DayZ 1.30
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dayzplayer.c
См. документацию.
3 this file is interface DayZPlayer classes
4
5*/
6
7
8// *************************************************************************************
9// ! DayZPlayerCameraResult - camera result -
10// *************************************************************************************
49
50// *************************************************************************************
51// ! DayZPlayerCamera - main dayz player camera implement
52// *************************************************************************************
54{
55
56 void DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
57 {
58 m_pPlayer = pPlayer;
59 m_pInput = pInput;
60 }
64 {
65 return true;
66 }
69 void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
70 {
71 }
74 void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
75 {
76 }
83 {
84 return "0 0 0";
85 }
86
88 {
89 return "0 0 0";
90 }
91
93 {
94 return "DayZPlayerCamera";
95 }
96
98 {
99 return -1;
100 }
101
103 {
104 return -1;
105 }
106
108 {
109 return -1;
110 }
111
116
118 {
119 return false;
120 }
121
123 {
124 SpawnCameraShakeProper(1, 1, 15, 4);
125 }
126
127 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 }
131
132 void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed);
133
137
139 void SendRecoilOffsetZ(float offset) {};
140}
141
142
143// *************************************************************************************
144// ! DayZPlayerTypeStepSoundLookupTable - virtual
145// *************************************************************************************
147{
148 SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
149 {
150 return null;
151 }
152}
153
154// *************************************************************************************
155// ! DayZPlayerTypeVoiceSoundLookupTable - virtual
156// *************************************************************************************
158{
159 SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
161 return null;
162 }
163
165}
166
167// *************************************************************************************
168// ! DayZPlayerTypeAttachmentSoundLookupTable - virtual
169// *************************************************************************************
171{
172 SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
173 {
174 return null;
175 }
176}
177
178class DayZPlayerTypeAnimTable
179{
180 AnimSoundEvent GetSoundEvent(int event_id)
182 return null;
183 }
184}
185
186// *************************************************************************************
187// ! VegetationSound
188// *************************************************************************************
189
191{
194
195 void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
196 {
197 m_SoundObjectBuilder = soundObjectBuilder;
198 m_AnimEventIds = animEventIds;
199 }
200
205
207 {
208 return m_AnimEventIds;
209 }
210}
211
212// *************************************************************************************
213// ! DayZPlayerType - DayZPlayer configuration
214// *************************************************************************************
215
218
219class DayZPlayerType : HumanType
220{
222 // item in hands config
223
225 proto native void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
226
227
229 proto native void ResetItemInHandsProfiles();
230
236
238
240 proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
241
243 proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "");
244
248
251
252 proto native int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap);
253
254
257
258
259
261 // camera creators
262
264 proto native void ResetCameraCreators();
265
267 proto native void RegisterCameraCreator(int pCameraID, typename pCameraType);
268
270 proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName);
271
273 proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName);
274
275
277 // global options
278
280 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
281
283 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
284
286 proto native void SetVerticalMinimumAimLimit(float value);
287
289 proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos);
290
292 // bone indices
293
294 proto native int GetHeadBoneIdx();
295
297 // event handling
298
300 proto native void RegisterStepEvent(string pEventType, float pFilterTimeout);
301
303 proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout);
304
306 proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout);
307
308
313
318
323
328
333
338
339 void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
340 {
341 m_pSoundTable = pST;
342 }
343
344 DayZPlayerTypeAnimTable GetSoundTable()
345 {
346 return m_pSoundTable;
347 }
348
349 /*
350 void RegisterSoundVoiceTable(DayZPlayerTypeAnimTable pVST)
351 {
352 m_pSoundVoiceTable = pVST;
353 }
354
355 DayZPlayerTypeAnimTable GetSoundVoiceTable()
356 {
357 return m_pSoundVoiceTable;
358 }
359 */
360
365
370
375
380
385
390
395
397 {
398 return m_pNoiseTalk;
399 }
400
405
407 {
408 string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
409
411
412 int soundCount = g_Game.ConfigGetChildrenCount(cfgPath);
413 for(int i = 0; i < soundCount; i++)
414 {
415 string soundName;
416 g_Game.ConfigGetChildName(cfgPath, i, soundName);
417 string soundPath = cfgPath + soundName + " ";
418 AnimSoundEvent soundEvent = new AnimSoundEvent(soundPath);
419 if(soundEvent.IsValid())
420 m_animSoundEventsAttack.Insert(soundEvent);
421 }
422 }
423
425 {
427
428 string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
429 int vegSoundsCount = g_Game.ConfigGetChildrenCount(vegSoundsCfgPath);
430
431 for (int v = 0; v < vegSoundsCount; ++v)
432 {
433 string vegSoundParamName;
434 g_Game.ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
435
436 string soundSet = "";
437 g_Game.ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);
438
439 TIntArray animEventIds = new TIntArray;
440 g_Game.ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);
441
442 SoundParams soundParams = new SoundParams(soundSet);
443
444 if (soundParams.IsValid() && animEventIds.Count() > 0)
445 {
446 m_pVegetationSounds.Insert(new VegetationSound(new SoundObjectBuilder(soundParams), animEventIds));
447 }
448 }
449 }
450
451 AnimSoundEvent GetSoundWeaponEvent(int event_id)
452 {
453 foreach (AnimSoundEvent soundEvent : m_animSoundEventsAttack)
454 {
455 if (soundEvent.m_iID == event_id)
456 return soundEvent;
457 }
458
459 return null;
460 }
461
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 }
484
486 {
487 string hitComp;
488
490 {
491 return hitComp;
492 }
493
494 return GetDefaultHitComponent();
495 }
496
498 {
500 }
501
506
511
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 }
543
545
547 // global settings
548
551
552
554 // command configs
555
556 // returns command move setting for write - in init phase
558
559 // returns command swim setting for write - in init phase
561
562 // returns command swim setting for write - in init phase
564
565
571 ref DayZPlayerTypeAnimTable m_pSoundTable;
572 //ref DayZPlayerTypeAnimTable m_pSoundVoiceTable;
578
579 // von noises
583
585
588 protected string m_DefaultHitComponent;
590
592
594}
595
596
597// *************************************************************************************
598// ! DayZPlayerConstants - dayz player constants
599// *************************************************************************************
602{
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
662
666
667
672
678
688 // - Type not used for "swimming to death" or "transport to death"
689
693
695 COMMANDID_NONE, // type is int - no command - invalid state
696 COMMANDID_MOVE, // type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
697 COMMANDID_ACTION, // type is int (overridden from C++) - full body action
698 COMMANDID_MELEE, // type is int (overridden from C++) - melee attacks
699 COMMANDID_MELEE2, // type is int (overridden from C++) - melee attacks
700 COMMANDID_FALL, // type is int (overridden from C++) - falling
701 COMMANDID_DEATH, // type is int (overridden from C++) - dead
702 COMMANDID_DAMAGE, // type is int (overridden from C++) - fullbody damage
703 COMMANDID_LADDER, // type is int (overridden from C++) - ladder
704 COMMANDID_UNCONSCIOUS, // type is int (overridden from C++) - unconscious
705 COMMANDID_SWIM, // type is int (overridden from C++) - swimming
706 COMMANDID_VEHICLE, // type is int (overridden from C++) - vehicle
707 COMMANDID_CLIMB, // type is int (overridden from C++) - climb
708 COMMANDID_SCRIPT, // type is int (overridden from C++) - all scripted commands
709
710
712 COMMANDID_MOD_LOOKAT, // look at - always on
713 COMMANDID_MOD_WEAPONS, // weapons - always on
714 COMMANDID_MOD_ACTION, // action - additive action
715 COMMANDID_MOD_DAMAGE, // damage - additive damage
716
717
718
719
723
730
731
733
736
738
741 CMD_ACTIONMOD_DRINK = 0, // erc,cro [end, end2]
742 CMD_ACTIONMOD_EAT = 1, // erc,cro [end, end2]
743 CMD_ACTIONMOD_EMPTY_VESSEL = 2, // erc,cro [end]
744 CMD_ACTIONMOD_CATCHRAIN = 3, // erc,cro [end]
745 CMD_ACTIONMOD_VIEWCOMPASS = 7, // erc,cro [end]
746 CMD_ACTIONMOD_ITEM_TUNE = 9, // erc,cro [end]
747 CMD_ACTIONMOD_GIVEL = 10, // erc,cro [end]
748 CMD_ACTIONMOD_GIVER = 11, // erc,cro [end]
749 CMD_ACTIONMOD_SHAVE = 12, // erc,cro [end]
750 CMD_ACTIONMOD_FILLMAG = 13, // erc,cro [end]
751 CMD_ACTIONMOD_EMPTYMAG = 14, // erc,cro [end]
752 CMD_ACTIONMOD_OPENITEM = 15, // erc,cro [end]
753 CMD_ACTIONMOD_TAKETEMPSELF = 18, // erc,cro [end]
754 CMD_ACTIONMOD_VIEWMAP = 19, // erc,cro [end]
755 CMD_ACTIONMOD_RAISEITEM = 20, // erc,cro [end]
