DayZ 1.26
DayZ Explorer by KGB
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Класс ManBase

Защищенные члены

void PlayerBase ()
 
void Init ()
 
ScriptInvoker GetOnUnconsciousStart ()
 
ScriptInvoker GetOnUnconsciousStop ()
 
void AddMedicalDrugsInUse (EMedicalDrugsType drugType)
 
void RemoveMedicalDrugsInUse (EMedicalDrugsType drugType)
 
bool IsChelationActive ()
 
bool IsAntibioticsActive ()
 
void SetSoundCategoryHash (int hash)
 
void SetPerformedActionID (int id)
 
int GetPerformedActionID ()
 
void SetActivePrimarySymptomID (SymptomIDs id)
 
SymptomIDs GetActivePrimarySymptomID ()
 
void RequestTriggerEffect (EffectTrigger trigger, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, string soundset="", bool partDynaUpdate=false, int newBirthRate=0, bool forceUpdate=false)
 
void RemoveCurrentEffectTrigger ()
 
void IncreaseContaminatedAreaCount ()
 
void DecreaseContaminatedAreaCount ()
 
void IncreaseEffectAreaCount ()
 
void DecreaseEffectAreaCount ()
 
void SetInEffectAreaTypeFlag (EEffectAreaType flag)
 
void UnsetInEffectAreaTypeFlag (EEffectAreaType flag)
 
bool IsInEffectArea (EEffectAreaType area)
 
void OnUpdateEffectAreaServer (float timeSlice)
 
void OnContaminatedAreaEnterServer ()
 
void OnContaminatedAreaExitServer ()
 
void OnPlayerIsNowInsideEffectAreaBeginServer ()
 
void OnPlayerIsNowInsideEffectAreaEndServer ()
 
void OnPlayerIsNowInsideEffectAreaBeginClient ()
 
void OnPlayerIsNowInsideEffectAreaEndClient ()
 
ItemBase GetItemOnSlot (string slot_type)
 Returns item that's on this player's attachment slot. Parameter slot_type should be a string from config parameter 'itemInfo[]' like "Legs", "Headgear" and so on.
 
ItemBase GetItemOnHead ()
 Returns item on player's head. For an example, a headtorch.
 
override int GetQuickBarBonus ()
 
override bool CanDropEntity (notnull EntityAI item)
 
int GetBreathVapourLevel ()
 
void UnsetMixedSoundState (eMixedSoundStates state)
 
void SetMixedSoundState (eMixedSoundStates state)
 
override bool IsPlayer ()
 
bool IsBleeding ()
 
void SetBleedingBits (int bits)
 
int GetBleedingBits ()
 
void IncreaseDiseaseCount ()
 
void DecreaseDiseaseCount ()
 
void IncreaseHealingsCount ()
 
void DecreaseHealingsCount ()
 
bool HasHealings ()
 
bool HasDisease ()
 
EPulseType GetPulseType ()
 
void SetPulseType (EPulseType pulse_type)
 
void QueueAddEffectWidget (array< int > effects)
 
void QueueRemoveEffectWidget (array< int > effects)
 
void QueueAddGlassesEffect (int id)
 
void QueueRemoveGlassesEffect (int id)
 
DamageDealtEffect GetDamageDealtEffect ()
 
override void SpawnDamageDealtEffect ()
 
void SpawnDamageDealtEffect2 (Param param1=null, Param param2=null)
 
FlashbangEffect GetFlashbangEffect ()
 
void SpawnFlashbangEffect (PlayerBase player, bool visual)
 
ShockDealtEffect GetShockEffect ()
 
void SpawnShockEffect (float intensity_max)
 
override void EEKilled (Object killer)
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override void EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
 
override void EEDelete (EntityAI parent)
 
float ConvertNonlethalDamage (float damage, DamageType damageType)
 
override void OnReceivedHit (ImpactEffectsData hitData)
 
override void OnPlayerRecievedHit ()
 
void OnPlayerReceiveFlashbangHitStart (bool visual)
 
void OnPlayerReceiveFlashbangHitEnd ()
 
override string GetHitComponentForAI ()
 Melee helpers.
 
override string GetDefaultHitComponent ()
 returns default hit component (fallback)
 
override vector GetDefaultHitPosition ()
 
override array< stringGetSuitableFinisherHitComponents ()
 returns list of suitable finisher hit components (defined on base entity/entity type)
 
vector SetDefaultHitPosition (string pSelection)
 
void AddPossibleCoverFaceForShave ()
 DEPRECATED!
 
void RemovePossibleCoverFaceForShave ()
 DEPRECATED!
 
override void EEItemAttached (EntityAI item, string slot_name)
 
override void EEItemDetached (EntityAI item, string slot_name)
 
void UpdateShoulderProxyVisibility (EntityAI item, string slot_name)
 
override void SwitchItemSelectionTexture (EntityAI item, string slot_name)
 
void RemoveAllItems ()
 
bool GetHitPPEEnabled ()
 
void SetHitPPEEnabled (bool enabled)
 
bool IsMale ()
 
int GetVoiceType ()
 
PlayerSoundManagerServer GetPlayerSoundManagerServer ()
 
UndergroundHandlerClient GetUndergroundHandler ()
 
UndergroundBunkerHandlerClient GetUndergroundBunkerHandler ()
 
void KillUndergroundHandler ()
 
void SetActions (out TInputActionMap InputActionMap)
 
void SetActions ()
 
void SetActionsRemoteTarget (out TInputActionMap InputActionMap)
 
void SetActionsRemoteTarget ()
 
void InitializeActions ()
 
override void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
 
void AddAction (typename actionName, out TInputActionMap InputActionMap)
 
void AddAction (typename actionName)
 
void RemoveAction (typename actionName, out TInputActionMap InputActionMap)
 
void RemoveAction (typename actionName)
 
int GetCurrentRecipe ()
 
void SetNextRecipe ()
 
void SetFirstRecipe ()
 
ActionManagerBase GetActionManager ()
 
EmoteManager GetEmoteManager ()
 
RandomGeneratorSyncManager GetRandomGeneratorSyncManager ()
 
override void OnLadder (float delta_time, HumanMovementState pState)
 called every command handler tick when player is on ladder
 
void ProcessHandDamage (float delta_time, HumanMovementState pState)
 
override void ProcessFeetDamageServer (int pUserInt)
 
float GetFeetDamageMoveModifier ()
 
void SetStamina (int value, int range)
 
void SetQuickRestrain (bool enable)
 
void SetQuickFishing (bool enable)
 
bool IsQuickRestrain ()
 
bool IsQuickFishing ()
 
PlayerStats GetPlayerStats ()
 
CraftingManager GetCraftingManager ()
 
StaminaHandler GetStaminaHandler ()
 
override WeaponManager GetWeaponManager ()
 
override ArrowManagerBase GetArrowManager ()
 
bool CanBeRestrained ()
 
void SetRestrainStarted (bool restrain_started)
 
bool IsRestrainStarted ()
 
void SetRestrainPrelocked (bool restrain_prelock)
 
bool IsRestrainPrelocked ()
 
void SetRestrained (bool is_restrained)
 
override bool IsRestrained ()
 
void OnRestrainStartedChangeClient ()
 
void OnRestrainChangeClient ()
 
override bool IsInventoryVisible ()
 
bool CanManipulateInventory ()
 
override bool CanReleaseAttachment (EntityAI attachment)
 
override bool CanReleaseCargo (EntityAI cargo)
 
override bool CanReceiveItemIntoCargo (EntityAI item)
 
override bool CanSwapItemInCargo (EntityAI child_entity, EntityAI new_entity)
 
override bool CanReceiveItemIntoHands (EntityAI item_to_hands)
 
override bool CanSaveItemInHands (EntityAI item_in_hands)
 
override bool CanReleaseFromHands (EntityAI handheld)
 
int GetCraftingRecipeID ()
 
void SetCraftingRecipeID (int recipeID)
 
ConstructionActionData GetConstructionActionData ()
 
void ResetConstructionActionData ()
 
vector GetLastFirePoint ()
 
float GetLastFirePointRot ()
 
int GetLastFirePointIndex ()
 
void SetLastFirePoint (vector last_fire_point)
 
void SetLastFirePointRot (float last_fire_point_rot)
 
void SetLastFirePointIndex (int last_fire_point_index)
 
void RemoveQuickBarEntityShortcut (EntityAI entity)
 
void SetEnableQuickBarEntityShortcut (EntityAI entity, bool value)
 
int FindQuickBarEntityIndex (EntityAI entity)
 
int GetQuickBarSize ()
 
EntityAI GetQuickBarEntity (int index)
 
void UpdateQuickBarEntityVisibility (EntityAI entity)
 
void SetQuickBarEntityShortcut (EntityAI entity, int index, bool force=false)
 
void OnQuickbarSetEntityRequest (ParamsReadContext ctx)
 
void ApplySplint ()
 
void ProcessDrowning (float dT)
 
void SpawnDrowningBubbles ()
 
void ProcessHoldBreath (float dT)
 
void OnHoldBreathStart ()
 
void OnHoldBreathExhausted ()
 
void OnHoldBreathEnd ()
 
override bool IsHoldingBreath ()
 
override bool IsRefresherSignalingViable ()
 
override bool IsSelfAdjustingTemperature ()
 
eMixedSoundStates GetMixedSoundStates ()
 
AbstractWave SaySoundSet (string name)
 
EntityAI FindCargoByBaseType (string searched_item)
 
void InitEditor ()
 
void OnPlayerLoaded ()
 
void SetPlayerDisconnected (bool state)
 
bool IsPlayerDisconnected ()
 
Hologram GetHologramServer ()
 
Hologram GetHologramLocal ()
 
void PlacingStartServer (ItemBase item)
 
void PlacingStartLocal (ItemBase item)
 
void PlacingCancelServer ()
 
void LockHandsUntilItemHeld ()
 
void PlacingCancelLocal ()
 
void PlacingCompleteServer ()
 
void PlacingCompleteLocal ()
 
bool IsPlacingServer ()
 
bool IsPlacingLocal ()
 
void SetDrowning (bool enable)
 
void OnDrowningStart ()
 
void OnDrowningEnd ()
 
bool TogglePlacingServer (int userDataType, ParamsReadContext ctx)
 
void RequestResetADSSync ()
 
bool ResetADSPlayerSync (int userDataType, ParamsReadContext ctx)
 server only
 
override bool CanPlaceItem (EntityAI item)
 
void SetUnderground (EUndergroundPresence presence)
 
void TogglePlacingLocal (ItemBase item=null)
 
void SetLocalProjectionPosition (vector local_position)
 
void SetLocalProjectionOrientation (vector local_orientation)
 
vector GetLocalProjectionPosition ()
 
vector GetLocalProjectionOrientation ()
 
void SetInColdArea (bool state)
 
bool GetInColdArea ()
 
void SetInWater (bool pState)
 water contact (driven by Environment)
 
bool IsInWater ()
 
void ~PlayerBase ()
 
void OnCameraChanged (DayZPlayerCameraBase new_camera)
 
DayZPlayerCamera GetCurrentPlayerCamera ()
 
bool IsCurrentCameraAimedAtGround ()
 
BleedingSourcesManagerServer GetBleedingManagerServer ()
 
BleedingSourcesManagerRemote GetBleedingManagerRemote ()
 
SymptomManager GetSymptomManager ()
 
VirtualHud GetVirtualHud ()
 
TransferValues GetTransferValues ()
 
DebugMonitorValues GetDebugMonitorValues ()
 
void OnScheduledTick (float deltaTime)
 
void OnCommandHandlerTick (float delta_time, int pCurrentCommandID)
 
void UpdateMovementInertia ()
 Update movement inertia based on stamina available.
 
NotifiersManager GetNotifiersManager ()
 
void OnTick ()
 
override void EEItemIntoHands (EntityAI item)
 
override void EEItemOutOfHands (EntityAI item)
 
PlayerStomach GetStomach ()
 
override void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
void CloseMap ()
 DEPRECATED; terminates map animation callback and re-enables controls.
 
void CloseMapEx (bool cancelled)
 
void SetMapOpen (bool state)
 
bool IsMapOpen ()
 
void SetMapClosingSyncSet (bool state)
 
bool GetMapClosingSyncSent ()
 
bool IsMapCallbackCancelInput ()
 
bool IsMapCallbackEndInput ()
 
MapNavigationBehaviour GetMapNavigationBehaviour ()
 
void MapNavigationItemInPossession (EntityAI item)
 
void MapNavigationItemNotInPossession (EntityAI item)
 
void SetCheckMeleeItem (ItemBase item=null)
 
void SetShakesForced (int value)
 
void FreezeCheck ()
 
override bool IsLanded (int pCurrentCommandID)
 
override bool OnLand (int pCurrentCommandID, FallDamageData fallDamageData)
 
override bool IsAlreadyInFallingCommand (int pCurrentCommandID)
 
void OnUnconsciousStart ()
 
void OnUnconsciousStop (int pCurrentCommandID)
 
void OnUnconsciousUpdate (float pDt, int last_command)
 
int SimplifyShock ()
 
float GetSimplifiedShockNormalized ()
 
override bool IsUnconscious ()
 
override bool IsUnconsciousStateOnly ()
 
override bool CanBeTargetedByAI (EntityAI ai)
 
void GiveShock (float shock)
 
void OnRestrainStart ()
 
void ShockRefill (float pDt)
 functionality moved to ShockMdfr::OnTick
 
eBrokenLegs GetBrokenLegs ()
 
void SetBrokenLegs (int stateId)
 
void UpdateBrokenLegs (int stateId)
 
void BreakLegSound ()
 
void BrokenLegForceProne (bool forceOverride=false)
 
void BrokenLegWalkShock ()
 
void MovingShock (float legHealth, float highShock, float midShock, float lowShock)
 
void DealShock (float dmg)
 
override bool CanPickupHeavyItem (notnull EntityAI item)
 
void SetLegHealth ()
 
void DropHeavyItem ()
 
bool IsWearingSplint ()
 
override void OnCommandSwimStart ()
 
override void OnCommandSwimFinish ()
 
override void OnCommandLadderStart ()
 
override void OnCommandLadderFinish ()
 
override void OnCommandFallStart ()
 
override void OnCommandFallFinish ()
 
override void OnCommandClimbStart ()
 
override void OnCommandClimbFinish ()
 
override void OnCommandVehicleStart ()
 
override void OnCommandVehicleFinish ()
 
override void OnCommandMelee2Start ()
 
override void OnCommandMelee2Finish ()
 
override void OnCommandDeathStart ()
 
override void OnJumpStart ()
 
override void OnJumpEnd (int pLandType=0)
 
bool IsStance (int stance, int stanceMask)
 
override void OnStanceChange (int previousStance, int newStance)
 
override bool CanChangeStance (int previousStance, int newStance)
 
override void OnCommandMoveStart ()
 
override bool CanRoll ()
 
override void OnRollStart (bool isToTheRight)
 
override void OnRollFinish ()
 
void OnJumpOutVehicleFinish (float carSpeed)
 
void OnVehicleSwitchSeat (int seatIndex)
 
override void OnVehicleSeatDriverEnter ()
 
override void OnVehicleSeatDriverLeft ()
 
override void OnThrowingModeChange (bool change_to_enabled)
 
override void EOnFrame (IEntity other, float timeSlice)
 
override void EOnPostFrame (IEntity other, int extra)
 
void StaminaHUDNotifier (bool show)
 
override void DepleteStamina (EStaminaModifiers modifier, float dT=-1)
 
override bool CanConsumeStamina (EStaminaConsumers consumer)
 
override bool CanStartConsumingStamina (EStaminaConsumers consumer)
 
override bool CanClimb (int climbType, SHumanCommandClimbResult climbRes)
 
override bool CanJump ()
 
bool IsJumpInProgress ()
 
bool IsTargetInActiveRefresherRange (EntityAI target)
 
void RequestHandAnimationStateRefresh ()
 
void RefreshHandAnimationState (int delay=0)
 
bool IsFacingTarget (Object target)
 
void OnQuickBarSingleUse (int slotClicked)
 
void OnQuickBarContinuousUseStart (int slotClicked)
 
void OnQuickBarContinuousUseEnd (int slotClicked)
 
void SetActionEndInput (ActionBase action)
 
bool IsQBControl ()
 
void ResetActionEndInput ()
 
void RadialQuickBarSingleUse (int slotClicked)
 
void RadialQuickBarCombine (int slotClicked)
 
void QuickReloadWeapon (EntityAI weapon)
 
void ReloadWeapon (EntityAI weapon, EntityAI magazine)
 
EntityAI GetMagazineToReload (EntityAI weapon)
 
void OnSpawnedFromConsole ()
 
bool GetLiquidTendencyDrain ()
 
void SetLiquidTendencyDrain (bool state)
 
bool GetFlagTendencyRaise ()
 DEPRECATED.
 
void SetFlagTendencyRaise (bool state)
 DEPRECATED.
 
override SoundOnVehicle PlaySound (string sound_name, float range, bool create_local=false)
 
float GetPlayerLoad ()
 
bool IsOverloaded ()
 
void SetPlayerLoad (float load)
 
void AddPlayerLoad (float addedload)
 
bool IsItemInInventory (EntityAI entity)
 
override bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
 
float GetWeightSpecialized (bool forceRecalc=false)
 
void CalculateVisibilityForAI ()
 
void SetVisibilityCoef (float pVisibility)
 
float GetVisibilityCoef ()
 
int GetShakeLevel ()
 
EStatLevels GetStatLevelHealth ()
 
EStatLevels GetStatLevelToxicity ()
 
EStatLevels GetStatLevelBlood ()
 
EStatLevels GetStatLevelEnergy ()
 
EStatLevels GetStatLevelWater ()
 
EStatLevels GetImmunityLevel ()
 
float GetBordersImmunity ()
 
float GetStatBordersHealth ()
 
float GetStatBordersToxicity ()
 
float GetStatBordersBlood ()
 
float GetStatBordersEnergy ()
 
float GetStatBordersWater ()
 
float GetStatLevelBorders (float stat_value, float critical, float low, float normal, float high, float max)
 
EStatLevels GetStatLevel (float stat_value, float critical, float low, float normal, float high)
 
void SetImmunityBoosted (bool boosted)
 
float GetImmunity ()
 returns player's immunity strength between 0..1
 
bool IsSprinting ()
 
bool CanSprint ()
 
bool IsInProne ()
 
bool IsInRasedProne ()
 
bool IsLeaning ()
 
bool IsRolling ()
 
bool IsClimbing ()
 
bool IsFalling ()
 
override bool IsFighting ()
 
bool IsEmotePlaying ()
 
override bool IsIgnoredByConstruction ()
 
bool AnimCommandCheck (HumanMoveCommandID mask)
 
void RunFightBlendTimer ()
 
void EndFighting ()
 
bool CheckMeleeItemDamage (ItemBase item)
 
void PlayAttachmentDropSound ()
 
override void RPC (int rpc_type, array< ref Param > params, bool guaranteed, PlayerIdentity recipient=NULL)
 
override void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 
override void OnGameplayDataHandlerSync ()
 
void UpdateLighting ()
 
void SetContaminatedEffectEx (bool enable, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, string soundset="", bool partDynaUpdate=false, int newBirthRate=0)
 
void SetContaminatedEffect (bool enable, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, bool partDynaUpdate=false, int newBirthRate=0)
 
void UpdateCorpseState ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
override void OnVariablesSynchronized ()
 
bool IsSyncedModifierActive (eModifierSyncIDs modifier)
 Checks whether modifier (which has syncing enabled) is currently active, works on both Client and Server.
 
void HandleBrokenLegsSync ()
 
void FixAllInventoryItems ()
 
void OnInventoryMenuOpen ()
 
void OnInventoryMenuClose ()
 
void OnSelectPlayer ()
 
override void SimulateDeath (bool state)
 
void SetNewCharName ()
 
void CheckForBurlap ()
 
void CheckForGag ()
 
void UpdateMaskBreathWidget (notnull MaskBase mask, bool is_start=false)
 
void OnVoiceEvent (PlayerSoundEventBase voice_event)
 
void OnVoiceEventPlayback (PlayerSoundEventBase voice_event, AbstractWave callback, float playback_time)
 called every cmd handler tick during a playback of PlayerSoundEvent, m_ProcessPlaybackEvent needs to be enabled on the PlayerSoundEvent
 
override bool OnInputUserDataProcess (int userDataType, ParamsReadContext ctx)
 
float GetHealthRegenSpeed ()
 
bool HandleRemoteItemManipulation (int userDataType, ParamsReadContext ctx)
 
ItemBase GetItemInHands ()
 
override EntityAI SpawnEntityOnGroundPos (string object_name, vector pos)
 
EntityAI SpawnEntityOnGroundOnCursorDir (string object_name, float distance)
 
EntityAI SpawnAI (string object_name, vector pos)
 
bool DropItem (ItemBase item)
 
EntityAI CreateInInventory (string item_name, string cargo_type="", bool full_quantity=false)
 
ItemBase CreateCopyOfItemInInventory (ItemBase src)
 
ItemBase CreateCopyOfItemInInventoryOrGround (ItemBase src)
 
ItemBase CreateCopyOfItemInInventoryOrGroundEx (ItemBase src, bool markItemAsSplitResult=false)
 
void Message (string text, string style)
 
void MessageStatus (string text)
 
void MessageAction (string text)
 
void MessageFriendly (string text)
 
void MessageImportant (string text)
 
void CloseInventoryMenu ()
 
override void ClearInventory ()
 
void DropAllItems ()
 Drops all clothes/wearables this character is carrying on themselves.
 
string GetPlayerClass ()
 
void ShavePlayer ()
 
bool CanShave ()
 
override void OnParticleEvent (string pEventType, string pUserString, int pUserInt)
 
bool CanSpawnBreathVaporEffect ()
 
void ProcessADDModifier ()
 
void SpawnBreathVaporEffect ()
 
bool GetDrowningWaterLevelCheck ()
 
void SetLifeSpanStateVisible (int show_state)
 
int GetLifeSpanState ()
 
int GetLastShavedSeconds ()
 
void SetLastShavedSeconds (int last_shaved_seconds)
 
bool HasCoveredFaceForShave ()
 
eBloodyHandsTypes HasBloodyHandsEx ()
 
bool HasBloodyHands ()
 
void SetBloodyHands (bool show)
 
void SetBloodyHandsEx (eBloodyHandsTypes type)
 
void SendSoundEvent (EPlayerSoundEventID id)
 
void SendSoundEventEx (EPlayerSoundEventID id, int param=0)
 
void CheckZeroSoundEvent ()
 
void CheckSendSoundEvent ()
 
override bool PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0)
 
override bool PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
 
override bool PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0)
 
PlayerSoundEventHandler GetPlayerSoundEventHandler ()
 
void OnBleedingBegin ()
 
void OnBleedingEnd ()
 
void OnBleedingSourceAdded ()
 
void OnBleedingSourceRemoved ()
 
void OnBleedingSourceRemovedEx (ItemBase item)
 
int GetBleedingSourceCount ()
 
void ResetPlayer (bool set_max)
 
void CheckSoundEvent ()
 
void TestSend ()
 
void SetStaminaState (eStaminaState state)
 
int GetStaminaState ()
 
void UpdateQuickBarExtraSlots ()
 
bool Save ()
 
void SpreadAgentsEx (float distance=3, float chance=0.25)
 chance between [0..1] , distance in meters
 
void SpreadAgents ()
 
override int GetAgents ()
 
override void RemoveAgent (int agent_id)
 
override void RemoveAllAgents ()
 
override void InsertAgent (int agent, float count=1)
 
int GetSingleAgentCount (int agent_id)
 
float GetSingleAgentCountNormalized (int agent_id)
 
float GetTotalAgentCount ()
 
void PrintAgents ()
 
void ImmuneSystemTick (float value, float deltaT)
 
void AntibioticsAttack (float value)
 
void SetTemporaryResistanceToAgent (int agent, float time)
 
vector GetAimPosition ()
 
bool CanEatAndDrink ()
 
ModifiersManager GetModifiersManager ()
 
PlayerStat< floatGetStatWater ()
 
PlayerStat< floatGetStatToxicity ()
 
PlayerStat< floatGetStatEnergy ()
 
PlayerStat< floatGetStatHeatComfort ()
 
PlayerStat< floatGetStatTremor ()
 
PlayerStat< intGetStatWet ()
 
PlayerStat< floatGetStatDiet ()
 
PlayerStat< floatGetStatStamina ()
 
PlayerStat< floatGetStatSpecialty ()
 
PlayerStat< intGetStatBloodType ()
 
PlayerStat< floatGetStatHeatBuffer ()
 
void SetHeatBufferDynamicMax (float value)
 
float GetHeatBufferDynamicMax ()
 
void ToggleHeatBufferVisibility (bool show)
 
void ToggleHeatBufferVisibility (int heatbufferStage)
 
string GetLastUAMessage ()
 UA Last Message.
 
void SetLastUAMessage (string pMsg)
 
void ClearLastUAMessage ()
 
void ForceUpdateInjuredState ()
 update injured state immediately
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override void OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx)
 
bool IsItemsToDelete ()
 
void SetToDelete (ParamsReadContext pCtx)
 
override void AddItemToDelete (EntityAI item)
 
bool CanDeleteItems ()
 
override void JunctureDeleteItem (EntityAI item)
 
void UpdateDelete ()
 
override bool HeadingModel (float pDt, SDayZPlayerHeadingModel pModel)
 
override bool IsInventorySoftLocked ()
 
override void SetInventorySoftLock (bool status)
 'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are still possible
 
void SetLoadedQuickBarItemBind (EntityAI entity, int index)
 
override bool IsLiftWeapon ()
 
bool ReadLiftWeaponRequest (int userDataType, ParamsReadContext ctx)
 
void SetLiftWeapon (int pJunctureID, ParamsReadContext ctx)
 
void SetLiftWeapon (bool state)
 
void SendLiftWeaponSync (bool state)
 Client-side only.
 
override void CheckLiftWeapon ()
 
override void ProcessLiftWeapon ()
 
override void HideClothing (ItemOptics optic, bool state)
 state 'true' == hide
 
void RequestUnconsciousness (bool enable)
 
override void SetDeathDarknessLevel (float duration, float tick_time)
 
override bool IsInFBEmoteState ()
 
void EndSurrenderRequest (SurrenderData data=null)
 ends surrender, originally intended for surrender->restrained transitioning
 
bool IsSurrendered ()
 
bool IsPlayerLoaded ()
 
override void CheckAnimationOverrides ()
 
bool CanRedirectToWeaponManager (notnull EntityAI item, out bool isActionPossible)
 
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool PredictiveDropEntity (notnull EntityAI item)
 
override bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
override bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
override void PredictiveTakeEntityToHands (EntityAI item)
 
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool IsSwapBetweenHandsAndGroundLargeItem (notnull EntityAI item1, notnull EntityAI item2, out EntityAI item_hands, out EntityAI item_ground)
 
void SetHairLevelToHide (int level, bool state, bool was_debug=false)
 Dynamic hair hiding.
 
void HideHairSelections (ItemBase item, bool state)
 
void UpdateHairSelectionVisibility (bool was_debug=false)
 
void UpdateTranslatedSelections (SelectionTranslation stt)
 
void CheckHairClippingOnCharacterLoad ()
 helper method for re-checking hairhiding on character load
 
bool IsNVGWorking ()
 
bool IsNVGLowered ()
 
int GetNVType ()
 
array< intGetNVTypesArray ()
 
void SetNVGWorking (bool state)
 Deprecated.
 
void SetNVGLowered (bool state)
 
void AddActiveNV (int type)
 
void RemoveActiveNV (int type)
 
void ResetActiveNV ()
 
void AdjustBandana (EntityAI item, string slot_name)
 
void AdjustShemag (EntityAI item, string slot_name)
 
void UpdateCorpseStateVisual ()
 
void SetDecayEffects (int effect=-1)
 
void PreloadDecayTexture ()
 
void SetLastMapInfo (float scale, vector pos)
 
bool GetLastMapInfo (out float scale, out vector pos)
 
override bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
 
override void SetProcessUIWarning (bool state)
 
void dmgDebugPrint (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
void DamageAllLegs (float inputDmg)
 
void TryHideItemInHands (bool hide, bool force=false)
 tries to hide item in player's hands, some exceptions for various movement states
 
bool CheckAndExecuteStackSplit (FindInventoryLocationType flags, notnull EntityAI item, notnull EntityAI target)
 
bool CheckAndExecuteStackSplitToInventoryLocation (InventoryLocation il, notnull EntityAI item)
 
bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
 
bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
 
bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
 
override void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
 
bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
 
override vector GetCenter ()
 
void ContaminatedParticleAdjustment ()
 
void HandleGlassesEffect ()
 
override void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
 
override bool IsManagingArrows ()
 
string GetCachedName ()
 
string GetCachedID ()
 
override void OnFreezeStateChangeClient ()
 
bool HasHeatBuffer ()
 
int GetHeatBufferStage ()
 

Защищенные статические члены

static set< intGetFaceCoverageShaveValues ()
 returns a set of face covering values
 

