DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено
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
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 = 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 + " ";
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 = 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
439 TIntArray animEventIds = new TIntArray;
440 GetGame().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
512 private void DayZPlayerType()
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
544 private void ~DayZPlayerType();
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
767 // onetime
771 CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
774 CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
775 CMD_ACTIONMOD_OPENLID = 507, // erc,cro
776 CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
777 CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
778 CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
790 CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
791 CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
796 CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
797 CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
798 CMD_ACTIONMOD_HEATPACK = 529, // erc,cro
799
800
801
804
805
806
809 CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
810 CMD_ACTIONFB_EAT = 1, // pne [end, end2]
811 CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
812 CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
813 CMD_ACTIONFB_GIVEL = 10, // pne [end]
814 CMD_ACTIONFB_GIVER = 11, // pne [end]
815 CMD_ACTIONFB_FILLMAG = 13, // pne [end]
816 CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
817 CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
818 CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
821 CMD_ACTIONFB_WRING = 54, // cro [end]
822 CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
823 CMD_ACTIONFB_CPR = 57, // cro [end]
824 CMD_ACTIONFB_BANDAGE = 58, // cro [end]
825 CMD_ACTIONFB_CRAFTING = 59, // cro [end]
826 CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
827 CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
828 CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
829 CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
830 CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
832 CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
833 CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
835 CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
836 CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
837 CMD_ACTIONFB_VOMIT = 72, // cro [end]
838 CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
839 CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
840 CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
841 CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
842 CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
843 CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
844 CMD_ACTIONFB_OPENITEM = 83, // pne [end]
845 CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
846 CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
847 CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
848 CMD_ACTIONFB_DIG = 88, // erc [end, end2]
849 CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
850 CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
851 CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
852 CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
853 CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
854 CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
855 CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
856 CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
857 CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
858 CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
859 CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
860 CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
861 CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
862 CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
864 CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
865 CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
866 CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
867 CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
868 CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
869 CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
870 CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
871 CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
873 CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
874 CMD_ACTIONFB_SHOVEL_DIG = 117, // cro [end, end2]
876 CMD_ACTIONFB_PATCHING_TIRE = 119, // cro [end]
881 CMD_ACTIONFB_BREAKING_STICK = 124, // cro [end]
883 CMD_ACTIONFB_EATING_SNOW = 126, // cro [end]
885 CMD_ACTIONFB_DIGGIN_WORMS = 128, // erc,cro [end]
886
887 // onetime
903 CMD_ACTIONFB_POKE = 515, // cro
906 CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
915
916 CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
917
927
928
932
933 // looping actions
936
937 // onetime actions
945
946
947
948
953 CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
954 CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
955 CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
956 CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
957 CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
958 CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
959 CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
960 CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
961 CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
962 CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
963 CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
964 CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
965 CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
966 CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
967 CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
968
969 CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
970
971 CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
972 CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
973 CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
974
975
976 // onetime
977 CMD_GESTUREMOD_THROAT = 1100, // erc,cro
978 CMD_GESTUREMOD_CLAP = 1101, // erc,cro
979 CMD_GESTUREMOD_DABBING = 1102, // erc,cro
980 CMD_GESTUREMOD_MOVE = 1103, // erc,cro
981 CMD_GESTUREMOD_DOWN = 1104, // erc,cro
982 CMD_GESTUREMOD_COME = 1105, // erc,cro
983 CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
984 CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
985 CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
986 CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
987 CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
988 CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
992
995 CMD_GESTUREFB_GREETING = 1000, // pne [end]
996 CMD_GESTUREFB_POINT = 1001, // pne [end]
997 CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
998 CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
999 CMD_GESTUREFB_SILENCE = 1004, // pne [end]
1000 CMD_GESTUREFB_TAUNT = 1005, // pne [end]
1001 CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
1002 CMD_GESTUREFB_HEART = 1007, // pne [end]
1003 CMD_GESTUREFB_WATCHING = 1009, // pne [end]
1004 CMD_GESTUREFB_HOLD = 1010, // pne [end]
1005 CMD_GESTUREFB_LISTENING = 1011, // pne [end]
1006 CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
1007 CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
1008 CMD_GESTUREFB_OKAY = 1014, // pne [end]
1009
1010 CMD_GESTUREFB_SALUTE = 1050, // erc [end]
1011 CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
1012 CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
1013 CMD_GESTUREFB_SOS = 1053, // erc [end]
1014 CMD_GESTUREFB_SITA = 1054, // cro [end]
1015 CMD_GESTUREFB_SITB = 1055, // cro [end]
1016 CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
1017 CMD_GESTUREFB_KNEEL = 1057, // cro [end]
1018
1019 // onetime
1021 CMD_GESTUREFB_MOVE = 1103, // pne
1022 CMD_GESTUREFB_DOWN = 1104, // pne
1023 CMD_GESTUREFB_COME = 1105, // pne
1026 CMD_GESTUREFB_DANCE = 1109, // erc
1029 CMD_GESTUREFB_SHRUG = 1112, // pne
1030 CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
1031 CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
1033
1034
1044
1045
1050 CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1051 CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1052 CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1053 CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1054 CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1055 CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1056 CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1057 CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1058 CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1059 CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1060 CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1061
1062 // 32767 is totaly MAXIMAL index !!!!!