756 CMD_ACTIONMOD_SEARCHINVENTORY = 21, // erc,cro [end]
757 CMD_ACTIONMOD_CRAFTING = 22, // erc,cro [end]
758 CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23, // erc,cro [end, end2]
759 CMD_ACTIONMOD_COVERHEAD_SELF = 24, // erc,cro [end, end2]
760 CMD_ACTIONMOD_COVERHEAD_TARGET = 25, // erc,cro [end, end2]
764 CMD_ACTIONMOD_BLOODTEST = 254, // erc,cro [end]
765 CMD_ACTIONMOD_BLOODTESTOTHER = 255, // erc,cro [end]
766 CMD_ACTIONMOD_COMBINATIONLOCK = 256, // erc,cro [end]
767 CMD_ACTIONMOD_WASHFACE
768
769 // onetime
773 CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
776 CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
777 CMD_ACTIONMOD_OPENLID = 507, // erc,cro
778 CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
779 CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
780 CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
792 CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
793 CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
798 CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
799 CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
800 CMD_ACTIONMOD_HEATPACK = 529, // erc,cro
801
802
803
806
807
808
811
812 CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
813 CMD_ACTIONFB_EAT = 1, // pne [end, end2]
814 CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
815 CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
816 CMD_ACTIONFB_GIVEL = 10, // pne [end]
817 CMD_ACTIONFB_GIVER = 11, // pne [end]
818 CMD_ACTIONFB_FILLMAG = 13, // pne [end]
819 CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
820 CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
821 CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
824 CMD_ACTIONFB_WRING = 54, // cro [end]
825 CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
826 CMD_ACTIONFB_CPR = 57, // cro [end]
827 CMD_ACTIONFB_BANDAGE = 58, // cro [end]
828 CMD_ACTIONFB_CRAFTING = 59, // cro [end]
829 CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
830 CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
831 CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
832 CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
833 CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
835 CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
836 CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
838 CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
839 CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
840 CMD_ACTIONFB_VOMIT = 72, // cro [end]
841 CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
842 CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
843 CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
844 CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
845 CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
846 CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
847 CMD_ACTIONFB_OPENITEM = 83, // pne [end]
848 CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
849 CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
850 CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
851 CMD_ACTIONFB_DIG = 88, // erc [end, end2]
852 CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
853 CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
854 CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
855 CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
856 CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
857 CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
858 CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
859 CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
860 CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
861 CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
862 CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
863 CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
864 CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
865 CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
867 CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
868 CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
869 CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
870 CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
871 CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
872 CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
873 CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
874 CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
876 CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
877 CMD_ACTIONFB_SHOVEL_DIG = 117, // cro [end, end2]
879 CMD_ACTIONFB_PATCHING_TIRE = 119, // cro [end]
884 CMD_ACTIONFB_BREAKING_STICK = 124, // cro [end]
886 CMD_ACTIONFB_EATING_SNOW = 126, // cro [end]
888 CMD_ACTIONFB_DIGGIN_WORMS = 128, // erc,cro [end]
890 CMD_ACTIONFB_WASHFACEPOND = 257, // cro [end]
892 CMD_ACTIONFB_BRICKSTACK = 259, // erc,cro [end]
893 CMD_ACTIONFB_BRICKTROWEL = 260, // erc,cro [end]
894 CMD_ACTIONFB_MIX_MORTAR = 261, // cro [end]
896 CMD_ACTIONFB_SHARPEN = 263, // cro [end]
897 CMD_ACTIONFB_WASHFACEWELL = 264, // erc [end]
898 CMD_ACTIONFB_WETCLOTH = 265, // cro [end]
899 CMD_ACTIONFB_WETCLOTHWELL = 266, // erc [end]
900
901
902
903 // onetime
919 CMD_ACTIONFB_POKE = 515, // cro
922 CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
931
932 CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
933
943
944
948
949 // looping actions
952
953 // onetime actions
961
962
963
964
969 CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
970 CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
971 CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
972 CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
973 CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
974 CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
975 CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
976 CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
977 CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
978 CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
979 CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
980 CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
981 CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
982 CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
983 CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
984
985 CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
986
987 CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
988 CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
989 CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
990
991
992 // onetime
993 CMD_GESTUREMOD_THROAT = 1100, // erc,cro
994 CMD_GESTUREMOD_CLAP = 1101, // erc,cro
995 CMD_GESTUREMOD_DABBING = 1102, // erc,cro
996 CMD_GESTUREMOD_MOVE = 1103, // erc,cro
997 CMD_GESTUREMOD_DOWN = 1104, // erc,cro
998 CMD_GESTUREMOD_COME = 1105, // erc,cro
999 CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
1000 CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
1001 CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
1002 CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
1003 CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
1004 CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
1008
1011 CMD_GESTUREFB_GREETING = 1000, // pne [end]
1012 CMD_GESTUREFB_POINT = 1001, // pne [end]
1013 CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
1014 CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
1015 CMD_GESTUREFB_SILENCE = 1004, // pne [end]
1016 CMD_GESTUREFB_TAUNT = 1005, // pne [end]
1017 CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
1018 CMD_GESTUREFB_HEART = 1007, // pne [end]
1019 CMD_GESTUREFB_WATCHING = 1009, // pne [end]
1020 CMD_GESTUREFB_HOLD = 1010, // pne [end]
1021 CMD_GESTUREFB_LISTENING = 1011, // pne [end]
1022 CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
1023 CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
1024 CMD_GESTUREFB_OKAY = 1014, // pne [end]
1025
1026 CMD_GESTUREFB_SALUTE = 1050, // erc [end]
1027 CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
1028 CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
1029 CMD_GESTUREFB_SOS = 1053, // erc [end]
1030 CMD_GESTUREFB_SITA = 1054, // cro [end]
1031 CMD_GESTUREFB_SITB = 1055, // cro [end]
1032 CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
1033 CMD_GESTUREFB_KNEEL = 1057, // cro [end]
1034
1035 // onetime
1037 CMD_GESTUREFB_MOVE = 1103, // pne
1038 CMD_GESTUREFB_DOWN = 1104, // pne
1039 CMD_GESTUREFB_COME = 1105, // pne
1042 CMD_GESTUREFB_DANCE = 1109, // erc
1045 CMD_GESTUREFB_SHRUG = 1112, // pne
1046 CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
1047 CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
1049
1050
1060
1061
1066 CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1067 CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1068 CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1069 CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1070 CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1071 CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1072 CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1073 CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1074 CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1075 CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1076 CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1077
1078 // 32767 is totaly MAXIMAL index !!!!!
1079
1081
1093
1094// *************************************************************************************
1095// ! DayZPlayer - mainly for logic and camera
1096// *************************************************************************************
1098{
1099 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_...
