@ CMD_ACTIONFB_DEPLOY_1HD
Definition dayzplayer.c:851
@ CMD_ACTIONFB_VOMIT
Definition dayzplayer.c:835
@ MELEE_HEAVY
Definition dayzplayer.c:665
@ COMMANDID_LADDER
Definition dayzplayer.c:702
@ CMD_GESTUREMOD_SURRENDER
Definition dayzplayer.c:980
@ VEHICLESEAT_PASSENGER_L
Definition dayzplayer.c:675
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:865
@ STANCEIDX_CROUCH
Definition dayzplayer.c:620
@ CMD_GESTUREFB_POINTSELF
Definition dayzplayer.c:997
@ CMD_GESTUREMOD_DABBING
Definition dayzplayer.c:970
@ COMMANDID_MELEE
Definition dayzplayer.c:697
@ CMD_ACTIONFB_UNRESTRAINTARGET
Definition dayzplayer.c:836
@ CMD_GESTUREFB_SURRENDEROUT
Definition dayzplayer.c:1023
@ CMD_ACTIONMOD_SHAVE
Definition dayzplayer.c:748
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Definition dayzplayer.c:931
@ CMD_SUICIDEFB_PITCHFORK
Definition dayzplayer.c:1043
@ DEBUG_MENU
dayz player debug menu in enfusion
Definition dayzplayer.c:606
@ DEBUG_SHOWINJURY
menu for showing injuries
Definition dayzplayer.c:609
@ CMD_ACTIONMOD_LIGHTFLARE
Definition dayzplayer.c:768
@ COMMANDID_NONE
unconscious -> death - while in water
Definition dayzplayer.c:694
@ CMD_ACTIONFB_DIG
Definition dayzplayer.c:846
@ MOVEMENT_WALK
0x1
Definition dayzplayer.c:646
@ CMD_ACTIONFB_TAKETEMPSELF
Definition dayzplayer.c:845
@ CMD_ACTIONMOD_STARTENGINE
Definition dayzplayer.c:925
@ CMD_ACTIONFB_LIGHTFLARE
Definition dayzplayer.c:886
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Definition dayzplayer.c:839
@ CMD_ACTIONMOD_EAT_PILL
Definition dayzplayer.c:793
@ CMD_ACTIONFB_EMPTY_VESSEL
Definition dayzplayer.c:841
@ CMD_ACTIONINT_RPS_ROCK
Definition dayzplayer.c:962
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Definition dayzplayer.c:788
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Definition dayzplayer.c:711
@ CMD_GESTUREFB_TIMEOUT
Definition dayzplayer.c:992
@ CMD_GESTUREFB_THUMB
Definition dayzplayer.c:988
@ CMD_ACTIONFB_ATTACHSCOPE
Definition dayzplayer.c:899
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Definition dayzplayer.c:785
@ CMD_ACTIONMOD_ITEM_ON
Definition dayzplayer.c:774
@ CMD_ACTIONFB_PICKUP_HANDS
Definition dayzplayer.c:883
@ CMD_GESTUREMOD_SILENCE
Definition dayzplayer.c:948
@ CMD_ACTIONFB_DROPITEM_HANDS
Definition dayzplayer.c:911
@ CMD_ACTIONFB_PATCHING_SEWING
Definition dayzplayer.c:876
@ CMD_ACTIONFB_ITEM_ON
Definition dayzplayer.c:889
@ CMD_ACTIONFB_GIVER
Definition dayzplayer.c:812
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Definition dayzplayer.c:779
@ CMD_ACTIONFB_MORPHINE
Definition dayzplayer.c:892
@ CMD_GESTUREFB_HEART
Definition dayzplayer.c:993
@ CMD_ACTIONFB_CATCHRAIN
Definition dayzplayer.c:809
@ CMD_SUICIDEFB_1HD
Definition dayzplayer.c:1041
@ CMD_ACTIONFB_RESTRAINSELF
Definition dayzplayer.c:866
@ COMMANDID_FALL
Definition dayzplayer.c:699
@ CMD_GESTUREMOD_COME
Definition dayzplayer.c:973
@ CMD_GESTUREMOD_RPS
Definition dayzplayer.c:960
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Definition dayzplayer.c:790
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Definition dayzplayer.c:761
@ CMD_ACTIONFB_BLOWFIREPLACE
Definition dayzplayer.c:852
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
Definition dayzplayer.c:686
@ ROTATION_DISABLE
0x8
Definition dayzplayer.c:652
@ CMD_ACTIONMOD_FISHINGRODRETRACT
Definition dayzplayer.c:780
@ CMD_SUICIDEFB_SPEAR
Definition dayzplayer.c:1049
@ CMD_SUICIDEFB_WOODAXE
Definition dayzplayer.c:1048
@ CMD_ACTIONFB_LITCHEMLIGHT
Definition dayzplayer.c:887
@ MOVEMENTIDX_SPRINT
Definition dayzplayer.c:660
@ CMD_ACTIONFB_PRESS_TRIGGER
Definition dayzplayer.c:903
@ CMD_ACTIONFB_VEHICLE_PUSH
Definition dayzplayer.c:873
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Definition dayzplayer.c:932
@ CMD_GESTUREFB_TAUNTTHINK
Definition dayzplayer.c:1016
@ CMD_GESTUREMOD_WATCHING
Definition dayzplayer.c:953
@ CMD_ACTIONMOD_DRINK
animations constants
Definition dayzplayer.c:740
@ CMD_ACTIONFB_OPENITEM_ONCE
Definition dayzplayer.c:897
@ COMMANDID_MELEE2
Definition dayzplayer.c:698
@ CMD_GESTUREMOD_THUMB
Definition dayzplayer.c:946
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
Definition dayzplayer.c:878
@ CMD_TRAILER_WALK_AWAY
Definition dayzplayer.c:1033
@ CMD_ACTIONMOD_EAT
Definition dayzplayer.c:741
@ VEHICLECLASS_CAR
vehicle classes
Definition dayzplayer.c:669
@ STANCEMASK_RAISEDPRONE
Definition dayzplayer.c:638
@ CMD_GESTUREFB_WATCHING
Definition dayzplayer.c:994
@ CMD_SUICIDEFB_FIREAXE
Definition dayzplayer.c:1042
@ CMD_GESTUREMOD_CLAP
Definition dayzplayer.c:969
@ CMD_ACTIONMOD_BLOODTEST
Definition dayzplayer.c:796
@ CMD_ACTIONMOD_UNPINGRENAGE
Definition dayzplayer.c:770
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
Definition dayzplayer.c:728
@ CMD_ACTIONMOD_FILLMAG
Definition dayzplayer.c:749
@ STANCEMASK_RAISEDERECT
Definition dayzplayer.c:636
@ CMD_GESTUREFB_HOLD
Definition dayzplayer.c:995
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Definition dayzplayer.c:929
@ CMD_GESTUREFB_DOWN
Definition dayzplayer.c:1013
@ COMMANDID_ACTION
Definition dayzplayer.c:696
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
Definition dayzplayer.c:682
@ CMD_ACTIONMOD_FOLDITEM_ONCE
Definition dayzplayer.c:789
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
Definition dayzplayer.c:681
@ CMD_ACTIONFB_LOWER_FLAG
Definition dayzplayer.c:905
@ CMD_TRAILER_WOUNDED
Definition dayzplayer.c:1032
@ CMD_SUICIDEFB_SICKLE
Definition dayzplayer.c:1050
@ COMMANDID_MOD_WEAPONS
Definition dayzplayer.c:712
@ CMD_ACTIONINT_RPS_SCISSORS
Definition dayzplayer.c:964
@ CMD_GESTUREFB_SITB
Definition dayzplayer.c:1006
@ CMD_GESTUREMOD_HEART
Definition dayzplayer.c:951
@ COMMANDID_SCRIPT
Definition dayzplayer.c:707
@ CMD_ACTIONFB_PLACING_1HD
Definition dayzplayer.c:858
@ CMD_ACTIONMOD_SET_ALARM
Definition dayzplayer.c:760
@ CMD_ACTIONFB_MINEROCK
Definition dayzplayer.c:863
@ CMD_GESTUREFB_THROAT
Definition dayzplayer.c:1011
@ STANCEMASK_RAISED
Definition dayzplayer.c:641
@ CMD_ACTIONFB_RESTRAIN
Definition dayzplayer.c:901
@ STANCEMASK_ALL
Definition dayzplayer.c:639
@ CMD_ACTIONFB_CPR
Definition dayzplayer.c:821
@ MOVEMENT_RUN
0x2
Definition dayzplayer.c:647
@ CMD_ACTIONFB_PATCHING_TIRE
Definition dayzplayer.c:874
@ CMD_TRAILER_WALKIE_TALKIE
Definition dayzplayer.c:1031
@ CMD_ACTIONFB_DIGMANIPULATE
Definition dayzplayer.c:848
@ CMD_ACTIONFB_HANDCUFFTARGET
Definition dayzplayer.c:891
@ CMD_ACTIONFB_BREAKING_STICK
Definition dayzplayer.c:879
@ CMD_ACTIONMOD_PRESS_TRIGGER
Definition dayzplayer.c:791
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Definition dayzplayer.c:801
@ CMD_ACTIONMOD_ITEM_TUNE
Definition dayzplayer.c:745
@ CMD_SUICIDEFB_RIFLE
Definition dayzplayer.c:1045
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
Definition dayzplayer.c:875
@ CMD_ACTIONFB_WASHHANDSPOND
Definition dayzplayer.c:831