1063
1065
1077
1078// *************************************************************************************
1079// ! DayZPlayer - mainly for logic and camera
1080// *************************************************************************************
1082{
1083 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_...
1084 int m_iCurrentCommandID; //[in] - Current Main Command ID
1085 float m_fOrientationAngle; //[in/out] - horizontal model orientation (where you face) - in rad
1086 float m_fHeadingAngle; //[in/out] - horizontal aim angle (where you aim) - in rad
1087
1089 private void SDayZPlayerHeadingModel() {}
1091}
1092
1093
1094// *************************************************************************************
1095// ! DayZPlayer - mainly for logic and camera
1096// *************************************************************************************
1098{
1099 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
1100 int m_iCurrentCommandID; //[in] - Current Main Command ID
1101 float m_fCurrentAimX; //[in] - horizontal aim angle - in degrees
1102 float m_fCurrentAimY; //[in] - vertical aim angle - in degrees
1103
1104 float m_fAimXCamOffset; //[out] - camera (angle) offset modifier
1105 float m_fAimYCamOffset; //[out] - camera (angle) offset modifier
1106 float m_fAimXHandsOffset; //[out] - hands offset modifier
1107 float m_fAimYHandsOffset; //[out] - hands offset modifier
1108 float m_fAimXMouseShift; //[out] - shift like mouse does
1109 float m_fAimYMouseShift; //[out] - shift like mouse does
1110 float m_fCamPosOffsetX; //[out] - camera (position) offset modifier
1111 float m_fCamPosOffsetY; //[out] - camera (position) offset modifier
1112 float m_fCamPosOffsetZ; //[out] - camera (position) offset modifier
1113
1115 private void SDayZPlayerAimingModel() {}
1116 private void ~SDayZPlayerAimingModel() {}
1117}
1118
1119#ifdef FEATURE_NETWORK_RECONCILIATION
1120
1121class DayZPlayerOwnerState : AnimPhysOwnerState
1122{
1123 proto native void SetHeading(float value);
1124 proto native float GetHeading();
1125
1126 proto native void SetHeadingVelocity(float value);
1127 proto native float GetHeadingVelocity();
1128
1129 proto native void SetHeadingVelocityAlign(float value);
1130 proto native float GetHeadingVelocityAlign();
1131
1132 proto native void SetHeadingTargetAlignVelocity(vector value);
1133 proto native void GetHeadingTargetAlignVelocity(out vector value);
1134
1135};
1136
1137class DayZPlayerMove : AnimPhysMove
1138{
1139 proto native void SetHeading(float value);
1140 proto native float GetHeading();
1141
1143 proto native void UpdateParent(DayZPlayer player);
1144
1146 proto native bool WasParentUpdated();
1147
1148};
1149
1150#endif
1151
1152// *************************************************************************************
1153// ! DayZPlayer - mainly for logic and camera
1154// *************************************************************************************
1155class DayZPlayer extends Human
1156{
1161
1164
1167
1169
1170 override string GetDebugName()
1171 {
1172 string res = super.GetDebugName();
1173 res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
1174 return res;
1175 }
1176
1180
1181 bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel);
1182
1183
1185
1187
1188 bool AimingModel(float pDt, SDayZPlayerAimingModel pModel);
1189
1190
1191
1193
1199
1200 void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
1201
1203
1207 int CameraHandler(int pCameraMode);
1208
1209
1211
1214
1216 proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation);
1217
1219 proto native int GetCurrentPerItemCameraUD();
1220
1221 proto native bool IsCameraBlending();
1222
1223
1225
1227 proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat);
1228 proto native void AnimSetFloat(int pVar, float pFlt);
1229 proto native void AnimSetInt(int pVar, int pInt);
1230 proto native void AnimSetBool(int pVar, bool pBool);
1231
1233
1238 proto native int Random();
1239
1245 proto native float RandomRange(int pRange);
1246
1251 proto native float Random01();
1252
1265
1268
1270 proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos);
1272 proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos);
1273
1276
1278 proto native void ReleaseNetworkControls();
1279
1281
1282 proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx);
1284
1286
1287
1289 //static proto native bool IsEntityDayZPlayer(IEntity pEntity);
1290
1292 proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer);
1293
1295 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
1296
1298 proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
1299
1301 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
1302
1304 proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
1305
1307 proto native void SetVerticalMinimumAimLimit(float value);
1308
1309 void SetCurrentWaterLevel(float pWaterLevel);
1311
1312
1314
1315
1321 proto native bool IsPlayerInStance(int pStanceMask); // STANCEMASK_ERECT | STANCEMASK_CROUCH
1322
1323
1326
1328
1330 proto native float IsPlayerSpeaking();
1331
1333 {
1334 /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1335 EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1336 bool boo;
1337
1338 if ( melee )
1339 {
1340 boo = melee.IsWeapon();
1341 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1342 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1343 }
1344 if ( shoulder )
1345 {
1346 boo = shoulder.IsWeapon();
1347 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1348 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1349 }
1350 }
1351
1354 {
1356 if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1357 {
1358 HumanCommandMove cm = GetCommand_Move();
1359 if (cm)
1360 {
1361 cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1362 }
1363 }
1364 }
1365
1366 void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
1367 {
1370 }
1371
1372 void OnThrowingModeChange(bool change_to_enabled){}
1373
1375 {
1376 if (!m_OnDeathStart)
1378
1379 return m_OnDeathStart;
1380 }
1381
1382 override void OnCommandDeathStart()
1383 {
1384 if (m_OnDeathStart)
1385 m_OnDeathStart.Invoke(this);
1386 }
1387}
1388
PlayerSpawnPreset slotName
EClientKicked
Определения ClientKickedModule.c:2
AnimBootsType
Определения DayZAnimEvents.c:98
@ DEBUG_SHOWDEBUGPLUGIN
Определения DayZCreatureAI.c:3
class NoiseSystem NoiseParams()
Определения Noise.c:15
void CommandHandler()
Определения PluginDayzPlayerDebug.c:1051
void OnActivate()
Определения Trap_LandMine.c:67
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
proto native void ConfigGetIntArray(string path, out TIntArray values)
Get array of integers from config on path.