1100 int m_iCurrentCommandID; //[in] - Current Main Command ID
1101 float m_fOrientationAngle; //[in/out] - horizontal model orientation (where you face) - in rad
1102 float m_fHeadingAngle; //[in/out] - horizontal aim angle (where you aim) - in rad
1103
1105 private void SDayZPlayerHeadingModel() {}
1107}
1108
1109
1110// *************************************************************************************
1111// ! DayZPlayer - mainly for logic and camera
1112// *************************************************************************************
1114{
1115 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
1116 int m_iCurrentCommandID; //[in] - Current Main Command ID
1117 float m_fCurrentAimX; //[in] - horizontal aim angle - in degrees
1118 float m_fCurrentAimY; //[in] - vertical aim angle - in degrees
1119
1120 float m_fAimXCamOffset; //[out] - camera (angle) offset modifier
1121 float m_fAimYCamOffset; //[out] - camera (angle) offset modifier
1122 float m_fAimXHandsOffset; //[out] - hands offset modifier
1123 float m_fAimYHandsOffset; //[out] - hands offset modifier
1124 float m_fAimXMouseShift; //[out] - shift like mouse does
1125 float m_fAimYMouseShift; //[out] - shift like mouse does
1126 float m_fCamPosOffsetX; //[out] - camera (position) offset modifier
1127 float m_fCamPosOffsetY; //[out] - camera (position) offset modifier
1128 float m_fCamPosOffsetZ; //[out] - camera (position) offset modifier
1129
1131 private void SDayZPlayerAimingModel() {}
1132 private void ~SDayZPlayerAimingModel() {}
1133}
1134
1135#ifdef FEATURE_NETWORK_RECONCILIATION
1136
1137class DayZPlayerOwnerState : AnimPhysOwnerState
1138{
1139 proto native void SetHeading(float value);
1140 proto native float GetHeading();
1141
1142 proto native void SetHeadingVelocity(float value);
1143 proto native float GetHeadingVelocity();
1144
1145 proto native void SetHeadingVelocityAlign(float value);
1146 proto native float GetHeadingVelocityAlign();
1147
1148 proto native void SetHeadingTargetAlignVelocity(vector value);
1149 proto native void GetHeadingTargetAlignVelocity(out vector value);
1150
1151};
1152
1153class DayZPlayerMove : AnimPhysMove
1154{
1155 proto native void SetHeading(float value);
1156 proto native float GetHeading();
1157
1159 proto native void UpdateParent(DayZPlayer player);
1160
1162 proto native bool WasParentUpdated();
1163
1164};
1165
1166#endif
1167
1168// *************************************************************************************
1169// ! DayZPlayer - mainly for logic and camera
1170// *************************************************************************************
1171class DayZPlayer extends Human
1172{
1177
1180
1183
1185
1189 proto native bool IsFirstRenderFrame();
1190
1191 override string GetDebugName()
1192 {
1193 string res = super.GetDebugName();
1194 res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
1195 return res;
1196 }
1197
1201
1202 bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel);
1203
1204
1206
1208
1209 bool AimingModel(float pDt, SDayZPlayerAimingModel pModel);
1210
1211
1212
1214
1220
1221 void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
1222
1224
1228 int CameraHandler(int pCameraMode);
1229
1230
1232
1235
1237 proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation);
1238
1240 proto native int GetCurrentPerItemCameraUD();
1241
1242 proto native bool IsCameraBlending();
1243
1244
1246
1248 proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat);
1249 proto native void AnimSetFloat(int pVar, float pFlt);
1250 proto native void AnimSetInt(int pVar, int pInt);
1251 proto native void AnimSetBool(int pVar, bool pBool);
1252
1254
1259 proto native int Random();
1260
1266 proto native float RandomRange(int pRange);
1267
1272 proto native float Random01();
1273
1286
1289
1291 proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos);
1293 proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos);
1294
1297
1299 proto native void ReleaseNetworkControls();
1300
1302
1303 proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx);
1305
1307
1308
1310 //static proto native bool IsEntityDayZPlayer(IEntity pEntity);
1311
1313 proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer);
1314
1316 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
1317
1319 proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
1320
1322 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
1323
1325 proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
1326
1328 proto native void SetVerticalMinimumAimLimit(float value);
1329
1330 void SetCurrentWaterLevel(float pWaterLevel);
1332
1334
1337
1339
1340
1346 proto native bool IsPlayerInStance(int pStanceMask); // STANCEMASK_ERECT | STANCEMASK_CROUCH
1347
1348
1351
1353
1355 proto native float IsPlayerSpeaking();
1356
1358 {
1359 /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1360 EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1361 bool boo;
1362
1363 if ( melee )
1364 {
1365 boo = melee.IsWeapon();
1366 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1367 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1368 }
1369 if ( shoulder )
1370 {
1371 boo = shoulder.IsWeapon();
1372 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1373 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1374 }
1375 }
1376
1379 {
1381 if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1382 {
1383 HumanCommandMove cm = GetCommand_Move();
1384 if (cm)
1385 {
1386 cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1387 }
1388 }
1389 }
1390
1391 void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
1392 {
1395 }
1396
1397 void OnThrowingModeChange(bool change_to_enabled){}
1398
1400 {
1401 if (!m_OnDeathStart)
1403
1404 return m_OnDeathStart;
1405 }
1406
1407 override void OnCommandDeathStart()
1408 {
1409 if (m_OnDeathStart)
1410 m_OnDeathStart.Invoke(this);
1411 }
1412}
1413
PlayerSpawnPreset slotName
EClientKicked
Определения ClientKickedModule.c:2
AnimBootsType
Определения DayZAnimEvents.c:98
@ DEBUG_SHOWDEBUGPLUGIN
Определения DayZCreatureAI.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector position
Определения DustKickupEffects.c:20
class NoiseSystem NoiseParams()
Определения Noise.c:18
void CommandHandler()
Определения PluginDayzPlayerDebug.c:1051
void OnActivate()
Определения Trap_LandMine.c:67
Super root of all classes in Enforce script.
Определения EnScript.c:11
static void RegisterHitComponent(array< ref DayZAIHitComponent > pHitComponents, string pName, float pWeight)
Register Hit Component for AI targeting.
Определения DayZAIHitComponents.c:21
static bool SelectMostProbableHitComponent(array< ref DayZAIHitComponent > pHitComponents, out string pHitComponent)
Определения DayZAIHitComponents.c:40
override bool IsShootingFromCamera()
Определения DayZPlayerImplement.c:282
override bool IsEyeZoom()
Legacy.
Определения DayZPlayerImplement.c:272
override float GetCurrentWaterLevel()
Определения DayZPlayerImplement.c:353
override void SetCurrentWaterLevel(float pWaterLevel)
Определения DayZPlayerImplement.c:358
override int CameraHandler(int pCameraMode)
Определения DayZPlayerImplement.c:2845
override int GetEyeZoomLevel()
Определения DayZPlayerImplement.c:277
override bool IsInThirdPerson()
Определения DayZPlayerImplement.c:302
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
is replayed after correction when 'NetworkRewindType.REPLAY' is used
Определения DayZPlayerImplement.c:1635
override void OnInputForRemote(ParamsReadContext ctx)
Определения DayZPlayerImplement.c:946
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
Определения DayZPlayerImplement.c:1723
override void OnInputFromServer(ParamsReadContext ctx)
Определения DayZPlayerImplement.c:972
float m_fPredictCollisionRadius
sphere radius used for collision prediction
Определения dayzplayer.c:21
float m_fUseHeading
0..1 (0 uses direct dir returned, 1 uses heading from player)
Определения dayzplayer.c:20
int m_iDirectBoneMode
Определения dayzplayer.c:24
vector m_CameraTM[4]
transformation matrix - pos + orient of the camera
Определения dayzplayer.c:14
float m_fIgnoreParentYaw
1 - resets base transforms yaw
Определения dayzplayer.c:30
float m_fFovMultiplier
fov multiplier - 1.0 default - used for modifying fov -
Определения dayzplayer.c:15
float m_fShootFromCamera
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
Определения dayzplayer.c:27
float m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
Определения dayzplayer.c:16
void ~DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
Определения dayzplayer.c:44
bool m_bOwnerTMOverride
The world space transform of the owner to the camera.
Определения dayzplayer.c:34
bool m_bUpdateWhenBlendOut
true - camera is updated when blending to new camera (Ironsights == false)
Определения dayzplayer.c:26
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 w...