Защищенные данные

bool m_HasHeatBuffer
 
int m_HeatBufferStage
 
float m_HeatBufferDynamicMax
 
bool m_IsInColdArea
 
bool m_PlayerLoaded
 
bool m_PlayerDisconnectProcessed
 
bool m_ProcessUIWarning
 
int m_LocalRefreshAnimStateIdx
 
int m_RefreshAnimStateIdx
 
int m_LifespanLevelLocal
 
int m_AnimCommandStarting
 
EUndergroundPresence m_UndergroundPresence
 
PluginPresenceNotifier m_PresenceNotifier
 
ref UndergroundHandlerClient m_UndergroundHandler
 
ref UndergroundBunkerHandlerClient m_UndergroundBunkerHandler
 
ref PlayerStats m_PlayerStats
 
PluginRecipesManager m_ModuleRecipesManager
 
ref BleedingSourcesManagerServer m_BleedingManagerServer
 
ref BleedingSourcesManagerRemote m_BleedingManagerRemote
 
ref ModifiersManager m_ModifiersManager
 
ref NotifiersManager m_NotifiersManager
 
ActionManagerBase m_ActionManager
 
ref PlayerAgentPool m_AgentPool
 
int m_Agents
 
ref Environment m_Environment
 
ref EmoteManager m_EmoteManager
 
ref SymptomManager m_SymptomManager
 
ref VirtualHud m_VirtualHud
 
ref StaminaHandler m_StaminaHandler
 
ref InjuryAnimationHandler m_InjuryHandler
 
ref ShockHandler m_ShockHandler
 
ref SoftSkillsManager m_SoftSkillsManager
 
ref StanceIndicator m_StanceIndicator
 
ref TransferValues m_TrasferValues
 
ref DebugMonitorValues m_DebugMonitorValues
 
const int OVERLOAD_LIMIT = 30000
 
float m_CargoLoad
 
float m_VisibilityCoef
 
float m_OriginalSlidePoseAngle
 
int m_SoundEvent
 
int m_SoundEventParam
 
int m_FliesIndex
 
bool m_SoundEventSent
 
ref Param2< float, floatm_UAProgressParam
 
ref Param2< int, intm_UAParam
 
ref Param3< float, float, boolm_StaminaParam
 
ref Param1< stringm_UAParamMessage
 
ref Param1< floatm_UnconParam
 
ref Param1< floatm_DeathDarkeningParam
 
ref DamageDealtEffect m_DamageDealtEffect
 
ref EffectRadial m_EffectRadial
 
ref FlashbangEffect m_FlashbangEffect
 
ref ShockDealtEffect m_ShockDealtEffect
 
ref EffectParticle m_FliesEff
 
ref TInputActionMap m_InputActionMap
 
ref TInputActionMap m_InputActionMapControled
 
ref TInputActionMap m_InputActionMapAsTarget
 
bool m_ActionsInitialize
 
ref HiddenSelectionsData m_EmptyGloves
 
ref WeaponManager m_WeaponManager
 
ref CraftingManager m_CraftingManager
 
ref ArrowManagerPlayer m_ArrowManager
 
ref InventoryActionHandler m_InventoryActionHandler
 
QuickBarBase m_QuickBarBase
 
ref PlayerSoundManagerServer m_PlayerSoundManagerServer
 
ref PlayerSoundManagerClient m_PlayerSoundManagerClient
 
ref HeatComfortAnimHandler m_HCAnimHandler
 
ref EffectSound m_SoundFliesEffect
 
bool m_QuickBarHold
 
bool m_QuickBarFT = false
 
Hud m_Hud
 
int m_RecipePick
 
bool m_IsHoldingBreath
 
bool m_IsInWater
 
float m_LastPostFrameTickTime
 
ref Timer m_DeathCheckTimer
 
bool m_CorpseProcessing
 
int m_CorpseState
 
int m_CorpseStateLocal
 
bool m_IsHeadingRestricted
 
ref HeadingRestrictData m_HeadingRestrictData
 
int m_PersistentFlags
 
int m_StaminaState
 
float m_UnconsciousTime
 
int m_ShockSimplified
 
float m_CurrentShock
 
bool m_IsRestrained
 
bool m_IsRestrainedLocal
 
bool m_IsRestrainStarted
 
bool m_IsRestrainStartedLocal
 
bool m_IsRestrainPrelocked
 
bool m_ImmunityBoosted
 
bool m_AreHandsLocked
 
float m_UnconsciousVignetteTarget = 2
 
float m_CameraSwayModifier = 0.2
 
float m_LastShockHitTime
 
DayZPlayerCameraBase m_CurrentCamera
 
int m_BleedingBits
 
vector m_DirectionToCursor
 
vector m_DefaultHitPosition
 
int m_DiseaseCount
 
int m_HealingsCount
 
bool m_AllowQuickRestrain
 
bool m_AllowQuickFishing
 
int m_Shakes
 
int m_ShakesForced
 
int m_BreathVapour
 
int m_HealthLevel
 
int m_MixedSoundStates
 
int m_QuickBarBonus = 0
 
bool m_IsVehicleSeatDriver
 
float m_UnconsciousEndTime = 0
 
int m_BleedingSourceCount
 
Head_Default m_CharactersHead
 
EPulseType m_PulseType
 
PlayerBase m_CheckPulseLastTarget
 
int m_ForceInjuryAnimMask
 
bool m_HideHairAnimated
 
string m_DecayedTexture
 
ref array< EntityAIm_ItemsToDelete
 
int m_BrokenLegState = eBrokenLegs.NO_BROKEN_LEGS
 
int m_LocalBrokenState = eBrokenLegs.NO_BROKEN_LEGS
 
bool m_BrokenLegsJunctureReceived
 
ref EffectSound m_BrokenLegSound
 
const string SOUND_BREAK_LEG = "broken_leg_SoundSet"
 
bool m_CanPlayBrokenLegSound
 
float m_UnconRefillModifier = 1
 
RandomGeneratorSyncManager m_RGSManager
 
bool m_ContaminatedAreaEffectEnabled
 
const string CONTAMINATED_AREA_AMBIENT = "ContaminatedArea_SoundSet"
 
EffectSound m_AmbientContamination
 
int m_ContaminatedAreaCount
 
int m_EffectAreaCount
 
bool m_InsideEffectArea
 
bool m_InsideEffectAreaPrev
 
EffectTrigger m_CurrentEffectTrigger
 
EEffectAreaType m_InEffectAreaType
 
ref map< EEffectAreaType, intm_EffectAreaOverlap = new map<EEffectAreaType, int>()
 
ref map< EEffectAreaType, floatm_EffectAreaTimeToTick = new map<EEffectAreaType, float>()
 
bool m_CanDisplayHitEffectPPE
 
string m_CachedPlayerName
 
string m_CachedPlayerID
 
ref array< ref Param2< EntityAI, int > > m_aQuickBarLoad
 
ref Hologram m_HologramServer
 
ref Hologram m_HologramLocal
 
vector m_LocalProjectionPosition = "0 0 0 "
 
vector m_LocalProjectionOrientation = "0 0 0 "
 
float m_LastTick = -1
 
int m_AddModifier = -1
 
int m_RecipeID = -1
 
EntityAI m_Item1
 
EntityAI m_Item2
 
bool m_IsCraftingReady
 
float m_RecipeAnimLength
 
vector m_CraftingInitialPos
 
ref array< intm_Recipes
 
ref SoundParams m_SaySoundParams
 
ref SoundObjectBuilder m_SaySoundBuilder
 
ref SoundObject m_SaySoundObject
 
string m_SaySoundLastSetName
 
bool m_ActionQBControl
 
ref ConstructionActionData m_ConstructionActionData
 
vector m_LastFirePoint
 
float m_LastFirePointRot
 
int m_LastFirePointIndex
 
bool ItemToInventory
 
bool m_IsFighting = false
 
bool m_IsDrowning
 
int m_DebugMonitorEnabled
 
ActionUnfoldMapCB m_hac
 
bool m_MapOpen
 
bool m_MapCloseRequestProcessed
 
bool m_MapClosingSyncSent
 
float m_LastMapScale = -1.0
 
vector m_LastMapPos
 
ref MapNavigationBehaviour m_MapNavigationBehaviour
 
bool m_InventorySoftLocked
 
int m_InventorySoftLockCount = 0
 
string m_DatabaseID
 
ref Timer m_AnalyticsTimer
 
bool m_MeleeDebug
 melee stats
 
ItemBase m_CheckMeleeItem
 
string m_UALastMessage
 user actions & symptoms
 
ref Timer m_UALastMessageTimer
 
int m_PerformedAnimActionID = -1
 
int m_ActivePrimarySymptomID = 0
 
bool m_WorkingNVGHeadset
 
bool m_LoweredNVGHeadset
 
ref array< intm_ActiveNVTypes
 
int m_SyncedModifiers
 
int m_SyncedModifiersPrev
 
PluginAdminLog m_AdminLog
 
ref PlayerStomach m_PlayerStomach
 
PlayerStat< floatm_StatWater
 
PlayerStat< floatm_StatToxicity
 
PlayerStat< floatm_StatEnergy
 
PlayerStat< floatm_StatHeatComfort
 
PlayerStat< floatm_StatTremor
 
GameplayEffectWidgets_base m_EffectWidgets
 effect widgets
 
ref array< intm_ProcessAddEffectWidgets
 
ref array< intm_ProcessRemoveEffectWidgets
 
ref array< intm_ProcessAddGlassesEffects
 
ref array< intm_ProcessRemoveGlassesEffects
 
EMedicalDrugsType m_MedicalDrugsActive
 
ref ScriptInvoker m_OnUnconsciousStart
 invokers

 
ref ScriptInvoker m_OnUnconsciousStop
 
bool m_ShowDbgUI = true
 
int m_DbgListSelection = 0
 
float m_DbgSliderValue = 0.0
 
ref array< stringm_DbgOptions = {"jedna", "dva", "tri"}
 

Статические защищенные данные

static bool DEBUG_INVENTORY_ACCESS = false
 
static ref array< stringm_BleedingSourcesLow
 
static ref array< stringm_BleedingSourcesUp
 
static ref array< Man > m_ServerPlayers = new array<Man>
 
static ref TStringArray m_QBarItems
 
static Particle m_ContaminatedAroundPlayer
 
static Particle m_ContaminatedAroundPlayerTiny
 
static ref array< ObjectSPREAD_AGENTS_OBJECTS = new array<Object>
 
static ref array< CargoBaseSPREAD_AGENTS_PROXY_CARGOS = new array<CargoBase>
 

Закрытые члены

void SetBloodyHandsBase (int type)
 
void SetBloodyHandsPenalty ()
 
bool HasBloodTypeVisible ()
 
void SetBloodTypeVisible (bool show)
 
int GetBloodType ()
 
void SetBloodType (int blood_type)
 
SoftSkillsManager GetSoftSkillsManager ()
 
void CheckDeath ()
 
int GetNoisePresenceInAI ()
 Return actual noise presence of player.
 
bool IsPersistentFlag (PersistentFlag bit)
 
void SetPersistentFlag (PersistentFlag bit, bool enable)
 
int GetStoreLoadVersion ()
 
override void OnStoreSave (ParamsWriteContext ctx)
 
void SaveAreaPersistenceFlag (ParamsWriteContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
override void AfterStoreLoad ()
 
void OnStoreSaveLifespan (ParamsWriteContext ctx)
 
bool OnStoreLoadLifespan (ParamsReadContext ctx, int version)
 
void UpdatePlayerMeasures ()
 
void OnConnect ()
 
void OnReconnect ()
 
void OnDisconnect ()
 
void SetModifiers (bool enable)
 
bool Consume (ItemBase source, float amount, EConsumeType consume_type)
 
void ShowUnconsciousScreen (bool show)
 
override void RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
 
override void RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false)
 
void SwitchItemTypeAttach (EntityAI item, string slot)
 
void SwitchItemTypeDetach (EntityAI item, string slot)
 
void AddToEnvironmentTemperature (float pTemperature)
 
void IncreaseAntibioticsCount ()
 
void DecreaseAntibioticsCount ()
 
bool HasStaminaRemaining ()
 

Закрытые данные

const int SIMPLIFIED_SHOCK_CAP = 63
 
const int SHAKE_LEVEL_MAX = 7
 
int m_LifeSpanState
 
int m_LastShavedSeconds
 
int m_BloodType
 
bool m_HasBloodTypeVisible
 
bool m_LiquidTendencyDrain
 
bool m_FlagRaisingTendency
 
int m_HasBloodyHandsVisible
 
int m_StoreLoadVersion
 
const int ACT_STORE_SAVE_VERSION = 4
 
PluginPlayerStatus m_ModulePlayerStatus
 
PluginConfigEmotesProfile m_ConfigEmotesProfile
 
PluginLifespan m_ModuleLifespan
 
vector m_PlayerOldPos
 
int m_FaceCoveredForShaveLayers = 0
 
int m_AntibioticsActive
 

Подробное описание

Конструктор(ы)

◆ ~PlayerBase()

void ~PlayerBase ( )
inlineprotected
2613 {
2614 if (GetGame() && (!GetGame().IsDedicatedServer()))
2615 {
2618 }
2619
2621 StopSoundSet(m_SoundFliesEffect);
2622 }
Definition ClientData.c:2
static void RemovePlayerBase(Man player)
Definition ClientData.c:29
ref EffectSound m_SoundFliesEffect
Definition PlayerBase.c:90
ref EffectParticle m_FliesEff
Definition PlayerBase.c:75
void SetContaminatedEffectEx(bool enable, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, string soundset="", bool partDynaUpdate=false, int newBirthRate=0)
Definition PlayerBase.c:5590
Manager class for managing Effect (EffectParticle, EffectSound)
Definition EffectManager.c:6
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Definition EffectManager.c:271
proto native CGame GetGame()

Перекрестные ссылки SEffectManager::DestroyEffect(), GetGame() и ClientData::RemovePlayerBase().

Методы

◆ AddAction() [1/2]

void AddAction ( typename actionName )
inlineprotected
1646 {
1648 }
ref TInputActionMap m_InputActionMap
Definition PlayerBase.c:76
void AddAction(typename actionName, out TInputActionMap InputActionMap)
Definition PlayerBase.c:1624
Definition EntityAI.c:95

Перекрестные ссылки AddAction() и m_InputActionMap.

◆ AddAction() [2/2]

void AddAction ( typename actionName ,
out TInputActionMap InputActionMap )
inlineprotected
1625 {
1627
1628 typename ai = action.GetInputType();
1629 if (!ai)
1630 {
1631 m_ActionsInitialize = false;
1632 return;
1633 }
1634
1636
1637 if (!action_array)
1638 {
1641 }
1642 action_array.Insert(action);
1643 }
Definition ActionBase.c:53
ActionManagerBase GetActionManager()
Definition PlayerBase.c:1694
bool m_ActionsInitialize
Definition PlayerBase.c:79

Перекрестные ссылки GetActionManager() и m_ActionsInitialize.

◆ AddActiveNV()

void AddActiveNV ( int type)
inlineprotected
8760 {
8761 if (!m_ActiveNVTypes || (GetGame().IsMultiplayer() && GetGame().IsServer()))
8762 {
8763 #ifdef DEVELOPER
8764 Error("AddActiveNV | illegal server-side call!");
8765 #endif
8766
8767 return;
8768 }
8769
8770 if (m_ActiveNVTypes.Find(type) == -1)
8771 m_ActiveNVTypes.Insert(type);
8772 }
ref array< int > m_ActiveNVTypes
Definition PlayerBase.c:268
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки Error() и GetGame().

◆ AddArrow()

override void AddArrow ( Object arrow,
int componentIndex,
vector closeBonePosWS,
vector closeBoneRotWS )
inlineprotected
9249 {
9251 GetActionComponentNameList(componentIndex, CachedObjectsArrays.ARRAY_STRING, LOD.NAME_FIRE);
9252
9253 int pivot = componentIndex;
9254 int newPivot = -1;
9255 string compName;
9256 for (int i = 0; i < CachedObjectsArrays.ARRAY_STRING.Count() && newPivot == -1; i++)
9257 {
9260
9261 }
9262
9263 if (newPivot != -1)
9264 {
9265 pivot = newPivot;
9266
9267 }
9268
9271
9272 arrow.GetTransform(arrowTransMat);
9273
9274 if (pivot == -1)
9275 {
9277 }
9278 else
9279 {
9280 vector rotMatrix[3];
9282
9283 parentTransMat[0] = rotMatrix[0];
9284 parentTransMat[1] = rotMatrix[1];
9285 parentTransMat[2] = rotMatrix[2];
9287 }
9288
9291 arrow.SetTransform(arrowTransMat);
9292
9294
9295 #ifdef SERVER
9296 // creating bleeding source
9298 if (bleedingManager)
9299 {
9300 if (!bleedingManager.AttemptAddBleedingSourceBySelection(compName))
9301 bleedingManager.AttemptAddBleedingSourceBySelection("Pelvis");//fallback, if we can't attach bleeding source to the fallback location because there already is another one, it's fine, we are just trying make sure there is at least one
9302 }
9303 #endif
9304 }
proto native int GetBoneIndexByName(string pBoneName)
returns bone index for a name (-1 if pBoneName doesn't exist)
Definition UtilityClasses.c:41
static ref TStringArray ARRAY_STRING
Definition UtilityClasses.c:49
LOD class.
Definition gameplay.c:203
static const string NAME_FIRE
Definition gameplay.c:207
BleedingSourcesManagerServer GetBleedingManagerServer()
Definition PlayerBase.c:2643
Definition EnMath3D.c:28
Definition EnMath.c:7
Definition EnConvert.c:106
static proto void MatrixOrthogonalize4(vector mat[4])
Orthogonalizes matrix.
static proto void MatrixInvMultiply4(vector mat0[4], vector mat1[4], out vector res[4])
Invert-transforms matrix.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
static const float RAD2DEG
Definition EnMath.c:16
proto native void AddChild(Widget child, bool immedUpdate=true)

Перекрестные ссылки AddChild(), CachedObjectsArrays::ARRAY_STRING, GetBoneIndexByName(), Math3D::MatrixInvMultiply4(), Math3D::MatrixOrthogonalize4(), LOD::NAME_FIRE, Math::RAD2DEG и Math3D::YawPitchRollMatrix().

◆ AddItemToDelete()

override void AddItemToDelete ( EntityAI item)
inlineprotected
7920 {
7921 if (item)
7922 {
7923 item.SetPrepareToDelete();
7924 m_ItemsToDelete.Insert(item);
7925 }
7926 }
ref array< EntityAI > m_ItemsToDelete
Definition PlayerBase.c:144

◆ AddMedicalDrugsInUse()

void AddMedicalDrugsInUse ( EMedicalDrugsType drugType)
inlineprotected
566 {
569 }
EMedicalDrugsType m_MedicalDrugsActive
Definition PlayerBase.c:299

◆ AddPlayerLoad()

void AddPlayerLoad ( float addedload)
inlineprotected
4873 {
4874 float newload = GetPlayerLoad() + addedload;
4876
4877 // Do not need -> Log is in SetPlayerLoad
4878 //PrintString(ToString(this) + "'s load weight is " + ToString(m_CargoLoad) + " g.");
4879 }
float GetPlayerLoad()
Definition PlayerBase.c:4854
void SetPlayerLoad(float load)
Definition PlayerBase.c:4864

◆ AddPossibleCoverFaceForShave()

void AddPossibleCoverFaceForShave ( )
inlineprotected

DEPRECATED!

1312 {
1314 }
int m_FaceCoveredForShaveLayers
Definition PlayerBase.c:9345

◆ AddToEnvironmentTemperature()

void AddToEnvironmentTemperature ( float pTemperature)
private

◆ AdjustBandana()

void AdjustBandana ( EntityAI item,
string slot_name )
inlineprotected
8835 {
8836 if (Bandana_ColorBase.Cast(item))
8837 {
8838 if (slot_name == "Headgear")
8839 {
8840 item.SetSimpleHiddenSelectionState(0,1);
8841 item.SetSimpleHiddenSelectionState(1,0);
8842 }
8843 else if (slot_name == "Mask")
8844 {
8845 item.SetSimpleHiddenSelectionState(0,0);
8846 item.SetSimpleHiddenSelectionState(1,1);
8847 }
8848 }
8849 }
Definition consumables.c:2

◆ AdjustShemag()

void AdjustShemag ( EntityAI item,
string slot_name )
inlineprotected
8852 {
8853 if (Shemag_ColorBase.Cast(item))
8854 {
8855 if (slot_name == "Headgear")
8856 {
8857 item.SetSimpleHiddenSelectionState(0,1);
8858 item.SetSimpleHiddenSelectionState(1,0);
8859 }
8860 else if (slot_name == "Mask")
8861 {
8862 item.SetSimpleHiddenSelectionState(0,0);
8863 item.SetSimpleHiddenSelectionState(1,1);
8864 }
8865 }
8866 }
Definition consumables.c:66

◆ AfterStoreLoad()

override void AfterStoreLoad ( )
inlineprivate
6941 {
6942 GetHumanInventory().OnAfterStoreLoad();
6943 if (m_EmoteManager)
6944 m_EmoteManager.AfterStoreLoad();
6945
6946 if (GetPlayerStats())
6947 GetPlayerStats().OnAfterStoreLoad();
6948
6952 {
6953 //vector safePos = pra.GetClosestSafePos3D(currentPos);
6954 vector safePos = pra.GetRandomSafePos3D(currentPos);
6955 if (MiscGameplayFunctions.TeleportPlayerToSafeLocation3D(this,safePos) && m_AdminLog)
6956 m_AdminLog.PlayerTeleportedLog(this,currentPos,safePos,"Spawning in Player Restricted Area: " + pra.areaName);
6957 }
6958 }
DayZGame g_Game
Definition DayZGame.c:3815
class JsonUndergroundAreaTriggerData GetPosition
Definition UndergroundAreaLoader.c:9
Definition CfgPlayerRestrictedAreaHandler.c:2
static bool IsPointInPlayerRestrictedArea(vector point, out PlayerRestrictedAreaInstance hitArea)
Definition CfgPlayerRestrictedAreaHandler.c:102
static bool IsInitialized()
Definition CfgPlayerRestrictedAreaHandler.c:57
ref EmoteManager m_EmoteManager
Definition PlayerBase.c:47
PluginAdminLog m_AdminLog
Definition PlayerBase.c:272
PlayerStats GetPlayerStats()
Definition PlayerBase.c:1839
Definition CfgPlayerRestrictedAreaJsonData.c:61

Перекрестные ссылки g_Game, GetPosition, CfgPlayerRestrictedAreaHandler::IsInitialized(), CfgPlayerRestrictedAreaHandler::IsPointInPlayerRestrictedArea() и m_AdminLog.

◆ AnimCommandCheck()

bool AnimCommandCheck ( HumanMoveCommandID mask)
inlineprotected

Returns whether the specified movement command(s) are starting the next frame. Use caution when using this for anything player animation-related, some commands may require the movement state to be truly active (wait until next update)

5218 {
5219 return m_AnimCommandStarting & mask;
5220 }
int m_AnimCommandStarting
Definition PlayerBase.c:26

◆ AntibioticsAttack()

void AntibioticsAttack ( float value)
inlineprotected
7545 {
7546 m_AgentPool.DrugsAttack(EMedicalDrugsType.ANTIBIOTICS, value);
7547 }
EMedicalDrugsType
Definition EMedicalDrugsType.c:2
ref PlayerAgentPool m_AgentPool
Definition PlayerBase.c:44

◆ ApplySplint()

void ApplySplint ( )
inlineprotected
2117 {
2118 float add_health_coef = 0.33;
2119 // The idea is to slightly increase health of broken limb so the player is still limping. Using more splints will help but each time less. 100% recovery can be achieved only through long term healing.
2120 if (GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
2121 {
2122 AddHealth("LeftLeg", "Health", (GetMaxHealth("LeftLeg", "Health") - GetHealth("LeftLeg", "Health") ) * add_health_coef );
2123 AddHealth("RightLeg", "Health", (GetMaxHealth("RightLeg", "Health") - GetHealth("RightLeg", "Health")) * add_health_coef );
2124 AddHealth("RightFoot", "Health", (GetMaxHealth("RightFoot", "Health") - GetHealth("RightFoot", "Health")) * add_health_coef );
2125 AddHealth("LeftFoot", "Health", (GetMaxHealth("LeftFoot", "Health") - GetHealth("LeftFoot", "Health")) * add_health_coef );
2126 }
2127 }
eBrokenLegs
Definition EBrokenLegs.c:2
eBrokenLegs GetBrokenLegs()
Definition PlayerBase.c:3542

◆ BreakLegSound()

void BreakLegSound ( )
inlineprotected
3614 {
3615 PlaySoundSet(m_BrokenLegSound, SOUND_BREAK_LEG, 0.1, 0.1);
3616 }
ref EffectSound m_BrokenLegSound
Definition PlayerBase.c:148
const string SOUND_BREAK_LEG
Definition PlayerBase.c:149

◆ BrokenLegForceProne()

void BrokenLegForceProne ( bool forceOverride = false)
inlineprotected
3618 {
3619 if (!IsInWater() && !IsSwimming() && !IsClimbingLadder() && !IsInVehicle() && !IsClimbing() && DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_PRONE))
3620 {
3621 if (m_MovementState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_PRONE && m_MovementState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
3622 {
3624 Class.CastTo(attachment, GetItemOnSlot("Splint_Right"));
3625 if (attachment && attachment.GetType() == "Splint_Applied")
3626 {
3627 attachment.Delete();
3628 }
3629
3631 m_ShockHandler.CheckValue(true);
3632
3633
3634 if (m_ShockHandler.GetCurrentShock() >= 25) //Prevent conflict with unconsciousness by not forcing prone when going uncon (25 shock or less left)
3635 {
3636
3637 //calcels user action
3639 if (cmd)
3640 {
3641 cmd.Cancel();
3642 }
3643
3644 StopHandEvent();
3645 //Get command move and verify not null
3646 HumanCommandMove hcm = StartCommand_Move();//not sure why this is here
3647 hcm = GetCommand_Move();
3648 if (hcm)
3649 {
3650 hcm.ForceStance(DayZPlayerConstants.STANCEIDX_PRONE);
3651 }
3652 }
3653 }
3654 }
3655
3656 m_JumpClimb.CheckAndFinishJump();
3657 }
ref HumanMovementState m_MovementState
movement state
Definition DayZPlayerCamera3rdPerson.c:324
void DayZPlayerUtils()
cannot be instantiated
Definition DayZPlayerUtils.c:465
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition Building.c:6
Definition StateCB.c:2
Definition human.c:434
bool IsInWater()
Definition PlayerBase.c:2606
bool IsClimbing()
Definition PlayerBase.c:5189
ref ShockHandler m_ShockHandler
Definition PlayerBase.c:52
ItemBase GetItemOnSlot(string slot_type)
Returns item that's on this player's attachment slot. Parameter slot_type should be a string from con...
Definition PlayerBase.c:806
Definition PlayerConstants.c:2
static const float BROKEN_LEGS_INITIAL_SHOCK
Definition PlayerConstants.c:211
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки PlayerConstants::BROKEN_LEGS_INITIAL_SHOCK, Class::CastTo(), DayZPlayerUtils(), IsInWater() и m_MovementState.

◆ BrokenLegWalkShock()

void BrokenLegWalkShock ( )
inlineprotected
3661 {
3662 //No need to pursue here if player is prone as the following logic is not applied
3663 if (m_MovementState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_PRONE && m_MovementState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
3664 {
3665 float avgLegHealth = GetHealth("RightLeg","") + GetHealth("LeftLeg","") + GetHealth("RightFoot","") + GetHealth("LeftFoot","");
3666 avgLegHealth *= 0.25; //divide by 4 to make the average leg health;
3667
3668 if (IsSwimming())
3669 {
3670 //swimming other than forward is not detectable in script other than through velocity check
3671 vector v;
3673
3674 if (v.LengthSq() > 0)
3675 {
3677 }
3678 }
3679 else if (m_MovementState.m_iMovement != 0)
3680 {
3681 if (IsClimbingLadder())
3682 {
3684 }
3685 else if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_ERECT || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDERECT)
3686 {
3687 if (m_MovementState.m_iMovement > 1)//only jog and faster
3688 {
3690 }
3691 }
3692 else if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_CROUCH || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
3693 {
3694 //any speed other than idle
3696 }
3697 }
3698 else
3699 {
3700 //Here apply shock if player is standing or crouched and STANDING STILL
3702 }
3703
3704 m_ShockHandler.CheckValue(true);
3705 }
3706 }
void MovingShock(float legHealth, float highShock, float midShock, float lowShock)
Definition PlayerBase.c:3709
static const float BROKEN_LEGS_HIGH_SHOCK_WALK
Definition PlayerConstants.c:214
static const float BROKEN_CROUCH_MODIFIER
Definition PlayerConstants.c:223
static const float BROKEN_LEGS_SHOCK_SWIM
Definition PlayerConstants.c:215
static const float BROKEN_LEGS_MID_SHOCK_WALK
Definition PlayerConstants.c:213
static const float BROKEN_LEGS_STAND_SHOCK
Definition PlayerConstants.c:221
static const float BROKEN_LEGS_LOW_SHOCK_WALK
Definition PlayerConstants.c:212

Перекрестные ссылки PlayerConstants::BROKEN_CROUCH_MODIFIER, PlayerConstants::BROKEN_LEGS_HIGH_SHOCK_WALK, PlayerConstants::BROKEN_LEGS_LOW_SHOCK_WALK, PlayerConstants::BROKEN_LEGS_MID_SHOCK_WALK, PlayerConstants::BROKEN_LEGS_SHOCK_SWIM, PlayerConstants::BROKEN_LEGS_STAND_SHOCK и m_MovementState.