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
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:294
override bool IsEyeZoom()
Legacy.
Определения DayZPlayerImplement.c:284
override float GetCurrentWaterLevel()
Определения DayZPlayerImplement.c:365
override void SetCurrentWaterLevel(float pWaterLevel)
Определения DayZPlayerImplement.c:370
override int CameraHandler(int pCameraMode)
Определения DayZPlayerImplement.c:2711
override int GetEyeZoomLevel()
Определения DayZPlayerImplement.c:289
override bool IsInThirdPerson()
Определения DayZPlayerImplement.c:314
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
is replayed after correction when 'NetworkRewindType.REPLAY' is used
Определения DayZPlayerImplement.c:1530
override void OnInputForRemote(ParamsReadContext ctx)
Определения DayZPlayerImplement.c:905
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
Определения DayZPlayerImplement.c:1618
override void OnInputFromServer(ParamsReadContext ctx)
Определения DayZPlayerImplement.c:931
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
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
Определения Building.c:6
proto native void ForceStance(int pStanceIdx)
Определения human.c:434
Определения human.c:18
Определения humanitems.c:6
Определения EnEntity.c:165
Определения ItemBase.c:15
InventoryLocation.
Определения InventoryLocation.c:29
Определения gameplay.c:161
Определения ObjectTyped.c:2
float m_fCamPosOffsetY
Определения dayzplayer.c:1111
float m_fCamPosOffsetZ
Определения dayzplayer.c:1112
float m_fAimXCamOffset
Определения dayzplayer.c:1104
float m_fAimYMouseShift
Определения dayzplayer.c:1109
int m_iCamMode
Определения dayzplayer.c:1099
float m_fAimXHandsOffset
Определения dayzplayer.c:1106
int m_iCurrentCommandID
Определения dayzplayer.c:1100
float m_fAimYCamOffset
Определения dayzplayer.c:1105
float m_fCurrentAimY
Определения dayzplayer.c:1102
float m_fAimYHandsOffset
Определения dayzplayer.c:1107
float m_fCamPosOffsetX
Определения dayzplayer.c:1110
void ~SDayZPlayerAimingModel()
Определения dayzplayer.c:1116
float m_fAimXMouseShift
Определения dayzplayer.c:1108
void SDayZPlayerAimingModel()
cannot be created from script
Определения dayzplayer.c:1115
float m_fCurrentAimX
Определения dayzplayer.c:1101
ScriptInvoker Class provide list of callbacks usage:
Определения tools.c:116
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:106
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:1086
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:1382
const int SIMPLE_SELECTION_SHOULDER_RIFLE
Определения dayzplayer.c:1159
enum DayZPlayerInstanceType m_iCamMode
proto native void AnimSetBool(int pVar, bool pBool)
const int SIMPLE_SELECTION_SHOULDER_MELEE
Определения dayzplayer.c:1160
void ~DayZPlayerType()
override string GetDebugName()
Определения dayzplayer.c:1170
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:344
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:1089
void ~SDayZPlayerHeadingModel()
Определения dayzplayer.c:1090
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:1353
string GetDefaultHitComponent()
Определения dayzplayer.c:497
bool CanFreeLook()
this overrides freelook for cameras
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:1366
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:1084
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:1332
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
Определения dayzplayer.c:319
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
Определения dayzplayer.c:334
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1068
@ INSTANCETYPE_REMOTE
client instance && controlled
Определения dayzplayer.c:1071
@ INSTANCETYPE_AI_SERVER
client instance && other player
Определения dayzplayer.c:1073
@ INSTANCETYPE_SERVER
Определения dayzplayer.c:1069
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
Определения dayzplayer.c:1075
@ INSTANCETYPE_CLIENT
server instance
Определения dayzplayer.c:1070
@ INSTANCETYPE_AI_REMOTE
temporary!