Определения dayzplayer.c:25
float m_fPositionModelSpace
0.0 position is in heading space, 1.0 position is in model space
Определения dayzplayer.c:18
bool m_bUpdateEveryFrame
Whether the camera updates the next frame or blends with next character update.
Определения dayzplayer.c:31
float m_fNearPlane
nearplane distance
Определения dayzplayer.c:17
float m_fIgnoreParentRoll
1 - resets base transforms roll
Определения dayzplayer.c:28
IEntity m_CollisionIgnoreEntity
ignore entity in 3rd person camera collision solver
Определения dayzplayer.c:36
float m_fIgnoreParentPitch
1 - resets base transforms pitch
Определения dayzplayer.c:29
int m_iDirectBone
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
Определения dayzplayer.c:23
void DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
Определения dayzplayer.c:39
vector m_OwnerTM[4]
override automatically calculated owner transform during rendering (default - false)
Определения dayzplayer.c:33
float m_fDistance
camera distance (external cameras only)
Определения dayzplayer.c:19
Определения DayZPlayerImplement.c:87
SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
Определения dayzplayer.c:172
SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
Определения dayzplayer.c:148
override SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
Определения DayZPlayerCfgSounds.c:211
override NoiseParams GetNoiseParams(int eventId)
Определения DayZPlayerCfgSounds.c:224
proto native void ForceStance(int pStanceIdx)
Определения human.c:454
Определения human.c:1360
Определения human.c:18
Определения humanitems.c:6
Определения EnEntity.c:165
Определения Feet.c:1
InventoryLocation.
Определения InventoryLocation.c:30
Определения gameplay.c:161
Определения ObjectTyped.c:2
float m_fCamPosOffsetY
Определения dayzplayer.c:1127
float m_fCamPosOffsetZ
Определения dayzplayer.c:1128
float m_fAimXCamOffset
Определения dayzplayer.c:1120
float m_fAimYMouseShift
Определения dayzplayer.c:1125
int m_iCamMode
Определения dayzplayer.c:1115
float m_fAimXHandsOffset
Определения dayzplayer.c:1122
int m_iCurrentCommandID
Определения dayzplayer.c:1116
float m_fAimYCamOffset
Определения dayzplayer.c:1121
float m_fCurrentAimY
Определения dayzplayer.c:1118
float m_fAimYHandsOffset
Определения dayzplayer.c:1123
float m_fCamPosOffsetX
Определения dayzplayer.c:1126
void ~SDayZPlayerAimingModel()
Определения dayzplayer.c:1132
float m_fAimXMouseShift
Определения dayzplayer.c:1124
void SDayZPlayerAimingModel()
cannot be created from script
Определения dayzplayer.c:1131
float m_fCurrentAimX
Определения dayzplayer.c:1117
ScriptInvoker Class provide list of callbacks usage:
Определения 2_GameLib/DayZ/tools.c:116
Определения SurfaceInfo.c:9
SoundObjectBuilder GetSoundObjectBuilder()
Определения dayzplayer.c:201
ref SoundObjectBuilder m_SoundObjectBuilder
Определения dayzplayer.c:192
TIntArray GetAnimEventIds()
Определения dayzplayer.c:206
ref TIntArray m_AnimEventIds
Определения dayzplayer.c:193
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Определения dayzplayer.c:195
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения EnConvert.c:119
NoiseParams GetNoiseParamsTalk()
Определения dayzplayer.c:396
vector GetAdditiveAngles()
Определения dayzplayer.c:87
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
float m_fHeadingAngle
Определения dayzplayer.c:1102
float GetCurrentRoll()
Определения dayzplayer.c:107
proto native bool IsCameraBlending()
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
float GetCurrentYaw()
Определения dayzplayer.c:97
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
void DayZPlayerType()
Определения dayzplayer.c:512
override void OnCommandDeathStart()
Определения dayzplayer.c:1407
const int SIMPLE_SELECTION_SHOULDER_RIFLE
Определения dayzplayer.c:1175
enum DayZPlayerInstanceType m_iCamMode
proto native void AnimSetBool(int pVar, bool pBool)
const int SIMPLE_SELECTION_SHOULDER_MELEE
Определения dayzplayer.c:1176
void ~DayZPlayerType()
override string GetDebugName()
Определения dayzplayer.c:1191
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
void SpawnDiagCameraShake()
Определения dayzplayer.c:122
ref NoiseParams m_pNoiseShout
Определения dayzplayer.c:582
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight)
returns look limits for a player
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Определения dayzplayer.c:3
NoiseParams GetNoiseParamsShout()
Определения dayzplayer.c:401
ref array< ref VegetationSound > m_pVegetationSounds
Определения dayzplayer.c:584
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
Определения dayzplayer.c:587
ref array< string > m_SuitableFinisherHitComponents
Определения dayzplayer.c:591
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
Определения DayZPlayerCamera_Base.c:352
vector GetBaseAngles()
Определения dayzplayer.c:82
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
Определения dayzplayer.c:568
ref NoiseParams m_pNoiseStepStand
Определения dayzplayer.c:573
enum DayZPlayerConstants SetDefaultItemInHandsProfile
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
Определения dayzplayer.c:463
void SDayZPlayerHeadingModel()
cannot be created from script
Определения dayzplayer.c:1105
void ~SDayZPlayerHeadingModel()
Определения dayzplayer.c:1106
array< ref VegetationSound > GetVegetationSounds()
Определения dayzplayer.c:361
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
Определения dayzplayer.c:1378
string GetDefaultHitComponent()
Определения dayzplayer.c:497
bool CanFreeLook()
this overrides freelook for cameras - called from native
Определения dayzplayer.c:63
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
Определения dayzplayer.c:1391
AnimSoundEvent GetSoundWeaponEvent(int event_id)
Определения dayzplayer.c:451
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
Определения dayzplayer.c:309
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enab...
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
Определения dayzplayer.c:329
int m_iCurrentCommandID
Определения dayzplayer.c:1100
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
Определения dayzplayer.c:127
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
Определения dayzplayer.c:1357
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
Определения dayzplayer.c:319
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
Определения dayzplayer.c:334
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1084
@ INSTANCETYPE_REMOTE
client instance && controlled
Определения dayzplayer.c:1087
@ INSTANCETYPE_AI_SERVER
client instance && other player
Определения dayzplayer.c:1089
@ INSTANCETYPE_SERVER
Определения dayzplayer.c:1085
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
Определения dayzplayer.c:1091
@ INSTANCETYPE_CLIENT
server instance
Определения dayzplayer.c:1086
@ INSTANCETYPE_AI_REMOTE
temporary!