@ CMD_GESTUREMOD_GREETING
Definition dayzplayer.c:944
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Definition dayzplayer.c:781
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
Definition dayzplayer.c:724
@ STANCEMASK_NOTRAISED
Definition dayzplayer.c:640
@ CMD_ACTIONFB_INJECTION
Definition dayzplayer.c:893
@ MOVEMENT_IDLE
movements - masks
Definition dayzplayer.c:645
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Definition dayzplayer.c:778
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Definition dayzplayer.c:832
@ CMD_GESTUREMOD_SHAKEHEAD
Definition dayzplayer.c:978
@ COMMANDID_VEHICLE
Definition dayzplayer.c:705
@ CMD_ACTIONFB_CHECKPULSE
Definition dayzplayer.c:838
@ COMMANDID_CLIMB
Definition dayzplayer.c:706
@ CMD_ACTIONFB_RAISEITEM
Definition dayzplayer.c:864
@ CMD_GESTUREFB_NODHEAD
Definition dayzplayer.c:1018
@ CMD_ACTIONFB_FILLBOTTLEWELL
Definition dayzplayer.c:817
@ CMD_ACTIONMOD_GIVER
Definition dayzplayer.c:747
@ CMD_ACTIONFB_STARTFIRE
Definition dayzplayer.c:828
@ CMD_GESTUREFB_LOOKATME
Definition dayzplayer.c:998
@ CMD_ACTIONFB_DISASSEMBLE
Definition dayzplayer.c:868
@ CMD_ACTIONFB_VIEWNOTE
Definition dayzplayer.c:860
@ CMD_GESTUREFB_DANCE
Definition dayzplayer.c:1017
@ CMD_TRAILER_MASK
Definition dayzplayer.c:916
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Definition dayzplayer.c:727
@ MOVEMENTIDX_WALK
Definition dayzplayer.c:658
@ CMD_GESTUREFB_TAUNT
Definition dayzplayer.c:991
@ CMD_ACTIONMOD_TOOTHORN
Definition dayzplayer.c:926
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Definition dayzplayer.c:766
@ CMD_ACTIONFB_EMPTYMAG
Definition dayzplayer.c:814
@ CMD_SUICIDEFB_SWORD
Definition dayzplayer.c:1046
@ CMD_ACTIONFB_INTERACT
Definition dayzplayer.c:824
@ COMMANDID_DEATH
Definition dayzplayer.c:700
@ CMD_GESTUREFB_SALUTE
Definition dayzplayer.c:1001
@ CMD_ACTIONFB_DRINK
Definition dayzplayer.c:807
@ CMD_GESTUREMOD_LOOKATME
Definition dayzplayer.c:957
@ CMD_ACTIONFB_FIREESTINGUISHER
Definition dayzplayer.c:818
@ CMD_GESTUREMOD_THROAT
Definition dayzplayer.c:968
@ CMD_ACTIONMOD_CATCHRAIN
Definition dayzplayer.c:743
@ CMD_ACTIONMOD_BATONEXTEND
Definition dayzplayer.c:776
@ CMD_TRAILER_DEAD_BODY
Definition dayzplayer.c:1030
@ DEATH_UNCON_ON_LAND
falling -> death
Definition dayzplayer.c:685
@ STANCEMASK_RAISEDCROUCH
Definition dayzplayer.c:637
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:757
@ COMMANDID_MOD_ACTION
Definition dayzplayer.c:713
@ CMD_GESTUREMOD_TAUNTTHINK
Definition dayzplayer.c:976
@ CMD_GESTUREMOD_POINTSELF
Definition dayzplayer.c:956
@ CMD_ACTIONMOD_VIEWMAP
Definition dayzplayer.c:753
@ CMD_ACTIONMOD_EMPTYMAG
Definition dayzplayer.c:750
@ CMD_ACTIONMOD_EMPTY_VESSEL
Definition dayzplayer.c:742
@ CMD_ACTIONFB_OPENITEM
Definition dayzplayer.c:842
@ CMD_ACTIONFB_RAISE_FLAG
Definition dayzplayer.c:904
@ CMD_TRAILER_DEAD
Definition dayzplayer.c:1034
@ CMD_ACTIONFB_STITCHUPSELF
Definition dayzplayer.c:834
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Definition dayzplayer.c:611
@ VEHICLESEAT_DRIVER
vehicle seats
Definition dayzplayer.c:673
@ CMD_ACTIONFB_WASHHANDSWELL
Definition dayzplayer.c:830
@ MOVEMENTIDX_SLIDE
movement idx
Definition dayzplayer.c:656
@ CMD_SUICIDEFB_HOE
Definition dayzplayer.c:1051
@ CMD_GESTUREMOD_FACEPALM
Definition dayzplayer.c:952
@ MOVEMENTIDX_CROUCH_RUN
Definition dayzplayer.c:661
@ VEHICLESEAT_CODRIVER
Definition dayzplayer.c:674
@ CMD_ACTIONMOD_LITCHEMLIGHT
Definition dayzplayer.c:769
@ CMD_ACTIONMOD_OPENITEM
Definition dayzplayer.c:751
@ COMMANDID_DAMAGE
Definition dayzplayer.c:701
@ CMD_ACTIONMOD_TAKETEMPSELF
Definition dayzplayer.c:752
@ CMD_ACTIONMOD_HEADLIGHT
Definition dayzplayer.c:935
@ CMD_ACTIONMOD_VIEWCOMPASS
Definition dayzplayer.c:744
@ CMD_GESTUREFB_SURRENDERIN
Definition dayzplayer.c:1022
@ CMD_ACTIONFB_ANIMALSKINNING
Definition dayzplayer.c:829
@ CMD_ACTIONMOD_OPENITEM_ONCE
Definition dayzplayer.c:782
@ CMD_ACTIONMOD_HEATPACK
Definition dayzplayer.c:795
@ CMD_GESTUREMOD_OKAY
Definition dayzplayer.c:958
@ CMD_ACTIONMOD_COVERHEAD_TARGET
Definition dayzplayer.c:759
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
Definition dayzplayer.c:726
@ CMD_ACTIONFB_EAT_PILL
Definition dayzplayer.c:907
@ CMD_ACTIONFB_PICKUP_INVENTORY
Definition dayzplayer.c:884
@ CMD_ACTIONFB_HACKTREE
Definition dayzplayer.c:844
@ DEATH_FALL
swimming -> death
Definition dayzplayer.c:684
@ CMD_ACTIONMOD_PICKUP_HANDS
Definition dayzplayer.c:765
@ STANCEIDX_RAISED
Definition dayzplayer.c:629
@ CMD_GESTUREFB_SOS
Definition dayzplayer.c:1004
@ CMD_ACTIONMOD_DROPITEM_HANDS
Definition dayzplayer.c:800
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Definition dayzplayer.c:762
@ CMD_GESTUREFB_THUMBDOWN
Definition dayzplayer.c:989
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
Definition dayzplayer.c:680
@ CMD_ACTIONINT_RPS_PAPER
Definition dayzplayer.c:963
@ CMD_ACTIONFB_FLAME_REPAIR
Definition dayzplayer.c:869
@ CMD_GESTUREMOD_NODHEAD
Definition dayzplayer.c:977
@ CMD_ACTIONFB_COLLECTBLOODSELF
Definition dayzplayer.c:840
@ CMD_ACTIONMOD_SHIFTGEAR
Definition dayzplayer.c:934
@ CMD_ACTIONFB_ITEM_TUNE
Definition dayzplayer.c:810
@ CMD_ACTIONMOD_CLOSELID
Definition dayzplayer.c:773
@ CMD_ACTIONFB_DEPLOY_HEAVY
Definition dayzplayer.c:849
@ CMD_GESTUREMOD_DOWN
Definition dayzplayer.c:972
@ CMD_GESTUREFB_CAMPFIRE
Definition dayzplayer.c:1002
@ CMD_ACTIONMOD_ATTACHITEM
Definition dayzplayer.c:787
@ CMD_GESTUREMOD_THUMBDOWN
Definition dayzplayer.c:947
@ CMD_ACTIONFB_SEARCHINVENTORY
Definition dayzplayer.c:861
@ CMD_GESTUREFB_LISTENING
Definition dayzplayer.c:996
@ CMD_GESTUREFB_OKAY
Definition dayzplayer.c:999
@ CMD_GESTUREFB_MOVE
Definition dayzplayer.c:1012
@ CMD_ACTIONFB_GIVEL
Definition dayzplayer.c:811
@ CMD_ACTIONFB_PICKUP_HEAVY
Definition dayzplayer.c:902
@ MOVEMENTIDX_IDLE
Definition dayzplayer.c:657
@ CMD_ACTIONFB_PLACING_2HD
Definition dayzplayer.c:857
@ STANCEIDX_PRONE
Definition dayzplayer.c:621
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
Definition dayzplayer.c:608
@ CMD_GESTUREMOD_SHRUG
Definition dayzplayer.c:979
@ CMD_ACTIONFB_ASSEMBLE
Definition dayzplayer.c:867
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
Definition dayzplayer.c:683
@ CMD_GESTUREFB_SURRENDER
Definition dayzplayer.c:1021
@ CMD_ACTIONMOD_SEARCHINVENTORY
Definition dayzplayer.c:755
@ VEHICLECLASS_HELI
Definition dayzplayer.c:670
@ CMD_ACTIONMOD_OPENDOORFW
Definition dayzplayer.c:771
@ DEATH_DEFAULT
death types
Definition dayzplayer.c:679
@ CMD_ACTIONFB_DIGUPCACHE
Definition dayzplayer.c:847
@ CMD_ACTIONFB_CLEANING_WEAPON
Definition dayzplayer.c:880
@ CMD_GESTUREFB_DABBING
Definition dayzplayer.c:1007
@ COMMANDID_UNCONSCIOUS
Definition dayzplayer.c:703
@ CMD_ACTIONFB_FORCEFEED
Definition dayzplayer.c:825
@ STANCEIDX_RAISEDERECT
Definition dayzplayer.c:622
@ CMD_ACTIONFB_BANDAGETARGET
Definition dayzplayer.c:826