Определения dayzplayer.c:1074
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:786
@ CMD_ACTIONFB_VIEWCOMPASS
Определения dayzplayer.c:856
@ CMD_ACTIONFB_FILLMAG
Определения dayzplayer.c:815
@ CMD_GESTUREFB_COME
Определения dayzplayer.c:1023
@ CMD_GESTUREMOD_LISTENING
Определения dayzplayer.c:964
@ ROTATION_ENABLE
Определения dayzplayer.c:653
@ CMD_GESTUREMOD_TAUNTELBOW
Определения dayzplayer.c:984
@ CMD_GESTUREMOD_POINT
Определения dayzplayer.c:954
@ CMD_GESTUREFB_GREETING
Определения dayzplayer.c:995
@ CMD_ACTIONMOD_CRAFTING
Определения dayzplayer.c:757
@ CMD_ACTIONFB_FILLBOTTLEPOND
Определения dayzplayer.c:857
@ CMD_ACTIONMOD_STOPENGINE
Определения dayzplayer.c:942
@ CMD_ACTIONFB_ITEM_OFF
Определения dayzplayer.c:895
@ CMD_ACTIONFB_DRINKSIP
Определения dayzplayer.c:900
@ DEBUG_ENABLETALKING
option for showing talk command
Определения dayzplayer.c:612
@ CMD_GESTUREMOD_SURRENDEROUT
Определения dayzplayer.c:991
@ CMD_ACTIONMOD_OPENLID
Определения dayzplayer.c:775
@ CMD_SUICIDEFB_PISTOL
Определения dayzplayer.c:1053
@ MELEE_LIGHT
melee hit type
Определения dayzplayer.c:664
@ CMD_ACTIONFB_CUTBARK
Определения dayzplayer.c:861
@ CMD_ACTIONFB_TURN_VALVE
Определения dayzplayer.c:872
@ CMD_GESTUREFB_LOOKOPTICS
Определения dayzplayer.c:864
@ 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:884
@ CMD_ACTIONFB_INJECTIONTARGET
Определения dayzplayer.c:899
@ CMD_TRAILER_WAKE_UP
Определения dayzplayer.c:1038
@ CMD_ACTIONFB_FISHING
Определения dayzplayer.c:822
@ CMD_ACTIONFB_SPRAYPLANT
Определения dayzplayer.c:829
@ CMD_GESTUREFB_LYINGDOWN
Определения dayzplayer.c:1012
@ CMD_ACTIONMOD_RAISEITEM
Определения dayzplayer.c:755
@ CMD_ACTIONFB_STOP_ALARM
Определения dayzplayer.c:911
@ CMD_ACTIONMOD_INTERACTONCE
Определения dayzplayer.c:789
@ CMD_ACTIONMOD_EAT_TABLET
Определения dayzplayer.c:797
@ CMD_ACTIONFB_PLACING_HEAVY
Определения dayzplayer.c:858
@ CMD_ACTIONFB_SET_ALARM
Определения dayzplayer.c:873
@ CMD_ACTIONFB_VIEWMAP
Определения dayzplayer.c:855
@ CMD_ACTIONFB_SHOVEL_DIG
Определения dayzplayer.c:874
@ CMD_ACTIONMOD_ATTACHBARREL
Определения dayzplayer.c:787
@ CMD_GESTUREMOD_TAUNT
Определения dayzplayer.c:958
@ DEBUG_TURNSLIDE
over turn slides / clamps
Определения dayzplayer.c:607
@ CMD_ACTIONFB_WRING
Определения dayzplayer.c:821
@ CMD_ACTIONMOD_ITEM_OFF
Определения dayzplayer.c:778
@ CMD_ACTIONFB_RESTRAINTARGET
Определения dayzplayer.c:839
@ CMD_ACTIONFB_HACKBUSH
Определения dayzplayer.c:845
@ STANCEIDX_ERECT
Определения dayzplayer.c:619
@ STANCEMASK_PRONE
Определения dayzplayer.c:635
@ STANCEIDX_RAISEDPRONE
Определения dayzplayer.c:624
@ CMD_GESTUREMOD_HOLD
Определения dayzplayer.c:963
@ CMD_TRAILER_MASK_02
Определения dayzplayer.c:922
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Определения dayzplayer.c:901
@ CMD_GESTUREFB_SHAKEHEAD
Определения dayzplayer.c:1028
@ CMD_ACTIONFB_DIGGIN_WORMS
Определения dayzplayer.c:885
@ CMD_ACTIONFB_EAT_TABLET
Определения dayzplayer.c:913
@ STANCEIDX_RAISEDCROUCH
Определения dayzplayer.c:623
@ CMD_ACTIONFB_LICKBATTERY
Определения dayzplayer.c:890
@ CMD_GESTUREFB_TAUNTKISS
Определения dayzplayer.c:1024
@ COMMANDID_MOVE
Определения dayzplayer.c:696
@ CMD_TRAILER_MASK_DALLAS
Определения dayzplayer.c:924
@ CMD_ACTIONMOD_STOP_ALARM
Определения dayzplayer.c:795
@ CMD_ACTIONFB_ATTACHBARREL
Определения dayzplayer.c:905
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
Определения dayzplayer.c:879
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Определения dayzplayer.c:610
@ MOVEMENTIDX_RUN
Определения dayzplayer.c:659
@ CMD_GESTUREFB_SILENCE
Определения dayzplayer.c:999
@ CMD_ACTIONFB_UNPINGRENAGE
Определения dayzplayer.c:893
@ STANCEMASK_CROUCH
Определения dayzplayer.c:634