Определения dayzplayer.c:1090
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
bool IsCamera3rdRaised()
Определения dayzplayer.c:117
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
@ STANCEMASK_ERECT
stance masks
Определения dayzplayer.c:633
@ CMD_ACTIONMOD_ATTACHSCOPE
Определения dayzplayer.c:788
@ CMD_ACTIONFB_VIEWCOMPASS
Определения dayzplayer.c:859
@ CMD_ACTIONFB_FILLMAG
Определения dayzplayer.c:818
@ CMD_GESTUREFB_COME
Определения dayzplayer.c:1039
@ CMD_ACTIONFB_BUILDROPELADDER
Определения dayzplayer.c:891
@ CMD_GESTUREMOD_LISTENING
Определения dayzplayer.c:980
@ ROTATION_ENABLE
Определения dayzplayer.c:653
@ CMD_GESTUREMOD_TAUNTELBOW
Определения dayzplayer.c:1000
@ CMD_GESTUREMOD_POINT
Определения dayzplayer.c:970
@ CMD_GESTUREFB_GREETING
Определения dayzplayer.c:1011
@ CMD_ACTIONMOD_CRAFTING
Определения dayzplayer.c:757
@ CMD_ACTIONFB_FILLBOTTLEPOND
Определения dayzplayer.c:860
@ CMD_ACTIONMOD_STOPENGINE
Определения dayzplayer.c:958
@ CMD_ACTIONFB_WASHFACEPOND
Определения dayzplayer.c:890
@ CMD_ACTIONFB_ITEM_OFF
Определения dayzplayer.c:911
@ CMD_ACTIONFB_DRINKSIP
Определения dayzplayer.c:916
@ DEBUG_ENABLETALKING
option for showing talk command
Определения dayzplayer.c:612
@ CMD_GESTUREMOD_SURRENDEROUT
Определения dayzplayer.c:1007
@ CMD_ACTIONMOD_OPENLID
Определения dayzplayer.c:777
@ CMD_SUICIDEFB_PISTOL
Определения dayzplayer.c:1069
@ MELEE_LIGHT
melee hit type
Определения dayzplayer.c:664
@ CMD_ACTIONFB_CUTBARK
Определения dayzplayer.c:864
@ CMD_ACTIONFB_TURN_VALVE
Определения dayzplayer.c:875
@ CMD_GESTUREFB_LOOKOPTICS
Определения dayzplayer.c:867
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
Определения dayzplayer.c:726
@ CMD_ACTIONFB_FILLING_CONTAINER_SNOW
Определения dayzplayer.c:887
@ CMD_ACTIONFB_INJECTIONTARGET
Определения dayzplayer.c:915
@ CMD_TRAILER_WAKE_UP
Определения dayzplayer.c:1054
@ CMD_ACTIONFB_FISHING
Определения dayzplayer.c:825
@ CMD_ACTIONFB_SPRAYPLANT
Определения dayzplayer.c:832
@ CMD_GESTUREFB_LYINGDOWN
Определения dayzplayer.c:1028
@ CMD_ACTIONMOD_RAISEITEM
Определения dayzplayer.c:755
@ CMD_ACTIONFB_STOP_ALARM
Определения dayzplayer.c:927
@ CMD_ACTIONMOD_INTERACTONCE
Определения dayzplayer.c:791
@ CMD_ACTIONMOD_EAT_TABLET
Определения dayzplayer.c:799
@ CMD_ACTIONFB_PLACING_HEAVY
Определения dayzplayer.c:861
@ CMD_ACTIONFB_SET_ALARM
Определения dayzplayer.c:876
@ CMD_ACTIONFB_VIEWMAP
Определения dayzplayer.c:858
@ CMD_ACTIONFB_SHOVEL_DIG
Определения dayzplayer.c:877
@ CMD_ACTIONMOD_ATTACHBARREL
Определения dayzplayer.c:789
@ CMD_GESTUREMOD_TAUNT
Определения dayzplayer.c:974
@ DEBUG_TURNSLIDE
over turn slides / clamps
Определения dayzplayer.c:607
@ CMD_ACTIONFB_WRING
Определения dayzplayer.c:824
@ CMD_ACTIONMOD_ITEM_OFF
Определения dayzplayer.c:780
@ CMD_ACTIONFB_RESTRAINTARGET
Определения dayzplayer.c:842
@ CMD_ACTIONFB_HACKBUSH
Определения dayzplayer.c:848
@ CMD_ACTIONFB_SHARPEN
Определения dayzplayer.c:896
@ STANCEIDX_ERECT
Определения dayzplayer.c:619
@ STANCEMASK_PRONE
Определения dayzplayer.c:635
@ STANCEIDX_RAISEDPRONE
Определения dayzplayer.c:624
@ CMD_GESTUREMOD_HOLD
Определения dayzplayer.c:979
@ CMD_TRAILER_MASK_02
Определения dayzplayer.c:938
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Определения dayzplayer.c:917
@ CMD_GESTUREFB_SHAKEHEAD
Определения dayzplayer.c:1044
@ CMD_ACTIONFB_DIGGIN_WORMS
Определения dayzplayer.c:888
@ CMD_ACTIONFB_EAT_TABLET
Определения dayzplayer.c:929
@ CMD_ACTIONFB_COMBINATIONLOCK
Определения dayzplayer.c:889
@ STANCEIDX_RAISEDCROUCH
Определения dayzplayer.c:623
@ CMD_ACTIONFB_LICKBATTERY
Определения dayzplayer.c:906
@ CMD_GESTUREFB_TAUNTKISS
Определения dayzplayer.c:1040
@ COMMANDID_MOVE
Определения dayzplayer.c:696
@ CMD_TRAILER_MASK_DALLAS
Определения dayzplayer.c:940
@ CMD_ACTIONMOD_STOP_ALARM
Определения dayzplayer.c:797
@ CMD_ACTIONFB_ATTACHBARREL
Определения dayzplayer.c:921
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
Определения dayzplayer.c:882
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Определения dayzplayer.c:610
@ MOVEMENTIDX_RUN
Определения dayzplayer.c:659
@ CMD_GESTUREFB_SILENCE
Определения dayzplayer.c:1015
@ CMD_ACTIONFB_UNPINGRENAGE
Определения dayzplayer.c:909
@ STANCEMASK_CROUCH
Определения dayzplayer.c:634
@ CMD_ACTIONFB_BANDAGE
Определения dayzplayer.c:827
@ CMD_ACTIONMOD_BLOODTESTOTHER
Определения dayzplayer.c:765
@ COMMANDID_MOD_DAMAGE
Определения dayzplayer.c:715
@ CMD_ACTIONFB_POKE
Определения dayzplayer.c:919
@ CMD_GESTUREMOD_SURRENDERIN
Определения dayzplayer.c:1006
@ VEHICLESEAT_PASSENGER_R
Определения dayzplayer.c:677
@ CMD_GESTUREMOD_TAUNTKISS
Определения dayzplayer.c:999
@ CMD_ACTIONFB_DEPLOY_2HD
Определения dayzplayer.c:855
@ CMD_ACTIONFB_HEATPACK
Определения dayzplayer.c:930
@ CMD_ACTIONFB_SALINEBLOODBAG
Определения dayzplayer.c:838
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Определения dayzplayer.c:955
@ CMD_ACTIONMOD_LICKBATTERY
Определения dayzplayer.c:772
@ CMD_SUICIDEFB_UNARMED
Определения dayzplayer.c:1072
@ CMD_ACTIONFB_EAT
Определения dayzplayer.c:813
@ CMD_GESTUREFB_SITA
Определения dayzplayer.c:1030
@ CMD_GESTUREFB_SHRUG
Определения dayzplayer.c:1045
@ CMD_ACTIONFB_CRAFTING
Определения dayzplayer.c:828
@ CMD_ACTIONMOD_GIVEL
Определения dayzplayer.c:747
@ CMD_ACTIONMOD_COVERHEAD_SELF
Определения dayzplayer.c:759
@ COMMANDID_SWIM
Определения dayzplayer.c:705
@ CMD_ACTIONFB_DRINKPOND
Определения dayzplayer.c:820
@ MOVEMENT_SPRINT
0x4
Определения dayzplayer.c:648
@ CMD_ACTIONMOD_BATONRETRACT
Определения dayzplayer.c:782
@ CMD_ACTIONFB_DRINKWELL
Определения dayzplayer.c:821
@ CMD_GESTUREFB_KNEEL
Определения dayzplayer.c:1033
@ CMD_GESTUREFB_POINT
Определения dayzplayer.c:1012
@ CMD_GESTUREMOD_TIMEOUT
Определения dayzplayer.c:975
@ CMD_ACTIONFB_EATING_SNOW
Определения dayzplayer.c:886
@ CMD_GESTUREMOD_MOVE
Определения dayzplayer.c:996
@ CMD_ACTIONFB_DEPLOY_1HD
Определения dayzplayer.c:856
@ CMD_ACTIONFB_VOMIT
Определения dayzplayer.c:840
@ MELEE_HEAVY
Определения dayzplayer.c:665
@ COMMANDID_LADDER
Определения dayzplayer.c:703
@ CMD_GESTUREMOD_SURRENDER
Определения dayzplayer.c:1005
@ VEHICLESEAT_PASSENGER_L
Определения dayzplayer.c:676
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Определения dayzplayer.c:870