◆ DayZPlayerInstanceType

defined in C++

Элементы перечислений
INSTANCETYPE_SERVER 
INSTANCETYPE_CLIENT 

server instance

INSTANCETYPE_REMOTE 

client instance && controlled

INSTANCETYPE_AI_SERVER 

client instance && other player

INSTANCETYPE_AI_REMOTE 

temporary!

INSTANCETYPE_AI_SINGLEPLAYER 

temporary!

1059{
1063
1067}
@ INSTANCETYPE_REMOTE
client instance && controlled
Definition dayzplayer.c:1062
@ INSTANCETYPE_AI_SERVER
client instance && other player
Definition dayzplayer.c:1064
@ INSTANCETYPE_SERVER
Definition dayzplayer.c:1060
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
Definition dayzplayer.c:1066
@ INSTANCETYPE_CLIENT
server instance
Definition dayzplayer.c:1061
@ INSTANCETYPE_AI_REMOTE
temporary!
Definition dayzplayer.c:1065

Функции

◆ AddItemBoneRemap()

proto native int AddItemBoneRemap ( string pItemClass,
array< string > pBoneRemap )
protected

add bone remap for item class pBoneRemap has always 2x N members bone in item's P3D first, bone in Character skeleton second array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" }; AddItemBoneRemap("class", remap);

◆ AddItemInHandsProfile()

proto native int AddItemInHandsProfile ( string pItemClass,
string pAnimInstanceName,
HumanItemBehaviorCfg pBehaviorCfg )
protected

VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands.

adds setup profile for items of class pItemClass when item is in hands - pAnimInstanceName is used for animation sourcing pCanRaise is whether weapon / item can be raised pRHandIK == false -> rhand ik is always turned off pLHandIK == false -> lhand ik is always turned off

◆ AddItemInHandsProfileIK()

proto native int AddItemInHandsProfileIK ( string pItemClass,
string pAnimInstanceName,
HumanItemBehaviorCfg pBehaviorCfg,
string pIkPoseAnim,
string pWeaponStates = "" )
protected

◆ AimingModel()

bool AimingModel ( float pDt,
SDayZPlayerAimingModel pModel )
private

-------------— aiming model ----------------------—

updated each tick - this takes care about aiming

◆ AnimCallCommand()

proto native void AnimCallCommand ( int pCommand,
int pParamInt,
float pParamFloat )
private

-------------— animation graph functions ----------------------—

functions usable only from CommandHandler

◆ AnimSetBool()

proto native void AnimSetBool ( int pVar,
bool pBool )
private

◆ AnimSetFloat()

proto native void AnimSetFloat ( int pVar,
float pFlt )
private

◆ AnimSetInt()

proto native void AnimSetInt ( int pVar,
int pInt )
private

◆ CameraHandler()

int CameraHandler ( int pCameraMode)
private

-------------— camera handling ----------------------—

virtual returns registered camera type pCameraMode - DayZPlayerConstants.CAMERAMODE_ ...