@ CMD_ACTIONFB_BANDAGE
Определения dayzplayer.c:824
@ CMD_ACTIONMOD_BLOODTESTOTHER
Определения dayzplayer.c:765
@ COMMANDID_MOD_DAMAGE
Определения dayzplayer.c:715
@ CMD_ACTIONFB_POKE
Определения dayzplayer.c:903
@ CMD_GESTUREMOD_SURRENDERIN
Определения dayzplayer.c:990
@ VEHICLESEAT_PASSENGER_R
Определения dayzplayer.c:677
@ CMD_GESTUREMOD_TAUNTKISS
Определения dayzplayer.c:983
@ CMD_ACTIONFB_DEPLOY_2HD
Определения dayzplayer.c:852
@ CMD_ACTIONFB_HEATPACK
Определения dayzplayer.c:914
@ CMD_ACTIONFB_SALINEBLOODBAG
Определения dayzplayer.c:835
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Определения dayzplayer.c:939
@ CMD_ACTIONMOD_LICKBATTERY
Определения dayzplayer.c:770
@ CMD_SUICIDEFB_UNARMED
Определения dayzplayer.c:1056
@ CMD_ACTIONFB_EAT
Определения dayzplayer.c:810
@ CMD_GESTUREFB_SITA
Определения dayzplayer.c:1014
@ CMD_GESTUREFB_SHRUG
Определения dayzplayer.c:1029
@ CMD_ACTIONFB_CRAFTING
Определения dayzplayer.c:825
@ 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:817
@ MOVEMENT_SPRINT
0x4
Определения dayzplayer.c:648
@ CMD_ACTIONMOD_BATONRETRACT
Определения dayzplayer.c:780
@ CMD_ACTIONFB_DRINKWELL
Определения dayzplayer.c:818
@ CMD_GESTUREFB_KNEEL
Определения dayzplayer.c:1017
@ CMD_GESTUREFB_POINT
Определения dayzplayer.c:996
@ CMD_GESTUREMOD_TIMEOUT
Определения dayzplayer.c:959
@ CMD_ACTIONFB_EATING_SNOW
Определения dayzplayer.c:883
@ CMD_GESTUREMOD_MOVE
Определения dayzplayer.c:980
@ CMD_ACTIONFB_DEPLOY_1HD
Определения dayzplayer.c:853
@ CMD_ACTIONFB_VOMIT
Определения dayzplayer.c:837
@ MELEE_HEAVY
Определения dayzplayer.c:665
@ COMMANDID_LADDER
Определения dayzplayer.c:703
@ CMD_GESTUREMOD_SURRENDER
Определения dayzplayer.c:989
@ VEHICLESEAT_PASSENGER_L
Определения dayzplayer.c:676
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Определения dayzplayer.c:867
@ STANCEIDX_CROUCH
Определения dayzplayer.c:620
@ CMD_GESTUREFB_POINTSELF
Определения dayzplayer.c:1006
@ CMD_GESTUREMOD_DABBING
Определения dayzplayer.c:979
@ COMMANDID_MELEE
Определения dayzplayer.c:698
@ CMD_ACTIONFB_UNRESTRAINTARGET
Определения dayzplayer.c:838
@ CMD_GESTUREFB_SURRENDEROUT
Определения dayzplayer.c:1032
@ CMD_ACTIONMOD_SHAVE
Определения dayzplayer.c:749
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Определения dayzplayer.c:940
@ CMD_SUICIDEFB_PITCHFORK
Определения dayzplayer.c:1052
@ DEBUG_MENU
dayz player debug menu in enfusion
Определения dayzplayer.c:606
@ DEBUG_SHOWINJURY
menu for showing injuries
Определения dayzplayer.c:609
@ CMD_ACTIONMOD_LIGHTFLARE
Определения dayzplayer.c:771
@ COMMANDID_NONE
unconscious -> death - while in water
Определения dayzplayer.c:695
@ CMD_ACTIONFB_DIG
Определения dayzplayer.c:848
@ MOVEMENT_WALK
0x1
Определения dayzplayer.c:646
@ CMD_ACTIONFB_TAKETEMPSELF
Определения dayzplayer.c:847
@ CMD_ACTIONMOD_STARTENGINE
Определения dayzplayer.c:934
@ CMD_ACTIONFB_LIGHTFLARE
Определения dayzplayer.c:891
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Определения dayzplayer.c:841
@ CMD_ACTIONMOD_EAT_PILL
Определения dayzplayer.c:796
@ CMD_ACTIONFB_EMPTY_VESSEL
Определения dayzplayer.c:843
@ CMD_ACTIONINT_RPS_ROCK
Определения dayzplayer.c:971
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Определения dayzplayer.c:791
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Определения dayzplayer.c:712
@ CMD_GESTUREFB_TIMEOUT
Определения dayzplayer.c:1001
@ CMD_GESTUREFB_THUMB
Определения dayzplayer.c:997
@ CMD_ACTIONFB_ATTACHSCOPE
Определения dayzplayer.c:904
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Определения dayzplayer.c:788
@ CMD_ACTIONMOD_ITEM_ON
Определения dayzplayer.c:777
@ CMD_ACTIONFB_PICKUP_HANDS
Определения dayzplayer.c:888
@ CMD_GESTUREMOD_SILENCE