@ STANCEIDX_CROUCH
Определения dayzplayer.c:620
@ CMD_GESTUREFB_POINTSELF
Определения dayzplayer.c:1022
@ CMD_GESTUREMOD_DABBING
Определения dayzplayer.c:995
@ COMMANDID_MELEE
Определения dayzplayer.c:698
@ CMD_ACTIONFB_UNRESTRAINTARGET
Определения dayzplayer.c:841
@ CMD_GESTUREFB_SURRENDEROUT
Определения dayzplayer.c:1048
@ CMD_ACTIONMOD_SHAVE
Определения dayzplayer.c:749
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Определения dayzplayer.c:956
@ CMD_SUICIDEFB_PITCHFORK
Определения dayzplayer.c:1068
@ DEBUG_MENU
dayz player debug menu in enfusion
Определения dayzplayer.c:606
@ CMD_ACTIONFB_WASHFACEWELL
Определения dayzplayer.c:897
@ DEBUG_SHOWINJURY
menu for showing injuries
Определения dayzplayer.c:609
@ CMD_ACTIONMOD_LIGHTFLARE
Определения dayzplayer.c:773
@ COMMANDID_NONE
unconscious -> death - while in water
Определения dayzplayer.c:695
@ CMD_ACTIONFB_DIG
Определения dayzplayer.c:851
@ MOVEMENT_WALK
0x1
Определения dayzplayer.c:646
@ CMD_ACTIONFB_TAKETEMPSELF
Определения dayzplayer.c:850
@ CMD_ACTIONMOD_STARTENGINE
Определения dayzplayer.c:950
@ CMD_ACTIONFB_LIGHTFLARE
Определения dayzplayer.c:907
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Определения dayzplayer.c:844
@ CMD_ACTIONMOD_EAT_PILL
Определения dayzplayer.c:798
@ CMD_ACTIONFB_EMPTY_VESSEL
Определения dayzplayer.c:846
@ CMD_ACTIONINT_RPS_ROCK
Определения dayzplayer.c:987
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Определения dayzplayer.c:793
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Определения dayzplayer.c:712
@ CMD_GESTUREFB_TIMEOUT
Определения dayzplayer.c:1017
@ CMD_GESTUREFB_THUMB
Определения dayzplayer.c:1013
@ CMD_ACTIONFB_ATTACHSCOPE
Определения dayzplayer.c:920
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Определения dayzplayer.c:790
@ CMD_ACTIONMOD_ITEM_ON
Определения dayzplayer.c:779
@ CMD_ACTIONFB_PICKUP_HANDS
Определения dayzplayer.c:904
@ CMD_GESTUREMOD_SILENCE
Определения dayzplayer.c:973
@ CMD_ACTIONFB_DROPITEM_HANDS
Определения dayzplayer.c:932
@ CMD_ACTIONFB_PATCHING_SEWING
Определения dayzplayer.c:881
@ CMD_ACTIONFB_ITEM_ON
Определения dayzplayer.c:910
@ CMD_ACTIONFB_GIVER
Определения dayzplayer.c:817
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Определения dayzplayer.c:784
@ CMD_ACTIONFB_MORPHINE
Определения dayzplayer.c:913
@ CMD_GESTUREFB_HEART
Определения dayzplayer.c:1018
@ CMD_ACTIONFB_CATCHRAIN
Определения dayzplayer.c:814
@ CMD_SUICIDEFB_1HD
Определения dayzplayer.c:1066
@ CMD_TRAILER_MASK_HOXTON
Определения dayzplayer.c:941
@ CMD_ACTIONFB_RESTRAINSELF
Определения dayzplayer.c:871
@ COMMANDID_FALL
Определения dayzplayer.c:700
@ CMD_GESTUREMOD_COME
Определения dayzplayer.c:998
@ CMD_GESTUREMOD_RPS
Определения dayzplayer.c:985
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Определения dayzplayer.c:795
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Определения dayzplayer.c:762
@ CMD_ACTIONFB_BLOWFIREPLACE
Определения dayzplayer.c:857
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
Определения dayzplayer.c:687
@ ROTATION_DISABLE
0x8
Определения dayzplayer.c:652
@ CMD_ACTIONMOD_FISHINGRODRETRACT
Определения dayzplayer.c:785
@ CMD_SUICIDEFB_SPEAR
Определения dayzplayer.c:1074
@ CMD_SUICIDEFB_WOODAXE
Определения dayzplayer.c:1073
@ CMD_ACTIONFB_LITCHEMLIGHT
Определения dayzplayer.c:908
@ MOVEMENTIDX_SPRINT
Определения dayzplayer.c:660
@ CMD_ACTIONFB_PRESS_TRIGGER
Определения dayzplayer.c:924
@ CMD_ACTIONFB_VEHICLE_PUSH
Определения dayzplayer.c:878
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Определения dayzplayer.c:957
@ CMD_GESTUREFB_TAUNTTHINK
Определения dayzplayer.c:1041
@ CMD_GESTUREMOD_WATCHING
Определения dayzplayer.c:978
@ CMD_ACTIONMOD_DRINK
animations constants
Определения dayzplayer.c:741
@ CMD_ACTIONFB_OPENITEM_ONCE
Определения dayzplayer.c:918
@ COMMANDID_MELEE2
Определения dayzplayer.c:699
@ CMD_GESTUREMOD_THUMB
Определения dayzplayer.c:971
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
Определения dayzplayer.c:883
@ CMD_TRAILER_WALK_AWAY
Определения dayzplayer.c:1058
@ CMD_ACTIONMOD_EAT
Определения dayzplayer.c:742
@ VEHICLECLASS_CAR
vehicle classes
Определения dayzplayer.c:669
@ STANCEMASK_RAISEDPRONE
Определения dayzplayer.c:638
@ CMD_GESTUREFB_WATCHING
Определения dayzplayer.c:1019
@ CMD_SUICIDEFB_FIREAXE
Определения dayzplayer.c:1067
@ CMD_GESTUREMOD_CLAP
Определения dayzplayer.c:994
@ CMD_ACTIONMOD_BLOODTEST
Определения dayzplayer.c:764
@ CMD_ACTIONMOD_UNPINGRENAGE
Определения dayzplayer.c:775
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
Определения dayzplayer.c:729
@ CMD_ACTIONMOD_FILLMAG
Определения dayzplayer.c:750
@ STANCEMASK_RAISEDERECT
Определения dayzplayer.c:636
@ CMD_GESTUREFB_HOLD
Определения dayzplayer.c:1020
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Определения dayzplayer.c:954
@ CMD_GESTUREFB_DOWN
Определения dayzplayer.c:1038
@ COMMANDID_ACTION
Определения dayzplayer.c:697
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
Определения dayzplayer.c:683
@ CMD_ACTIONMOD_FOLDITEM_ONCE
Определения dayzplayer.c:794
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
Определения dayzplayer.c:682
@ CMD_ACTIONFB_LOWER_FLAG
Определения dayzplayer.c:926
@ CMD_TRAILER_WOUNDED
Определения dayzplayer.c:1057
@ CMD_SUICIDEFB_SICKLE
Определения dayzplayer.c:1075
@ COMMANDID_MOD_WEAPONS
Определения dayzplayer.c:713
@ CMD_ACTIONINT_RPS_SCISSORS
Определения dayzplayer.c:989
@ CMD_GESTUREFB_SITB
Определения dayzplayer.c:1031
@ CMD_GESTUREMOD_HEART
Определения dayzplayer.c:976
@ COMMANDID_SCRIPT
Определения dayzplayer.c:708
@ CMD_ACTIONFB_PLACING_1HD
Определения dayzplayer.c:863
@ CMD_ACTIONMOD_SET_ALARM
Определения dayzplayer.c:761
@ CMD_ACTIONFB_MINEROCK
Определения dayzplayer.c:868
@ CMD_GESTUREFB_THROAT
Определения dayzplayer.c:1036
@ STANCEMASK_RAISED
Определения dayzplayer.c:641
@ CMD_ACTIONFB_RESTRAIN
Определения dayzplayer.c:922
@ STANCEMASK_ALL
Определения dayzplayer.c:639
@ CMD_ACTIONFB_CPR
Определения dayzplayer.c:826
@ MOVEMENT_RUN
0x2
Определения dayzplayer.c:647
@ CMD_ACTIONMOD_COMBINATIONLOCK
Определения dayzplayer.c:766
@ CMD_ACTIONFB_PATCHING_TIRE
Определения dayzplayer.c:879
@ CMD_TRAILER_WALKIE_TALKIE
Определения dayzplayer.c:1056
@ CMD_ACTIONFB_DIGMANIPULATE