◆ CalculateVisibilityForAI()

void CalculateVisibilityForAI ( )
inlineprotected
4948 {
4949 const int VISIBILITY_SLOTS_COUNT = 10;
4950
4951 int attcount = GetInventory().AttachmentCount();
4952 float sumVisibility = 0;
4953 float countVisibility = 0;
4954 float visibilityMean = 0;
4955
4956 if (attcount > 0)
4957 {
4958 for (int att = 0; att < attcount; att++)
4959 {
4960 EntityAI attachment = GetInventory().GetAttachmentFromIndex(att);
4961 if (attachment.IsClothing())
4962 {
4965 sumVisibility += clothing.GetItemVisibility();
4967 }
4968 }
4969
4972 }
4973 else
4974 {
4975 visibilityMean = 1;
4977 }
4978 }
Definition DallasMask.c:2
void SetVisibilityCoef(float pVisibility)
Definition PlayerBase.c:4980

Перекрестные ссылки Class::CastTo().

◆ CanBeRestrained()

bool CanBeRestrained ( )
inlineprotected
1865 {
1866 if (IsInVehicle() || IsRaised() || IsSwimming() || IsClimbing() || IsClimbingLadder() || IsRestrained() || !GetWeaponManager() || GetWeaponManager().IsRunning() || !GetActionManager() || GetActionManager().GetRunningAction() != null || IsMapOpen())
1867 {
1868 return false;
1869 }
1870 if (GetThrowing() && GetThrowing().IsThrowingModeEnabled())
1871 {
1872 return false;
1873 }
1874 return true;
1875 }
override bool IsRestrained()
Definition PlayerBase.c:1905
bool IsMapOpen()
Definition PlayerBase.c:3217
override WeaponManager GetWeaponManager()
Definition PlayerBase.c:1854
bool IsRunning()
Definition tools.c:264
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
Definition ActionManagerBase.c:91

Перекрестные ссылки GetActionManager(), GetRunningAction() и IsRunning().

◆ CanBeTargetedByAI()

override bool CanBeTargetedByAI ( EntityAI ai)
inlineprotected
3512 {
3513 #ifdef DIAG_DEVELOPER
3515 {
3516 return false;
3517 }
3518 #endif
3519
3520 return super.CanBeTargetedByAI(ai) && !IsUnconscious() && !IsInVehicle();
3521 }
override bool IsUnconscious()
Definition PlayerBase.c:3501

◆ CanChangeStance()

override bool CanChangeStance ( int previousStance,
int newStance )
inlineprotected
4002 {
4003 // Check if the player is playing a throwing animation
4004 if (GetThrowing().IsThrowingAnimationPlaying())
4005 {
4006 return false;
4007 }
4008
4009 // don't allow base stance change, only raised hands change
4010 if (IsRolling())
4011 {
4012 if (Math.AbsInt(previousStance - newStance) == 3)
4013 return true;
4014
4015 return false;
4016 }
4017
4018 // Check if the player is going to crouch or raised crouch
4019 if (newStance == DayZPlayerConstants.STANCEIDX_CROUCH || newStance == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
4020 {
4021 return GetCurrentWaterLevel() <= GetDayZPlayerType().CommandSwimSettingsW().m_fToErectLevel;
4022 }
4023
4024 // Check if the player is going to prone
4025 if (newStance == DayZPlayerConstants.STANCEIDX_PRONE || newStance == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
4026 {
4027 return GetCurrentWaterLevel() <= GetDayZPlayerType().CommandSwimSettingsW().m_fToCrouchLevel;
4028 }
4029
4030 // The player can change stance if none of the conditions above are met
4031 return true;
4032 }
bool IsRolling()
Definition PlayerBase.c:5184
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
float GetCurrentWaterLevel()
static proto int AbsInt(int i)
Returns absolute value.

Перекрестные ссылки Math::AbsInt(), GetCurrentWaterLevel() и GetDayZPlayerType().

◆ CanClimb()

override bool CanClimb ( int climbType,
SHumanCommandClimbResult climbRes )
inlineprotected

vault from water allowed

4350 {
4351 if (GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
4352 return false;
4353
4354 if (climbType == 1 && !CanConsumeStamina(EStaminaConsumers.VAULT))
4355 return false;
4356
4358 if (IsSwimming())
4359 return true;
4360
4361 if (climbType == 2 && (!CanConsumeStamina(EStaminaConsumers.CLIMB) || GetBrokenLegs() != eBrokenLegs.NO_BROKEN_LEGS))
4362 return false;
4363
4364 if (climbType > 0 && m_InjuryHandler && m_InjuryHandler.GetInjuryAnimValue() >= InjuryAnimValues.LVL3)
4365 return false;
4366
4367 return super.CanClimb(climbType,climbRes);
4368 }
EStaminaConsumers
Definition EStaminaConsumers.c:2
Definition InjuryHandler.c:10
const float LVL3
Definition InjuryHandler.c:14
ref InjuryAnimationHandler m_InjuryHandler
Definition PlayerBase.c:51
override bool CanConsumeStamina(EStaminaConsumers consumer)
Definition PlayerBase.c:4325

Перекрестные ссылки InjuryAnimValues::LVL3.

◆ CanConsumeStamina()

override bool CanConsumeStamina ( EStaminaConsumers consumer)
inlineprotected
4326 {
4327 if (!GetStaminaHandler()) return false;
4328
4329 bool val = (GetStaminaHandler().HasEnoughStaminaFor(consumer) /*&& !IsOverloaded()*/ && !IsRestrained() && !IsInFBEmoteState());
4330
4331 if (!val)
4332 StaminaHUDNotifier(false);
4333
4334 return val;
4335 }
void StaminaHUDNotifier(bool show)
Definition PlayerBase.c:4313
StaminaHandler GetStaminaHandler()
Definition PlayerBase.c:1849
override bool IsInFBEmoteState()
Definition PlayerBase.c:8224
bool HasEnoughStaminaFor(EStaminaConsumers consumer)
Definition StaminaHandler.c:897

◆ CanDeleteItems()

bool CanDeleteItems ( )
inlineprotected
7929 {
7930 return !(GetThrowing().IsThrowingAnimationPlaying() || GetDayZPlayerInventory().IsProcessing() || (GetActionManager() && GetActionManager().GetRunningAction()));
7931 }

Перекрестные ссылки GetActionManager().

◆ CanDropEntity()

override bool CanDropEntity ( notnull EntityAI item)
inlineprotected
837 {
838 if (GetInventory().HasInventoryReservation(item, null))
839 {
840 return false;
841 }
842
843 if (IsRestrained())
844 {
845 if (GetHumanInventory().GetEntityInHands() == item)
846 return false;
847 }
848
849 return true;
850 }

◆ CanEatAndDrink()

bool CanEatAndDrink ( )
inlineprotected
7572 {
7573 ItemBase mask = ItemBase.Cast(GetInventory().FindAttachment(InventorySlots.MASK));
7574 return (!mask || (mask && mask.AllowFoodConsumption()));
7575 }
provides access to slot configuration
Definition InventorySlots.c:6
Definition InventoryItem.c:731

◆ CanJump()

override bool CanJump ( )
inlineprotected

disables jump when player is significantly injured

4371 {
4372 if (GetBrokenLegs() != eBrokenLegs.NO_BROKEN_LEGS)
4373 {
4374 return false;
4375 }
4376
4378 return false;
4379
4381 if (m_InjuryHandler && m_InjuryHandler.GetInjuryAnimValue() >= InjuryAnimValues.LVL3)
4382 return false;
4383
4384 if (IsInFBEmoteState() || m_EmoteManager.m_MenuEmote)
4385 {
4386 return false;
4387 }
4388
4389 return super.CanJump();
4390 }

Перекрестные ссылки InjuryAnimValues::LVL3.

◆ CanManipulateInventory()

bool CanManipulateInventory ( )
inlineprotected
1938 {
1939 if (IsControlledPlayer())
1940 {
1942 }
1943 return true;
1944 }
bool IsRestrainPrelocked()
Definition PlayerBase.c:1894
bool IsRestrainStarted()
Definition PlayerBase.c:1883

◆ CanPickupHeavyItem()

override bool CanPickupHeavyItem ( notnull EntityAI item)
inlineprotected
3737 {
3738 if (item.IsHeavyBehaviour() && (GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS || GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS_SPLINT))
3739 return false;
3740
3741 return super.CanPickupHeavyItem(item);
3742 }

◆ CanPlaceItem()

override bool CanPlaceItem ( EntityAI item)
inlineprotected
2520 {
2522 {
2524 foreach (string t: disallowedUndergroundTypes)
2525 {
2526 if (item.IsKindOf(t))
2527 return false;
2528 }
2529 }
2530 return true;
2531 }
EUndergroundPresence
Definition UndergroundHandlerClient.c:2
Definition CfgGameplayHandler.c:2
static TStringSet GetDisallowedTypesInUnderground()
Definition CfgGameplayHandler.c:332
EUndergroundPresence m_UndergroundPresence
Definition PlayerBase.c:27

Перекрестные ссылки CfgGameplayHandler::GetDisallowedTypesInUnderground().

◆ CanReceiveItemIntoCargo()

override bool CanReceiveItemIntoCargo ( EntityAI item)
inlineprotected
1957 {
1958 return super.CanReceiveItemIntoCargo(item);
1959 }

◆ CanReceiveItemIntoHands()

override bool CanReceiveItemIntoHands ( EntityAI item_to_hands)
inlineprotected
1967 {
1968 if (IsInVehicle())
1969 return false;
1970
1972 return false;
1973
1974 return super.CanReceiveItemIntoHands(item_to_hands);
1975 }
override bool CanPickupHeavyItem(notnull EntityAI item)
Definition PlayerBase.c:3736

◆ CanRedirectToWeaponManager()

bool CanRedirectToWeaponManager ( notnull EntityAI item,
out bool isActionPossible )
inlineprotected
8276 {
8277 isActionPossible = false;
8278 Magazine mag = Magazine.Cast(item);
8279 Weapon_Base wpn = Weapon_Base.Cast(item.GetHierarchyParent());
8280 if (mag && wpn)
8281 {
8282 if (GetWeaponManager().CanDetachMagazine(wpn, mag))
8283 {
8284 //Print("[inv] PlayerBase.CanRedirectToWeaponManager OK, can detach mag=" + mag + " from wpn=" + wpn);
8285 isActionPossible = true;
8286 }
8287 else
8288 {
8289 //Print("[inv] PlayerBase.CanRedirectToWeaponManager cannot detach mag=" + mag + " from wpn=" + wpn);
8290 }
8291 return true;
8292 }
8293 return false;
8294 }
shorthand
Definition BoltActionRifle_Base.c:6

◆ CanReleaseAttachment()

override bool CanReleaseAttachment ( EntityAI attachment)
inlineprotected
1947 {
1948 return super.CanReleaseAttachment(attachment);
1949 }

◆ CanReleaseCargo()

override bool CanReleaseCargo ( EntityAI cargo)
inlineprotected
1952 {
1953 return super.CanReleaseCargo(cargo);
1954 }

◆ CanReleaseFromHands()

override bool CanReleaseFromHands ( EntityAI handheld)
inlineprotected
1983 {
1984 return super.CanReleaseFromHands(handheld);
1985 }

◆ CanRoll()

override bool CanRoll ( )
inlineprotected
4050 {
4052 return false;
4053
4054 if (IsInFBEmoteState() || m_EmoteManager.m_MenuEmote)
4055 {
4056 return false;
4057 }
4058
4059 return IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDPRONE) && GetCommand_Move() && !GetCommand_Move().IsOnBack();
4060 }
bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
Definition dayzplayer.c:1323

Перекрестные ссылки IsPlayerInStance().

◆ CanSaveItemInHands()

override bool CanSaveItemInHands ( EntityAI item_in_hands)
inlineprotected
1978 {
1979 return super.CanSaveItemInHands(item_in_hands);
1980 }

◆ CanShave()

bool CanShave ( )
inlineprotected
6447 {
6449 {
6450 return true;
6451 }
6452 else
6453 {
6454 return false;
6455 }
6456 }
int GetLifeSpanState()
Definition PlayerBase.c:6577
bool HasCoveredFaceForShave()
Definition PlayerBase.c:6592

◆ CanSpawnBreathVaporEffect()

bool CanSpawnBreathVaporEffect ( )
inlineprotected
6495 {
6496 if (!ToDelete() && IsAlive() && !IsSwimming() && !m_IsDrowning)
6497 {
6498 return true;
6499 }
6500 return false;
6501 }
bool m_IsDrowning
Definition PlayerBase.c:232

◆ CanSprint()

bool CanSprint ( )
inlineprotected
5155 {
5157 if (IsRaised() || (item && item.IsHeavyBehaviour()))
5158 return false;
5159
5160 if (item && GetThrowing() && GetThrowing().IsThrowingModeEnabled())
5161 return false;
5162
5163 if (GetBrokenLegs() != eBrokenLegs.NO_BROKEN_LEGS)
5164 return false;
5165
5166 return true;
5167 }
ItemBase GetItemInHands()
Definition PlayerBase.c:6172

◆ CanStartConsumingStamina()

override bool CanStartConsumingStamina ( EStaminaConsumers consumer)
inlineprotected
4338 {
4339 if (!GetStaminaHandler()) return false;
4340
4342
4343 if (!val)
4344 StaminaHUDNotifier(false);
4345
4346 return val;
4347 }
bool HasEnoughStaminaToStart(EStaminaConsumers consumer)
Definition StaminaHandler.c:902

◆ CanSwapItemInCargo()

override bool CanSwapItemInCargo ( EntityAI child_entity,
EntityAI new_entity )
inlineprotected
1962 {
1963 return super.CanSwapItemInCargo(child_entity, new_entity);
1964 }

◆ CheckAndExecuteStackSplit()

bool CheckAndExecuteStackSplit ( FindInventoryLocationType flags,
notnull EntityAI item,
notnull EntityAI target )
inlineprotected
9055 {
9056 float stackable = item.GetTargetQuantityMax();
9057 if (!(stackable == 0 || stackable >= item.GetQuantity()))
9058 {
9060 if (target && target.GetInventory().FindFreeLocationFor(item, flags, il))
9061 {
9063 if (CastTo(itemB, item))
9064 {
9065 itemB.SplitIntoStackMaxToInventoryLocationClient(il);
9066 return true;
9067 }
9068 }
9069 }
9070 return false;
9071 }
InventoryLocation.
Definition InventoryLocation.c:29

◆ CheckAndExecuteStackSplitToInventoryLocation()

bool CheckAndExecuteStackSplitToInventoryLocation ( InventoryLocation il,
notnull EntityAI item )
inlineprotected
9074 {
9075 float stackable = item.GetTargetQuantityMax();
9076 if (!(stackable == 0 || stackable >= item.GetQuantity()))
9077 {
9079 if (CastTo(itemB, item))
9080 {
9081 itemB.SplitIntoStackMaxToInventoryLocationClient(il);
9082 return true;
9083 }
9084 }
9085 return false;
9086 }

◆ CheckAnimationOverrides()

override void CheckAnimationOverrides ( )
inlineprotected
8257 {
8258 //FB gesture slideposeangle override
8259 if (IsInFBEmoteState() && IsControlledPlayer() && IsPlayerSelected())
8260 {
8261 OverrideSlidePoseAngle(Math.PI2);
8262 }
8263 else if (!IsInFBEmoteState() && IsControlledPlayer() && IsPlayerSelected())
8264 {
8265 OverrideSlidePoseAngle(m_OriginalSlidePoseAngle);
8266 }
8267
8268 //+add more, if needed
8269 }
float m_OriginalSlidePoseAngle
Definition PlayerBase.c:60
static const float PI2
Definition EnMath.c:13

Перекрестные ссылки Math::PI2.

◆ CheckDeath()

void CheckDeath ( )
inlineprivate
6681 {
6682 if (IsPlayerSelected() && !IsAlive())
6683 {
6684 SimulateDeath(true);
6685 m_DeathCheckTimer.Stop();
6686 }
6687 }
ref Timer m_DeathCheckTimer
Definition PlayerBase.c:99
override void SimulateDeath(bool state)
Definition PlayerBase.c:5938

◆ CheckForBurlap()

void CheckForBurlap ( )
inlineprotected
5959 {
5960 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
5961 {
5963 Class.CastTo(attachment, GetInventory().FindAttachment(InventorySlots.HEADGEAR));
5964
5966 if (Class.CastTo(req,PPERequesterBank.GetRequester(PPERequesterBank.REQ_BURLAPSACK)))
5967 {
5968 if (attachment)
5969 {
5970 req.Start();
5971 }
5972 else if (req.IsRequesterRunning())
5973 {
5975 }
5976 }
5977 }
5978 }
DayZPlayerInstanceType
defined in C++
Definition dayzplayer.c:1068
proto native DayZPlayerInstanceType GetInstanceType()

Перекрестные ссылки Class::CastTo() и GetInstanceType().

◆ CheckForGag()

void CheckForGag ( )
inlineprotected
5981 {
5982 #ifdef SERVER
5983 Clothing item;
5984 Class.CastTo(item, GetInventory().FindAttachment(InventorySlots.MASK));
5985 if (!item)
5986 {
5987 Class.CastTo(item, GetInventory().FindAttachment(InventorySlots.HEADGEAR));
5988 }
5989
5990 if (item && item.IsObstructingVoice())
5991 {
5992 item.MutePlayer(this,true);
5993 }
5994 else //should probably check for relevant types before removing mumbling and obstruction specifically..
5995 {
5996 GetGame().SetVoiceEffect(this, VoiceEffectMumbling, false);
5997 GetGame().SetVoiceEffect(this, VoiceEffectObstruction, false);
5998 }
5999 #endif
6000 }
Definition Armband_ColorBase.c:2

Перекрестные ссылки Class::CastTo() и GetGame().

◆ CheckHairClippingOnCharacterLoad()

void CheckHairClippingOnCharacterLoad ( )
inlineprotected

helper method for re-checking hairhiding on character load

8712 {
8713 ItemBase headgear = ItemBase.Cast(GetInventory().FindAttachment(InventorySlots.HEADGEAR));
8714 ItemBase mask = ItemBase.Cast(GetInventory().FindAttachment(InventorySlots.MASK));
8715
8718 }
void HideHairSelections(ItemBase item, bool state)
Definition PlayerBase.c:8599

◆ CheckLiftWeapon()

override void CheckLiftWeapon ( )
inlineprotected
8111 {
8112 // lift weapon check
8113 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
8114 {
8116 if (Weapon_Base.CastTo(weap, GetItemInHands()))
8117 {
8118 bool limited = weap.LiftWeaponCheck(this);
8119
8120 if (limited && !m_LiftWeapon_player)
8121 SendLiftWeaponSync(true);
8122 else if (!limited && m_LiftWeapon_player)
8123 SendLiftWeaponSync(false);
8124 }
8125 else if (m_LiftWeapon_player)
8126 {
8127 SendLiftWeaponSync(false);
8128 }
8129 }
8130 }
void SendLiftWeaponSync(bool state)
Client-side only.
Definition PlayerBase.c:8081

Перекрестные ссылки GetInstanceType().

◆ CheckMeleeItemDamage()

bool CheckMeleeItemDamage ( ItemBase item)
inlineprotected
5238 {
5239 //on-hit drop of melee weapons
5240 //bayonets & buttstocks
5241 if (item && item.GetHierarchyParent() && item.GetHierarchyParent().IsWeapon() && item.IsRuined()/*&& item.FindAttachmentBySlotName()*/)
5242 {
5244 return DropItem(item);
5245 }
5246 //handheld items themselves
5247 if (item && item == GetItemInHands() && item.IsRuined())
5248 {
5249 return PredictiveDropEntity(item);
5250 }
5251 return false;
5252 }
void PlayAttachmentDropSound()
Definition PlayerBase.c:5254
override bool PredictiveDropEntity(notnull EntityAI item)
Definition PlayerBase.c:8387
bool DropItem(ItemBase item)
Definition PlayerBase.c:6231

◆ CheckSendSoundEvent()

void CheckSendSoundEvent ( )
inlineprotected
7240 {
7241 if (m_SoundEvent!= 0 && !m_SoundEventSent)
7242 {
7243 m_SoundEventSent = true;
7244 }
7245 }
int m_SoundEvent
Definition PlayerBase.c:61
bool m_SoundEventSent
Definition PlayerBase.c:64

◆ CheckSoundEvent()

void CheckSoundEvent ( )
inlineprotected
7402 {
7403 if (m_SoundEvent != 0)
7404 {
7406 m_SoundEvent = 0;
7408 }
7409
7410 // cancelling marked interrupted sounds
7411 if (m_PerformedAnimActionID == -1)
7412 {
7413 if (m_PerformedActionSounds.Count() == 0)
7414 return;
7415
7416 foreach (AbstractWave sound : m_PerformedActionSounds)
7417 {
7418 if (sound)
7419 sound.Stop();
7420 }
7421
7422 m_PerformedActionSounds.Clear();
7423 }
7424 }
Definition Sound.c:119
int m_SoundEventParam
Definition PlayerBase.c:62
int m_PerformedAnimActionID
Definition PlayerBase.c:263
override bool PlaySoundEventEx(EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0)
Definition PlayerBase.c:7260

◆ CheckZeroSoundEvent()

void CheckZeroSoundEvent ( )
inlineprotected
7229 {
7230 if (m_SoundEvent != 0 && m_SoundEventSent)
7231 {
7232 m_SoundEvent = 0;
7234 m_SoundEventSent = false;
7235 SetSynchDirty();
7236 }
7237 }

◆ ClearInventory()

override void ClearInventory ( )
inlineprotected

/brief Delete all items in inventory

Возвращает
void
PlayerBase player = GetGame().GetPlayer();
player.ClearInventory();
Definition PlayerBaseClient.c:2
6385 {
6386 if ((GetGame().IsServer() || !GetGame().IsMultiplayer()) && GetInventory())
6387 {
6388 GameInventory inv = PlayerBase.Cast(this).GetInventory();
6390 inv.EnumerateInventory(InventoryTraversalType.INORDER, items);
6391 for (int i = 0; i < items.Count(); i++)
6392 {
6393 ItemBase item = ItemBase.Cast(items.Get(i));
6394 if (item)
6395 {
6396 GetGame().ObjectDelete(item);
6397 }
6398 }
6399
6400 ItemBase item_in_hands = ItemBase.Cast(GetHumanInventory().GetEntityInHands());
6401
6402 if (item_in_hands)
6403 {
6404 LocalDestroyEntityInHands();
6405 }
6406 }
6407 }
script counterpart to engine's class Inventory
Definition Inventory.c:79
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
Definition gameplay.c:6

Перекрестные ссылки GetGame().

◆ ClearLastUAMessage()

void ClearLastUAMessage ( )
inlineprotected
7724 {
7725 if (m_UALastMessageTimer.IsRunning())
7726 {
7727 m_UALastMessageTimer.Stop();
7728 }
7729
7730 m_UALastMessage = "";
7731 }
ref Timer m_UALastMessageTimer
Definition PlayerBase.c:262
string m_UALastMessage
user actions & symptoms
Definition PlayerBase.c:261

◆ CloseInventoryMenu()

void CloseInventoryMenu ( )
inlineprotected
6360 {
6361 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
6362 {
6363#ifndef NO_GUI
6364 UIScriptedMenu menu = GetGame().GetUIManager().GetMenu();
6365 if (menu && (menu.GetID() == MENU_INVENTORY || menu.GetID() == MENU_INSPECT))
6366 {
6367 GetGame().GetUIManager().CloseAll();
6368 GetGame().GetMission().RemoveActiveInputExcludes({"inventory"},false);
6369 GetGame().GetMission().RemoveActiveInputRestriction(EInputRestrictors.INVENTORY);
6370 }
6371#endif
6372 }
6373 }
Definition DayZGame.c:64
const int MENU_INSPECT
Definition constants.c:177
const int MENU_INVENTORY
Definition constants.c:178

Перекрестные ссылки GetGame(), GetInstanceType(), MENU_INSPECT и MENU_INVENTORY.

◆ CloseMap()

void CloseMap ( )
inlineprotected

DEPRECATED; terminates map animation callback and re-enables controls.

3155 {
3156 CloseMapEx(false);
3157 }
void CloseMapEx(bool cancelled)
Definition PlayerBase.c:3159

◆ CloseMapEx()

void CloseMapEx ( bool cancelled)
inlineprotected
3160 {
3161 if (m_hac && !GetMapClosingSyncSent())
3162 {
3164 {
3165 if (GetGame().IsMultiplayer() && GetGame().IsClient())
3166 {
3168 CastTo(mngr_client, GetActionManager());
3169
3170 if (cancelled)
3171 {
3172 mngr_client.RequestInterruptAction();
3173 }
3174 else
3175 {
3176 mngr_client.RequestEndAction();
3177 }
3178
3179 GetGame().GetMission().RemoveActiveInputExcludes({"map"});
3180 GetGame().GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
3181 }
3182 else if (!GetGame().IsMultiplayer())
3183 {
3184 int command_ID = DayZPlayerConstants.CMD_ACTIONINT_END;
3185 if (cancelled)
3186 {
3187 command_ID = DayZPlayerConstants.CMD_ACTIONINT_INTERRUPT;
3188 }
3189 m_hac.InternalCommand(command_ID);
3190 }
3192 }
3193 }
3194
3195 if (!GetGame().IsDedicatedServer())
3196 {
3197 if (GetGame().GetUIManager().IsMenuOpen(MENU_MAP))
3198 {
3199 GetGame().GetUIManager().FindMenu(MENU_MAP).Close();
3200 if (m_Hud)
3201 {
3202 m_Hud.ShowHudPlayer(true);
3204 }
3205
3206 GetGame().GetMission().RemoveActiveInputExcludes({"map"});
3207 GetGame().GetMission().RemoveActiveInputRestriction(EInputRestrictors.MAP);
3208 }
3209 }
3210 }
Definition ActionManagerClient.c:5
void ShowQuickbarPlayer(bool show)
void ShowHudPlayer(bool show)
bool GetMapClosingSyncSent()
Definition PlayerBase.c:3227
ActionUnfoldMapCB m_hac
Definition PlayerBase.c:238
Hud m_Hud
Definition PlayerBase.c:93
void SetMapClosingSyncSet(bool state)
Definition PlayerBase.c:3222
Definition gameplay.c:121
proto static native bool CanStoreInputUserData()
const int MENU_MAP
Definition constants.c:189

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetActionManager(), GetGame(), m_Hud, MENU_MAP, Hud::ShowHudPlayer() и Hud::ShowQuickbarPlayer().

◆ CommandHandler()

override void CommandHandler ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

When the player should be and is unconscious

Player can start floating while unconscious

When the player will be unconscious, or is being blocked from being unconscious

If the player is getting in/out or switching seats, delay unconsciousness until after animation has finished

Death gate - prevent unlikely occurence of death -> unconsciousness transition Fall gate - prevent unconciousness animation from playing while falling, doesn't look good Transition gate - prevent unconciousness while previous command is transitioning

TODO: rework vehicle command Knockout back to force player prone after they have exited the vehicle

When the player is waking up

Make sure the player is actually unconscious

protection for a player being broken when attempting to wake them up too early into unconsciousness

Don't set the stance if we are swimming or in a vehicle, stance change animation could play

Maybe instead error out or notify of possible desync?