◆ CanFreeLook()

bool CanFreeLook ( )

this overrides freelook for cameras

64 {
65 return true;
66 }

◆ CommandClimbSettingsW()

proto native SHumanCommandClimbSettings CommandClimbSettingsW ( )
private

this is used for getting appropriate sound effect to play step event on various surfaces && boots it's downcasted to StepSoundLookupTable

◆ CommandHandler()

void CommandHandler ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
private

-------------— command handling ----------------------—

updated each tick handles: starting new commands, canceling, interruption pDt - delta time pCurrentCommandID - actually running command's ID pCurrentCommandFinished - is current command finished

◆ CommandMoveSettingsW()

proto native SHumanCommandMoveSettings CommandMoveSettingsW ( )
private

◆ CommandSwimSettingsW()

proto native SHumanCommandSwimSettings CommandSwimSettingsW ( )
private

◆ DayZPlayerCamera()

class DayZPlayerCameraResult DayZPlayerCamera ( DayZPlayer pPlayer,
HumanInputController pInput )
57 {
60 }
Definition EntityAI.c:95
DayZPlayer m_pPlayer
data
Definition dayzplayer.c:135
HumanInputController m_pInput
human input
Definition dayzplayer.c:136

Используется в OnActivate() и CGame::OnRPC().

◆ DayZPlayerCameraResult()

void DayZPlayerCameraResult ( )
private

cannot be instanced from script (always created from C++)

83 {
84 return "0 0 0";
85 }

◆ DayZPlayerType()

void DayZPlayerType ( )
private
513 {
514 string cfgPath = "CfgVehicles SurvivorBase ";
515
517 m_pNoiseStepStand.LoadFromPath(cfgPath + "NoiseStepStand");
518
520 m_pNoiseStepCrouch.LoadFromPath(cfgPath + "NoiseStepCrouch");
521
523 m_pNoiseStepProne.LoadFromPath(cfgPath + "NoiseStepProne");
524
526 m_pNoiseLandLight.LoadFromPath(cfgPath + "NoiseLandLight");
527
529 m_pNoiseLandHeavy.LoadFromPath(cfgPath + "NoiseLandHeavy");
530
532 m_pNoiseWhisper.LoadFromPath(cfgPath + "NoiseWhisper");
533
535 m_pNoiseTalk.LoadFromPath(cfgPath + "NoiseTalk");
536
538 m_pNoiseShout.LoadFromPath(cfgPath + "NoiseShout");
539
542 }
class NoiseSystem NoiseParams()
Definition Noise.c:15
ref NoiseParams m_pNoiseShout
Definition dayzplayer.c:582
ref NoiseParams m_pNoiseStepStand
Definition dayzplayer.c:573
ref NoiseParams m_pNoiseLandHeavy
Definition dayzplayer.c:577
void LoadSoundWeaponEvent()
Definition dayzplayer.c:406
ref NoiseParams m_pNoiseStepProne
Definition dayzplayer.c:575
ref NoiseParams m_pNoiseTalk
Definition dayzplayer.c:581
ref NoiseParams m_pNoiseStepCrouch
Definition dayzplayer.c:574
ref NoiseParams m_pNoiseLandLight
Definition dayzplayer.c:576
ref NoiseParams m_pNoiseWhisper
Definition dayzplayer.c:580
void LoadVegetationSounds()
Definition dayzplayer.c:424

Перекрестные ссылки LoadSoundWeaponEvent(), LoadVegetationSounds(), m_pNoiseLandHeavy, m_pNoiseLandLight, m_pNoiseShout, m_pNoiseStepCrouch, m_pNoiseStepProne, m_pNoiseStepStand, m_pNoiseTalk, m_pNoiseWhisper и NoiseParams().

Используется в DayZPlayer::CommandHandler(), DayZPlayer::OnStepEvent(), DayZPlayer::ProcessAttachmentEvent(), DayZPlayer::ProcessSoundEvent(), DayZPlayer::ProcessVoiceEvent() и DayZPlayer::ProcessWeaponEvent().

◆ DebugPreloadAnimationInstances()

proto native void DebugPreloadAnimationInstances ( )
protected

debug / hack - loads all animation instances

◆ DebugSyncShadowSetup()

proto native bool DebugSyncShadowSetup ( DayZPlayer pPlayer)
private

-------------— sync shadow ----------------------—

test if entity is DayZPlayer

◆ ForceStandUpForHeavyItems()

void ForceStandUpForHeavyItems ( notnull EntityAI item)
private

-------------— Forces player to stand up when swapping to heavy item ----------------------—

1335 {
1337 if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1338 {
1340 if (cm)
1341 {
1342 cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1343 }
1344 }
1345 }
Definition human.c:434
InventoryLocation.
Definition InventoryLocation.c:28
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
Definition dayzplayer.c:1296

Перекрестные ссылки IsPlayerInStance().

Используется в DayZPlayer::CommandHandler() и ForceStandUpForHeavyItemsSwap().

◆ ForceStandUpForHeavyItemsSwap()

void ForceStandUpForHeavyItemsSwap ( notnull EntityAI item1,
notnull EntityAI item2 )
private
1348 {
1351 }
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
Definition dayzplayer.c:1334

Перекрестные ссылки ForceStandUpForHeavyItems().

Используется в ManBase::PredictiveForceSwapEntities() и ManBase::PredictiveSwapEntities().

◆ GetAdditiveAngles()

vector GetAdditiveAngles ( )
88 {
89 return "0 0 0";
90 }

◆ GetAnimEventIds()

TIntArray GetAnimEventIds ( )
private

◆ GetAttachmentSoundLookupTable()

DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable ( )
protected
325 {
327 }
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
Definition dayzplayer.c:569

Перекрестные ссылки m_pAttachmentSoundLookupTable.

◆ GetBaseAngles()

vector GetBaseAngles ( )

helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll angle

83 {
84 return "0 0 0";
85 }

◆ GetCameraName()

string GetCameraName ( )
93 {
94 return "DayZPlayerCamera";
95 }

◆ GetCurrentCamera()

proto native DayZPlayerCamera GetCurrentCamera ( )
private

-------------— camera additional functions ----------------------—

gets current camera

Используется в ManBase::OnReceivedHit().

◆ GetCurrentCameraTransform()

proto native void GetCurrentCameraTransform ( out vector position,
out vector direction,
out vector rotation )
private

gets transform of current player camera

◆ GetCurrentOrientation()

vector GetCurrentOrientation ( )
113 {
115 }
float GetCurrentRoll()
Definition dayzplayer.c:107
float GetCurrentYaw()
Definition dayzplayer.c:97
float GetCurrentPitch()
Definition dayzplayer.c:102
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Перекрестные ссылки GetCurrentPitch(), GetCurrentRoll(), GetCurrentYaw() и Vector().

Используется в DayZPlayerCameraBase::OnUpdate() и OnUpdate().

◆ GetCurrentPerItemCameraUD()

proto native int GetCurrentPerItemCameraUD ( )
private

gets current camera

◆ GetCurrentPitch()

float GetCurrentPitch ( )
103 {
104 return -1;
105 }

Используется в GetCurrentOrientation().

◆ GetCurrentRoll()

float GetCurrentRoll ( )
108 {
109 return -1;
110 }

Используется в GetCurrentOrientation().

◆ GetCurrentWaterLevel()

float GetCurrentWaterLevel ( )
private

Используется в ManBase::CanChangeStance().

◆ GetCurrentYaw()

float GetCurrentYaw ( )
98 {
99 return -1;
100 }

Используется в GetCurrentOrientation().

◆ GetDayZPlayerType()

◆ GetDebugName()

override string GetDebugName ( )
private
1159 {
1160 string res = super.GetDebugName();
1161 res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
1162 return res;
1163 }
DayZPlayerInstanceType
defined in C++
Definition dayzplayer.c:1059
proto native DayZPlayerInstanceType GetInstanceType()

Перекрестные ссылки GetInstanceType().