Определения dayzplayer.c:853
@ CMD_ACTIONFB_HANDCUFFTARGET
Определения dayzplayer.c:912
@ CMD_ACTIONFB_BREAKING_STICK
Определения dayzplayer.c:884
@ CMD_ACTIONMOD_PRESS_TRIGGER
Определения dayzplayer.c:796
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Определения dayzplayer.c:805
@ CMD_ACTIONMOD_ITEM_TUNE
Определения dayzplayer.c:746
@ CMD_SUICIDEFB_RIFLE
Определения dayzplayer.c:1070
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
Определения dayzplayer.c:880
@ CMD_ACTIONFB_WASHHANDSPOND
Определения dayzplayer.c:836
@ CMD_GESTUREMOD_GREETING
Определения dayzplayer.c:969
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Определения dayzplayer.c:786
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
Определения dayzplayer.c:725
@ STANCEMASK_NOTRAISED
Определения dayzplayer.c:640
@ CMD_ACTIONFB_INJECTION
Определения dayzplayer.c:914
@ MOVEMENT_IDLE
movements - masks
Определения dayzplayer.c:645
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Определения dayzplayer.c:783
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Определения dayzplayer.c:837
@ CMD_GESTUREMOD_SHAKEHEAD
Определения dayzplayer.c:1003
@ COMMANDID_VEHICLE
Определения dayzplayer.c:706
@ CMD_ACTIONFB_CHECKPULSE
Определения dayzplayer.c:843
@ COMMANDID_CLIMB
Определения dayzplayer.c:707
@ CMD_ACTIONFB_RAISEITEM
Определения dayzplayer.c:869
@ CMD_GESTUREFB_NODHEAD
Определения dayzplayer.c:1043
@ CMD_ACTIONFB_FILLBOTTLEWELL
Определения dayzplayer.c:822
@ CMD_ACTIONMOD_GIVER
Определения dayzplayer.c:748
@ CMD_ACTIONFB_STARTFIRE
Определения dayzplayer.c:833
@ CMD_GESTUREFB_LOOKATME
Определения dayzplayer.c:1023
@ CMD_ACTIONFB_DISASSEMBLE
Определения dayzplayer.c:873
@ CMD_ACTIONFB_VIEWNOTE
Определения dayzplayer.c:865
@ CMD_ACTIONFB_BRICKSTACK
Определения dayzplayer.c:892
@ CMD_GESTUREFB_DANCE
Определения dayzplayer.c:1042
@ CMD_TRAILER_MASK
Определения dayzplayer.c:937
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Определения dayzplayer.c:728
@ CMD_ACTIONFB_BRICKTROWEL
Определения dayzplayer.c:893
@ CMD_ACTIONFB_DRINKWELL_BUCKET
Определения dayzplayer.c:895
@ MOVEMENTIDX_WALK
Определения dayzplayer.c:658
@ CMD_GESTUREFB_TAUNT
Определения dayzplayer.c:1016
@ CMD_ACTIONMOD_TOOTHORN
Определения dayzplayer.c:951
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Определения dayzplayer.c:771
@ CMD_ACTIONFB_EMPTYMAG
Определения dayzplayer.c:819
@ CMD_SUICIDEFB_SWORD
Определения dayzplayer.c:1071
@ CMD_TRAILER_MASK_WOLF
Определения dayzplayer.c:942
@ CMD_ACTIONFB_INTERACT
Определения dayzplayer.c:829
@ COMMANDID_DEATH
Определения dayzplayer.c:701
@ CMD_GESTUREFB_SALUTE
Определения dayzplayer.c:1026
@ CMD_ACTIONFB_DRINK
Определения dayzplayer.c:812
@ CMD_GESTUREMOD_LOOKATME
Определения dayzplayer.c:982
@ CMD_ACTIONFB_FIREESTINGUISHER
Определения dayzplayer.c:823
@ CMD_GESTUREMOD_THROAT
Определения dayzplayer.c:993
@ CMD_ACTIONMOD_CATCHRAIN
Определения dayzplayer.c:744
@ CMD_ACTIONMOD_BATONEXTEND
Определения dayzplayer.c:781
@ CMD_TRAILER_DEAD_BODY
Определения dayzplayer.c:1055
@ DEATH_UNCON_ON_LAND
falling -> death
Определения dayzplayer.c:686
@ STANCEMASK_RAISEDCROUCH
Определения dayzplayer.c:637
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
Определения dayzplayer.c:758
@ COMMANDID_MOD_ACTION
Определения dayzplayer.c:714
@ CMD_GESTUREMOD_TAUNTTHINK
Определения dayzplayer.c:1001
@ CMD_GESTUREMOD_POINTSELF
Определения dayzplayer.c:981
@ CMD_ACTIONMOD_VIEWMAP
Определения dayzplayer.c:754
@ CMD_ACTIONMOD_EMPTYMAG
Определения dayzplayer.c:751
@ CMD_ACTIONMOD_EMPTY_VESSEL
Определения dayzplayer.c:743
@ CMD_ACTIONFB_OPENITEM
Определения dayzplayer.c:847
@ CMD_ACTIONFB_RAISE_FLAG
Определения dayzplayer.c:925
@ CMD_TRAILER_DEAD
Определения dayzplayer.c:1059
@ VEHICLECLASS_BOAT
Определения dayzplayer.c:671
@ CMD_ACTIONFB_STITCHUPSELF
Определения dayzplayer.c:839
@ CMD_ACTIONFB_WETCLOTH
Определения dayzplayer.c:898
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Определения dayzplayer.c:611
@ VEHICLESEAT_DRIVER
vehicle seats
Определения dayzplayer.c:674
@ CMD_ACTIONFB_WASHHANDSWELL
Определения dayzplayer.c:835
@ MOVEMENTIDX_SLIDE
movement idx
Определения dayzplayer.c:656
@ CMD_SUICIDEFB_HOE
Определения dayzplayer.c:1076
@ CMD_GESTUREMOD_FACEPALM
Определения dayzplayer.c:977
@ MOVEMENTIDX_CROUCH_RUN
Определения dayzplayer.c:661
@ VEHICLESEAT_CODRIVER
Определения dayzplayer.c:675
@ CMD_ACTIONMOD_LITCHEMLIGHT
Определения dayzplayer.c:774
@ CMD_ACTIONMOD_OPENITEM
Определения dayzplayer.c:752
@ COMMANDID_DAMAGE
Определения dayzplayer.c:702
@ CMD_ACTIONMOD_TAKETEMPSELF
Определения dayzplayer.c:753
@ CMD_ACTIONMOD_HEADLIGHT
Определения dayzplayer.c:960
@ CMD_ACTIONMOD_VIEWCOMPASS
Определения dayzplayer.c:745
@ CMD_GESTUREFB_SURRENDERIN
Определения dayzplayer.c:1047
@ CMD_ACTIONFB_ANIMALSKINNING
Определения dayzplayer.c:834
@ CMD_ACTIONMOD_OPENITEM_ONCE
Определения dayzplayer.c:787
@ CMD_ACTIONMOD_HEATPACK
Определения dayzplayer.c:800
@ CMD_GESTUREMOD_OKAY
Определения dayzplayer.c:983
@ CMD_ACTIONMOD_COVERHEAD_TARGET
Определения dayzplayer.c:760
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
Определения dayzplayer.c:727
@ CMD_ACTIONFB_EAT_PILL
Определения dayzplayer.c:928
@ CMD_ACTIONFB_PICKUP_INVENTORY
Определения dayzplayer.c:905
@ CMD_ACTIONFB_HACKTREE
Определения dayzplayer.c:849
@ DEATH_FALL
swimming -> death
Определения dayzplayer.c:685
@ CMD_TRAILER_MASK_CHAINS
Определения dayzplayer.c:939
@ CMD_ACTIONMOD_PICKUP_HANDS
Определения dayzplayer.c:770
@ STANCEIDX_RAISED
Определения dayzplayer.c:629
@ CMD_GESTUREFB_SOS
Определения dayzplayer.c:1029
@ CMD_ACTIONFB_WETCLOTHWELL
Определения dayzplayer.c:899
@ CMD_ACTIONMOD_DROPITEM_HANDS
Определения dayzplayer.c:804
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Определения dayzplayer.c:763
@ CMD_GESTUREFB_THUMBDOWN
Определения dayzplayer.c:1014
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
Определения dayzplayer.c:681
@ CMD_ACTIONINT_RPS_PAPER
Определения dayzplayer.c:988
@ CMD_ACTIONFB_FLAME_REPAIR
Определения dayzplayer.c:874
@ CMD_GESTUREMOD_NODHEAD
Определения dayzplayer.c:1002
@ CMD_ACTIONFB_COLLECTBLOODSELF
Определения dayzplayer.c:845
@ CMD_ACTIONMOD_SHIFTGEAR
Определения dayzplayer.c:959
@ CMD_ACTIONFB_ITEM_TUNE