SPRINT: enable/disable - based on stamina; disable also when raised

2850 {
2851 EvaluateDamageHit(pCurrentCommandID);
2852
2853 // lower implement
2855
2857
2858 HumanInputController hic = GetInputController();
2859
2862
2864
2865 if (m_BrokenLegsJunctureReceived)//was there a change in broken legs state ?
2866 {
2868 bool initial = m_BrokenLegState < 0;//negative values indicate initial activation
2869
2870 if (GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
2871 {
2872 DropHeavyItem();
2873 if (initial)
2874 {
2876 hic.ResetADS();
2877 GetUApi().GetInputByID(UATempRaiseWeapon).Supress();
2878 ExitSights();
2879 }
2880 }
2881 }
2882
2883 GetDayZPlayerInventory().HandleInventory(pDt);
2884
2885 if (IsFireWeaponRaised() || m_IsHoldingBreath)
2886 {
2888 }
2889
2890 ActionManagerBase mngr = GetActionManager();
2891
2892 if (m_AreHandsLocked && GetHumanInventory().GetEntityInHands())
2893 {
2894 m_AreHandsLocked = false;
2895 }
2896
2897 // freelook camera memory for weapon raycast
2898 if (hic.CameraIsFreeLook() && m_DirectionToCursor == vector.Zero)
2899 {
2900 m_DirectionToCursor = GetGame().GetCurrentCameraDirection();
2901 }
2902 else if (!hic.CameraIsFreeLook() && m_DirectionToCursor != vector.Zero)
2903 {
2905 }
2906
2907 if (m_WeaponManager)
2908 {
2909 m_WeaponManager.Update(pDt);
2910 }
2911 if (m_EmoteManager && IsPlayerSelected())
2912 {
2913 m_EmoteManager.Update(pDt);
2914 }
2915 if (m_RGSManager)
2916 {
2917 m_RGSManager.Update();
2918 }
2919 if (m_StanceIndicator)
2920 {
2921 m_StanceIndicator.Update();
2922 }
2923 if (m_StaminaHandler)
2924 {
2926 }
2927 if (m_InjuryHandler)
2928 {
2929 m_InjuryHandler.Update(pDt);
2930 }
2931 if (m_HCAnimHandler)
2932 {
2934 }
2935 if (m_ShockHandler)
2936 {
2937 m_ShockHandler.Update(pDt);
2938 }
2939
2940 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
2941 {
2942 GetPlayerSoundManagerServer().Update();
2944 FreezeCheck();
2945 }
2946
2947 GetHumanInventory().Update(pDt);
2948 if (m_IsDrowning)
2949 {
2951 }
2952 UpdateDelete();
2953
2954 HandleDamageHit(pCurrentCommandID);
2955
2956 if (mngr && hic)
2957 {
2958 mngr.Update(pCurrentCommandID);
2959
2962
2963 if (!m_UnconsciousDebug)
2964 {
2966 if (m_ShouldBeUnconscious && m_IsUnconscious)
2967 {
2968 if (hcu)
2969 {
2971 m_Swimming.m_bWasSwimming |= hcu.IsInWater();
2972 }
2973
2974 if (m_Swimming.m_bWasSwimming)
2975 {
2976 m_LastCommandBeforeUnconscious = DayZPlayerConstants.COMMANDID_SWIM;
2977 }
2978
2979 OnUnconsciousUpdate(pDt, m_LastCommandBeforeUnconscious);
2980 }
2982 else if (m_ShouldBeUnconscious)
2983 {
2985 bool isTransitioning = hcv && (hcv.IsGettingIn() || hcv.IsGettingOut() || hcv.IsSwitchSeat());
2986
2987 if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
2988 {
2989 OnUnconsciousUpdate(pDt, m_LastCommandBeforeUnconscious);
2990
2991 m_IsUnconscious = true;
2993 }
2997 else if (pCurrentCommandID != DayZPlayerConstants.COMMANDID_DEATH && pCurrentCommandID != DayZPlayerConstants.COMMANDID_FALL && !isTransitioning)
2998 {
2999 m_LastCommandBeforeUnconscious = pCurrentCommandID;
3000
3001 if (hcv)
3002 {
3003 m_TransportCache = hcv.GetTransport();
3004 }
3005 else
3006 {
3007 m_TransportCache = null;
3008 }
3009
3011 m_JumpClimb.CheckAndFinishJump();
3013 SetFallYDiff(playerPosition[1]);
3014 }
3015 }
3017 else if (m_IsUnconscious)
3018 {
3020 if (hcu && pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
3021 {
3022 OnUnconsciousUpdate(pDt, m_LastCommandBeforeUnconscious);
3023
3025 if (m_UnconsciousTime > 2)
3026 {
3027 int wakeUpStance = DayZPlayerConstants.STANCEIDX_PRONE;
3028
3030 if (m_Swimming.m_bWasSwimming || m_LastCommandBeforeUnconscious == DayZPlayerConstants.COMMANDID_VEHICLE)
3031 wakeUpStance = -1;
3032
3033 hcu.WakeUp(wakeUpStance);
3034
3035 m_IsUnconscious = false;
3037 }
3038 }
3039 else
3040 {
3042 if (IsAlive())
3043 {
3044 m_IsUnconscious = false;
3046 }
3047 }
3048 }
3049 }
3050
3051 // quickbar use
3052 int quickBarSlot = hic.IsQuickBarSlot();
3053 if (quickBarSlot && IsAlive())
3054 {
3055 if (hic.IsQuickBarSingleUse())
3056 {
3057 OnQuickBarSingleUse(quickBarSlot);
3058 //Print("PlayerBase.c IsQuickBarSingleUse - slot: " + quickBarSlot.ToString());
3059 }
3060 if (hic.IsQuickBarContinuousUseStart() && ((!GetGame().IsDedicatedServer()) && !GetGame().GetUIManager().GetMenu()))
3061 {
3062 OnQuickBarContinuousUseStart(quickBarSlot);
3063 //Print("PlayerBase.c IsQuickBarContinuousUseStart - slot: " + quickBarSlot.ToString());
3064 }
3065 if (hic.IsQuickBarContinuousUseEnd() && ((!GetGame().IsDedicatedServer())))
3066 {
3067 OnQuickBarContinuousUseEnd(quickBarSlot);
3068 //Print("PlayerBase.c IsQuickBarContinuousUseEnd - slot: " + quickBarSlot.ToString());
3069 }
3070 }
3071
3072 /*if ((pCurrentCommandID == DayZPlayerConstants.COMMANDID_ACTION || pCurrentCommandID == DayZPlayerConstants.COMMANDID_MOVE || pCurrentCommandID == DayZPlayerConstants.COMMANDID_LADDER || pCurrentCommandID == DayZPlayerConstants.COMMANDID_SWIM))
3073 {
3074 mngr.Update(); // checks for suitable action and sets it
3075 }*/
3076 }
3077 if (m_StaminaHandler && hic)
3078 {
3081 {
3082 hic.LimitsDisableSprint(true);
3083 }
3084 else
3085 {
3086 hic.LimitsDisableSprint(false);
3087 }
3088 }
3089
3090 //map closing - feel free to move to different "update" if it does not belong here
3091 if (IsMapOpen())
3092 {
3093 if (!GetGame().IsDedicatedServer())
3094 {
3095 if (!CfgGameplayHandler.GetUse3DMap() && !GetGame().GetUIManager().IsMenuOpen(MENU_MAP))
3096 {
3097 CloseMapEx(false);
3098 }
3100 {
3102 {
3103 CloseMapEx(true);
3104 }
3105 else if (IsMapCallbackEndInput())
3106 {
3107 CloseMapEx(false);
3108 }
3109 }
3110 }
3111 }
3112
3113
3114 #ifdef DIAG_DEVELOPER
3115 if (m_Bot)
3116 m_Bot.OnUpdate(pDt);
3117 #endif
3118
3119 if (m_CheckMeleeItem && (!GetGame().IsDedicatedServer()))
3120 {
3123 }
3124
3125 #ifdef DEVELOPER
3127 #endif
3128
3130 }
proto native UAInputAPI GetUApi()
static bool GetUse3DMap()
Definition CfgGameplayHandler.c:377
Definition human.c:620
Definition human.c:690
Definition human.c:18
bool CanSprint()
Definition PlayerBase.c:5154
ItemBase m_CheckMeleeItem
Definition PlayerBase.c:258
void ShockRefill(float pDt)
functionality moved to ShockMdfr::OnTick
void CheckSendSoundEvent()
Definition PlayerBase.c:7239
bool CheckMeleeItemDamage(ItemBase item)
Definition PlayerBase.c:5237
vector m_DirectionToCursor
Definition PlayerBase.c:123
ref StanceIndicator m_StanceIndicator
Definition PlayerBase.c:54
void ProcessADDModifier()
Definition PlayerBase.c:6504
void BrokenLegForceProne(bool forceOverride=false)
Definition PlayerBase.c:3617
float m_UnconsciousTime
Definition PlayerBase.c:108
ref WeaponManager m_WeaponManager
Definition PlayerBase.c:82
void ProcessHoldBreath(float dT)
Definition PlayerBase.c:2156
void OnUnconsciousUpdate(float pDt, int last_command)
Definition PlayerBase.c:3450
bool m_AreHandsLocked
Definition PlayerBase.c:117
void OnQuickBarContinuousUseStart(int slotClicked)
Definition PlayerBase.c:4570
void OnQuickBarContinuousUseEnd(int slotClicked)
Definition PlayerBase.c:4605
void DropHeavyItem()
Definition PlayerBase.c:3753
void UpdateDelete()
Definition PlayerBase.c:7938
bool m_IsHoldingBreath
Definition PlayerBase.c:95
void OnUnconsciousStart()
Definition PlayerBase.c:3356
PlayerSoundManagerServer GetPlayerSoundManagerServer()
Definition PlayerBase.c:1486
void SetCheckMeleeItem(ItemBase item=null)
Definition PlayerBase.c:3273
ref HeatComfortAnimHandler m_HCAnimHandler
Definition PlayerBase.c:89
void OnCommandHandlerTick(float delta_time, int pCurrentCommandID)
Definition PlayerBase.c:2706
void OnQuickBarSingleUse(int slotClicked)
Definition PlayerBase.c:4462
int m_BrokenLegState
Definition PlayerBase.c:145
ref StaminaHandler m_StaminaHandler
Definition PlayerBase.c:50
void ProcessDrowning(float dT)
Definition PlayerBase.c:2129
bool IsMapCallbackCancelInput()
Definition PlayerBase.c:3232
RandomGeneratorSyncManager m_RGSManager
Definition PlayerBase.c:155
bool IsMapCallbackEndInput()
Definition PlayerBase.c:3242
bool m_BrokenLegsJunctureReceived
Definition PlayerBase.c:147
void CheckZeroSoundEvent()
Definition PlayerBase.c:7228
void FreezeCheck()
Definition PlayerBase.c:3283
void OnUnconsciousStop(int pCurrentCommandID)
Definition PlayerBase.c:3406
static const vector Zero
Definition EnConvert.c:110

Перекрестные ссылки GetActionManager(), GetGame(), GetInstanceType(), GetUApi(), CfgGameplayHandler::GetUse3DMap(), m_MovementState, m_StaminaHandler, MENU_MAP, StaminaHandler::Update() и vector::Zero.

◆ Consume()

bool Consume ( ItemBase source,
float amount,
EConsumeType consume_type )
inlineprivate
7083 {
7084 PluginTransmissionAgents plugin = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
7085 int agents;
7086 int pollution = GetGame().GetMission().GetWorldData().GetPollution();
7087 float temperature = 0;
7088
7089 if (consume_type == EConsumeType.ENVIRO_POND || consume_type == EConsumeType.ENVIRO_WELL)
7090 {
7091 if (consume_type == EConsumeType.ENVIRO_POND)
7092 {
7093 if (pollution & EPollution.HEAVYMETAL)
7094 {
7095 agents = agents | eAgents.HEAVYMETAL;
7096 }
7097 agents = agents | eAgents.CHOLERA;
7098 //plugin.TransmitAgents(NULL, this, AGT_WATER_POND, amount);
7099 }
7100 temperature = GetGame().GetMission().GetWorldData().GetLiquidTypeEnviroTemperature(consume_type);
7101 m_PlayerStomach.AddToStomach(Liquid.GetLiquidClassname(LIQUID_WATER), amount, 0 , agents, temperature);
7102
7103
7104 return true;
7105 }
7106 if (consume_type == EConsumeType.ENVIRO_SNOW)
7107 {
7108 if (pollution & EPollution.HEAVYMETAL)
7109 {
7110 agents = agents | eAgents.HEAVYMETAL;
7111 }
7112 temperature = GetGame().GetMission().GetWorldData().GetLiquidTypeEnviroTemperature(consume_type);
7113 m_PlayerStomach.AddToStomach(Liquid.GetLiquidClassname(LIQUID_WATER), amount, 0 , agents, temperature);
7114 }
7115
7117 if (!edible_item || edible_item.GetIsFrozen())
7118 {
7119 return false;
7120 }
7121
7122 agents = edible_item.FilterAgents(edible_item.GetAgents());
7123 temperature = edible_item.GetTemperature();
7124
7125 if (consume_type == EConsumeType.ITEM_SINGLE_TIME || consume_type == EConsumeType.ITEM_CONTINUOUS)
7126 {
7127 if (consume_type == EConsumeType.ITEM_SINGLE_TIME)
7128 {
7129 plugin.TransmitAgents(edible_item, this, AGT_UACTION_CONSUME, amount);
7130 }
7131 /*
7132 else
7133 {
7134 plugin.TransmitAgents(edible_item, this, AGT_UACTION_TO_PLAYER, amount);
7135 }
7136 */
7137 if (edible_item.IsLiquidContainer())
7138 {
7139 int liquid_type = edible_item.GetLiquidType();
7140 string liquidClassName = Liquid.GetLiquidClassname(liquid_type);
7141 if (liquidClassName.Length() == 0)
7142 Error("Error! Trying to add unknown liquid to stomach with item=" + Object.GetDebugName(edible_item) + " consume_type=" + consume_type + " liquid_type=" + liquid_type);
7143 m_PlayerStomach.AddToStomach(liquidClassName, amount, 0, agents, temperature);
7144 }
7145 else
7146 {
7147 int food_stage_type;
7148 if (edible_item.GetFoodStage())
7149 {
7150 food_stage_type = edible_item.GetFoodStage().GetFoodStageType();
7151 }
7152 m_PlayerStomach.AddToStomach(source.GetType(), amount, food_stage_type, agents, temperature);
7153 }
7154 edible_item.Consume(amount, this);
7155 return true;
7156
7157 }
7158 /*
7159 if (consume_type == EConsumeType.ITEM_CONTINUOUS)
7160 {
7161 if (edible_item)
7162 {
7163 plugin.TransmitAgents(edible_item, this, AGT_UACTION_TO_PLAYER, amount);
7164 edible_item.Consume(amount, this);
7165 //ProcessNutritions(edible_item.GetNutritionalProfile(),amount);
7166 m_PlayerStomach.AddToStomach(source.GetType(), amount, edible_item.GetNutritionalProfile());
7167 return true;
7168 }
7169 }
7170 */
7171 return false;
7172 }
eAgents
Definition EAgents.c:3
EConsumeType
Definition EConsumeType.c:2
PluginBase GetPlugin(typename plugin_type)
Definition PluginManager.c:316
Definition Edible_Base.c:2
ref PlayerStomach m_PlayerStomach
Definition PlayerBase.c:273
Definition ObjectTyped.c:2
const int AGT_UACTION_CONSUME
Definition constants.c:476
const int LIQUID_WATER
Definition constants.c:518

Перекрестные ссылки AGT_UACTION_CONSUME, Error(), GetGame(), GetPlugin() и LIQUID_WATER.

◆ ContaminatedParticleAdjustment()

void ContaminatedParticleAdjustment ( )
inlineprotected
9184 {
9186 {
9187 float playerSpeed = GetCommand_Move().GetCurrentMovementSpeed();
9188 //Print(playerSpeed);
9189
9190 // 1 - prone, crouch
9191 // 2 - jog
9192 // 3 - sprint
9193 float particleLifetime = 5.25;
9194 float particleSpeed = 0.25;
9195 if (playerSpeed >= 1)
9196 {
9197 particleLifetime = 3.5;
9198 particleSpeed = 3.25;
9199 }
9200 if (playerSpeed >= 2)
9201 {
9202 particleLifetime = 2.5;
9203 particleSpeed = 5.25;
9204 }
9205 if (playerSpeed >= 3)
9206 {
9207 particleLifetime = 1.5;
9208 particleSpeed = 8.25;
9209 }
9210 m_ContaminatedAroundPlayer.SetParameter(0, EmitorParam.LIFETIME, particleLifetime);
9211 m_ContaminatedAroundPlayer.SetParameter(1, EmitorParam.LIFETIME, particleLifetime);
9212 m_ContaminatedAroundPlayer.SetParameter(2, EmitorParam.LIFETIME, particleLifetime);
9213 m_ContaminatedAroundPlayer.SetParameter(3, EmitorParam.LIFETIME, particleLifetime);
9214
9215 m_ContaminatedAroundPlayerTiny.SetParameter(0, EmitorParam.VELOCITY, particleSpeed);
9216 vector transform[4];
9217 GetTransform(transform);
9220 }
9221 }
static Particle m_ContaminatedAroundPlayerTiny
Definition PlayerBase.c:276
static Particle m_ContaminatedAroundPlayer
Definition PlayerBase.c:275
EmitorParam
Definition EnVisual.c:114

Перекрестные ссылки Particle::SetParameter().

◆ ConvertNonlethalDamage()

float ConvertNonlethalDamage ( float damage,
DamageType damageType )
inlineprotected
1227 {
1228 if (damageType == DamageType.FIRE_ARM)
1230
1231 return super.ConvertNonlethalDamage(damage, damageType);
1232 }
DamageType
exposed from C++ (do not change)
Definition DamageSystem.c:11
Definition constants.c:638
const float NL_DAMAGE_FIREARM_CONVERSION_PLAYERS
Definition constants.c:959

Перекрестные ссылки GameConstants::NL_DAMAGE_FIREARM_CONVERSION_PLAYERS.

◆ CreateCopyOfItemInInventory()

ItemBase CreateCopyOfItemInInventory ( ItemBase src)
inlineprotected
6270 {
6272 string t = src.GetType();
6273 if (GetInventory().FindFirstFreeLocationForNewEntity(t, FindInventoryLocationType.CARGO, loc))
6274 {
6275 bool locked = GetGame().HasInventoryJunctureDestination(this, loc);
6276 if (locked)
6277 {
6278 Print("Warning: Split: CreateCopyOfItemInInventory - Cannot create entity at locked inventory at loc=" + InventoryLocation.DumpToStringNullSafe(loc));
6279 return null;
6280 }
6281 ItemBase dst = ItemBase.Cast(GetInventory().LocationCreateLocalEntity(loc, t, ECE_IN_INVENTORY, RF_DEFAULT));
6282 if (dst)
6283 {
6284 MiscGameplayFunctions.TransferItemProperties(src, dst);
6285
6286 GetGame().RemoteObjectTreeCreate(dst);
6287
6288 Print("CreateCopyOfItemInInventory - created " + dst.GetName() + " at loc=" + InventoryLocation.DumpToStringNullSafe(loc));
6289 }
6290 return dst;
6291 }
6292 return NULL;
6293 }
const int ECE_IN_INVENTORY
Definition CentralEconomy.c:36
const int RF_DEFAULT
Definition CentralEconomy.c:65
FindInventoryLocationType
flags for searching locations in inventory
Definition InventoryLocation.c:17
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:226
proto void Print(void var)
Prints content of variable to console/log.

Перекрестные ссылки InventoryLocation::DumpToStringNullSafe(), ECE_IN_INVENTORY, GetGame(), Print() и RF_DEFAULT.

◆ CreateCopyOfItemInInventoryOrGround()

ItemBase CreateCopyOfItemInInventoryOrGround ( ItemBase src)
inlineprotected
6296 {
6298 }
ItemBase CreateCopyOfItemInInventoryOrGroundEx(ItemBase src, bool markItemAsSplitResult=false)
Definition PlayerBase.c:6300

◆ CreateCopyOfItemInInventoryOrGroundEx()

ItemBase CreateCopyOfItemInInventoryOrGroundEx ( ItemBase src,
bool markItemAsSplitResult = false )
inlineprotected
6301 {
6303 if (!dst)
6304 {
6305 dst = ItemBase.Cast(SpawnEntityOnGroundPos(src.GetType(), this.GetPosition()));
6306 dst.PlaceOnSurface();
6307 dst.SetResultOfSplit(markItemAsSplitResult);
6308 MiscGameplayFunctions.TransferItemProperties(src, dst);
6309 }
6310
6311 return dst;
6312 }
override EntityAI SpawnEntityOnGroundPos(string object_name, vector pos)
Definition PlayerBase.c:6185
ItemBase CreateCopyOfItemInInventory(ItemBase src)
Definition PlayerBase.c:6269

◆ CreateInInventory()

EntityAI CreateInInventory ( string item_name,
string cargo_type = "",
bool full_quantity = false )
inlineprotected

/brief Creates ItemBase in players inventory. If player dont have enough slots for new item, item will be created on the ground under player.

Аргументы
item_namestring Class name of ItemBase in configs
Возвращает
ItemBase Created item
ItemBase item = g_Game.GetPlayer().CreateInInventory("Consumable_GardenLime", "cargo_weapon");
6260 {
6262 if (GetInventory().FindFirstFreeLocationForNewEntity(item_name, FindInventoryLocationType.ANY, inv_loc))
6263 {
6265 }
6266 return NULL;
6267 }
class ItemBase extends InventoryItem SpawnItemOnLocation(string object_name, notnull InventoryLocation loc, bool full_quantity)
Definition ItemBase.c:4774

Перекрестные ссылки SpawnItemOnLocation().

◆ DamageAllLegs()

void DamageAllLegs ( float inputDmg)
inlineprotected
9029 {
9031 legZones.Insert("LeftLeg");
9032 legZones.Insert("RightLeg");
9033 legZones.Insert("RightFoot");
9034 legZones.Insert("LeftFoot");
9035
9036 foreach (string legZone : legZones)
9037 DecreaseHealth(legZone, "", inputDmg);
9038 }

◆ DealShock()

void DealShock ( float dmg)
inlineprotected
3729 {
3731 damage.param1 = dmg;
3732 GetGame().RPCSingleParam(this, ERPCs.RPC_SHOCK, damage, true, GetIdentity());
3733 }
ERPCs
Definition ERPCs.c:2

Перекрестные ссылки GetGame().

◆ DecreaseAntibioticsCount()

void DecreaseAntibioticsCount ( )
inlineprivate
9363 {
9365 }
void RemoveMedicalDrugsInUse(EMedicalDrugsType drugType)
Definition PlayerBase.c:571

◆ DecreaseContaminatedAreaCount()

void DecreaseContaminatedAreaCount ( )
inlineprotected
672 {
675 {
678 }
679 }
void OnContaminatedAreaExitServer()
Definition PlayerBase.c:778
int m_ContaminatedAreaCount
Definition PlayerBase.c:162

◆ DecreaseDiseaseCount()

void DecreaseDiseaseCount ( )
inlineprotected
925 {
927 }
int m_DiseaseCount
Definition PlayerBase.c:125

◆ DecreaseEffectAreaCount()

void DecreaseEffectAreaCount ( )
inlineprotected
692 {
694 if (m_EffectAreaCount <= 0)
695 {
697 m_InsideEffectArea = false;
698 SetSynchDirty();
700 }
701 }
bool m_InsideEffectArea
Definition PlayerBase.c:164
int m_EffectAreaCount
Definition PlayerBase.c:163
void OnPlayerIsNowInsideEffectAreaEndServer()
Definition PlayerBase.c:789

◆ DecreaseHealingsCount()

void DecreaseHealingsCount ( )
inlineprotected
935 {
937 }
int m_HealingsCount
Definition PlayerBase.c:126

◆ DepleteStamina()

override void DepleteStamina ( EStaminaModifiers modifier,
float dT = -1 )
inlineprotected
4320 {
4321 if (GetStaminaHandler())
4323 }
void DepleteStamina(EStaminaModifiers modifier, float dT=-1)
Definition StaminaHandler.c:970

◆ dmgDebugPrint()

void dmgDebugPrint ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprotected
9019 {
9020 /*Print("ProjectileDebugging | Damage Health: " + damageResult.GetDamage(dmgZone,"Health") + " | Component: " + component + " | Zone: " + dmgZone + "| Timestamp: " + GetSimulationTimeStamp());
9021 Print("ProjectileDebugging | speedCoef: " + speedCoef);
9022 Print("ProjectileDebugging | GetWorldTime(): " + GetWorldTime());
9023 Print("-----------------------------------------------");*/
9024 }

◆ DropAllItems()

void DropAllItems ( )
inlineprotected

Drops all clothes/wearables this character is carrying on themselves.

6411 {
6413 ItemBase item;
6414 GetInventory().EnumerateInventory(InventoryTraversalType.LEVELORDER, itemsArray);
6415 int count = itemsArray.Count();
6416
6417 for (int i = 0; i < itemsArray.Count(); i++)
6418 {
6419 Class.CastTo(item, itemsArray.Get(i));
6420
6421 if (item && !item.IsInherited(SurvivorBase))
6422 {
6423 ServerDropEntity(item);
6424 }
6425 }
6426 }

Перекрестные ссылки Class::CastTo().

◆ DropHeavyItem()

void DropHeavyItem ( )
inlineprotected
3754 {
3756 if (itemInHands && itemInHands.IsHeavyBehaviour())
3758 }

◆ DropItem()

bool DropItem ( ItemBase item)
inlineprotected
6232 {
6234 if (can_be_dropped)
6235 {
6237 }
6238
6239 vector pos_spawn = GetPosition() + GetDirection();
6240 pos_spawn[0] = pos_spawn[0] + Math.RandomFloat(-0.2, 0.2);
6241 pos_spawn[2] = pos_spawn[2] + Math.RandomFloat(-0.2, 0.2);
6242
6243 item.SetPosition(pos_spawn);
6244 item.PlaceOnSurface();
6245 return can_be_dropped;
6246 }
override bool CanDropEntity(notnull EntityAI item)
Definition PlayerBase.c:836
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].

Перекрестные ссылки GetPosition и Math::RandomFloat().

◆ EEDelete()

override void EEDelete ( EntityAI parent)
inlineprotected
1218 {
1220 StopSoundSet(m_SoundFliesEffect);
1221
1222 if (GetArrowManager())
1223 GetArrowManager().ClearArrows();
1224 }
override ArrowManagerBase GetArrowManager()
Definition PlayerBase.c:1859

Перекрестные ссылки SEffectManager::DestroyEffect() и GetArrowManager().

◆ EEHealthLevelChanged()

override void EEHealthLevelChanged ( int oldLevel,
int newLevel,
string zone )
inlineprotected
5671 {
5672 super.EEHealthLevelChanged(oldLevel, newLevel, zone);
5673 if (!GetGame().IsDedicatedServer())
5674 {
5676 {
5678 }
5679 if (m_CorpseState != 0)
5680 {
5681 GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(UpdateCorpseState, 0, false);
5682 }
5683 }
5684 }
void ClearLastUAMessage()
Definition PlayerBase.c:7723
int m_CorpseState
Definition PlayerBase.c:101
void UpdateCorpseState()
Definition PlayerBase.c:5659
const int STATE_RUINED
Definition constants.c:807
const int CALL_CATEGORY_GUI
Definition tools.c:9

Перекрестные ссылки CALL_CATEGORY_GUI, GetGame() и GameConstants::STATE_RUINED.