Определения dayzplayer.c:957
@ CMD_ACTIONFB_DROPITEM_HANDS
Определения dayzplayer.c:916
@ CMD_ACTIONFB_PATCHING_SEWING
Определения dayzplayer.c:878
@ CMD_ACTIONFB_ITEM_ON
Определения dayzplayer.c:894
@ CMD_ACTIONFB_GIVER
Определения dayzplayer.c:814
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Определения dayzplayer.c:782
@ CMD_ACTIONFB_MORPHINE
Определения dayzplayer.c:897
@ CMD_GESTUREFB_HEART
Определения dayzplayer.c:1002
@ CMD_ACTIONFB_CATCHRAIN
Определения dayzplayer.c:811
@ CMD_SUICIDEFB_1HD
Определения dayzplayer.c:1050
@ CMD_TRAILER_MASK_HOXTON
Определения dayzplayer.c:925
@ CMD_ACTIONFB_RESTRAINSELF
Определения dayzplayer.c:868
@ COMMANDID_FALL
Определения dayzplayer.c:700
@ CMD_GESTUREMOD_COME
Определения dayzplayer.c:982
@ CMD_GESTUREMOD_RPS
Определения dayzplayer.c:969
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Определения dayzplayer.c:793
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Определения dayzplayer.c:762
@ CMD_ACTIONFB_BLOWFIREPLACE
Определения dayzplayer.c:854
@ 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:783
@ CMD_SUICIDEFB_SPEAR
Определения dayzplayer.c:1058
@ CMD_SUICIDEFB_WOODAXE
Определения dayzplayer.c:1057
@ CMD_ACTIONFB_LITCHEMLIGHT
Определения dayzplayer.c:892
@ MOVEMENTIDX_SPRINT
Определения dayzplayer.c:660
@ CMD_ACTIONFB_PRESS_TRIGGER
Определения dayzplayer.c:908
@ CMD_ACTIONFB_VEHICLE_PUSH
Определения dayzplayer.c:875
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Определения dayzplayer.c:941
@ CMD_GESTUREFB_TAUNTTHINK
Определения dayzplayer.c:1025
@ CMD_GESTUREMOD_WATCHING
Определения dayzplayer.c:962
@ CMD_ACTIONMOD_DRINK
animations constants
Определения dayzplayer.c:741
@ CMD_ACTIONFB_OPENITEM_ONCE
Определения dayzplayer.c:902
@ COMMANDID_MELEE2
Определения dayzplayer.c:699
@ CMD_GESTUREMOD_THUMB
Определения dayzplayer.c:955
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
Определения dayzplayer.c:880
@ CMD_TRAILER_WALK_AWAY
Определения dayzplayer.c:1042
@ 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:1003
@ CMD_SUICIDEFB_FIREAXE
Определения dayzplayer.c:1051
@ CMD_GESTUREMOD_CLAP
Определения dayzplayer.c:978
@ CMD_ACTIONMOD_BLOODTEST
Определения dayzplayer.c:764
@ CMD_ACTIONMOD_UNPINGRENAGE
Определения dayzplayer.c:773
@ 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:1004
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Определения dayzplayer.c:938
@ CMD_GESTUREFB_DOWN
Определения dayzplayer.c:1022
@ 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:792
@ 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:910
@ CMD_TRAILER_WOUNDED
Определения dayzplayer.c:1041
@ CMD_SUICIDEFB_SICKLE
Определения dayzplayer.c:1059
@ COMMANDID_MOD_WEAPONS
Определения dayzplayer.c:713
@ CMD_ACTIONINT_RPS_SCISSORS
Определения dayzplayer.c:973
@ CMD_GESTUREFB_SITB
Определения dayzplayer.c:1015
@ CMD_GESTUREMOD_HEART
Определения dayzplayer.c:960
@ COMMANDID_SCRIPT
Определения dayzplayer.c:708
@ CMD_ACTIONFB_PLACING_1HD
Определения dayzplayer.c:860
@ CMD_ACTIONMOD_SET_ALARM
Определения dayzplayer.c:761
@ CMD_ACTIONFB_MINEROCK
Определения dayzplayer.c:865
@ CMD_GESTUREFB_THROAT
Определения dayzplayer.c:1020
@ STANCEMASK_RAISED
Определения dayzplayer.c:641
@ CMD_ACTIONFB_RESTRAIN
Определения dayzplayer.c:906
@ STANCEMASK_ALL
Определения dayzplayer.c:639
@ CMD_ACTIONFB_CPR
Определения dayzplayer.c:823
@ MOVEMENT_RUN
0x2
Определения dayzplayer.c:647
@ CMD_ACTIONFB_PATCHING_TIRE
Определения dayzplayer.c:876
@ CMD_TRAILER_WALKIE_TALKIE
Определения dayzplayer.c:1040
@ CMD_ACTIONFB_DIGMANIPULATE
Определения dayzplayer.c:850
@ CMD_ACTIONFB_HANDCUFFTARGET
Определения dayzplayer.c:896
@ CMD_ACTIONFB_BREAKING_STICK
Определения dayzplayer.c:881