Определения dayzplayer.c:815
@ CMD_ACTIONMOD_CLOSELID
Определения dayzplayer.c:778
@ CMD_ACTIONFB_DEPLOY_HEAVY
Определения dayzplayer.c:854
@ CMD_GESTUREMOD_DOWN
Определения dayzplayer.c:997
@ CMD_GESTUREFB_CAMPFIRE
Определения dayzplayer.c:1027
@ CMD_ACTIONMOD_ATTACHITEM
Определения dayzplayer.c:792
@ CMD_GESTUREMOD_THUMBDOWN
Определения dayzplayer.c:972
@ CMD_ACTIONFB_SEARCHINVENTORY
Определения dayzplayer.c:866
@ CMD_ACTIONFB_MIX_MORTAR
Определения dayzplayer.c:894
@ CMD_GESTUREFB_LISTENING
Определения dayzplayer.c:1021
@ CMD_GESTUREFB_OKAY
Определения dayzplayer.c:1024
@ CMD_GESTUREFB_MOVE
Определения dayzplayer.c:1037
@ CMD_ACTIONFB_GIVEL
Определения dayzplayer.c:816
@ CMD_ACTIONFB_PICKUP_HEAVY
Определения dayzplayer.c:923
@ MOVEMENTIDX_IDLE
Определения dayzplayer.c:657
@ CMD_ACTIONFB_PLACING_2HD
Определения dayzplayer.c:862
@ STANCEIDX_PRONE
Определения dayzplayer.c:621
@ CMD_GESTUREMOD_SHRUG
Определения dayzplayer.c:1004
@ CMD_ACTIONFB_ASSEMBLE
Определения dayzplayer.c:872
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
Определения dayzplayer.c:684
@ CMD_GESTUREFB_SURRENDER
Определения dayzplayer.c:1046
@ CMD_ACTIONMOD_SEARCHINVENTORY
Определения dayzplayer.c:756
@ VEHICLECLASS_HELI
Определения dayzplayer.c:670
@ CMD_ACTIONMOD_OPENDOORFW
Определения dayzplayer.c:776
@ DEATH_DEFAULT
death types
Определения dayzplayer.c:680
@ CMD_ACTIONFB_DIGUPCACHE
Определения dayzplayer.c:852
@ CMD_ACTIONFB_CLEANING_WEAPON
Определения dayzplayer.c:885
@ CMD_GESTUREFB_DABBING
Определения dayzplayer.c:1032
@ COMMANDID_UNCONSCIOUS
Определения dayzplayer.c:704
@ CMD_ACTIONFB_FORCEFEED
Определения dayzplayer.c:830
@ STANCEIDX_RAISEDERECT
Определения dayzplayer.c:622
@ CMD_ACTIONFB_BANDAGETARGET
Определения dayzplayer.c:831
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
proto native void ResetCameraCreators()
resets camera creators
proto native SHumanGlobalSettings GetGlobalSettingsW()
returns Human global settings for DayZPlayer
ref NoiseParams m_pNoiseLandHeavy
Определения dayzplayer.c:577
void LoadSoundWeaponEvent()
Определения dayzplayer.c:406
string m_DefaultHitComponent
Определения dayzplayer.c:588
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
ref NoiseParams m_pNoiseStepProne
Определения dayzplayer.c:575
proto SurfaceInfo GetCurrentSurfaceInfo()
-------------— surface functions ----------------------—
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
Определения dayzplayer.c:139
DayZPlayer m_pPlayer
data
Определения dayzplayer.c:135
float m_fOrientationAngle
Определения dayzplayer.c:1101
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
Определения dayzplayer.c:570
HumanInputController m_pInput
human input
Определения dayzplayer.c:136
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
ref DayZPlayerTypeAnimTable m_pSoundTable
Определения dayzplayer.c:571
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
Определения dayzplayer.c:569
const int SIMPLE_SELECTION_MELEE_MELEE
Определения dayzplayer.c:1174
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
ref ScriptInvoker m_OnDeathStart
invokers
Определения dayzplayer.c:1179
float GetCurrentPitch()
Определения dayzplayer.c:102
proto native void AnimSetFloat(int pVar, float pFlt)
proto native int GetCurrentPerItemCameraUD()
gets current camera
proto native void AnimSetInt(int pVar, int pInt)
proto native bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
string GetDefaultHitPositionComponent()
Определения dayzplayer.c:502
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
Определения dayzplayer.c:339
ScriptInvoker GetOnDeathStart()
Определения dayzplayer.c:1399
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
ref NoiseParams m_pNoiseTalk
Определения dayzplayer.c:581
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
proto native int Random()
-------------— deterministic random numbers ---------------------—
proto native int GetHeadBoneIdx()
ref NoiseParams m_pNoiseStepCrouch
Определения dayzplayer.c:574
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
string GetCameraName()
Определения dayzplayer.c:92
proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight)
returns aim limits for a player
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
Определения dayzplayer.c:180
string m_DefaultHitPositionComponent
Определения dayzplayer.c:589
void OnThrowingModeChange(bool change_to_enabled)
Определения dayzplayer.c:1397
proto native void ResetItemInHandsProfiles()
reset profiles
string GetHitComponentForAI()
Определения dayzplayer.c:485
NoiseParams GetNoiseParamsWhisper()
Определения dayzplayer.c:391
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
Определения dayzplayer.c:324
ref NoiseParams m_pNoiseLandLight
Определения dayzplayer.c:576
ref NoiseParams m_pNoiseWhisper
Определения dayzplayer.c:580
proto native bool IsFirstRenderFrame()
NoiseParams GetNoiseParamsLandLight()
Определения dayzplayer.c:381
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
NoiseParams GetNoiseParamsStand()
Определения dayzplayer.c:366
NoiseParams GetNoiseParamsCrouch()
Определения dayzplayer.c:371
NoiseParams GetNoiseParamsProne()
Определения dayzplayer.c:376
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
Определения dayzplayer.c:56
vector GetCurrentOrientation()
Определения dayzplayer.c:112
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
Определения dayzplayer.c:593
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
NoiseParams GetNoiseParamsLandHeavy()
Определения dayzplayer.c:386
array< string > GetSuitableFinisherHitComponents()
Определения dayzplayer.c:507
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
Определения dayzplayer.c:314
DayZPlayerTypeAnimTable GetSoundTable()
Определения dayzplayer.c:344
void LoadVegetationSounds()
Определения dayzplayer.c:424
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
array< int > TIntArray
Определения EnScript.c:733
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
class SoundObject SoundParams(string name)
proto native void OnUpdate()
Определения 3_Game/DayZ/tools/tools.c:349
class SHumanGlobalSettings SHumanCommandMoveSettings()
Определения humansettings.c:12
class SHumanCommandSwimSettings SHumanCommandClimbSettings()
Определения humansettings.c:74