◆ EEHitBy()

override void EEHitBy ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprotected

DT_EXPLOSION & FlashGrenade

1082 {
1084
1085 if (m_AdminLog)
1086 {
1088 }
1089
1090 if (damageResult != null && damageResult.GetDamage(dmgZone, "Shock") > 0)
1091 {
1092 m_LastShockHitTime = GetGame().GetTime();
1093
1094 if (!IsUnconscious())
1095 {
1096 if (GetGame().ConfigIsExisting("cfgAmmo " + ammo + " unconRefillModifier"))
1097 {
1098 m_UnconRefillModifier = GetGame().ConfigGetInt("cfgAmmo " + ammo + " unconRefillModifier");
1099 }
1100 else
1101 {
1103 }
1104 }
1105 }
1106
1108 if (damageType == DT_EXPLOSION && ammo == "FlashGrenade_Ammo")
1109 {
1111 }
1112
1113 //new bleeding computation
1114 //---------------------------------------
1116 {
1117 float dmg = damageResult.GetDamage(dmgZone, "Blood");
1119 }
1120 //---------------------------------------
1121
1122 #ifdef DIAG_DEVELOPER
1123 if (DiagMenu.GetBool(DiagMenuIDs.MELEE_DEBUG))
1124 Print("EEHitBy() | " + GetDisplayName() + " hit by " + source.GetDisplayName() + " to " + dmgZone);
1125
1128 {
1129 plugin_remote_server.OnDamageEvent(this, damageResult);
1130 }
1131 #endif
1132
1133 if (GetGame().IsDebugMonitor())
1134 m_DebugMonitorValues.SetLastDamage(source.GetDisplayName());
1135
1136 if (m_ActionManager)
1137 m_ActionManager.Interrupt();
1138
1139 int transferShockToDamageCoef = g_Game.ConfigGetInt(string.Format("%1 %2 DamageApplied transferShockToDamage", CFG_AMMO, ammo));
1141 {
1142 //Print("PlayerBase | EEHitBy | nonlethal hit");
1143 AddHealth("", "Health", -ConvertNonlethalDamage(damageResult.GetDamage(dmgZone, "Shock"), damageType));
1144 if (dmgZone != "Head")
1145 AddHealth(dmgZone, "Health", -damageResult.GetDamage(dmgZone, "Shock")); //Also deal damage to zone health, no dmg reduction
1146 }
1147
1148 if (GetGame().IsServer())
1149 {
1150 if (GetHealth("RightLeg", "Health") <= 1 || GetHealth("LeftLeg", "Health") <= 1 || GetHealth("RightFoot", "Health") <= 1 || GetHealth("LeftFoot", "Health") <= 1)
1151 {
1152 if (GetModifiersManager().IsModifierActive(eModifiers.MDF_BROKEN_LEGS))//effectively resets the modifier
1153 {
1154 GetModifiersManager().DeactivateModifier(eModifiers.MDF_BROKEN_LEGS);
1155 }
1156 GetModifiersManager().ActivateModifier(eModifiers.MDF_BROKEN_LEGS);
1157 }
1158
1159 if (ammo == "Bullet_CupidsBolt" && IsAlive())
1160 {
1161 DamageSystem.ResetAllZones(this);
1162 m_ModifiersManager.ResetAll();
1163 m_ModifiersManager.ActivateModifier(eModifiers.MDF_IMMUNITYBOOST);
1164
1165 // bleeding sources
1167 m_BleedingManagerServer.RemoveAllSources();
1168
1169 // Stats
1170 if (GetPlayerStats())
1171 {
1172 int bloodType = GetStatBloodType().Get();
1173 float energyValue = GetStatEnergy().Get();
1174 float waterValue = GetStatWater().Get();
1175 float heatBuffer = GetStatHeatBuffer().Get();
1176 float heatComfort = GetStatHeatComfort().Get();
1177
1178 GetPlayerStats().ResetAllStats();
1179
1181 GetStatWater().Set(waterValue);
1185 }
1186
1187 // Agents
1188 if (m_AgentPool)
1189 m_AgentPool.RemoveAllAgents();
1190
1191 if (m_StaminaHandler)
1193
1194 // uncon
1195 if (IsUnconscious())
1197 }
1198 }
1199
1200 m_ShockHandler.CheckValue(true);
1201
1202 //analytics
1203 GetGame().GetAnalyticsServer().OnEntityHit(source, this);
1204 }
DiagMenuIDs
Definition EDiagMenuIDs.c:2
EStaminaModifiers
Definition EStaminaModifiers.c:2
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
static string GetDisplayName(int liquid_type)
Definition Liquid.c:360
Definition DayZPlayerSyncJunctures.c:5
static void SendPlayerUnconsciousness(DayZPlayer pPlayer, bool enable)
Definition DayZPlayerSyncJunctures.c:168
Definition EnDebug.c:233
ref DebugMonitorValues m_DebugMonitorValues
Definition PlayerBase.c:56
float m_UnconRefillModifier
Definition PlayerBase.c:154
ModifiersManager GetModifiersManager()
Definition PlayerBase.c:7578
PlayerStat< float > GetStatEnergy()
Definition PlayerBase.c:7601
PlayerStat< int > GetStatBloodType()
Definition PlayerBase.c:7664
PlayerStat< float > GetStatHeatComfort()
Definition PlayerBase.c:7610
PlayerStat< float > GetStatHeatBuffer()
Definition PlayerBase.c:7673
ref BleedingSourcesManagerServer m_BleedingManagerServer
Definition PlayerBase.c:38
ref ModifiersManager m_ModifiersManager
Definition PlayerBase.c:41
float m_LastShockHitTime
Definition PlayerBase.c:120
float ConvertNonlethalDamage(float damage, DamageType damageType)
Definition PlayerBase.c:1226
ActionManagerBase m_ActionManager
Definition PlayerBase.c:43
PlayerStat< float > GetStatWater()
Definition PlayerBase.c:7583
eModifiers
Definition eModifiers.c:2
static proto bool GetBool(int id, bool reverse=false)
Get value as bool from the given script id.
const string CFG_AMMO
Definition constants.c:220
const float STAMINA_MAX
Definition constants.c:689
proto native bool IsModifierActive()
is modifier active

Перекрестные ссылки CFG_AMMO, component, g_Game, DiagMenu::GetBool(), GetDisplayName(), GetGame(), GetPlugin(), IsModifierActive(), m_AdminLog, m_StaminaHandler, Print(), DayZPlayerSyncJunctures::SendPlayerUnconsciousness(), StaminaHandler::SetStamina() и GameConstants::STAMINA_MAX.

◆ EEHitByRemote()

override void EEHitByRemote ( int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos )
inlineprotected
1207 {
1208 super.EEHitByRemote(damageType, source, component, dmgZone, ammo, modelPos);
1209
1210 if (m_MeleeFightLogic.IsInBlock())
1211 {
1212 EffectSound sound = SEffectManager.PlaySoundOnObject("BlockingAttack_SoundSet", this);
1213 sound.SetAutodestroy(true);
1214 }
1215 }
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5
static EffectSound PlaySoundOnObject(string sound_set, Object parent_object, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.
Definition EffectManager.c:247

Перекрестные ссылки component и SEffectManager::PlaySoundOnObject().

◆ EEItemAttached()

override void EEItemAttached ( EntityAI item,
string slot_name )
inlineprotected
1322 {
1323 super.EEItemAttached(item, slot_name);
1324
1325 ItemBase itemIB = ItemBase.Cast(item);
1328 item.SwitchItemSelectionTextureEx(EItemManipulationContext.ATTACHING, p);
1329 m_QuickBarBase.updateSlotsCount();
1332
1334
1335 GetGame().GetAnalyticsClient().OnItemAttachedAtPlayer(item, slot_name);
1337 if (clothing)
1338 {
1339 if (!GetGame().IsDedicatedServer())
1340 {
1341 if (clothing.GetEffectWidgetTypes())
1342 {
1343 QueueAddEffectWidget(clothing.GetEffectWidgetTypes());
1344 }
1345
1346 if (clothing.GetGlassesEffectID() > -1)
1347 {
1348 QueueAddGlassesEffect(clothing.GetGlassesEffectID());
1349 }
1350
1351 GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(UpdateCorpseStateVisual, 200, false);//sometimes it takes a while to load in
1352 UpdateCorpseStateVisual();//....but if possible, we don't want a delay
1353 }
1354 else if (GetGame().IsServer())
1355 {
1356 if (clothing.IsGasMask())
1357 {
1358 GetModifiersManager().ActivateModifier(eModifiers.MDF_MASK);
1359 }
1360 }
1361
1362 clothing.UpdateNVGStatus(this,true);
1363 }
1364
1367 }
void AdjustBandana(EntityAI item, string slot_name)
Definition PlayerBase.c:8834
override void SwitchItemSelectionTexture(EntityAI item, string slot_name)
Definition PlayerBase.c:1429
void CalculateVisibilityForAI()
Definition PlayerBase.c:4947
void QueueAddEffectWidget(array< int > effects)
Definition PlayerBase.c:961
void AdjustShemag(EntityAI item, string slot_name)
Definition PlayerBase.c:8851
void UpdateCorpseStateVisual()
Definition PlayerBase.c:8869
void QueueAddGlassesEffect(int id)
Definition PlayerBase.c:971
void UpdateShoulderProxyVisibility(EntityAI item, string slot_name)
Definition PlayerBase.c:1411
QuickBarBase m_QuickBarBase
Definition PlayerBase.c:86

Перекрестные ссылки CALL_CATEGORY_GUI и GetGame().

◆ EEItemDetached()

override void EEItemDetached ( EntityAI item,
string slot_name )
inlineprotected
1370 {
1371 super.EEItemDetached(item, slot_name);
1374 item.SwitchItemSelectionTextureEx(EItemManipulationContext.DETACHING);
1375 m_QuickBarBase.updateSlotsCount();
1377
1379
1381
1382 if (clothing)
1383 {
1384 if (!GetGame().IsDedicatedServer())
1385 {
1386 if (clothing.GetEffectWidgetTypes())
1387 {
1388 QueueRemoveEffectWidget(clothing.GetEffectWidgetTypes());
1389 }
1390
1391 if (clothing.GetGlassesEffectID() > -1)
1392 {
1393 QueueRemoveGlassesEffect(clothing.GetGlassesEffectID());
1394 }
1395 }
1396
1397 if (GetGame().IsServer())
1398 {
1399 if (clothing.IsGasMask())
1400 {
1401 GetModifiersManager().DeactivateModifier(eModifiers.MDF_MASK);
1402 }
1403 }
1404
1405 clothing.UpdateNVGStatus(this);
1406 GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(UpdateCorpseStateVisual, 200, false);//sometimes it takes a while to load in
1407 UpdateCorpseStateVisual();//....but if possible, we don't want a delay
1408 }
1409 }
void QueueRemoveEffectWidget(array< int > effects)
Definition PlayerBase.c:966
void QueueRemoveGlassesEffect(int id)
Definition PlayerBase.c:976

Перекрестные ссылки CALL_CATEGORY_GUI и GetGame().

◆ EEItemIntoHands()

override void EEItemIntoHands ( EntityAI item)
inlineprotected

fixes situation where raise is canceling some manipulation with heavy item(ex. TakeItemToHands), forces normal stance

2798 {
2799 super.EEItemIntoHands(item);
2800
2801 if (item)
2802 {
2803 MiscGameplayFunctions.RemoveAllAttachedChildrenByTypename(item, {Bolt_Base});
2804
2805 Weapon_Base w;
2806 if (Class.CastTo(w, item))
2807 {
2808 w.ResetWeaponAnimState();
2809
2811 if (cm)
2812 {
2813 cm.SetMeleeBlock(false);
2814 GetMeleeFightLogic().SetBlock(false);
2815 }
2816 }
2817
2819 if (item.IsHeavyBehaviour() && IsRaised())
2820 {
2822 if (cm2)
2823 {
2824 cm2.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
2825 }
2826 }
2827
2829 }
2830 }
Definition AmmunitionPiles.c:84
class HumanItemBehaviorCfg OnItemInHandsChanged(bool pInstant=false)
signalization from script to engine that item in hands changed

Перекрестные ссылки Class::CastTo() и OnItemInHandsChanged().

◆ EEItemOutOfHands()

override void EEItemOutOfHands ( EntityAI item)
inlineprotected
2833 {
2834 super.EEItemOutOfHands(item);
2835
2836 if (IsPlacingLocal())
2837 {
2838 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(TogglePlacingLocal);
2839 }
2840
2842 }
void TogglePlacingLocal(ItemBase item=null)
Definition PlayerBase.c:2538
bool IsPlacingLocal()
Definition PlayerBase.c:2432
const int CALL_CATEGORY_SYSTEM
Definition tools.c:8

Перекрестные ссылки CALL_CATEGORY_SYSTEM, GetGame() и OnItemInHandsChanged().

◆ EEKilled()

override void EEKilled ( Object killer)
inlineprotected
1041 {
1042 //Print(Object.GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " event EEKilled, player has died at STS=" + GetSimulationTimeStamp());
1043
1044 if (m_AdminLog)
1045 {
1046 m_AdminLog.PlayerKilled(this, killer);
1047 }
1048
1050 delete GetBleedingManagerServer();
1051
1052 // kill character in database
1053 if (GetHive())
1054 {
1055 GetHive().CharacterKill(this);
1056 }
1057
1058 // disable voice communication
1059 GetGame().EnableVoN(this, false);
1060 if (!GetGame().IsDedicatedServer())
1063
1064 if (GetEconomyProfile() && !m_CorpseProcessing && m_CorpseState == 0 && GetGame().GetMission().InsertCorpse(this))
1065 {
1066 m_CorpseProcessing = true;
1067 //Print("EEKilled - processing corpse");
1068 }
1069
1070 if (GetGame().IsMultiplayer() && GetGame().IsServer())
1071 {
1072 if (GetGame().GetMission())
1073 {
1074 GetGame().GetMission().SyncRespawnModeInfo(GetIdentity());
1075 }
1076 }
1077
1078 super.EEKilled(killer);
1079 }
proto native Hive GetHive()
SymptomManager GetSymptomManager()
Definition PlayerBase.c:2653
bool m_CorpseProcessing
Definition PlayerBase.c:100
void OnPlayerKilled()
Definition StateManager.c:127

Перекрестные ссылки GetGame(), GetHive(), m_AdminLog и ClientData::RemovePlayerBase().

◆ EndFighting()

void EndFighting ( )
inlineprotected
5233 {
5234 m_IsFighting = false;
5235 }
bool m_IsFighting
Definition PlayerBase.c:231

◆ EndSurrenderRequest()

void EndSurrenderRequest ( SurrenderData data = null)
inlineprotected

ends surrender, originally intended for surrender->restrained transitioning

8237 {
8238 if (m_EmoteManager)
8239 m_EmoteManager.EndSurrenderRequest(data);
8240 }

◆ EOnFrame()

override void EOnFrame ( IEntity other,
float timeSlice )
inlineprotected
4131 {
4132 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
4133 {
4134 #ifndef NO_GUI
4136
4137 if (IsControlledPlayer() && m_EffectWidgets && m_EffectWidgets.IsAnyEffectRunning())
4138 {
4140 }
4141 #endif
4142
4145
4148 }
4149
4150 if (m_InEffectAreaType != 0 && GetGame().IsServer())
4152 }
override bool IsAnyEffectRunning()
Definition GameplayEffectWidgets.c:346
override void Update(float timeSlice)
Generic update, called on frame from the player.
Definition GameplayEffectWidgets.c:616
void Update(float timeslice)
Definition gameplay.c:656
ref UndergroundBunkerHandlerClient m_UndergroundBunkerHandler
Definition PlayerBase.c:35
void OnUpdateEffectAreaServer(float timeSlice)
Definition PlayerBase.c:737
ref UndergroundHandlerClient m_UndergroundHandler
Definition PlayerBase.c:34
EEffectAreaType m_InEffectAreaType
Definition PlayerBase.c:169
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
Definition PlayerBase.c:291

Перекрестные ссылки GetGame(), GetInstanceType(), GameplayEffectWidgets_base::IsAnyEffectRunning(), m_Hud, Hud::Update() и GameplayEffectWidgets_base::Update().

◆ EOnPostFrame()

override void EOnPostFrame ( IEntity other,
int extra )
inlineprotected
4155 {
4156 float delta_time = (GetGame().GetTime() - m_LastPostFrameTickTime) / 1000;
4157 m_LastPostFrameTickTime = GetGame().GetTime();
4158 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
4159 {
4161 {
4162 if (IsAlive())
4164 else
4165 delete GetDamageDealtEffect();
4166 }
4167
4168 if (m_EffectRadial)
4169 {
4170 if (IsAlive())
4171 {
4172 m_EffectRadial.Update(delta_time);
4173 }
4174 else
4176 }
4177
4178
4179 if (GetFlashbangEffect())
4180 {
4181 if (IsAlive())
4182 {
4184 }
4185 else
4186 {
4188 delete GetFlashbangEffect();
4189 }
4190 }
4191
4192 if (GetShockEffect())
4193 {
4194 if (IsAlive())
4196 else
4197 delete GetShockEffect();
4198 }
4199
4200 m_InventoryActionHandler.OnUpdate();
4201 }
4202
4203 #ifdef DIAG_DEVELOPER
4205 #endif
4206 }
void Update(float deltatime)
Definition BulletHitReaction.c:24
void Stop()
Definition FlashbangEffect.c:165
void Update(float deltatime)
Definition FlashbangEffect.c:170
DamageDealtEffect GetDamageDealtEffect()
Definition PlayerBase.c:981
ref InventoryActionHandler m_InventoryActionHandler
Definition PlayerBase.c:85
ref EffectRadial m_EffectRadial
Definition PlayerBase.c:72
FlashbangEffect GetFlashbangEffect()
Definition PlayerBase.c:1009
ShockDealtEffect GetShockEffect()
Definition PlayerBase.c:1025
float m_LastPostFrameTickTime
Definition PlayerBase.c:97
void Update(float deltatime)
Definition ShockHitReaction.c:34

Перекрестные ссылки GetGame() и GetInstanceType().

◆ FindCargoByBaseType()

EntityAI FindCargoByBaseType ( string searched_item)
inlineprotected
2226 {
2228 string item_name;
2229 int attcount = this.GetInventory().AttachmentCount();
2230
2231 for (int att = 0; att < attcount; att++)
2232 {
2233 attachment = GetInventory().GetAttachmentFromIndex(att);
2234 if (attachment.IsItemBase())
2235 {
2236 item_name = attachment.GetType();
2237 if (GetGame().IsKindOf(item_name, searched_item))
2238 {
2239 return attachment;
2240 }
2241 }
2242 }
2243 return NULL;
2244 }

Перекрестные ссылки GetGame().

◆ FindQuickBarEntityIndex()

int FindQuickBarEntityIndex ( EntityAI entity)
inlineprotected
2076 {
2077 int index;
2078 index = m_QuickBarBase.FindEntityIndex(entity);
2079
2080 if (m_QuickBarBase.GetEntity(index) == NULL)
2081 return -1;
2082
2083 return index;
2084 }

◆ FixAllInventoryItems()

void FixAllInventoryItems ( )
inlineprotected
5798 {
5800 GetInventory().EnumerateInventory(InventoryTraversalType.INORDER, items);
5801 foreach (EntityAI item : items)
5802 {
5803 item.SetHealthMax("", "");
5804 item.SetWet(item.GetWetInit());
5806 item.SetFrozen(false);
5807 }
5808 }
static const float ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE
Definition constants.c:777

Перекрестные ссылки GameConstants::ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLE.

◆ ForceUpdateInjuredState()

void ForceUpdateInjuredState ( )
inlineprotected

update injured state immediately


Injured stat

7738 {
7739 m_InjuryHandler.CheckValue(true);
7740 }

◆ FreezeCheck()

void FreezeCheck ( )
inlineprotected
3284 {
3285 int level;
3286 if (m_ShakesForced > 0)
3287 {
3289 }
3290 else
3291 {
3292 float heat_comfort = GetStatHeatComfort().Get();
3294 {
3296 level = Math.Lerp(1,7,value);
3297 level = Math.Clamp(value,1,7);
3298 /*
3299 value = Math.Clamp(value,0,1);
3300 level = Math.Round(value * SHAKE_LEVEL_MAX);//translate from normalized value to levels
3301 */
3302 }
3303 }
3304 if (level != m_Shakes)
3305 {
3306 m_Shakes = level;
3307 SetSynchDirty();
3308 }
3309 }
int m_Shakes
Definition PlayerBase.c:129
int m_ShakesForced
Definition PlayerBase.c:130
static const float THRESHOLD_HEAT_COMFORT_MINUS_WARNING
Definition PlayerConstants.c:84
static const float THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL
Definition PlayerConstants.c:85
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.

Перекрестные ссылки Math::Clamp(), Math::InverseLerp(), Math::Lerp(), PlayerConstants::THRESHOLD_HEAT_COMFORT_MINUS_CRITICAL и PlayerConstants::THRESHOLD_HEAT_COMFORT_MINUS_WARNING.

◆ GetActionManager()

ActionManagerBase GetActionManager ( )
inlineprotected
1695 {
1696 return m_ActionManager;
1697 }

◆ GetActions()

override void GetActions ( typename action_input_type ,
out array< ActionBase_Basic > actions )
inlineprotected
1594 {
1596 {
1597 m_ActionsInitialize = true;
1599 }
1600
1601 // Backwards compatibility
1603 if (!bcActions)
1604 {
1605 if (IsControlledPlayer())
1607 else
1609 }
1610 else
1611 {
1612 if (!actions)
1614
1615 if (IsControlledPlayer())
1617 else
1619
1620 actions.InsertAll(bcActions);
1621 }
1622 }
ref TInputActionMap m_InputActionMapAsTarget
Definition PlayerBase.c:78
ref TInputActionMap m_InputActionMapControled
Definition PlayerBase.c:77
void InitializeActions()
Definition PlayerBase.c:1571

Перекрестные ссылки InitializeActions(), m_ActionsInitialize и m_InputActionMap.

◆ GetActivePrimarySymptomID()

SymptomIDs GetActivePrimarySymptomID ( )
inlineprotected
611 {
613 }
int m_ActivePrimarySymptomID
Definition PlayerBase.c:264

◆ GetAgents()

override int GetAgents ( )
inlineprotected
7493 {
7494 return m_AgentPool.GetAgents();
7495 }

◆ GetAimPosition()

vector GetAimPosition ( )
inlineprotected
7556 {
7557 float min_distance = 0.5; //min distance, default = 5m
7558
7559 vector from = GetGame().GetCurrentCameraPosition();
7560 vector to = from + (GetGame().GetCurrentCameraDirection() * min_distance);
7563 int contactComponent;
7564
7566
7567 return contactPos;
7568 }
Definition DayZPhysics.c:124
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.

Перекрестные ссылки GetGame() и DayZPhysics::RaycastRV().

◆ GetArrowManager()

override ArrowManagerBase GetArrowManager ( )
inlineprotected
1860 {
1861 return m_ArrowManager;
1862 }
ref ArrowManagerPlayer m_ArrowManager
Definition PlayerBase.c:84

Перекрестные ссылки m_ArrowManager.

◆ GetBleedingBits()

int GetBleedingBits ( )
inlineprotected
915 {
916 return m_BleedingBits;
917 }
int m_BleedingBits
Definition PlayerBase.c:122

◆ GetBleedingManagerRemote()

BleedingSourcesManagerRemote GetBleedingManagerRemote ( )
inlineprotected
2649 {
2651 }
ref BleedingSourcesManagerRemote m_BleedingManagerRemote
Definition PlayerBase.c:39

◆ GetBleedingManagerServer()

BleedingSourcesManagerServer GetBleedingManagerServer ( )
inlineprotected
2644 {
2646 }

◆ GetBleedingSourceCount()

int GetBleedingSourceCount ( )
inlineprotected
7333 {
7334 return m_BleedingSourceCount;
7335 }
int m_BleedingSourceCount
Definition PlayerBase.c:137

◆ GetBloodType()

int GetBloodType ( )
inlineprivate
6661 {
6662 return m_BloodType;
6663 }
int m_BloodType
Definition PlayerBase.c:7

Перекрестные ссылки m_BloodType.

◆ GetBordersImmunity()

float GetBordersImmunity ( )
inlineprotected
5037 {
5038 float immunity = GetImmunity();
5039 float immmunity_max = 1;
5041 }
float GetImmunity()
returns player's immunity strength between 0..1
Definition PlayerBase.c:5131
float GetStatLevelBorders(float stat_value, float critical, float low, float normal, float high, float max)
Definition PlayerBase.c:5081
static const float IMMUNITY_THRESHOLD_LEVEL_LOW
Definition PlayerConstants.c:178
static const float IMMUNITY_THRESHOLD_LEVEL_NORMAL
Definition PlayerConstants.c:177
static const float IMMUNITY_THRESHOLD_LEVEL_HIGH
Definition PlayerConstants.c:176
static const float IMMUNITY_THRESHOLD_LEVEL_CRITICAL
Definition PlayerConstants.c:179

Перекрестные ссылки PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_CRITICAL, PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_HIGH, PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_LOW и PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_NORMAL.

◆ GetBreathVapourLevel()

int GetBreathVapourLevel ( )
inlineprotected
857 {
858 return m_BreathVapour;
859 }
int m_BreathVapour
Definition PlayerBase.c:131

◆ GetBrokenLegs()

eBrokenLegs GetBrokenLegs ( )
inlineprotected
3543 {
3544 return Math.AbsInt(m_BrokenLegState);//negative value denotes first time activation
3545 }

Перекрестные ссылки Math::AbsInt().

◆ GetCachedID()

string GetCachedID ( )
inlineprotected
9317 {
9318 return m_CachedPlayerID;
9319 }
string m_CachedPlayerID
Definition PlayerBase.c:176

◆ GetCachedName()

string GetCachedName ( )
inlineprotected
9312 {
9313 return m_CachedPlayerName;
9314 }
string m_CachedPlayerName
Definition PlayerBase.c:175

◆ GetCenter()

override vector GetCenter ( )
inlineprotected
9177 {
9178 return GetBonePositionWS(GetBoneIndexByName("spine3"));
9179 }

Перекрестные ссылки GetBoneIndexByName().

◆ GetConstructionActionData()

ConstructionActionData GetConstructionActionData ( )
inlineprotected
2015 {
2017 }
ref ConstructionActionData m_ConstructionActionData
Definition PlayerBase.c:224

◆ GetCraftingManager()

CraftingManager GetCraftingManager ( )
inlineprotected
1845 {
1846 return m_CraftingManager;
1847 }
ref CraftingManager m_CraftingManager
Definition PlayerBase.c:83

◆ GetCraftingRecipeID()

int GetCraftingRecipeID ( )
inlineprotected
1988 {
1989 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
1990 {
1992 }
1993 else
1994 {
1995 return m_RecipeID;
1996 }
1997 }
int GetRecipeID()
Definition CraftingManager.c:36
int m_RecipeID
Definition PlayerBase.c:208
CraftingManager GetCraftingManager()
Definition PlayerBase.c:1844

Перекрестные ссылки GetInstanceType() и m_RecipeID.

◆ GetCurrentPlayerCamera()

DayZPlayerCamera GetCurrentPlayerCamera ( )
inlineprotected
2631 {
2632 return m_CurrentCamera;
2633 }
DayZPlayerCameraBase m_CurrentCamera
Definition PlayerBase.c:121

◆ GetCurrentRecipe()

int GetCurrentRecipe ( )
inlineprotected
1677 {
1678 return m_RecipePick;
1679 }
int m_RecipePick
Definition PlayerBase.c:94

◆ GetDamageDealtEffect()

DamageDealtEffect GetDamageDealtEffect ( )
inlineprotected
982 {
983 return m_DamageDealtEffect;
984 }
ref DamageDealtEffect m_DamageDealtEffect
Definition PlayerBase.c:71

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx outputList)
inlineprotected
7757 {
7758 int i;
7759
7760 PluginTransmissionAgents pluginTransmissionAgents = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
7761
7763 {
7765
7766 if (agentList)
7767 {
7768 foreach (int tid, string tname : agentList)
7769 {
7770 string injectName = "Inject " + tname;
7771 string removeName = "Remove " + tname;
7772
7773 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.DEBUG_AGENTS_RANGE_INJECT_START + tid, injectName, Colors.WHITE));
7774 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.DEBUG_AGENTS_RANGE_REMOVE_START + tid, removeName, Colors.WHITE));
7775 }
7776 }
7777 }
7778
7779#ifdef DIAG_DEVELOPER
7780 if (m_Bot || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_AI_REMOTE)
7781 {
7782 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, "___________________________", FadeColors.RED));
7783
7784 typename e = EActions;
7785
7786 int cnt = e.GetVariableCount();
7787 int val;
7788
7789 for (i = 0; i < cnt; i++)
7790 {
7791 if (!e.GetVariableValue(null, i, val))
7792 continue;
7793
7794 if (val <= EActions.PLAYER_BOT_INTERNAL_START)
7795 continue;
7796
7797 if (val == EActions.PLAYER_BOT_START)
7798 {
7799 outputList.Insert(new TSelectableActionInfoWithColor(SAT_DEBUG_ACTION, EActions.SEPARATOR, "___________________________", FadeColors.RED));
7800 continue;
7801 }
7802
7803 if (val >= EActions.PLAYER_BOT_END)
7804 break;
7805
7806 string name = e.GetVariableName(i);
7807
7809 }
7810 }
7811#endif
7812 }
Param4< int, int, string, int > TSelectableActionInfoWithColor
Definition EntityAI.c:97
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
EActions
Definition EActions.c:2
Definition Colors.c:4
const int WHITE
Definition Colors.c:15
const int SAT_DEBUG_ACTION
Definition constants.c:431

Перекрестные ссылки GetInstanceType(), GetPlugin(), name, SAT_DEBUG_ACTION и Colors::WHITE.

◆ GetDebugMonitorValues()

DebugMonitorValues GetDebugMonitorValues ( )
inlineprotected
2672 {
2673 return m_DebugMonitorValues;
2674 }

◆ GetDefaultHitComponent()

override string GetDefaultHitComponent ( )
inlineprotected

returns default hit component (fallback)

1289 {
1290 return GetDayZPlayerType().GetDefaultHitComponent();
1291 }

Перекрестные ссылки GetDayZPlayerType().

◆ GetDefaultHitPosition()

override vector GetDefaultHitPosition ( )
inlineprotected
1294 {
1295 return m_DefaultHitPosition;
1296 }
vector m_DefaultHitPosition
Definition PlayerBase.c:124

◆ GetDrowningWaterLevelCheck()

bool GetDrowningWaterLevelCheck ( )
inlineprotected
6545 {
6546 int index = GetBoneIndexByName("head");
6547 vector pos = GetBonePositionWS(index);
6548 float depth = g_Game.GetWaterDepth(pos);
6549
6550 if (IsSwimming())
6551 {
6553 }
6554 else if (IsUnconscious())
6555 {
6557 }
6559 }
static const float DROWNING_SWIMMING_THRESHOLD
Definition PlayerConstants.c:249
static const float DROWNING_DEFAULT_THRESHOLD
Definition PlayerConstants.c:248
static const float DROWNING_UNCONSCIOUS_THRESHOLD
Definition PlayerConstants.c:250

Перекрестные ссылки PlayerConstants::DROWNING_DEFAULT_THRESHOLD, PlayerConstants::DROWNING_SWIMMING_THRESHOLD, PlayerConstants::DROWNING_UNCONSCIOUS_THRESHOLD, g_Game и GetBoneIndexByName().