@ CMD_ACTIONMOD_PRESS_TRIGGER
Определения dayzplayer.c:794
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Определения dayzplayer.c:803
@ CMD_ACTIONMOD_ITEM_TUNE
Определения dayzplayer.c:746
@ CMD_SUICIDEFB_RIFLE
Определения dayzplayer.c:1054
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
Определения dayzplayer.c:877
@ CMD_ACTIONFB_WASHHANDSPOND
Определения dayzplayer.c:833
@ CMD_GESTUREMOD_GREETING
Определения dayzplayer.c:953
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Определения dayzplayer.c:784
@ 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:898
@ MOVEMENT_IDLE
movements - masks
Определения dayzplayer.c:645
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Определения dayzplayer.c:781
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Определения dayzplayer.c:834
@ CMD_GESTUREMOD_SHAKEHEAD
Определения dayzplayer.c:987
@ COMMANDID_VEHICLE
Определения dayzplayer.c:706
@ CMD_ACTIONFB_CHECKPULSE
Определения dayzplayer.c:840
@ COMMANDID_CLIMB
Определения dayzplayer.c:707
@ CMD_ACTIONFB_RAISEITEM
Определения dayzplayer.c:866
@ CMD_GESTUREFB_NODHEAD
Определения dayzplayer.c:1027
@ CMD_ACTIONFB_FILLBOTTLEWELL
Определения dayzplayer.c:819
@ CMD_ACTIONMOD_GIVER
Определения dayzplayer.c:748
@ CMD_ACTIONFB_STARTFIRE
Определения dayzplayer.c:830
@ CMD_GESTUREFB_LOOKATME
Определения dayzplayer.c:1007
@ CMD_ACTIONFB_DISASSEMBLE
Определения dayzplayer.c:870
@ CMD_ACTIONFB_VIEWNOTE
Определения dayzplayer.c:862
@ CMD_GESTUREFB_DANCE
Определения dayzplayer.c:1026
@ CMD_TRAILER_MASK
Определения dayzplayer.c:921
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Определения dayzplayer.c:728
@ MOVEMENTIDX_WALK
Определения dayzplayer.c:658
@ CMD_GESTUREFB_TAUNT
Определения dayzplayer.c:1000
@ CMD_ACTIONMOD_TOOTHORN
Определения dayzplayer.c:935
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Определения dayzplayer.c:769
@ CMD_ACTIONFB_EMPTYMAG
Определения dayzplayer.c:816
@ CMD_SUICIDEFB_SWORD
Определения dayzplayer.c:1055
@ CMD_TRAILER_MASK_WOLF
Определения dayzplayer.c:926
@ CMD_ACTIONFB_INTERACT
Определения dayzplayer.c:826
@ COMMANDID_DEATH
Определения dayzplayer.c:701
@ CMD_GESTUREFB_SALUTE
Определения dayzplayer.c:1010
@ CMD_ACTIONFB_DRINK
Определения dayzplayer.c:809
@ CMD_GESTUREMOD_LOOKATME
Определения dayzplayer.c:966
@ CMD_ACTIONFB_FIREESTINGUISHER
Определения dayzplayer.c:820
@ CMD_GESTUREMOD_THROAT
Определения dayzplayer.c:977
@ CMD_ACTIONMOD_CATCHRAIN
Определения dayzplayer.c:744
@ CMD_ACTIONMOD_BATONEXTEND
Определения dayzplayer.c:779
@ CMD_TRAILER_DEAD_BODY
Определения dayzplayer.c:1039
@ 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:985
@ CMD_GESTUREMOD_POINTSELF
Определения dayzplayer.c:965
@ 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:844
@ CMD_ACTIONFB_RAISE_FLAG
Определения dayzplayer.c:909
@ CMD_TRAILER_DEAD
Определения dayzplayer.c:1043
@ VEHICLECLASS_BOAT
Определения dayzplayer.c:671
@ CMD_ACTIONFB_STITCHUPSELF
Определения dayzplayer.c:836
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Определения dayzplayer.c:611
@ VEHICLESEAT_DRIVER
vehicle seats
Определения dayzplayer.c:674
@ CMD_ACTIONFB_WASHHANDSWELL
Определения dayzplayer.c:832
@ MOVEMENTIDX_SLIDE
movement idx
Определения dayzplayer.c:656
@ CMD_SUICIDEFB_HOE
Определения dayzplayer.c:1060
@ CMD_GESTUREMOD_FACEPALM
Определения dayzplayer.c:961
@ MOVEMENTIDX_CROUCH_RUN
Определения dayzplayer.c:661
@ VEHICLESEAT_CODRIVER
Определения dayzplayer.c:675
@ CMD_ACTIONMOD_LITCHEMLIGHT
Определения dayzplayer.c:772
@ 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:944
@ CMD_ACTIONMOD_VIEWCOMPASS
Определения dayzplayer.c:745
@ CMD_GESTUREFB_SURRENDERIN
Определения dayzplayer.c:1031