Используется в Trigger::AddInsider(), ItemBase::DestroyConstruction(), EntityAI::DropEntityImpl(), TriggerEvents::Enter(), EntityAI::ForceSwapEntitiesImpl(), ItemBase::InitBaseState(), ItemBase::InitVisuals(), TriggerEvents::Leave(), EntityAI::LocalDestroyEntityInHands(), Debug::MeleeLog(), ManBase::NeedInventoryJunctureFromServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), ItemBase::OnSetSlotLock(), ItemBase::OnVariablesSynchronized(), Debug::ParticleLog(), EntityAI::PredictiveMoveItemFromHandsToInventory(), EntityAI::PredictiveTakeEntityToTargetAttachmentEx(), EntityAI::PredictiveTakeEntityToTargetCargo(), EntityAI::PredictiveTakeEntityToTargetCargoEx(), Trigger::RemoveInsider(), EntityAI::ReplaceItemElsewhereWithNewInHandsImpl(), EntityAI::ReplaceItemInHandsWithNewElsewhereImpl(), EntityAI::ReplaceItemInHandsWithNewImpl(), EntityAI::ReplaceItemWithNewImpl(), ItemBase::SetMountedState(), ItemBase::SetPartFromSyncData(), Weapon::SpawnAttachedMagazine(), TriggerEvents::Stay(), TriggerEvents::StayFinish(), TriggerEvents::StayStart(), EntityAI::SwapEntitiesImpl(), EntityAI::TakeEntityAsAttachmentExImpl(), EntityAI::TakeEntityAsAttachmentImpl(), ManBase::TakeEntityAsAttachmentImpl(), EntityAI::TakeEntityToCargoImpl(), ManBase::TakeEntityToCargoImpl(), EntityAI::TakeEntityToHandsImpl(), ManBase::TakeEntityToHandsImpl(), EntityAI::TakeEntityToInventoryImpl(), ManBase::TakeEntityToInventoryImpl(), EntityAI::TakeEntityToTargetAttachmentExImpl(), ManBase::TakeEntityToTargetAttachmentImpl(), EntityAI::TakeEntityToTargetCargoExImpl(), EntityAI::TakeEntityToTargetCargoImpl(), ManBase::TakeEntityToTargetCargoImpl(), EntityAI::TakeEntityToTargetInventoryImpl(), ManBase::TakeEntityToTargetInventoryImpl(), EntityAI::TakeToDstImpl(), ManBase::TakeToDstImpl(), Debug::TFLog(), ItemBase::UpdateAttachmentPhysics(), Trigger::UpdateInsiders() и ItemBase::UpdatePhysics().

◆ GetDefaultHitComponent()

string GetDefaultHitComponent ( )
protected
498 {
500 }
string m_DefaultHitComponent
Definition dayzplayer.c:588

Перекрестные ссылки m_DefaultHitComponent.

Используется в GetHitComponentForAI() и DayZCreatureAI::GetHitComponentForAI().

◆ GetDefaultHitPositionComponent()

string GetDefaultHitPositionComponent ( )
protected
503 {
505 }
string m_DefaultHitPositionComponent
Definition dayzplayer.c:589

Перекрестные ссылки m_DefaultHitPositionComponent.

Используется в DayZCreatureAI::DayZAnimal(), DayZInfected::Init() и ManBase::Init().

◆ GetEyeZoomLevel()

int GetEyeZoomLevel ( )
private

returns eye zoom level, uses ECameraZoomType values

Используется в DayZPlayer::IsEyeZoom().

◆ GetGlobalSettingsW()

proto native SHumanGlobalSettings GetGlobalSettingsW ( )
private

returns Human global settings for DayZPlayer


◆ GetHeadBoneIdx()

proto native int GetHeadBoneIdx ( )
protected

◆ GetHitComponentForAI()

string GetHitComponentForAI ( )
protected
486 {
487 string hitComp;
488
490 {
491 return hitComp;
492 }
493
494 return GetDefaultHitComponent();
495 }
Definition DayZAIHitComponents.c:9
static bool SelectMostProbableHitComponent(array< ref DayZAIHitComponent > pHitComponents, out string pHitComponent)
Definition DayZAIHitComponents.c:40
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
Definition dayzplayer.c:587
string GetDefaultHitComponent()
Definition dayzplayer.c:497

Перекрестные ссылки GetDefaultHitComponent(), m_HitComponentsForAI и DayZAIHitComponentHelpers::SelectMostProbableHitComponent().

◆ GetInstanceType()

◆ GetKickOffReason()

proto native EClientKicked GetKickOffReason ( )
private

get reason for kickoff if available (server only)

◆ GetMeleeCombatData()

proto native MeleeCombatData GetMeleeCombatData ( )
private

processes melee hit

◆ GetNoiseParams()

NoiseParams GetNoiseParams ( int eventId)
protected
316 {
318 return soundEvent;
319 }
320
322}
323*/
324
326{
327 GetGame().ProfilerStart("DayZPlayerTypeRegisterSounds");
329 pType.RegisterStepEvent("Step", 0.2);
330
331 pType.RegisterSoundEvent("Sound", -1);
332 pType.RegisterSoundEvent("SoundWeapon", 0.2);
333 pType.RegisterSoundEvent("SoundVoice", -1);
334 if(!GetGame().IsDedicatedServer())//attachments don't generate noise, so we can ignore them on server
335 pType.RegisterSoundEvent("SoundAttachment", 0.2);
336
337
339 pType.RegisterVoiceSoundLookupTable(voiceTable2);
340
341 if(!GetGame().IsDedicatedServer())//sounds are unnecessary on server
342 {
343 pType.RegisterParticleEvent("Particle", -1);
346 pType.RegisterStepSoundLookupTable(stepTable);
347
349 pType.RegisterAttachmentSoundLookupTable(attachTable);
350
351
352
354 pType.RegisterSoundTable(soundTable);
355
356 //DayZPlayerTypeSoundVoiceTableImpl voiceTable = new DayZPlayerTypeSoundVoiceTableImpl();
357 //pType.RegisterSoundVoiceTable(voiceTable);
358 }
359 GetGame().ProfilerStop("DayZPlayerTypeRegisterSounds");
360}
class DayZPlayerTypeStepSoundLookupTableImpl extends DayZPlayerTypeStepSoundLookupTable DayZPlayerTypeAttachmentSoundLookupTableImpl()
Definition DayZPlayerCfgSounds.c:105
class DayZPlayerTypeVoiceSoundLookupTableImpl extends DayZPlayerTypeVoiceSoundLookupTable DayZPlayerTypeSoundTableImpl()
Definition DayZPlayerCfgSounds.c:250
void DayZPlayerTypeVoiceSoundLookupTableImpl()
Definition DayZPlayerCfgSounds.c:251
ref array< ref AnimSoundEvent > m_animSoundEvents
Definition DayZPlayerCfgSounds.c:291
void DayZPlayerTypeRegisterSounds(DayZPlayerType pType)
Definition DayZPlayerCfgSounds.c:325
void DayZPlayerTypeStepSoundLookupTableImpl()
Definition DayZPlayerCfgSounds.c:106
void DayZPlayerType()
Definition dayzplayer.c:512
proto native CGame GetGame()

◆ GetNoiseParamsCrouch()

NoiseParams GetNoiseParamsCrouch ( )
protected
372 {
373 return m_pNoiseStepCrouch;
374 }

Перекрестные ссылки m_pNoiseStepCrouch.