◆ GetEmoteManager()

EmoteManager GetEmoteManager ( )
inlineprotected
1700 {
1701 return m_EmoteManager;
1702 }

◆ GetFaceCoverageShaveValues()

static set< int > GetFaceCoverageShaveValues ( )
inlinestaticprotected

returns a set of face covering values

6599 {
6600 set<int> ret = new set<int>;
6601 ret.Insert(EAttExclusions.SHAVING_MASK_ATT_0);
6602 ret.Insert(EAttExclusions.SHAVING_HEADGEAR_ATT_0);
6603 //ret.Insert(EAttExclusions.SHAVING_EYEWEAR_ATT_0);
6604
6605 return ret;
6606 }

◆ GetFeetDamageMoveModifier()

float GetFeetDamageMoveModifier ( )
inlineprotected
1788 {
1789 float modifier;
1790 switch(m_MovementState.m_iMovement)
1791 {
1792 case DayZPlayerConstants.MOVEMENTIDX_SPRINT:
1793 modifier = 1;
1794 break
1795 case DayZPlayerConstants.MOVEMENTIDX_RUN:
1796 modifier = 0.5;
1797 break
1798 case DayZPlayerConstants.MOVEMENTIDX_WALK:
1799 modifier = 0;
1800 break
1801 }
1802 return modifier;
1803 }

Перекрестные ссылки m_MovementState.

◆ GetFlagTendencyRaise()

bool GetFlagTendencyRaise ( )
inlineprotected

DEPRECATED.

4839 {
4840 return m_FlagRaisingTendency;
4841 }
bool m_FlagRaisingTendency
Definition PlayerBase.c:10

◆ GetFlashbangEffect()

FlashbangEffect GetFlashbangEffect ( )
inlineprotected
1010 {
1011 return m_FlashbangEffect;
1012 }
ref FlashbangEffect m_FlashbangEffect
Definition PlayerBase.c:73

◆ GetHealthRegenSpeed()

float GetHealthRegenSpeed ( )
inlineprotected
6095 {
6096 float blood = GetHealth("GlobalHealth", "Blood");
6100 }
static const float HEALTH_REGEN_MIN
Definition PlayerConstants.c:138
static const float HEALTH_REGEN_MAX
Definition PlayerConstants.c:139
static const int BLOOD_THRESHOLD_FATAL
Definition PlayerConstants.c:89

Перекрестные ссылки PlayerConstants::BLOOD_THRESHOLD_FATAL, Math::Clamp(), PlayerConstants::HEALTH_REGEN_MAX, PlayerConstants::HEALTH_REGEN_MIN, Math::InverseLerp() и Math::Lerp().

◆ GetHeatBufferDynamicMax()

float GetHeatBufferDynamicMax ( )
inlineprotected
7689 {
7691 }
float m_HeatBufferDynamicMax
Definition PlayerBase.c:15

◆ GetHeatBufferStage()

int GetHeatBufferStage ( )
inlineprotected
9334 {
9335 return m_HeatBufferStage;
9336 }
int m_HeatBufferStage
Definition PlayerBase.c:14

◆ GetHitComponentForAI()

override string GetHitComponentForAI ( )
inlineprotected

Melee helpers.

select & return hit component for attacking AI

1283 {
1284 return GetDayZPlayerType().GetHitComponentForAI();
1285 }

Перекрестные ссылки GetDayZPlayerType().

◆ GetHitPPEEnabled()

bool GetHitPPEEnabled ( )
inlineprotected
1456 {
1458 }
bool m_CanDisplayHitEffectPPE
Definition PlayerBase.c:173

◆ GetHologramLocal()

Hologram GetHologramLocal ( )
inlineprotected
2345 {
2346 return m_HologramLocal;
2347 }
ref Hologram m_HologramLocal
Definition PlayerBase.c:200

◆ GetHologramServer()

Hologram GetHologramServer ( )
inlineprotected
2340 {
2341 return m_HologramServer;
2342 }
ref Hologram m_HologramServer
Definition PlayerBase.c:199

◆ GetImmunity()

float GetImmunity ( )
inlineprotected

returns player's immunity strength between 0..1

5132 {
5133 float immunity;
5134 if (GetPlayerStats())
5135 {
5136 float max_health = GetMaxHealth("GlobalHealth", "Health") + 0.01;//addition to prevent divisioin by zero in case of some messup
5137 float max_blood = GetMaxHealth("GlobalHealth", "Blood") + 0.01;//addition to prevent divisioin by zero in case of some messup
5140 float health_normalized = GetHealth("GlobalHealth", "Health") / max_health;
5141 float blood_normalized = GetHealth("GlobalHealth", "Blood") / max_blood;
5143 immunity = immunity / 4;//avg
5144 immunity = Math.Clamp(immunity,0,1);
5145 }
5146 return immunity;
5147 }
static const float SL_WATER_MAX
Definition PlayerConstants.c:45
static const float SL_ENERGY_MAX
Definition PlayerConstants.c:39

Перекрестные ссылки Math::Clamp(), PlayerConstants::SL_ENERGY_MAX и PlayerConstants::SL_WATER_MAX.

◆ GetImmunityLevel()

EStatLevels GetImmunityLevel ( )
inlineprotected
5028 {
5029 float immunity = GetImmunity();
5031 return EStatLevels.GREAT;
5033 }
EStatLevels
Definition EStatLevels.c:2
EStatLevels GetStatLevel(float stat_value, float critical, float low, float normal, float high)
Definition PlayerBase.c:5102
bool m_ImmunityBoosted
Definition PlayerBase.c:116

Перекрестные ссылки PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_CRITICAL, PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_HIGH, PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_LOW и PlayerConstants::IMMUNITY_THRESHOLD_LEVEL_NORMAL.

◆ GetInColdArea()

bool GetInColdArea ( )
inlineprotected
2593 {
2594 return m_IsInColdArea;
2595 }
bool m_IsInColdArea
Definition PlayerBase.c:17

◆ GetItemInHands()

ItemBase GetItemInHands ( )
inlineprotected
6173 {
6174 if (GetHumanInventory())
6175 {
6176 return ItemBase.Cast(GetHumanInventory().GetEntityInHands());
6177 }
6178 return null;
6179
6180 }

◆ GetItemOnHead()

ItemBase GetItemOnHead ( )
inlineprotected

Returns item on player's head. For an example, a headtorch.

824 {
825 return GetItemOnSlot("Headgear");
826 }

◆ GetItemOnSlot()

ItemBase GetItemOnSlot ( string slot_type)
inlineprotected

Returns item that's on this player's attachment slot. Parameter slot_type should be a string from config parameter 'itemInfo[]' like "Legs", "Headgear" and so on.

807 {
809 EntityAI item_EAI = this.GetInventory().FindAttachment(slot_id);
811
812 if (item_EAI && !item_IB)
813 {
814 string str = "Warning! GetItemOnSlot() >> found item on slot " + slot_type + " can't be cast to ItemBase! Found item is " + item_EAI.GetType() + " and the player is " + GetType() + "!";
815 Error(str);
816 return null;
817 }
818
819 return item_IB;
820 }
eBleedingSourceType GetType()
Definition BleedingSource.c:63
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id

Перекрестные ссылки Error(), InventorySlots::GetSlotIdFromString() и GetType().

◆ GetLastFirePoint()

vector GetLastFirePoint ( )
inlineprotected
2031 {
2032 return m_LastFirePoint;
2033 }
vector m_LastFirePoint
Definition PlayerBase.c:226

◆ GetLastFirePointIndex()

int GetLastFirePointIndex ( )
inlineprotected
2039 {
2040 return m_LastFirePointIndex;
2041 }
int m_LastFirePointIndex
Definition PlayerBase.c:228

◆ GetLastFirePointRot()

float GetLastFirePointRot ( )
inlineprotected
2035 {
2036 return m_LastFirePointRot;
2037 }
float m_LastFirePointRot
Definition PlayerBase.c:227

◆ GetLastMapInfo()

bool GetLastMapInfo ( out float scale,
out vector pos )
inlineprotected
8977 {
8978 scale = m_LastMapScale;
8979 pos = m_LastMapPos;
8980
8981 return m_LastMapScale != -1.0;
8982 }
vector m_LastMapPos
Definition PlayerBase.c:243
float m_LastMapScale
Definition PlayerBase.c:242

◆ GetLastShavedSeconds()

int GetLastShavedSeconds ( )
inlineprotected
6583 {
6584 return m_LastShavedSeconds;
6585 }
int m_LastShavedSeconds
Definition PlayerBase.c:6

◆ GetLastUAMessage()

string GetLastUAMessage ( )
inlineprotected

UA Last Message.

7707 {
7708 return m_UALastMessage;
7709 }

◆ GetLifeSpanState()

int GetLifeSpanState ( )
inlineprotected
6578 {
6579 return m_LifeSpanState;
6580 }
int m_LifeSpanState
Definition PlayerBase.c:5

◆ GetLiquidTendencyDrain()

bool GetLiquidTendencyDrain ( )
inlineprotected
4826 {
4827 return m_LiquidTendencyDrain;
4828 }
bool m_LiquidTendencyDrain
Definition PlayerBase.c:9

◆ GetLocalProjectionOrientation()

vector GetLocalProjectionOrientation ( )
inlineprotected
2579 {
2581 }
vector m_LocalProjectionOrientation
Definition PlayerBase.c:202

◆ GetLocalProjectionPosition()

vector GetLocalProjectionPosition ( )
inlineprotected
2574 {
2576 }
vector m_LocalProjectionPosition
Definition PlayerBase.c:201

◆ GetMagazineToReload()

EntityAI GetMagazineToReload ( EntityAI weapon)
inlineprotected
4718 {
4722
4723 EntityAI ammo_magazine; //magazine
4726
4727 EntityAI ammo_pile; //ammo pile
4729 int ammo_pile_count;
4730
4731 //Get all magazines in (player) inventory
4732 for (int att_i = 0; att_i < GetInventory().AttachmentCount(); ++att_i)
4733 {
4734 EntityAI attachment = GetInventory().GetAttachmentFromIndex(att_i);
4735 ref CargoBase attachment_cargo = attachment.GetInventory().GetCargo();
4736
4737 if (attachment_cargo)
4738 {
4739 for (int cgo_i = 0; cgo_i < attachment_cargo.GetItemCount(); ++cgo_i)
4740 {
4742
4743 //check for proper magazine
4744 if (cargo_item.IsMagazine())
4745 {
4747 ammo_pile_count = magazine.GetAmmoCount();
4748
4749 //magazines (get magazine with max ammo count)
4750 if (weapon_manager.CanAttachMagazine(weapon_base, magazine) || weapon_manager.CanSwapMagazine(weapon_base, magazine))
4751 {
4752 if (ammo_pile_count > 0)
4753 {
4754 if (last_ammo_magazine_count == 0)
4755 {
4758 }
4759 else
4760 {
4762 {
4765 }
4766 }
4767 }
4768 }
4769 //bullets (get ammo pile with min ammo count)
4770 else if (weapon_manager.CanLoadBullet(weapon_base, magazine))
4771 {
4772 if (ammo_pile_count > 0)
4773 {
4774 if (last_ammo_pile_count == 0)
4775 {
4778 }
4779 else
4780 {
4782 {
4785 }
4786 }
4787 }
4788 }
4789 }
4790 }
4791 }
4792 }
4793
4794 //prioritize magazine
4795 if (ammo_magazine)
4796 {
4797 return ammo_magazine;
4798 }
4799
4800 return ammo_pile;
4801 }
represents base for cargo storage for entities
Definition Cargo.c:7
Definition WeaponManager.c:2

◆ GetMapClosingSyncSent()

bool GetMapClosingSyncSent ( )
inlineprotected
3228 {
3229 return m_MapClosingSyncSent;
3230 }
bool m_MapClosingSyncSent
Definition PlayerBase.c:241

◆ GetMapNavigationBehaviour()

MapNavigationBehaviour GetMapNavigationBehaviour ( )
inlineprotected
3253 {
3255 }
ref MapNavigationBehaviour m_MapNavigationBehaviour
Definition PlayerBase.c:244

◆ GetMixedSoundStates()

eMixedSoundStates GetMixedSoundStates ( )
inlineprotected
2206 {
2207 return m_MixedSoundStates;
2208 }
int m_MixedSoundStates
Definition PlayerBase.c:133

◆ GetModifiersManager()

ModifiersManager GetModifiersManager ( )
inlineprotected
7579 {
7580 return m_ModifiersManager;
7581 }

◆ GetNoisePresenceInAI()

int GetNoisePresenceInAI ( )
inlineprivate

Return actual noise presence of player.

6697 {
6699 {
6700 return m_PresenceNotifier.GetNoisePresence();
6701 }
6702
6703 return 0;
6704 }
PluginPresenceNotifier m_PresenceNotifier
Definition PlayerBase.c:32

◆ GetNotifiersManager()

NotifiersManager GetNotifiersManager ( )
inlineprotected
2780 {
2781 return m_NotifiersManager;
2782 }
ref NotifiersManager m_NotifiersManager
Definition PlayerBase.c:42

◆ GetNVType()

int GetNVType ( )
inlineprotected
8731 {
8732 if (!m_ActiveNVTypes || m_ActiveNVTypes.Count() == 0)
8733 {
8734 return NVTypes.NONE;
8735 }
8736 else
8737 {
8738 return m_ActiveNVTypes[m_ActiveNVTypes.Count() - 1];
8739 }
8740 }
NVTypes
Definition DayZPlayerCamera_Base.c:55

◆ GetNVTypesArray()

array< int > GetNVTypesArray ( )
inlineprotected
8743 {
8744 return m_ActiveNVTypes;
8745 }

◆ GetOnUnconsciousStart()

ScriptInvoker GetOnUnconsciousStart ( )
inlineprotected
550 {
553
555 }
ref ScriptInvoker m_OnUnconsciousStart
invokers
Definition PlayerBase.c:302
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116

◆ GetOnUnconsciousStop()

ScriptInvoker GetOnUnconsciousStop ( )
inlineprotected
558 {
561
562 return m_OnUnconsciousStop;
563 }
ref ScriptInvoker m_OnUnconsciousStop
Definition PlayerBase.c:303

◆ GetPerformedActionID()

int GetPerformedActionID ( )
inlineprotected
600 {
602 }

◆ GetPlayerClass()

string GetPlayerClass ( )
inlineprotected
6429 {
6430 string type;
6431 GetGame().ObjectGetType(this, type);
6432 return type;
6433 }

Перекрестные ссылки GetGame().

◆ GetPlayerLoad()

float GetPlayerLoad ( )
inlineprotected
4855 {
4856 return GetWeightEx();
4857 }

◆ GetPlayerSoundEventHandler()

PlayerSoundEventHandler GetPlayerSoundEventHandler ( )
inlineprotected
7269 {
7270 return m_PlayerSoundEventHandler;
7271 }

◆ GetPlayerSoundManagerServer()

PlayerSoundManagerServer GetPlayerSoundManagerServer ( )
inlineprotected
1487 {
1489 }
ref PlayerSoundManagerServer m_PlayerSoundManagerServer
Definition PlayerBase.c:87

◆ GetPlayerStats()

PlayerStats GetPlayerStats ( )
inlineprotected
1840 {
1841 return m_PlayerStats;
1842 }
ref PlayerStats m_PlayerStats
Definition PlayerBase.c:36

Перекрестные ссылки m_PlayerStats.

◆ GetPulseType()

EPulseType GetPulseType ( )
inlineprotected
952 {
953 return m_PulseType;
954 }
EPulseType m_PulseType
Definition PlayerBase.c:139

◆ GetQuickBarBonus()

override int GetQuickBarBonus ( )
inlineprotected
829 {
830 return m_QuickBarBonus;
831 }
int m_QuickBarBonus
Definition PlayerBase.c:134

Перекрестные ссылки m_QuickBarBonus.

◆ GetQuickBarEntity()

EntityAI GetQuickBarEntity ( int index)
inlineprotected
2093 {
2094 return m_QuickBarBase.GetEntity(index);
2095 }

◆ GetQuickBarSize()

int GetQuickBarSize ( )
inlineprotected
2088 {
2089 return m_QuickBarBase.GetSize();
2090 }

◆ GetRandomGeneratorSyncManager()

RandomGeneratorSyncManager GetRandomGeneratorSyncManager ( )
inlineprotected
1705 {
1706 return m_RGSManager;
1707 }

◆ GetShakeLevel()

int GetShakeLevel ( )
inlineprotected
4992 {
4993 return m_Shakes;
4994 }

◆ GetShockEffect()

ShockDealtEffect GetShockEffect ( )
inlineprotected
1026 {
1027 return m_ShockDealtEffect;
1028 }
ref ShockDealtEffect m_ShockDealtEffect
Definition PlayerBase.c:74

◆ GetSimplifiedShockNormalized()

float GetSimplifiedShockNormalized ( )
inlineprotected
3497 {
3499 }
const int SIMPLIFIED_SHOCK_CAP
Definition PlayerBase.c:3
int m_ShockSimplified
Definition PlayerBase.c:109

◆ GetSingleAgentCount()

int GetSingleAgentCount ( int agent_id)
inlineprotected
7518 {
7519 return m_AgentPool.GetSingleAgentCount(agent_id);
7520 }

◆ GetSingleAgentCountNormalized()

float GetSingleAgentCountNormalized ( int agent_id)
inlineprotected
7524 {
7525 int max_count = PluginTransmissionAgents.GetAgentMaxCount(agent_id);
7526 return m_AgentPool.GetSingleAgentCount(agent_id) / max_count;
7527 }

◆ GetSoftSkillsManager()

SoftSkillsManager GetSoftSkillsManager ( )
inlineprivate
6676 {
6677 return m_SoftSkillsManager;
6678 }
ref SoftSkillsManager m_SoftSkillsManager
Definition PlayerBase.c:53

◆ GetStaminaHandler()

StaminaHandler GetStaminaHandler ( )
inlineprotected
1850 {
1851 return m_StaminaHandler;
1852 }

Перекрестные ссылки m_StaminaHandler.

◆ GetStaminaState()

int GetStaminaState ( )
inlineprotected
7444 {
7445 return m_StaminaState;
7446 }
int m_StaminaState
Definition PlayerBase.c:107

◆ GetStatBloodType()

PlayerStat< int > GetStatBloodType ( )
inlineprotected
7665 {
7667 {
7669 }
7670 return m_StatBloodType;
7671 }
PlayerStatBase GetStatObject(int id)
Definition PlayerStats.c:41
EPlayerStats_current
Definition PlayerStatsPCO.c:310

Перекрестные ссылки GetStatObject().

◆ GetStatBordersBlood()

float GetStatBordersBlood ( )
inlineprotected
5059 {
5060 float blood = GetHealth("","Blood");
5061 float blood_max = GetMaxHealth("","Blood");
5063 }
static const float SL_BLOOD_LOW
Definition PlayerConstants.c:31
static const float SL_BLOOD_CRITICAL
Definition PlayerConstants.c:30
static const float SL_BLOOD_HIGH
Definition PlayerConstants.c:33
static const float SL_BLOOD_NORMAL
Definition PlayerConstants.c:32

Перекрестные ссылки PlayerConstants::SL_BLOOD_CRITICAL, PlayerConstants::SL_BLOOD_HIGH, PlayerConstants::SL_BLOOD_LOW и PlayerConstants::SL_BLOOD_NORMAL.

◆ GetStatBordersEnergy()

float GetStatBordersEnergy ( )
inlineprotected
5066 {
5067 float energy = GetStatEnergy().Get();
5068 float energy_max = GetStatEnergy().GetMax();
5070 }
static const float SL_ENERGY_NORMAL
Definition PlayerConstants.c:37
static const float SL_ENERGY_CRITICAL
Definition PlayerConstants.c:35
static const float SL_ENERGY_HIGH
Definition PlayerConstants.c:38
static const float SL_ENERGY_LOW
Definition PlayerConstants.c:36

Перекрестные ссылки PlayerConstants::SL_ENERGY_CRITICAL, PlayerConstants::SL_ENERGY_HIGH, PlayerConstants::SL_ENERGY_LOW и PlayerConstants::SL_ENERGY_NORMAL.

◆ GetStatBordersHealth()

float GetStatBordersHealth ( )
inlineprotected
5045 {
5046 float health = GetHealth("","");
5047 float health_max = GetMaxHealth("","");
5049 }
static const float SL_HEALTH_HIGH
Definition PlayerConstants.c:23
static const float SL_HEALTH_CRITICAL
Definition PlayerConstants.c:20
static const float SL_HEALTH_NORMAL
Definition PlayerConstants.c:22
static const float SL_HEALTH_LOW
Definition PlayerConstants.c:21

Перекрестные ссылки PlayerConstants::SL_HEALTH_CRITICAL, PlayerConstants::SL_HEALTH_HIGH, PlayerConstants::SL_HEALTH_LOW и PlayerConstants::SL_HEALTH_NORMAL.

◆ GetStatBordersToxicity()

float GetStatBordersToxicity ( )
inlineprotected

◆ GetStatBordersWater()

float GetStatBordersWater ( )
inlineprotected
5073 {
5074 float water = GetStatWater().Get();
5075 float water_max = GetStatWater().GetMax();
5077 }
static const float SL_WATER_HIGH
Definition PlayerConstants.c:44
static const float SL_WATER_CRITICAL
Definition PlayerConstants.c:41
static const float SL_WATER_LOW
Definition PlayerConstants.c:42
static const float SL_WATER_NORMAL
Definition PlayerConstants.c:43

Перекрестные ссылки PlayerConstants::SL_WATER_CRITICAL, PlayerConstants::SL_WATER_HIGH, PlayerConstants::SL_WATER_LOW и PlayerConstants::SL_WATER_NORMAL.

◆ GetStatDiet()

PlayerStat< float > GetStatDiet ( )
inlineprotected
7638 {
7639 if (!m_StatDiet && GetPlayerStats())
7640 {
7642 }
7643 return m_StatDiet;
7644 }

Перекрестные ссылки GetStatObject().

◆ GetStatEnergy()

PlayerStat< float > GetStatEnergy ( )
inlineprotected
7602 {
7603 if (!m_StatEnergy && GetPlayerStats())
7604 {
7606 }
7607 return m_StatEnergy;
7608 }
PlayerStat< float > m_StatEnergy
Definition PlayerBase.c:280

Перекрестные ссылки GetStatObject().

◆ GetStatHeatBuffer()

PlayerStat< float > GetStatHeatBuffer ( )
inlineprotected
7674 {
7676 {
7678 }
7679 return m_StatHeatBuffer;
7680 }

Перекрестные ссылки GetStatObject().

◆ GetStatHeatComfort()

PlayerStat< float > GetStatHeatComfort ( )
inlineprotected
7611 {
7613 {
7615 }
7616 return m_StatHeatComfort;
7617 }
PlayerStat< float > m_StatHeatComfort
Definition PlayerBase.c:281

Перекрестные ссылки GetStatObject().

◆ GetStatLevel()

EStatLevels GetStatLevel ( float stat_value,
float critical,
float low,
float normal,
float high )
inlineprotected
5103 {
5104 if (stat_value <= critical)
5105 {
5106 return EStatLevels.CRITICAL;
5107 }
5108 if (stat_value <= low)
5109 {
5110 return EStatLevels.LOW;
5111 }
5112 if (stat_value <= normal)
5113 {
5114 return EStatLevels.MEDIUM;
5115 }
5116 if (stat_value <= high)
5117 {
5118 return EStatLevels.HIGH;
5119 }
5120 return EStatLevels.GREAT;
5121 }

◆ GetStatLevelBlood()

◆ GetStatLevelBorders()

float GetStatLevelBorders ( float stat_value,
float critical,
float low,
float normal,
float high,
float max )
inlineprotected
5082 {
5083 if (stat_value <= critical)
5084 {
5085 return Math.InverseLerp(0, critical, stat_value);
5086 }
5087 if (stat_value <= low)
5088 {
5090 }
5091 if (stat_value <= normal)
5092 {
5094 }
5095 if (stat_value <= high)
5096 {
5098 }
5100 }

Перекрестные ссылки Math::InverseLerp().

◆ GetStatLevelEnergy()

◆ GetStatLevelHealth()

◆ GetStatLevelToxicity()

◆ GetStatLevelWater()

◆ GetStatSpecialty()

PlayerStat< float > GetStatSpecialty ( )
inlineprotected
7656 {
7658 {
7660 }
7661 return m_StatSpecialty;
7662 }

Перекрестные ссылки GetStatObject().

◆ GetStatStamina()

PlayerStat< float > GetStatStamina ( )
inlineprotected
7647 {
7648 if (!m_StatStamina && GetPlayerStats())
7649 {
7651 }
7652 return m_StatStamina;
7653 }

Перекрестные ссылки GetStatObject().

◆ GetStatToxicity()

PlayerStat< float > GetStatToxicity ( )
inlineprotected
7593 {
7595 {
7597 }
7598 return m_StatToxicity;
7599 }
PlayerStat< float > m_StatToxicity
Definition PlayerBase.c:279

Перекрестные ссылки GetStatObject().

◆ GetStatTremor()

PlayerStat< float > GetStatTremor ( )
inlineprotected
7620 {
7621 if (!m_StatTremor && GetPlayerStats())
7622 {
7624 }
7625 return m_StatTremor;
7626 }
PlayerStat< float > m_StatTremor
Definition PlayerBase.c:282

Перекрестные ссылки GetStatObject().

◆ GetStatWater()

PlayerStat< float > GetStatWater ( )
inlineprotected
7584 {
7585 if (!m_StatWater && GetPlayerStats())
7586 {
7588 }
7589 return m_StatWater;
7590 }
PlayerStat< float > m_StatWater
Definition PlayerBase.c:278

Перекрестные ссылки GetStatObject().

◆ GetStatWet()

PlayerStat< int > GetStatWet ( )
inlineprotected
7629 {
7630 if (!m_StatWet && GetPlayerStats())
7631 {
7633 }
7634 return m_StatWet;
7635 }

Перекрестные ссылки GetStatObject().

◆ GetStomach()

PlayerStomach GetStomach ( )
inlineprotected
2845 {
2846 return m_PlayerStomach;
2847 }

◆ GetStoreLoadVersion()

int GetStoreLoadVersion ( )
inlineprivate
6725 {
6726 return m_StoreLoadVersion;
6727 }
int m_StoreLoadVersion
Definition PlayerBase.c:23

◆ GetSuitableFinisherHitComponents()

override array< string > GetSuitableFinisherHitComponents ( )
inlineprotected

returns list of suitable finisher hit components (defined on base entity/entity type)

1300 {
1301 return GetDayZPlayerType().GetSuitableFinisherHitComponents();
1302 }

Перекрестные ссылки GetDayZPlayerType().

◆ GetSymptomManager()

SymptomManager GetSymptomManager ( )
inlineprotected
2654 {
2655 return m_SymptomManager;
2656 }
ref SymptomManager m_SymptomManager
Definition PlayerBase.c:48

◆ GetTotalAgentCount()

float GetTotalAgentCount ( )
inlineprotected
7530 {
7531 return m_AgentPool.GetTotalAgentCount();
7532 }

◆ GetTransferValues()

TransferValues GetTransferValues ( )
inlineprotected
2667 {
2668 return m_TrasferValues;
2669 }
ref TransferValues m_TrasferValues
Definition PlayerBase.c:55

◆ GetUndergroundBunkerHandler()

UndergroundBunkerHandlerClient GetUndergroundBunkerHandler ( )
inlineprotected
1503 {
1504 if (!m_UndergroundBunkerHandler && IsAlive())
1505 {
1507 }
1508
1510 }
Definition UndergroundBunkerHandlerClient.c:2

◆ GetUndergroundHandler()

UndergroundHandlerClient GetUndergroundHandler ( )
inlineprotected
1493 {
1494 if (!m_UndergroundHandler && IsAlive())
1495 {
1497 }
1498
1499 return m_UndergroundHandler;
1500 }
void UndergroundHandlerClient(PlayerBase player)
Definition UndergroundHandlerClient.c:35

Перекрестные ссылки UndergroundHandlerClient().

◆ GetVirtualHud()

VirtualHud GetVirtualHud ( )
inlineprotected
2658 {
2659 if (!m_VirtualHud)
2660 {
2661 m_VirtualHud = new VirtualHud(this);
2662 }
2663 return m_VirtualHud;
2664 }
void VirtualHud(PlayerBase player)
Definition DisplayStatus.c:36
ref VirtualHud m_VirtualHud
Definition PlayerBase.c:49

Перекрестные ссылки m_VirtualHud и VirtualHud().