@ CMD_ACTIONFB_ANIMALSKINNING
Определения dayzplayer.c:831
@ CMD_ACTIONMOD_OPENITEM_ONCE
Определения dayzplayer.c:785
@ CMD_ACTIONMOD_HEATPACK
Определения dayzplayer.c:798
@ CMD_GESTUREMOD_OKAY
Определения dayzplayer.c:967
@ 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:912
@ CMD_ACTIONFB_PICKUP_INVENTORY
Определения dayzplayer.c:889
@ CMD_ACTIONFB_HACKTREE
Определения dayzplayer.c:846
@ DEATH_FALL
swimming -> death
Определения dayzplayer.c:685
@ CMD_TRAILER_MASK_CHAINS
Определения dayzplayer.c:923
@ CMD_ACTIONMOD_PICKUP_HANDS
Определения dayzplayer.c:768
@ STANCEIDX_RAISED
Определения dayzplayer.c:629
@ CMD_GESTUREFB_SOS
Определения dayzplayer.c:1013
@ CMD_ACTIONMOD_DROPITEM_HANDS
Определения dayzplayer.c:802
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Определения dayzplayer.c:763
@ CMD_GESTUREFB_THUMBDOWN
Определения dayzplayer.c:998
@ 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:972
@ CMD_ACTIONFB_FLAME_REPAIR
Определения dayzplayer.c:871
@ CMD_GESTUREMOD_NODHEAD
Определения dayzplayer.c:986
@ CMD_ACTIONFB_COLLECTBLOODSELF
Определения dayzplayer.c:842
@ CMD_ACTIONMOD_SHIFTGEAR
Определения dayzplayer.c:943
@ CMD_ACTIONFB_ITEM_TUNE
Определения dayzplayer.c:812
@ CMD_ACTIONMOD_CLOSELID
Определения dayzplayer.c:776
@ CMD_ACTIONFB_DEPLOY_HEAVY
Определения dayzplayer.c:851
@ CMD_GESTUREMOD_DOWN
Определения dayzplayer.c:981
@ CMD_GESTUREFB_CAMPFIRE
Определения dayzplayer.c:1011
@ CMD_ACTIONMOD_ATTACHITEM
Определения dayzplayer.c:790
@ CMD_GESTUREMOD_THUMBDOWN
Определения dayzplayer.c:956
@ CMD_ACTIONFB_SEARCHINVENTORY
Определения dayzplayer.c:863
@ CMD_GESTUREFB_LISTENING
Определения dayzplayer.c:1005
@ CMD_GESTUREFB_OKAY
Определения dayzplayer.c:1008
@ CMD_GESTUREFB_MOVE
Определения dayzplayer.c:1021
@ CMD_ACTIONFB_GIVEL
Определения dayzplayer.c:813
@ CMD_ACTIONFB_PICKUP_HEAVY
Определения dayzplayer.c:907
@ MOVEMENTIDX_IDLE
Определения dayzplayer.c:657
@ CMD_ACTIONFB_PLACING_2HD
Определения dayzplayer.c:859
@ STANCEIDX_PRONE
Определения dayzplayer.c:621
@ CMD_GESTUREMOD_SHRUG
Определения dayzplayer.c:988
@ CMD_ACTIONFB_ASSEMBLE
Определения dayzplayer.c:869
@ 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:1030
@ CMD_ACTIONMOD_SEARCHINVENTORY
Определения dayzplayer.c:756
@ VEHICLECLASS_HELI
Определения dayzplayer.c:670
@ CMD_ACTIONMOD_OPENDOORFW
Определения dayzplayer.c:774
@ DEATH_DEFAULT
death types
Определения dayzplayer.c:680
@ CMD_ACTIONFB_DIGUPCACHE
Определения dayzplayer.c:849
@ CMD_ACTIONFB_CLEANING_WEAPON
Определения dayzplayer.c:882
@ CMD_GESTUREFB_DABBING
Определения dayzplayer.c:1016
@ COMMANDID_UNCONSCIOUS
Определения dayzplayer.c:704
@ CMD_ACTIONFB_FORCEFEED
Определения dayzplayer.c:827
@ STANCEIDX_RAISEDERECT
Определения dayzplayer.c:622
@ CMD_ACTIONFB_BANDAGETARGET
Определения dayzplayer.c:828
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
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:1085
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:1158
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
ref ScriptInvoker m_OnDeathStart
invokers
Определения dayzplayer.c:1163
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:1374
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:1372
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
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
proto native CGame GetGame()
Serializer ParamsWriteContext
Определения gameplay.c:16
array< int > TIntArray
Определения EnScript.c:687
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 tools.c:349
class SHumanGlobalSettings SHumanCommandMoveSettings()
Определения humansettings.c:12
class SHumanCommandSwimSettings SHumanCommandClimbSettings()
Определения humansettings.c:74