◆ GetNoiseParamsLandHeavy()

NoiseParams GetNoiseParamsLandHeavy ( )
protected
387 {
388 return m_pNoiseLandHeavy;
389 }

Перекрестные ссылки m_pNoiseLandHeavy.

◆ GetNoiseParamsLandLight()

NoiseParams GetNoiseParamsLandLight ( )
protected
382 {
383 return m_pNoiseLandLight;
384 }

Перекрестные ссылки m_pNoiseLandLight.

◆ GetNoiseParamsProne()

NoiseParams GetNoiseParamsProne ( )
protected
377 {
378 return m_pNoiseStepProne;
379 }

Перекрестные ссылки m_pNoiseStepProne.

◆ GetNoiseParamsShout()

NoiseParams GetNoiseParamsShout ( )
protected
402 {
403 return m_pNoiseShout;
404 }

Перекрестные ссылки m_pNoiseShout.

◆ GetNoiseParamsStand()

NoiseParams GetNoiseParamsStand ( )
protected
367 {
368 return m_pNoiseStepStand;
369 }

Перекрестные ссылки m_pNoiseStepStand.

◆ GetNoiseParamsTalk()

NoiseParams GetNoiseParamsTalk ( )
protected
397 {
398 return m_pNoiseTalk;
399 }

Перекрестные ссылки m_pNoiseTalk.

◆ GetNoiseParamsWhisper()

NoiseParams GetNoiseParamsWhisper ( )
protected
392 {
393 return m_pNoiseWhisper;
394 }

Перекрестные ссылки m_pNoiseWhisper.

◆ GetSoundBuilder() [1/3]

class DayZPlayerTypeStepSoundLookupTable GetSoundBuilder ( int eventId,
int parameterHash )
protected
160 {
161 return null;
162 }

◆ GetSoundBuilder() [2/3]

SoundObjectBuilder GetSoundBuilder ( int eventId,
int pMovement,
int pSurfaceHash,
AnimBootsType pBoots )
160 {
161 return null;
162 }
163

◆ GetSoundBuilder() [3/3]

SoundObjectBuilder GetSoundBuilder ( int eventId,
string slotName,
int attachmentHash )
181 {
182 return null;
183 }
184}

◆ GetSoundEvent()

class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent ( int event_id)
protected
181 {
182 return null;
183 }

◆ GetSoundObjectBuilder()

SoundObjectBuilder GetSoundObjectBuilder ( )
private
12{

◆ GetSoundTable()

DayZPlayerTypeAnimTable GetSoundTable ( )
protected
345 {
346 return m_pSoundTable;
347 }
ref DayZPlayerTypeAnimTable m_pSoundTable
Definition dayzplayer.c:571

Перекрестные ссылки m_pSoundTable.

◆ GetSoundWeaponEvent()

AnimSoundEvent GetSoundWeaponEvent ( int event_id)
protected
452 {
454 {
455 if (soundEvent.m_iID == event_id)
456 return soundEvent;
457 }
458
459 return null;
460 }
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
Definition dayzplayer.c:593

Перекрестные ссылки m_animSoundEventsAttack.

◆ GetStepSoundLookupTable()

DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable ( )
protected
315 {
317 }
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
Definition dayzplayer.c:568

Перекрестные ссылки m_pStepSoundLookupTable.

◆ GetSuitableFinisherHitComponents()

array< string > GetSuitableFinisherHitComponents ( )
protected
508 {
510 }
ref array< string > m_SuitableFinisherHitComponents
Definition dayzplayer.c:591

Перекрестные ссылки m_SuitableFinisherHitComponents.

◆ GetVegetationSounds()

array< ref VegetationSound > GetVegetationSounds ( )
protected
362 {
363 return m_pVegetationSounds;
364 }
ref array< ref VegetationSound > m_pVegetationSounds
Definition dayzplayer.c:584

Перекрестные ссылки m_pVegetationSounds.

◆ GetVoiceSoundLookupTable()

DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable ( )
protected
335 {
337 }
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
Definition dayzplayer.c:570

Перекрестные ссылки m_pVoiceSoundLookupTable.

◆ HeadingModel()

bool HeadingModel ( float pDt,
SDayZPlayerHeadingModel pModel )
private

-------------— heading model ----------------------— updated each tick this can limit / extend player's heading (orientation) behaviour in game

◆ IsCamera3rdRaised()

override bool IsCamera3rdRaised ( )
118 {
119 return false;
120 }

◆ IsCameraBlending()

proto native bool IsCameraBlending ( )
private

◆ IsEyeZoom()

bool IsEyeZoom ( )
private

DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false.

◆ IsHoldingBreath()

bool IsHoldingBreath ( )
private

return true if player is trying to hold breah, otherwise false

◆ IsInThirdPerson()

bool IsInThirdPerson ( )
private

return true if player is currently in 3pp, otherwise false

◆ IsPerformingFBGesture()

bool IsPerformingFBGesture ( )
private

return true if player is currently performing FB gesture, otherwise false

◆ IsPlayerInStance()

bool IsPlayerInStance ( int pStanceMask)
private

-------------— camera additiona functions ----------------------—

returns true if player is currently in one of the stances specified by stance mask IsPlayerInStance(STANCEMASK_ERECT | STANCEMASK_CROUCH) returns true if player is standing or crouching and not raised (aimed) IsPlayerInStance(STANCEMASK_PRONE | STANCEIDX_RAISEDPRONE) returns true if player is in or in prone (both raised or nonraised) IsPlayerInStance(STANCEMASK_ALL) returns true always IsPlayerInStance(STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE) returns true if player has raised hands

1297 {
1300
1301 bool ret = ((1 << state.m_iStanceIdx) & pStanceMask) != 0;
1302 return ret;
1303 }
Definition human.c:1126

Используется в ManBase::CanRoll(), ForceStandUpForHeavyItems(), DayZPlayer::HandleView() и ManBase::OnCommandMoveStart().

◆ IsPlayerSpeaking()

proto native float IsPlayerSpeaking ( )
private

-------------— speaking anim ----------------------—

Check if player is using VoN to speak and return max amplitude from current samples

Используется в DayZPlayer::CommandHandler().

◆ IsShootingFromCamera()

bool IsShootingFromCamera ( )
private

return true if shots are fired from camere, otherwise false

◆ LoadSoundWeaponEvent()

void LoadSoundWeaponEvent ( )
protected
407 {
408 string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
409
411
412 int soundCount = GetGame().ConfigGetChildrenCount(cfgPath);
413 for(int i = 0; i < soundCount; i++)
414 {
415 string soundName;
416 GetGame().ConfigGetChildName(cfgPath, i, soundName);
417 string soundPath = cfgPath + soundName + " ";
419 if(soundEvent.IsValid())
421 }
422 }

Перекрестные ссылки GetGame() и m_animSoundEventsAttack.

Используется в DayZPlayerType().

◆ LoadVegetationSounds()

void LoadVegetationSounds ( )
protected
425 {
427
428 string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
429 int vegSoundsCount = GetGame().ConfigGetChildrenCount(vegSoundsCfgPath);
430
431 for (int v = 0; v < vegSoundsCount; ++v)
432 {
433 string vegSoundParamName;
434 GetGame().ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
435
436 string soundSet = "";
437 GetGame().ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);
438
440 GetGame().ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);
441
443
444 if (soundParams.IsValid() && animEventIds.Count() > 0)
445 {
447 }
448 }
449 }
void SoundObjectBuilder(SoundParams soundParams)
Definition Sound.c:101
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition IsBoxCollidingGeometryProxyClasses.c:28
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Definition dayzplayer.c:3
array< int > TIntArray
Definition EnScript.c:687

Перекрестные ссылки GetGame(), m_pVegetationSounds, SoundObjectBuilder() и VegetationSound().