◆ GetVisibilityCoef()

float GetVisibilityCoef ( )
inlineprotected
4986 {
4987 return m_VisibilityCoef;
4988 }
float m_VisibilityCoef
Definition PlayerBase.c:59

◆ GetVoiceType()

int GetVoiceType ( )
inlineprotected
1475 {
1476 int voice_type = ConfigGetInt("voiceType");
1477
1478 if (voice_type == 0)
1479 {
1480 voice_type = 1;
1481 }
1482
1483 return voice_type;
1484 }

◆ GetWeaponManager()

override WeaponManager GetWeaponManager ( )
inlineprotected
1855 {
1856 return m_WeaponManager;
1857 }

◆ GetWeightSpecialized()

float GetWeightSpecialized ( bool forceRecalc = false)
inlineprotected
4928 {
4929 float totalWeight = super.GetWeightSpecialized(forceRecalc);
4930
4932 if (itemHands) // adds weight of item carried in hands
4933 {
4934 totalWeight += itemHands.GetWeightEx(forceRecalc);
4935 }
4936 #ifdef DEVELOPER
4937 if (WeightDebug.m_VerbosityFlags & WeightDebugType.RECALC_FORCED)
4938 {
4939 float itemInHandsWeight = totalWeight - super.GetWeightSpecialized(forceRecalc);
4940 WeightDebugData dta = WeightDebug.GetWeightDebug(this);
4941 dta.SetCalcDetails("TMan: " + (super.GetWeightSpecialized(forceRecalc)+ itemInHandsWeight) +"(contents weight[includes item in hands])");
4942 }
4943 #endif
4944 return totalWeight;
4945 }
Definition Debug.c:805

◆ GiveShock()

void GiveShock ( float shock)
inlineprotected
3524 {
3525 AddHealth("","Shock",shock);
3526 }

◆ HandleBrokenLegsSync()

void HandleBrokenLegsSync ( )
inlineprotected
5785 {
5787 {
5789 if (GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
5790 {
5791 if (m_BrokenLegState < 0)
5792 BreakLegSound();
5793 }
5794 }
5795 }
void BreakLegSound()
Definition PlayerBase.c:3613
int m_LocalBrokenState
Definition PlayerBase.c:146

◆ HandleGlassesEffect()

void HandleGlassesEffect ( )
inlineprotected
9224 {
9225 if (!IsControlledPlayer())
9226 return;
9227 int i;
9228
9230 {
9231 for (i = 0; i < m_ProcessRemoveGlassesEffects.Count(); i++)
9232 {
9233 PPERequesterBank.GetRequester(m_ProcessRemoveGlassesEffects[i]).Stop();
9234 }
9236 }
9237
9239 {
9240 for (i = 0; i < m_ProcessAddGlassesEffects.Count(); i++)
9241 {
9242 PPERequesterBank.GetRequester(m_ProcessAddGlassesEffects[i]).Start();
9243 }
9245 }
9246 }
ref array< int > m_ProcessRemoveGlassesEffects
Definition PlayerBase.c:297
ref array< int > m_ProcessAddGlassesEffects
Definition PlayerBase.c:296

◆ HandleRemoteItemManipulation()

bool HandleRemoteItemManipulation ( int userDataType,
ParamsReadContext ctx )
inlineprotected
6103 {
6105 {
6106 int type = -1;
6109 bool use_stack_max = false;
6110 int slot_id = -1;
6111
6112 if (!ctx.Read(type))
6113 return false;
6114
6115 if (type == 4)
6116 {
6117 if (!ctx.Read(item1))
6118 return false;
6120 if (dst.ReadFromContext(ctx))
6121 {
6122 //Print(InventoryLocation.DumpToStringNullSafe(dst));
6123 bool dummy;
6124 if (ctx.Read(dummy))
6125 item1.SplitItemToInventoryLocation(dst);
6126 else
6127 item1.SplitIntoStackMaxToInventoryLocation(dst);
6128 return true;
6129 }
6130 return false;
6131 }
6132
6133 if (!ctx.Read(item1))
6134 return false;
6135 if (!ctx.Read(item2))
6136 return false;
6137 if (!ctx.Read(use_stack_max))
6138 return false;
6139 if (!ctx.Read(slot_id))
6140 return false;
6141
6142 if (type == -1 && item1 && item2)//combine
6143 {
6144 item1.CombineItems(item2, use_stack_max);
6145 }
6146 else if (type == 1 && item1)
6147 {
6148 if (use_stack_max)
6149 item1.SplitIntoStackMax(item2, slot_id, this);
6150 else
6151 item1.SplitItem(this);
6152 }
6153 else if (type == 2 && item1)
6154 {
6155 int row, col;
6156 if (!ctx.Read(row))
6157 return false;
6158 if (!ctx.Read(col))
6159 return false;
6160 item1.SplitIntoStackMaxCargo(item2, slot_id, row, col);
6161 }
6162 else if (type == 3 && item1)
6163 {
6164 item1.SplitIntoStackMaxHands(this);
6165 }
6166 return true;
6167 }
6168 return false;
6169 }
const int INPUT_UDT_ITEM_MANIPULATION
Definition _constants.c:8

Перекрестные ссылки INPUT_UDT_ITEM_MANIPULATION.

◆ HasBloodTypeVisible()

bool HasBloodTypeVisible ( )
inlineprivate
6650 {
6651 return m_HasBloodTypeVisible;
6652 }
bool m_HasBloodTypeVisible
Definition PlayerBase.c:8

◆ HasBloodyHands()

bool HasBloodyHands ( )
inlineprotected
6614 {
6616 }
int m_HasBloodyHandsVisible
Definition PlayerBase.c:11

◆ HasBloodyHandsEx()

eBloodyHandsTypes HasBloodyHandsEx ( )
inlineprotected
6609 {
6611 }

◆ HasCoveredFaceForShave()

bool HasCoveredFaceForShave ( )
inlineprotected
6593 {
6594 return IsExclusionFlagPresent(GetFaceCoverageShaveValues());
6595 }
static set< int > GetFaceCoverageShaveValues()
returns a set of face covering values
Definition PlayerBase.c:6598

◆ HasDisease()

bool HasDisease ( )
inlineprotected
946 {
947 return m_DiseaseCount;//0 for no disease, 1+ for disease, gets truncated to 1
948 }

◆ HasHealings()

bool HasHealings ( )
inlineprotected
941 {
942 return m_HealingsCount;//0 for no healings, 1+ for healings, gets truncated to 1
943 }

◆ HasHeatBuffer()

bool HasHeatBuffer ( )
inlineprotected
9329 {
9330 return m_HasHeatBuffer;
9331 }
bool m_HasHeatBuffer
Definition PlayerBase.c:13

◆ HasStaminaRemaining()

bool HasStaminaRemaining ( )
inlineprivate
9368 {
9369 if (!GetStaminaHandler())
9370 return false;
9371
9372 return GetStaminaHandler().GetStamina() > 0;
9373 }
float GetStamina()
Definition StaminaHandler.c:913

◆ HeadingModel()

override bool HeadingModel ( float pDt,
SDayZPlayerHeadingModel pModel )
inlineprotected

during fullbody gestures - disables character turning

7985 {
7986 if (GetActionManager()) // disable character turning while performing actions
7987 {
7989 if (action && action.IsFullBody(this) && action.IsCameraLockOnPerform())
7990 {
7992 {
7993 m_IsHeadingRestricted = true;
7994 m_HeadingRestrictData.InitData(pModel.m_fHeadingAngle, action.GetCameraLRAngle());
7995 }
7996
7998 }
7999 else
8000 m_IsHeadingRestricted = false;
8001 }
8002
8005 {
8007 HumanItemBehaviorCfg hibcfg = hia.GetItemInHandsBehaviourCfg();
8008 if (hibcfg && hibcfg.m_StanceRotation[m_MovementState.m_iStanceIdx] == DayZPlayerConstants.ROTATION_DISABLE)
8009 {
8010 return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
8011 }
8012 else
8013 {
8014 m_fLastHeadingDiff = 0;
8015 return DayZPlayerImplementHeading.ClampHeading(pDt, pModel, m_fLastHeadingDiff);
8016 }
8017 }
8018
8019 return super.HeadingModel(pDt, pModel);
8020 }
bool IsControllsLocked()
Definition EmoteManager.c:865
Definition ActionContinuousBase.c:121
Definition DayZPlayerImplementHeading.c:11
static bool NoHeading(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff)
Definition DayZPlayerImplementHeading.c:187
static bool ClampHeading(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff)
Definition DayZPlayerImplementHeading.c:19
static bool RestrictHeading(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff, HeadingRestrictData restrictData)
Definition DayZPlayerImplementHeading.c:122
Definition humanitems.c:6
ref HeadingRestrictData m_HeadingRestrictData
Definition PlayerBase.c:104
EmoteManager GetEmoteManager()
Definition PlayerBase.c:1699
bool m_IsHeadingRestricted
Definition PlayerBase.c:103
void HumanItemAccessor()
Definition humanitems.c:141

Перекрестные ссылки DayZPlayerImplementHeading::ClampHeading(), GetActionManager(), GetRunningAction(), HumanItemAccessor(), IsControllsLocked(), m_MovementState, DayZPlayerImplementHeading::NoHeading() и DayZPlayerImplementHeading::RestrictHeading().

◆ HideClothing()

override void HideClothing ( ItemOptics optic,
bool state )
inlineprotected

state 'true' == hide

8150 {
8151 super.HideClothing(optic, state);
8154
8156 {
8157 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
8158 {
8159 clothingArray.Insert(InventorySlots.BACK);
8160 clothingArray.Insert(InventorySlots.SHOULDER);
8161 clothingArray.Insert(InventorySlots.MELEE);
8162 if (optic && optic.GetCurrentStepFOV() < GameConstants.DZPLAYER_CAMERA_FOV_IRONSIGHTS)
8163 {
8164 clothingArray.Insert(InventorySlots.BODY);
8165 clothingArray.Insert(InventorySlots.VEST);
8166 }
8167
8168 SetInvisibleRecursive(true,this,clothingArray);
8169 }
8170 }
8171 //showing should be instant (called directly, not via CallLater)
8172 else
8173 {
8174 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
8175 {
8177
8178 SetInvisibleRecursive(false,this,clothingArray);
8179 }
8180 }
8181 }
void DayZPlayerCameraOptics(DayZPlayer pPlayer, HumanInputController pInput)
Definition DayZPlayerCameraIronsights.c:365
const float DZPLAYER_CAMERA_FOV_IRONSIGHTS
Definition constants.c:934

Перекрестные ссылки DayZPlayerCameraOptics(), GameConstants::DZPLAYER_CAMERA_FOV_IRONSIGHTS и GetInstanceType().

◆ HideHairSelections()

void HideHairSelections ( ItemBase item,
bool state )
inlineprotected
8600 {
8601 if (!item || !item.GetHeadHidingSelection() || !m_CharactersHead)
8602 return;
8603
8604 int slot_id; //item currently attached (or detaching from) here
8605 string slot_name; //item currently attached (or detaching from) here
8606 string str
8607 int idx = 0;
8608 int i;
8609 int count;
8610 item.GetInventory().GetCurrentAttachmentSlotInfo(slot_id,slot_name);
8611
8612 if (item.HidesSelectionBySlot())
8613 {
8614 count = item.GetInventory().GetSlotIdCount();
8615 for (i = 0; i < count; i++)
8616 {
8617 if (item.GetInventory().GetSlotId(i) == slot_id)
8618 {
8619 str = item.GetHeadHidingSelection().Get(i);
8620 idx = m_CharactersHead.m_HeadHairSelectionArray.Find(str);
8621 if (idx != -1)
8623 #ifdef DEVELOPER
8624 else
8625 Debug.Log("No valid selection '" + str + "' found on head of " + GetType() + ". Verify the p3d, model config, and the 'HAIR_HIDING_SELECTIONS' macro in basicDefines.");
8626 #endif
8627 }
8628 }
8629 }
8630 else
8631 {
8632 count = item.GetHeadHidingSelection().Count();
8633 for (i = 0; i < count; i++)
8634 {
8635 str = item.GetHeadHidingSelection().Get(i);
8636 idx = m_CharactersHead.m_HeadHairSelectionArray.Find(str);
8637 if (idx != -1)
8639 #ifdef DEVELOPER
8640 else
8641 Debug.Log("No valid selection '" + str + "' found on head of " + GetType() + ". Verify the p3d, model config, and the 'HAIR_HIDING_SELECTIONS' macro in basicDefines.");
8642 #endif
8643 }
8644 }
8646 }
Definition Debug.c:14
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
Definition Debug.c:136
void SetHairLevelToHide(int level, bool state, bool was_debug=false)
Dynamic hair hiding.
Definition PlayerBase.c:8547
Head_Default m_CharactersHead
Definition PlayerBase.c:138
void UpdateHairSelectionVisibility(bool was_debug=false)
Definition PlayerBase.c:8648

Перекрестные ссылки GetType() и Debug::Log().

◆ ImmuneSystemTick()

void ImmuneSystemTick ( float value,
float deltaT )
inlineprotected
7540 {
7541 m_AgentPool.ImmuneSystemTick(value, deltaT);
7542 }

◆ IncreaseAntibioticsCount()

void IncreaseAntibioticsCount ( )
inlineprivate
9358 {
9360 }
void AddMedicalDrugsInUse(EMedicalDrugsType drugType)
Definition PlayerBase.c:565

◆ IncreaseContaminatedAreaCount()

void IncreaseContaminatedAreaCount ( )
inlineprotected
665 {
669 }
void OnContaminatedAreaEnterServer()
Definition PlayerBase.c:772

◆ IncreaseDiseaseCount()

void IncreaseDiseaseCount ( )
inlineprotected
920 {
922 }

◆ IncreaseEffectAreaCount()

void IncreaseEffectAreaCount ( )
inlineprotected
681 {
682 if (m_EffectAreaCount == 0)
683 {
684 m_InsideEffectArea = true;
685 SetSynchDirty();
687 }
689 }
void OnPlayerIsNowInsideEffectAreaBeginServer()
Definition PlayerBase.c:784

◆ IncreaseHealingsCount()

void IncreaseHealingsCount ( )
inlineprotected
930 {
932 }

◆ Init()

void Init ( )
inlineprotected

sets default hit position and cache it here (mainly for impact particles)

311 {
312 SetEventMask(EntityEvent.INIT|EntityEvent.POSTFRAME|EntityEvent.FRAME);
314 m_IsCraftingReady = false;
315 m_Recipes = new array<int>;
317 m_BloodType = 0;
318 m_HasBloodTypeVisible = false;
319 m_LifeSpanState = 0;
321 m_CorpseState = 0;
324 m_PlayerLoaded = false;
325 m_PlayerSelected = false;
326 m_ProcessUIWarning = false;
328 m_LiquidTendencyDrain = false;
332 m_UAParam = new Param2<int,int>(0,0);
334 m_QuickBarBase = new QuickBarBase(this);
335 m_QuickBarBonus = Math.Max(ConfigGetInt("quickBarBonus"), 0);
336 m_CargoLoad = 0;
337 m_VisibilityCoef = 1.0;
338 m_Hud = GetGame().GetMission().GetHud();
339 m_RecipePick = 0;
340 m_ActionQBControl = false;
341 m_QuickBarHold = false;
342 m_HideHairAnimated = true;
343 m_WorkingNVGHeadset = false;
344 m_LoweredNVGHeadset = false;
345 m_AreHandsLocked = false;
348 m_EmptyGloves = new HiddenSelectionsData(ConfigGetString("emptyGloves"));
351
352 #ifdef DIAG_DEVELOPER
354 //RegisterNetSyncVariableBool("m_CanBeTargetedDebug");
355 #endif
356
358
359 m_StaminaHandler = new StaminaHandler(this);//current stamina calculation
361 m_ShockHandler = new ShockHandler(this); //New shock handler
363 m_PlayerStats = new PlayerStats(this);//player stats
365
366 if (GetGame().IsServer())
367 {
368 m_PlayerStomach = new PlayerStomach(this);
369 m_NotifiersManager = new NotifiersManager(this); // player notifiers
370 m_AgentPool = new PlayerAgentPool(this); // agent pool manager
372 m_Environment = new Environment(this);//environment effects on player
373
374 m_ModifiersManager = new ModifiersManager(this); // player modifiers
376 m_VirtualHud = new VirtualHud(this);
377
378 m_AdminLog = PluginAdminLog.Cast(GetPlugin(PluginAdminLog));
379 }
380
381 m_SymptomManager = new SymptomManager(this); // state manager
382 m_ModuleRecipesManager = PluginRecipesManager.Cast(GetPlugin(PluginRecipesManager));
383
384 m_TrasferValues = new TransferValues(this);
385 m_EmoteManager = new EmoteManager(this);
386 m_SoftSkillsManager = new SoftSkillsManager(this);//Soft Skills calculation
387
388 m_WeaponManager = new WeaponManager(this);
391
392 if (!GetGame().IsDedicatedServer())
393 {
394 m_MeleeDebug = false;
395 m_UALastMessage = "";
401 m_ActionsInitialize = false;
403
409 }
410
412
413 m_ConfigEmotesProfile = PluginConfigEmotesProfile.Cast(GetPlugin(PluginConfigEmotesProfile));
414
415 if (GetDayZGame().IsDebug())
416 {
417 PluginConfigDebugProfileFixed m_ConfigDebugProfileFixed = PluginConfigDebugProfileFixed.Cast(GetPlugin(PluginConfigDebugProfileFixed));
419 PluginDeveloper m_Developer = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
420
421 PlayerBase player = this;
422
424 {
425 string default_preset = m_ConfigDebugProfile.GetDefaultPreset();
426 if (player && default_preset != "")
427 {
429 m_ConfigDebugProfileFixed.GetPresetItems(default_preset, preset_array);
430
431 bool is_preset_fixed = true;
432 if (preset_array.Count() == 0)
433 {
435 is_preset_fixed = false;
436 }
437
438 if (preset_array.Count() > 0)
439 {
440 m_Developer.ClearInventory(player);
441
442 for (int i = 0; i < preset_array.Count(); i++)
443 {
444 float health = -1;
445 int quantity = -1;
446 if (is_preset_fixed)
447 {
448 health = m_ConfigDebugProfileFixed.GetItemHealth(default_preset, i);
449 quantity = m_ConfigDebugProfileFixed.GetItemQuantity(default_preset, i);
450 }
451 else
452 {
454 quantity = m_ConfigDebugProfile.GetItemQuantity(default_preset, i);
455 }
456 m_Developer.SpawnEntityInPlayerInventory(player, preset_array.Get(i), health, quantity);
457 }
458 }
459 }
460 }
461 }
462
464
466
467 m_ModulePlayerStatus = PluginPlayerStatus.Cast(GetPlugin(PluginPlayerStatus));
469
471 m_BleedingSourcesLow.Insert("RightToeBase");
472 m_BleedingSourcesLow.Insert("RightFoot");
473 m_BleedingSourcesLow.Insert("LeftToeBase");
474 m_BleedingSourcesLow.Insert("LeftFoot");
475 m_BleedingSourcesLow.Insert("RightUpLegRoll");
476 m_BleedingSourcesLow.Insert("RightUpLeg");
477 m_BleedingSourcesLow.Insert("RightLegRoll");
478 m_BleedingSourcesLow.Insert("RightLeg");
479 m_BleedingSourcesLow.Insert("LeftUpLegRoll");
480 m_BleedingSourcesLow.Insert("LeftUpLeg");
481 m_BleedingSourcesLow.Insert("LeftLegRoll");
482 m_BleedingSourcesLow.Insert("LeftLeg");
483
485 m_BleedingSourcesUp.Insert("RightForeArmRoll");
486 m_BleedingSourcesUp.Insert("LeftForeArmRoll");
487 m_BleedingSourcesUp.Insert("RightForeArm");
488 m_BleedingSourcesUp.Insert("RightArmRoll");
489 m_BleedingSourcesUp.Insert("RightArm");
490 m_BleedingSourcesUp.Insert("RightShoulder");
491 m_BleedingSourcesUp.Insert("LeftForeArm");
492 m_BleedingSourcesUp.Insert("LeftArmRoll");
493 m_BleedingSourcesUp.Insert("LeftArm");
494 m_BleedingSourcesUp.Insert("LeftShoulder");
495 m_BleedingSourcesUp.Insert("Spine3");
496 m_BleedingSourcesUp.Insert("Spine2");
497 m_BleedingSourcesUp.Insert("Spine1");
498 m_BleedingSourcesUp.Insert("Spine");
499 m_BleedingSourcesUp.Insert("Pelvis");
500 m_BleedingSourcesUp.Insert("Neck");
501
502 RegisterNetSyncVariableInt("m_PersistentFlags", 0, 1<<(EnumTools.GetEnumSize(PersistentFlag) + 1));
503 RegisterNetSyncVariableInt("m_LifeSpanState", LifeSpanState.BEARD_NONE, LifeSpanState.COUNT);
504 RegisterNetSyncVariableInt("m_BloodType", 0, 128);
505 RegisterNetSyncVariableInt("m_ShockSimplified",0, SIMPLIFIED_SHOCK_CAP);
506 RegisterNetSyncVariableInt("m_SoundEvent",0, EPlayerSoundEventID.ENUM_COUNT - 1);
507 RegisterNetSyncVariableInt("m_SoundEventParam", 0, ((EPlayerSoundEventParam.ENUM_COUNT - 1) * 2) - 1);
508 RegisterNetSyncVariableInt("m_StaminaState",0, eStaminaState.COUNT - 1);
509 RegisterNetSyncVariableInt("m_BleedingBits");
510 RegisterNetSyncVariableInt("m_Shakes", 0, SHAKE_LEVEL_MAX);
511 RegisterNetSyncVariableInt("m_BreathVapour", 0, BREATH_VAPOUR_LEVEL_MAX);
512 RegisterNetSyncVariableInt("m_HealthLevel", eInjuryHandlerLevels.PRISTINE, eInjuryHandlerLevels.RUINED);
513 RegisterNetSyncVariableInt("m_MixedSoundStates", 0, eMixedSoundStates.COUNT - 1);
514 RegisterNetSyncVariableInt("m_CorpseState",-PlayerConstants.CORPSE_STATE_DECAYED,PlayerConstants.CORPSE_STATE_DECAYED);//do note the negative min, negative sign denotes a special meaning
515 RegisterNetSyncVariableInt("m_RefreshAnimStateIdx",0,3);
516 RegisterNetSyncVariableInt("m_BrokenLegState", -eBrokenLegs.BROKEN_LEGS_SPLINT, eBrokenLegs.BROKEN_LEGS_SPLINT);
517 RegisterNetSyncVariableInt("m_SyncedModifiers", 0, ((eModifierSyncIDs.LAST_INDEX - 1) * 2) - 1);
518 RegisterNetSyncVariableInt("m_HasBloodyHandsVisible", 0, eBloodyHandsTypes.LAST_INDEX - 1);
519 RegisterNetSyncVariableInt("m_ActionSoundCategoryHash");
520 RegisterNetSyncVariableInt("m_PerformedAnimActionID", -1, 2048); // generous upper limit for modding reasons
521 RegisterNetSyncVariableInt("m_ActivePrimarySymptomID", 0, SymptomIDs.LAST_INDEX);
522
523 RegisterNetSyncVariableInt("m_HeatBufferStage", 0, HeatBufferMdfr.NUMBER_OF_STAGES - 1);
524 RegisterNetSyncVariableFloat("m_HeatBufferDynamicMax", 0.0, 1.0, 2);
525
526 RegisterNetSyncVariableBool("m_IsUnconscious");
527 RegisterNetSyncVariableBool("m_IsRestrained");
528 RegisterNetSyncVariableBool("m_IsInWater");
529 RegisterNetSyncVariableBool("m_InsideEffectArea");
530
531 RegisterNetSyncVariableBool("m_HasBloodTypeVisible");
532 RegisterNetSyncVariableBool("m_IsRestrainStarted");
533 RegisterNetSyncVariableBool("m_IsRestrainPrelocked");
534 RegisterNetSyncVariableBool("m_HasHeatBuffer");
535 RegisterNetSyncVariableBool("m_IsInColdArea");
536
537 RegisterNetSyncVariableFloat("m_CurrentShock"); //Register shock synchronized variable
538
539 m_OriginalSlidePoseAngle = GetSlidePoseAngle();
540
543
544 m_DecayedTexture = ConfigGetString("decayedTexture");
545 m_FliesIndex = -1;
546 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Call(this.OnPlayerLoaded);
547 }
const int BREATH_VAPOUR_LEVEL_MAX
Definition BreathVapourMdfr.c:1
DayZGame GetDayZGame()
Definition DayZGame.c:3817
eMixedSoundStates
bits
Definition EMixedSoundStates.c:3
void EmoteManager(PlayerBase player)
Definition EmoteManager.c:151
eInjuryHandlerLevels
Definition InjuryHandler.c:19
void InjuryAnimationHandler(PlayerBase player)
Definition InjuryHandler.c:59
void MapNavigationBehaviour(PlayerBase pPlayer, EMapNavigationType pNavigationType=EMapNavigationType.BASIC)
Definition MapNavigationBehaviour.c:27
eModifierSyncIDs
Definition ModifiersManager.c:3
void ModifiersManager(PlayerBase player)
Definition ModifiersManager.c:80
void NotifiersManager(PlayerBase player)
Definition NotifiersManager.c:36
PersistentFlag
Definition PersistentFlag.c:6
EPlayerSoundEventID
Definition PlayerSoundEventHandler.c:2
void PlayerSoundManagerClient(PlayerBase player)
Definition PlayerSoundManager.c:102
void PlayerStats(Man player)
Definition PlayerStats.c:19
void PlayerStomach(PlayerBase player)
Definition PlayerStomach.c:142
PluginConfigDebugProfile m_ConfigDebugProfile
Definition PluginItemDiagnostic.c:58
void PluginLifespan()
Definition PluginLifespan.c:45
eBloodyHandsTypes
Definition PluginLifespan.c:9
void QuickBarBase(PlayerBase player)
Definition QuickBarBase.c:21
void RandomGeneratorSyncManager(DayZPlayer player)
Definition RandomGeneratorSyncManager.c:18
Definition ArrowManagerPlayer.c:2
static void AddPlayerBase(Man player)
Definition ClientData.c:23
Definition DebugMonitorValues.c:2
Definition EnConvert.c:590
static int GetEnumSize(typename e)
Return amount of values in enum.
Definition EnConvert.c:623
Definition Environment.c:13
Definition HeatBuffer.c:2
const int NUMBER_OF_STAGES
Definition HeatBuffer.c:3
Definition HeatComfortAnimHandler.c:2
Definition HiddenSelectionsData.c:2
Client only - manage set up crafting on client.
Definition InventoryActionHandler.c:3
PluginConfigEmotesProfile m_ConfigEmotesProfile
Definition PlayerBase.c:30
ref Param2< float, float > m_UAProgressParam
Definition PlayerBase.c:65
static ref array< string > m_BleedingSourcesUp
Definition PlayerBase.c:153
const int SHAKE_LEVEL_MAX
Definition PlayerBase.c:4
ref Environment m_Environment
Definition PlayerBase.c:46
vector SetDefaultHitPosition(string pSelection)
Definition PlayerBase.c:1304
string m_DecayedTexture
Definition PlayerBase.c:143
bool m_ProcessUIWarning
Definition PlayerBase.c:20
bool m_IsCraftingReady
Definition PlayerBase.c:211
ref array< int > m_Recipes
Definition PlayerBase.c:214
ref Param2< int, int > m_UAParam
Definition PlayerBase.c:66
bool m_MeleeDebug
melee stats
Definition PlayerBase.c:256
bool m_ActionQBControl
Definition PlayerBase.c:221
bool m_LoweredNVGHeadset
Definition PlayerBase.c:267
bool m_HideHairAnimated
Definition PlayerBase.c:142
ref array< int > m_ProcessAddEffectWidgets
Definition PlayerBase.c:292
ref HiddenSelectionsData m_EmptyGloves
Definition PlayerBase.c:81
PluginRecipesManager m_ModuleRecipesManager
Definition PlayerBase.c:37
ref Param1< float > m_UnconParam
Definition PlayerBase.c:69
int m_FliesIndex
Definition PlayerBase.c:63
bool m_PlayerLoaded
Definition PlayerBase.c:18
void OnPlayerLoaded()
Definition PlayerBase.c:2259
static ref array< string > m_BleedingSourcesLow
Definition PlayerBase.c:152
ref PlayerSoundManagerClient m_PlayerSoundManagerClient
Definition PlayerBase.c:88
PluginLifespan m_ModuleLifespan
Definition PlayerBase.c:31
ref Timer m_AnalyticsTimer
Definition PlayerBase.c:253
ref Param1< string > m_UAParamMessage
Definition PlayerBase.c:68
ref array< int > m_ProcessRemoveEffectWidgets
Definition PlayerBase.c:293
float m_CargoLoad
Definition PlayerBase.c:58
ref Param1< float > m_DeathDarkeningParam
Definition PlayerBase.c:70
bool m_WorkingNVGHeadset
Definition PlayerBase.c:266
bool m_QuickBarHold
Definition PlayerBase.c:91
int m_LifespanLevelLocal
Definition PlayerBase.c:25
PluginPlayerStatus m_ModulePlayerStatus
Definition PlayerBase.c:29
int m_CorpseStateLocal
Definition PlayerBase.c:102
Definition PlayerAgentPool.c:2
static const int CORPSE_STATE_DECAYED
Definition PlayerConstants.c:204
Definition PluginConfigDebugProfileFixed.c:2
Definition ShockHandler.c:2
Definition SoftSkillsManager.c:2
Definition StaminaHandler.c:263
Definition StanceIndicator.c:2
Definition StateManager.c:47
Definition DayZPlayerImplement.c:63
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition IsBoxCollidingGeometryProxyClasses.c:28
string GetDefaultHitPositionComponent()
Definition dayzplayer.c:502
array< string > TStringArray
Definition EnScript.c:685
EntityEvent
Entity events for event-mask, or throwing event from code.
Definition EnEntity.c:45
static proto float Max(float x, float y)
Returns bigger of two given values.