Используется в DayZPlayerType().

◆ OnActivate()

override void OnActivate ( DayZPlayerCamera pPrevCamera,
DayZPlayerCameraResult pPrevCameraResult )

virtual callback - called when camera is created

70 {
71 }

◆ OnInputForRemote()

void OnInputForRemote ( ParamsReadContext ctx)
private
1305{ }

◆ OnInputFromServer()

void OnInputFromServer ( ParamsReadContext ctx)
private
1306{ }

◆ OnThrowingModeChange()

void OnThrowingModeChange ( bool change_to_enabled)
private
1353{}

◆ OnUpdate()

override void OnUpdate ( float pDt,
out DayZPlayerCameraResult pOutResult )

virtual callback - called each frame

basically -> transform up vector (0,1,0) and read x coord -> and set is as roll

prev update

75 {
76 }

◆ ProcessMeleeHit()

proto native void ProcessMeleeHit ( InventoryItem pMeleeWeapon,
int pMeleeModeIndex,
Object pTarget,
int pComponentIndex,
vector pHitWorldPos )
private

processes melee hit (uses component index)

◆ ProcessMeleeHitName()

proto native void ProcessMeleeHitName ( InventoryItem pMeleeWeapon,
int pMeleeModeIndex,
Object pTarget,
string pComponentName,
vector pHitWorldPos )
private

processes melee hit (uses component name)

◆ Random()

proto native int Random ( )
private

-------------— deterministic random numbers ---------------------—

Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (CommandHandler)

Возвращает
int value in range of <0,0xffffffff>

◆ Random01()

proto native float Random01 ( )
private

Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)

Возвращает
float value in range of <0,1>

◆ RandomRange()

proto native float RandomRange ( int pRange)
private

Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)

Аргументы
pRangeupper bounds of random number
Возвращает
int value in range of <0,pRange-1>

◆ RegisterAttachmentSoundLookupTable()

void RegisterAttachmentSoundLookupTable ( DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
protected

Перекрестные ссылки m_pAttachmentSoundLookupTable.

◆ RegisterCameraCreator()

proto native void RegisterCameraCreator ( int pCameraID,
typename pCameraType  )
protected

registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)

◆ RegisterCameraOnChangeFn()

proto native void RegisterCameraOnChangeFn ( Class pInstance,
string pFnName )
protected

registers camera on change function -

◆ RegisterCameraOnChangeFnStatic()

proto native void RegisterCameraOnChangeFnStatic ( typename pClass ,
string pFnName )
protected

registers camera on change function - static function

◆ RegisterHitComponentsForAI()

override void RegisterHitComponentsForAI ( )
protected

register hit components for AI melee (used by attacking AI)

registers default hit compoent for entity

registers default hit position for entity

list of components suitable for melee finisher attacks (used in fight logic)

register hit components that are selected by probability

464 {
466
468 m_DefaultHitComponent = "dmgZone_torso";
471
474 m_SuitableFinisherHitComponents.Insert("Head");
475
477 //DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_head", 5); // TMP comment out
483 }
static void RegisterHitComponent(array< ref DayZAIHitComponent > pHitComponents, string pName, float pWeight)
Register Hit Component for AI targeting.
Definition DayZAIHitComponents.c:21

Перекрестные ссылки m_DefaultHitComponent, m_DefaultHitPositionComponent, m_HitComponentsForAI, m_SuitableFinisherHitComponents и DayZAIHitComponentHelpers::RegisterHitComponent().

◆ RegisterParticleEvent()

proto native void RegisterParticleEvent ( string pEventType,
float pFilterTimeout )
protected

◆ RegisterSoundEvent()

proto native void RegisterSoundEvent ( string pEventType,
float pFilterTimeout )
protected

◆ RegisterSoundTable()

void RegisterSoundTable ( DayZPlayerTypeAnimTable pST)
protected
340 {
342 }

Перекрестные ссылки m_pSoundTable.

◆ RegisterStepEvent()

proto native void RegisterStepEvent ( string pEventType,
float pFilterTimeout )
protected

◆ RegisterStepSoundLookupTable()

void RegisterStepSoundLookupTable ( DayZPlayerTypeStepSoundLookupTable pSSLUT)
protected
310 {
312 }

Перекрестные ссылки m_pStepSoundLookupTable.

◆ RegisterVoiceSoundLookupTable()

void RegisterVoiceSoundLookupTable ( DayZPlayerTypeVoiceSoundLookupTable pASLUT)
protected
330 {
332 }

Перекрестные ссылки m_pVoiceSoundLookupTable.

◆ ReleaseNetworkControls()

proto native void ReleaseNetworkControls ( )
private

-------------— release controls ----------------------—

◆ ResetCameraCreators()

proto native void ResetCameraCreators ( )
protected

resets camera creators


◆ ResetItemInHandsProfiles()

proto native void ResetItemInHandsProfiles ( )
protected

reset profiles

◆ SDayZPlayerHeadingModel()

void SDayZPlayerHeadingModel ( )
private

cannot be created from script

1080{}

◆ SendRecoilOffsetZ()

void SendRecoilOffsetZ ( float offset)
protected

m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now

139{};

◆ SendSyncJuncture()

proto native void SendSyncJuncture ( int pJunctureID,
ParamsWriteContext ctx )
private

-------------— sync stuff ----------------------—

Используется в ManBase::ResetADSPlayerSync().

◆ SetAimLimits()

proto native void SetAimLimits ( float pDown,
float pUp,
float pLeft,
float pRight )
protected

sets aim limits for a player

◆ SetCameraShootParams()

proto native void SetCameraShootParams ( float pRayDistance,
float pRayRadius,
float pMaxAngleCos )
protected

sets aim limits for a player

◆ SetCurrentWaterLevel()

void SetCurrentWaterLevel ( float pWaterLevel)
private

◆ SetDefaultItemInHandsProfile()

class VegetationSound SetDefaultItemInHandsProfile ( string pAnimInstanceName,
HumanItemBehaviorCfg pBehaviorCfg )
protected

class that configures static data for DayZPlayer on each mission start DayZPlayerTypeCreate(DayZPlayerType pType) is called - can call methods


◆ SetLookLimits()

proto native void SetLookLimits ( float pDown,
float pUp,
float pLeft,
float pRight )
protected

sets look limits for a player


◆ SetVerticalMinimumAimLimit()

proto native void SetVerticalMinimumAimLimit ( float value)
protected

sets vertical minimum aim limit for a player

◆ SpawnCameraShake()

void SpawnCameraShake ( float strength = 1,
float radius = 2,
float smoothness = 5,
float radius_decay_speed = 6 )
128 {
129 SpawnCameraShakeProper(strength, radius, smoothness, radius_decay_speed);//done this way in order to avoid duplicating default params which could cause issues under certain circumstances
130 }
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
Definition DayZPlayerCamera_Base.c:324

Перекрестные ссылки SpawnCameraShakeProper().

◆ SpawnCameraShakeProper()

void SpawnCameraShakeProper ( float strength,
float radius,
float smoothness,
float radius_decay_speed )
325 {
327 }
ref CameraShake m_CameraShake
Definition DayZPlayerCamera_Base.c:75
Definition CameraShake.c:2

Перекрестные ссылки m_CameraShake.

Используется в SpawnCameraShake() и SpawnDiagCameraShake().

◆ SpawnDiagCameraShake()

void SpawnDiagCameraShake ( )
123 {
124 SpawnCameraShakeProper(1, 1, 15, 4);
125 }

Перекрестные ссылки SpawnCameraShakeProper().

◆ StoreInputForRemotes()

proto native void StoreInputForRemotes ( ParamsWriteContext ctx)
private

Используется в ProcessInputData().

◆ UpdateDummyPlayerProxyVisibility()

void UpdateDummyPlayerProxyVisibility ( EntityAI shoulder,
EntityAI melee )
private
1314 {
1315 /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1316 EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1317 bool boo;
1318
1319 if ( melee )
1320 {
1321 boo = melee.IsWeapon();
1322 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1323 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1324 }
1325 if ( shoulder )
1326 {
1327 boo = shoulder.IsWeapon();
1328 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1329 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1330 }
1331 }
const int SIMPLE_SELECTION_SHOULDER_RIFLE
Definition dayzplayer.c:1150
const int SIMPLE_SELECTION_SHOULDER_MELEE
Definition dayzplayer.c:1151
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
const int SIMPLE_SELECTION_MELEE_MELEE
Definition dayzplayer.c:1149

Перекрестные ссылки SIMPLE_SELECTION_MELEE_MELEE, SIMPLE_SELECTION_MELEE_RIFLE, SIMPLE_SELECTION_SHOULDER_MELEE и SIMPLE_SELECTION_SHOULDER_RIFLE.

◆ VegetationSound()

void VegetationSound ( SoundObjectBuilder soundObjectBuilder,
TIntArray animEventIds )
private

Используется в LoadVegetationSounds().

◆ ~DayZPlayerCameraResult()

cannot be instanced from script (always created from C++)

88 {
89 return "0 0 0";
90 }

◆ ~DayZPlayerType()

void ~DayZPlayerType ( )
private

◆ ~SDayZPlayerHeadingModel()

1081{}

Переменные

◆ m_AnimEventIds

ref TIntArray m_AnimEventIds
private

◆ m_animSoundEventsAttack

ref array<ref AnimSoundEvent> m_animSoundEventsAttack
protected

Используется в GetSoundWeaponEvent() и LoadSoundWeaponEvent().

◆ m_bOwnerTMOverride

bool m_bOwnerTMOverride

The world space transform of the owner to the camera.

◆ m_bUpdateEveryFrame

bool m_bUpdateEveryFrame

Whether the camera updates the next frame or blends with next character update.

◆ m_bUpdateWhenBlendOut

bool m_bUpdateWhenBlendOut

true - camera is updated when blending to new camera (Ironsights == false)

◆ m_CameraTM

vector m_CameraTM[4]

transformation matrix - pos + orient of the camera

◆ m_CollisionIgnoreEntity

IEntity m_CollisionIgnoreEntity

ignore entity in 3rd person camera collision solver

◆ m_DefaultHitComponent

◆ m_DefaultHitPositionComponent

◆ m_fDistance

◆ m_fFovAbsolute

float m_fFovAbsolute

fov absolute value override - -1.0 default, if set - overrides absolute fov setting

Используется в DayZPlayerCameraBase(), DayZPlayerCameraBase::HoldBreathFOVEffect(), HoldBreathFOVEffect() и StdFovUpdate().

◆ m_fFovMultiplier

float m_fFovMultiplier

fov multiplier - 1.0 default - used for modifying fov -

◆ m_fHeadingAngle

float m_fHeadingAngle
protected

◆ m_fIgnoreParentPitch

float m_fIgnoreParentPitch

1 - resets base transforms pitch

◆ m_fIgnoreParentRoll

float m_fIgnoreParentRoll

1 - resets base transforms roll

◆ m_fIgnoreParentYaw

float m_fIgnoreParentYaw

1 - resets base transforms yaw

◆ m_fInsideCamera

float m_fInsideCamera

0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y

0..1 (0 normal lod, 1 inside lod), >0.7 -> inside

◆ m_fNearPlane

float m_fNearPlane

nearplane distance

◆ m_fOrientationAngle

float m_fOrientationAngle
protected

◆ m_fPositionModelSpace

float m_fPositionModelSpace

0.0 position is in heading space, 1.0 position is in model space

◆ m_fPredictCollisionRadius

float m_fPredictCollisionRadius

sphere radius used for collision prediction

Используется в DayZPlayerCameraBase::DayZPlayerCamera3rdPerson() и DayZPlayerCamera3rdPersonJump().

◆ m_fShootFromCamera

float m_fShootFromCamera

1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)

Используется в AdjustCameraParameters() и DayZPlayerCameraOptics().

◆ m_fUseHeading

float m_fUseHeading

0..1 (0 uses direct dir returned, 1 uses heading from player)

◆ m_HitComponentsForAI

◆ m_iCamMode

enum DayZPlayerInstanceType m_iCamMode
protected

◆ m_iCurrentCommandID

int m_iCurrentCommandID
protected

◆ m_iDirectBone

int m_iDirectBone

-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone

◆ m_iDirectBoneMode

int m_iDirectBoneMode

◆ m_OwnerTM

vector m_OwnerTM[4]

override automatically calculated owner transform during rendering (default - false)

◆ m_pAttachmentSoundLookupTable

ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
private

◆ m_pInput

◆ m_pNoiseLandHeavy

ref NoiseParams m_pNoiseLandHeavy
private

Используется в DayZPlayerType() и GetNoiseParamsLandHeavy().

◆ m_pNoiseLandLight

ref NoiseParams m_pNoiseLandLight
private

Используется в DayZPlayerType() и GetNoiseParamsLandLight().

◆ m_pNoiseShout

ref NoiseParams m_pNoiseShout
private

Используется в DayZPlayerType() и GetNoiseParamsShout().

◆ m_pNoiseStepCrouch

ref NoiseParams m_pNoiseStepCrouch
private

Используется в DayZPlayerType() и GetNoiseParamsCrouch().

◆ m_pNoiseStepProne

ref NoiseParams m_pNoiseStepProne
private

Используется в DayZPlayerType() и GetNoiseParamsProne().

◆ m_pNoiseStepStand

ref NoiseParams m_pNoiseStepStand
private

Используется в DayZPlayerType() и GetNoiseParamsStand().

◆ m_pNoiseTalk

ref NoiseParams m_pNoiseTalk
private

Используется в DayZPlayerType() и GetNoiseParamsTalk().

◆ m_pNoiseWhisper

ref NoiseParams m_pNoiseWhisper
private

Используется в DayZPlayerType() и GetNoiseParamsWhisper().

◆ m_pPlayer

◆ m_pSoundTable

ref DayZPlayerTypeAnimTable m_pSoundTable
private

Используется в GetSoundTable() и RegisterSoundTable().

◆ m_pStepSoundLookupTable

ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
private

◆ m_pVegetationSounds

ref array<ref VegetationSound> m_pVegetationSounds
private

Используется в GetVegetationSounds() и LoadVegetationSounds().

◆ m_pVoiceSoundLookupTable

ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
private

◆ m_SoundObjectBuilder

ref SoundObjectBuilder m_SoundObjectBuilder
private

◆ m_SuitableFinisherHitComponents

ref array<string> m_SuitableFinisherHitComponents
protected

◆ SetDefaultItemInHandsProfile

enum DayZPlayerConstants SetDefaultItemInHandsProfile
protected

◆ SIMPLE_SELECTION_MELEE_MELEE

const int SIMPLE_SELECTION_MELEE_MELEE = 1
private

◆ SIMPLE_SELECTION_MELEE_RIFLE

class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE = 0
private

◆ SIMPLE_SELECTION_SHOULDER_MELEE

const int SIMPLE_SELECTION_SHOULDER_MELEE = 3
private

◆ SIMPLE_SELECTION_SHOULDER_RIFLE

const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2
private