Перекрестные ссылки ClientData::AddPlayerBase(), BREATH_VAPOUR_LEVEL_MAX, CALL_CATEGORY_SYSTEM, PlayerConstants::CORPSE_STATE_DECAYED, EmoteManager(), GetDayZGame(), GetDayZPlayerType(), GetDefaultHitPositionComponent(), EnumTools::GetEnumSize(), GetGame(), GetPlugin(), InjuryAnimationHandler(), m_ActionsInitialize, m_AdminLog, m_ArrowManager, m_BloodType, m_ConfigDebugProfile, m_Hud, m_ModulePlayerStatus, m_PlayerStats, m_QuickBarBonus, m_Recipes, m_StaminaHandler, m_VirtualHud, MapNavigationBehaviour(), Math::Max(), ModifiersManager(), NotifiersManager(), HeatBufferMdfr::NUMBER_OF_STAGES, PlayerSoundManagerClient(), PlayerStats(), PlayerStomach(), PluginLifespan(), QuickBarBase(), RandomGeneratorSyncManager() и VirtualHud().

◆ InitEditor()

void InitEditor ( )
inlineprotected
2247 {
2248 if (GetGame().IsDebug())
2249 {
2250 if (!GetGame().IsMultiplayer() && GetGame().GetPlayer() && GetGame().GetPlayer().GetID() == this.GetID())
2251 {
2252 PluginSceneManager scene_editor = PluginSceneManager.Cast(GetPlugin(PluginSceneManager));
2253 scene_editor.InitLoad();
2254 }
2255 }
2256 }
int GetID()
Get the ID registered in SEffectManager.
Definition Effect.c:536
PlayerBase GetPlayer()
Definition ModifierBase.c:51

Перекрестные ссылки GetGame(), GetID(), GetPlayer() и GetPlugin().

◆ InitializeActions()

void InitializeActions ( )
inlineprotected
1572 {
1573 // Backwards compatibility
1574 if (IsControlledPlayer())
1575 {
1577 SetActions();
1578 }
1579 else
1580 {
1583 }
1585
1588
1591 }
map< typename, ref array< ActionBase_Basic > > TInputActionMap
Definition ActionManagerClient.c:1
void SetActions()
Definition PlayerBase.c:1554
void SetActionsRemoteTarget()
Definition PlayerBase.c:1567

Перекрестные ссылки m_InputActionMap и SetActions().

◆ InsertAgent()

override void InsertAgent ( int agent,
float count = 1 )
inlineprotected
7512 {
7513 m_AgentPool.AddAgent(agent,count);
7514 }

◆ IsAlreadyInFallingCommand()

override bool IsAlreadyInFallingCommand ( int pCurrentCommandID)
inlineprotected

Don't switch to falling command if unconscious Don't switch to falling command if being damaged

3345 {
3346 if (super.IsAlreadyInFallingCommand(pCurrentCommandID))
3347 {
3348 return true;
3349 }
3350
3353 return pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS || pCurrentCommandID == DayZPlayerConstants.COMMANDID_DAMAGE;
3354 }

◆ IsAntibioticsActive()

bool IsAntibioticsActive ( )
inlineprotected
583 {
584 return (m_MedicalDrugsActive & EMedicalDrugsType.ANTIBIOTICS) == EMedicalDrugsType.ANTIBIOTICS;
585 }

◆ IsBleeding()

bool IsBleeding ( )
inlineprotected
893 {
894 return (m_BleedingBits != 0);
895 }

◆ IsChelationActive()

bool IsChelationActive ( )
inlineprotected
578 {
579 return (m_MedicalDrugsActive & EMedicalDrugsType.CHELATION) == EMedicalDrugsType.CHELATION;
580 }

◆ IsClimbing()

bool IsClimbing ( )
inlineprotected
5190 {
5191 return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_CLIMB;
5192 }

Перекрестные ссылки m_MovementState.

◆ IsCurrentCameraAimedAtGround()

bool IsCurrentCameraAimedAtGround ( )
inlineprotected
2636 {
2637 if (!m_CurrentCamera)
2638 return false;
2639
2640 return m_CurrentCamera.GetCurrentPitch() < PlayerConstants.CAMERA_THRESHOLD_PITCH;
2641 }
static const float CAMERA_THRESHOLD_PITCH
Definition PlayerConstants.c:206

Перекрестные ссылки PlayerConstants::CAMERA_THRESHOLD_PITCH.

◆ IsEmotePlaying()

bool IsEmotePlaying ( )
inlineprotected
5204 {
5205 return m_EmoteManager && m_EmoteManager.IsEmotePlaying();
5206 }

◆ IsFacingTarget()

bool IsFacingTarget ( Object target)
inlineprotected
4448 {
4449 vector pdir = GetDirection();
4450 vector ptv = target.GetPosition() - GetPosition();
4451 pdir.Normalize();
4452 ptv.Normalize();
4453
4454 if (Math.AbsFloat(pdir[0]-ptv[0]) < 0.5 && Math.AbsFloat(pdir[2]-ptv[2]) < 0.5)
4455 {
4456 return true;
4457 }
4458 return false;
4459 }
static proto float AbsFloat(float f)
Returns absolute value.

Перекрестные ссылки Math::AbsFloat() и GetPosition.

◆ IsFalling()

bool IsFalling ( )
inlineprotected
5195 {
5196 return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_FALL;
5197 }

Перекрестные ссылки m_MovementState.

◆ IsFighting()

override bool IsFighting ( )
inlineprotected
5199 {
5200 return m_IsFighting;
5201 }

◆ IsHoldingBreath()

override bool IsHoldingBreath ( )
inlineprotected
2191 {
2192 return m_IsHoldingBreath;
2193 }

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )
inlineprotected
5209 {
5210 return IsRuined();
5211 }

◆ IsInEffectArea()

bool IsInEffectArea ( EEffectAreaType area)
inlineprotected
729 {
731 return true;
732
733 return false;
734 }

◆ IsInFBEmoteState()

override bool IsInFBEmoteState ( )
inlineprotected
8225 {
8226 if (!IsEmotePlaying())
8227 return false;
8228 if ((m_EmoteManager.m_Callback && m_EmoteManager.m_Callback.m_IsFullbody) || m_EmoteManager.m_IsSurrendered)
8229 {
8230 return true;
8231 }
8232 return false;
8233 }
bool IsEmotePlaying()
Definition PlayerBase.c:5203

Перекрестные ссылки IsEmotePlaying().

◆ IsInProne()

bool IsInProne ( )
inlineprotected
5170 {
5171 return m_MovementState.IsInProne();
5172 }

Перекрестные ссылки m_MovementState.

◆ IsInRasedProne()

bool IsInRasedProne ( )
inlineprotected
5175 {
5176 return m_MovementState.IsInRaisedProne();
5177 }

Перекрестные ссылки m_MovementState.

◆ IsInventorySoftLocked()

override bool IsInventorySoftLocked ( )
inlineprotected
8023 {
8024 return m_InventorySoftLockCount > 0;
8025 }
int m_InventorySoftLockCount
Definition PlayerBase.c:248

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprotected
1933 {
1934 return true;
1935 }

◆ IsInWater()

bool IsInWater ( )
inlineprotected
2607 {
2608 return m_IsInWater;
2609 }
bool m_IsInWater
Definition PlayerBase.c:96

◆ IsItemInInventory()

bool IsItemInInventory ( EntityAI entity)
inlineprotected
4882 {
4883 return GetInventory().HasEntityInInventory(entity);
4884 }

◆ IsItemsToDelete()

bool IsItemsToDelete ( )
inlineprotected
7908 {
7909 return m_ItemsToDelete.Count() > 0;
7910 }

◆ IsJumpInProgress()

bool IsJumpInProgress ( )
inlineprotected
4393 {
4394 return m_JumpClimb.m_bIsJumpInProgress;
4395 }

◆ IsLanded()

override bool IsLanded ( int pCurrentCommandID)
inlineprotected

Handle fall damage for unconscious

No fall damage for players currently being damaged, animation is temporary

3312 {
3313 if (super.IsLanded(pCurrentCommandID))
3314 {
3315 return true;
3316 }
3317
3319 if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
3320 {
3321 bool wasFalling = m_IsUnconsciousFalling;
3322 m_IsUnconsciousFalling = PhysicsIsFalling(false);
3323 return wasFalling && !m_IsUnconsciousFalling;
3324 }
3325
3327
3328 return false;
3329 }

◆ IsLeaning()

bool IsLeaning ( )
inlineprotected
5180 {
5181 return m_MovementState.IsLeaning();
5182 }

Перекрестные ссылки m_MovementState.

◆ IsLiftWeapon()

override bool IsLiftWeapon ( )
inlineprotected
8048 {
8049 return m_LiftWeapon_player;
8050 }

◆ IsMale()

bool IsMale ( )
inlineprotected
1466 {
1467 if (ConfigGetBool("woman") != 1)
1468 {
1469 return true;
1470 }
1471 return false;
1472 }

◆ IsManagingArrows()

override bool IsManagingArrows ( )
inlineprotected
9307 {
9308 return true;
9309 }

◆ IsMapCallbackCancelInput()

bool IsMapCallbackCancelInput ( )
inlineprotected
3233 {
3234 if (IsRaised() || (GetUApi().GetInputByID(UAUIMenu).LocalPress() || GetUApi().GetInputByID(UAGear).LocalPress()))
3235 {
3236 return true;
3237 }
3238
3239 return false;
3240 }

Перекрестные ссылки GetUApi().

◆ IsMapCallbackEndInput()

bool IsMapCallbackEndInput ( )
inlineprotected
3243 {
3244 if (GetUApi().GetInputByID(UADefaultAction).LocalPress())
3245 {
3246 return true;
3247 }
3248
3249 return false;
3250 }

Перекрестные ссылки GetUApi().

◆ IsMapOpen()

bool IsMapOpen ( )
inlineprotected
3218 {
3219 return m_MapOpen;
3220 }
bool m_MapOpen
Definition PlayerBase.c:239

◆ IsNVGLowered()

bool IsNVGLowered ( )
inlineprotected
8726 {
8727 return m_LoweredNVGHeadset;
8728 }

◆ IsNVGWorking()

bool IsNVGWorking ( )
inlineprotected
8721 {
8722 return m_ActiveNVTypes && m_ActiveNVTypes.Count() > 0;
8723 }

◆ IsOverloaded()

bool IsOverloaded ( )
inlineprotected
4860 {
4861 return GetWeightEx() >= OVERLOAD_LIMIT;
4862 }
const int OVERLOAD_LIMIT
Definition PlayerBase.c:57

◆ IsPersistentFlag()

bool IsPersistentFlag ( PersistentFlag bit)
inlineprivate
6708 {
6709 return (m_PersistentFlags & bit);
6710 }
int m_PersistentFlags
Definition PlayerBase.c:106

◆ IsPlacingLocal()

bool IsPlacingLocal ( )
inlineprotected
2433 {
2434 if (m_HologramLocal)
2435 return true;
2436
2437 return false;
2438 }

◆ IsPlacingServer()

bool IsPlacingServer ( )
inlineprotected
2425 {
2426 if (m_HologramServer)
2427 return true;
2428
2429 return false;
2430 }

◆ IsPlayer()

override bool IsPlayer ( )
inlineprotected
888 {
889 return true;
890 }

◆ IsPlayerDisconnected()

bool IsPlayerDisconnected ( )
inlineprotected
2330 {
2332 }
bool m_PlayerDisconnectProcessed
Definition PlayerBase.c:19

◆ IsPlayerLoaded()

bool IsPlayerLoaded ( )
inlineprotected
8251 {
8252 return m_PlayerLoaded;
8253 }

◆ IsQBControl()

bool IsQBControl ( )
inlineprotected
4641 {
4642 return m_ActionQBControl;
4643 }

◆ IsQuickFishing()

bool IsQuickFishing ( )
inlineprotected
1835 {
1836 return m_AllowQuickFishing;
1837 }
bool m_AllowQuickFishing
Definition PlayerBase.c:128

◆ IsQuickRestrain()

bool IsQuickRestrain ( )
inlineprotected
1830 {
1831 return m_AllowQuickRestrain;
1832 }
bool m_AllowQuickRestrain
Definition PlayerBase.c:127

◆ IsRefresherSignalingViable()

override bool IsRefresherSignalingViable ( )
inlineprotected
2196 {
2197 return false;
2198 }

◆ IsRestrained()

override bool IsRestrained ( )
inlineprotected
1906 {
1907 return m_IsRestrained;
1908 }
bool m_IsRestrained
Definition PlayerBase.c:111

◆ IsRestrainPrelocked()

bool IsRestrainPrelocked ( )
inlineprotected
1895 {
1896 return m_IsRestrainPrelocked;
1897 }
bool m_IsRestrainPrelocked
Definition PlayerBase.c:115

◆ IsRestrainStarted()

bool IsRestrainStarted ( )
inlineprotected
1884 {
1885 return m_IsRestrainStarted;
1886 }
bool m_IsRestrainStarted
Definition PlayerBase.c:113

◆ IsRolling()

bool IsRolling ( )
inlineprotected
5185 {
5186 return GetCommand_Move() && GetCommand_Move().IsInRoll());
5187 }

◆ IsSelfAdjustingTemperature()

override bool IsSelfAdjustingTemperature ( )
inlineprotected
2201 {
2202 return IsAlive();
2203 }

◆ IsSprinting()

bool IsSprinting ( )
inlineprotected
5150 {
5151 return m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENT_SPRINT);
5152 }

Перекрестные ссылки m_MovementState.

◆ IsStance()

bool IsStance ( int stance,
int stanceMask )
inlineprotected
3979 {
3980 return ((1 << stance) & stanceMask) != 0;
3981 }

◆ IsSurrendered()

bool IsSurrendered ( )
inlineprotected
8243 {
8244 if (m_EmoteManager)
8245 return m_EmoteManager.m_IsSurrendered;
8246
8247 return false;
8248 }

◆ IsSwapBetweenHandsAndGroundLargeItem()

bool IsSwapBetweenHandsAndGroundLargeItem ( notnull EntityAI item1,
notnull EntityAI item2,
out EntityAI item_hands,
out EntityAI item_ground )
inlineprotected
8532 {
8534 if (item1.GetInventory().GetCurrentInventoryLocation(il) && il.GetType() == InventoryLocationType.HANDS)
8535 item_hands = item1;
8536 if (item2.GetInventory().GetCurrentInventoryLocation(il) && il.GetType() == InventoryLocationType.HANDS)
8537 item_hands = item2;
8538 if (item1.GetInventory().GetCurrentInventoryLocation(il) && il.GetType() == InventoryLocationType.GROUND)
8540 if (item2.GetInventory().GetCurrentInventoryLocation(il) && il.GetType() == InventoryLocationType.GROUND)
8542
8543 return item_hands && item_ground && item_ground.IsHeavyBehaviour();
8544 }
InventoryLocationType
types of Inventory Location
Definition InventoryLocation.c:4

◆ IsSyncedModifierActive()

bool IsSyncedModifierActive ( eModifierSyncIDs modifier)
inlineprotected

Checks whether modifier (which has syncing enabled) is currently active, works on both Client and Server.

5780 {
5782 }
int m_SyncedModifiersPrev
Definition PlayerBase.c:271
int m_SyncedModifiers
Definition PlayerBase.c:270

◆ IsTargetInActiveRefresherRange()

bool IsTargetInActiveRefresherRange ( EntityAI target)
inlineprotected
4398 {
4400 temp = GetGame().GetMission().GetActiveRefresherLocations();
4401 int count = temp.Count();
4402 if (count > 0)
4403 {
4404 vector pos = target.GetPosition();
4405 for (int i = 0; i < count; i++)
4406 {
4408 return true;
4409 }
4410
4411 return false;
4412 }
4413 else
4414 {
4415 return false;
4416 }
4417 }
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
const float REFRESHER_RADIUS
Definition constants.c:979

Перекрестные ссылки vector::Distance(), GetGame() и GameConstants::REFRESHER_RADIUS.

◆ IsUnconscious()

override bool IsUnconscious ( )
inlineprotected
3502 {
3503 return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_UNCONSCIOUS || m_IsUnconscious;
3504 }

Перекрестные ссылки m_MovementState.

◆ IsUnconsciousStateOnly()

override bool IsUnconsciousStateOnly ( )
inlineprotected
3507 {
3508 return m_IsUnconscious;
3509 }

◆ IsWearingSplint()

bool IsWearingSplint ( )
inlineprotected
3761 {
3763 Class.CastTo(attachment, GetItemOnSlot("Splint_Right"));
3764 if (attachment && attachment.GetType() == "Splint_Applied")
3765 {
3766 return true;
3767 }
3768 return false;
3769 }

Перекрестные ссылки Class::CastTo().

◆ JunctureDeleteItem()

override void JunctureDeleteItem ( EntityAI item)
inlineprotected
7934 {
7936 }
static void SendDeleteItem(DayZPlayer pPlayer, EntityAI item)
Definition DayZPlayerSyncJunctures.c:356

Перекрестные ссылки DayZPlayerSyncJunctures::SendDeleteItem().

◆ KillUndergroundHandler()

void KillUndergroundHandler ( )
inlineprotected

◆ LockHandsUntilItemHeld()

void LockHandsUntilItemHeld ( )
inlineprotected
2396 {
2397 m_AreHandsLocked = true;
2398 }

◆ MapNavigationItemInPossession()

void MapNavigationItemInPossession ( EntityAI item)
inlineprotected
3258 {
3260 {
3261 GetMapNavigationBehaviour().OnItemInPlayerPossession(item);
3262 }
3263 }
MapNavigationBehaviour GetMapNavigationBehaviour()
Definition PlayerBase.c:3252

◆ MapNavigationItemNotInPossession()

void MapNavigationItemNotInPossession ( EntityAI item)
inlineprotected
3266 {
3268 {
3269 GetMapNavigationBehaviour().OnItemNotInPlayerPossession(item);
3270 }
3271 }

◆ Message()

void Message ( string text,
string style )
inlineprotected

colorStatusChannel colorAction colorFriendly colorImportant

6324 {
6325 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
6326 {
6327 GetGame().ChatMP(this, text, style);
6328 }
6329 else
6330 {
6331 GetGame().Chat(text, style);
6332 }
6333 }

Перекрестные ссылки GetGame() и GetInstanceType().

◆ MessageAction()

void MessageAction ( string text)
inlineprotected
6343 {
6344 Message(text, "colorAction");
6345 }
void Message(string text, string style)
Definition PlayerBase.c:6323

◆ MessageFriendly()

void MessageFriendly ( string text)
inlineprotected
6349 {
6350 Message(text, "colorFriendly");
6351 }

◆ MessageImportant()

void MessageImportant ( string text)
inlineprotected
6355 {
6356 Message(text, "colorImportant");
6357 }

◆ MessageStatus()

void MessageStatus ( string text)
inlineprotected
6337 {
6338 Message(text, "colorStatusChannel");
6339 }

◆ MovingShock()

void MovingShock ( float legHealth,
float highShock,
float midShock,
float lowShock )
inlineprotected
3710 {
3712 {
3713 //Inflict "high shock"
3714 m_ShockHandler.SetShock(highShock);
3715 }
3717 {
3718 //Inflict "low shock"
3719 m_ShockHandler.SetShock(lowShock);
3720 }
3721 else
3722 {
3723 //If neither high nore low, inflict "mid shock"
3724 m_ShockHandler.SetShock(midShock);
3725 }
3726 }
static const float BROKEN_LEGS_HIGH_HEALTH_THRESHOLD
Definition PlayerConstants.c:219
static const float BROKEN_LEGS_LOW_HEALTH_THRESHOLD
Definition PlayerConstants.c:218

Перекрестные ссылки PlayerConstants::BROKEN_LEGS_HIGH_HEALTH_THRESHOLD и PlayerConstants::BROKEN_LEGS_LOW_HEALTH_THRESHOLD.

◆ NeedInventoryJunctureFromServer()

override bool NeedInventoryJunctureFromServer ( notnull EntityAI item,
EntityAI currParent,
EntityAI newParent )
inlineprotected
4887 {
4888 if (GetGame().IsMultiplayer())
4889 {
4891 switch (t)
4892 {
4893 case DayZPlayerInstanceType.INSTANCETYPE_AI_SINGLEPLAYER:
4894 return false;
4895 case DayZPlayerInstanceType.INSTANCETYPE_CLIENT:
4896 case DayZPlayerInstanceType.INSTANCETYPE_SERVER:
4897 case DayZPlayerInstanceType.INSTANCETYPE_AI_SERVER:
4898 case DayZPlayerInstanceType.INSTANCETYPE_AI_REMOTE:
4899 case DayZPlayerInstanceType.INSTANCETYPE_REMOTE:
4900 return true; // Might help mitigate "megabugged" (desync)
4901
4902 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " NeedInventoryJunctureFromServer item=" + Object.GetDebugName(item) + " currPar=" + currParent + " newPar=" + newParent);
4903
4904 bool i_owned = GetHumanInventory().HasEntityInInventory(item);
4905
4906 bool cp_owned = false;
4907 if (currParent)
4908 cp_owned = GetHumanInventory().HasEntityInInventory(currParent);
4909
4910 bool np_owned = false;
4911 if (newParent)
4912 np_owned = GetHumanInventory().HasEntityInInventory(newParent);
4913
4914 bool all_owned = i_owned && cp_owned && (np_owned || (newParent == null));
4915 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[syncinv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " NeedInventoryJunctureFromServer=" + !all_owned + " i_pwn=" + i_owned + " cp_pwn=" + cp_owned + " np_pwn=" + np_owned);
4916
4917 return !all_owned;
4918 default:
4919 Error("[syncinv] unsupported instance type t=" + t);
4920 break;
4921 }
4922 }
4923 return false;
4924 }
void syncDebugPrint(string s)
Definition Debug.c:1
Definition Debug.c:600
static bool IsSyncLogEnable()
Definition Debug.c:684
override string GetDebugName()
Definition dayzplayer.c:1170

Перекрестные ссылки Error(), GetDebugName(), GetGame(), GetInstanceType(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ OnAction()

override bool OnAction ( int action_id,
Man player,
ParamsReadContext ctx )
inlineprotected
7743 {
7744#ifdef DIAG_DEVELOPER
7745 if (m_Bot && action_id > EActions.PLAYER_BOT_INTERNAL_START && action_id < EActions.PLAYER_BOT_END)
7746 {
7747 m_Bot.StartAction(action_id);
7748 return true;
7749 }
7750#endif
7751
7752 return super.OnAction(action_id, player, ctx);
7753 }

◆ OnBleedingBegin()

void OnBleedingBegin ( )
protected

◆ OnBleedingEnd()

void OnBleedingEnd ( )
protected

◆ OnBleedingSourceAdded()

void OnBleedingSourceAdded ( )
inlineprotected
7277 {
7279 if (IsControlledPlayer())
7280 {
7281 if (!GetGame().IsDedicatedServer())
7282 {
7284 if (dis_elm)
7285 {
7286 dis_elm.SetValue(GetBleedingSourceCount());
7287 }
7288
7289
7290 //Print("----------bleeding_SoundSet----------");
7291 SEffectManager.PlaySoundOnObject("bleeding_SoundSet", this);
7292 }
7293 }
7294 }
DisplayElementBase GetElement(eDisplayElements element_id)
Definition DisplayStatus.c:95
Definition BadgeBleeding.c:2
int GetBleedingSourceCount()
Definition PlayerBase.c:7332
VirtualHud GetVirtualHud()
Definition PlayerBase.c:2657

Перекрестные ссылки GetElement(), GetGame(), GetVirtualHud() и SEffectManager::PlaySoundOnObject().

◆ OnBleedingSourceRemoved()

void OnBleedingSourceRemoved ( )
inlineprotected
7297 {
7299 if (GetGame().IsServer())
7300 {
7302 if (GetBleedingSourceCount() > 0)
7303 {
7304 arrowManager.DropFirstArrow();
7305 }
7306 else
7307 {
7308 arrowManager.DropAllArrows();
7309 }
7310 }
7311
7312 if (IsControlledPlayer())
7313 {
7314 if (!GetGame().IsDedicatedServer())
7315 {
7316 //Print("GetBleedingSourceCount() "+GetBleedingSourceCount());
7318 if (dis_elm)
7319 {
7320 dis_elm.SetValue(GetBleedingSourceCount());
7321 }
7322 }
7323 }
7324 }
Definition ArrowManagerBase.c:2

Перекрестные ссылки GetArrowManager(), GetElement(), GetGame() и GetVirtualHud().

◆ OnBleedingSourceRemovedEx()

void OnBleedingSourceRemovedEx ( ItemBase item)
inlineprotected
7328 {
7330 }
void OnBleedingSourceRemoved()
Definition PlayerBase.c:7296

◆ OnCameraChanged()

void OnCameraChanged ( DayZPlayerCameraBase new_camera)
inlineprotected
2625 {
2626 m_CameraSwayModifier = new_camera.GetWeaponSwayModifier();
2628 }
float m_CameraSwayModifier
Definition PlayerBase.c:119

◆ OnCommandClimbFinish()

override void OnCommandClimbFinish ( )
inlineprotected
3879 {
3880 if (GetInventory())
3881 GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
3882
3883 GetWeaponManager().RefreshAnimationState();
3884 }

◆ OnCommandClimbStart()

override void OnCommandClimbStart ( )
inlineprotected
3865 {
3867
3868 if (GetInventory())
3869 GetInventory().LockInventory(LOCK_FROM_SCRIPT);
3870
3872
3874 GetWeaponManager().DelayedRefreshAnimationState(10);
3876 }
void AbortWeaponEvent()
Definition DayZPlayerInventory.c:282
void RequestHandAnimationStateRefresh()
Definition PlayerBase.c:4419
void CloseInventoryMenu()
Definition PlayerBase.c:6359

Перекрестные ссылки AbortWeaponEvent().

◆ OnCommandDeathStart()

override void OnCommandDeathStart ( )
inlineprotected
3938 {
3940
3942 GetWeaponManager().DelayedRefreshAnimationState(10);
3944
3945 super.OnCommandDeathStart();
3946 }

Перекрестные ссылки AbortWeaponEvent().

◆ OnCommandFallFinish()

override void OnCommandFallFinish ( )
inlineprotected
3857 {
3858 if (GetInventory())
3859 GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
3860
3861 GetWeaponManager().RefreshAnimationState();
3862 }

◆ OnCommandFallStart()

override void OnCommandFallStart ( )
inlineprotected
3843 {
3845
3846 if (GetInventory())
3847 GetInventory().LockInventory(LOCK_FROM_SCRIPT);
3848
3850
3852 GetWeaponManager().DelayedRefreshAnimationState(10);
3854 }

Перекрестные ссылки AbortWeaponEvent().

◆ OnCommandHandlerTick()

void OnCommandHandlerTick ( float delta_time,
int pCurrentCommandID )
inlineprotected
2707 {
2708 if (!IsAlive())
2709 {
2710 if (!m_DeathSyncSent && m_KillerData)
2711 {
2712 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2713 m_DeathSyncSent = true;
2714 }
2715 return;
2716 }
2718 m_DebugMonitorValues.OnScheduledTick(delta_time);
2719 if (GetSymptomManager())
2720 GetSymptomManager().OnTick(delta_time, pCurrentCommandID, m_MovementState);//needs to stay in command handler tick as it's playing animations
2721 //if (GetBleedingManagerServer()) GetBleedingManagerServer().OnTick(delta_time);
2722
2724 if (instType == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
2725 {
2726 if (m_PlayerSoundEventHandler)
2727 m_PlayerSoundEventHandler.OnTick(delta_time);
2728
2730 {
2732 }
2733
2735 {
2737 }
2738
2740
2743
2744 #ifdef DIAG_DEVELOPER
2745 if (m_WeaponDebug)
2746 {
2747 m_WeaponDebug.OnCommandHandlerUpdate();
2748 }
2749 #endif
2750
2751 m_ProcessAddEffectWidgets.Clear(); //clears array for remotes as well
2752 m_ProcessRemoveEffectWidgets.Clear(); //clears array for remotes as well
2753 }
2754
2756
2759 }
static bool GetAllowStaminaAffectInertia()
Definition CfgGameplayHandler.c:433
override void RemoveActiveEffects(array< int > effects)
Definition GameplayEffectWidgets.c:301
override void AddActiveEffects(array< int > effects)
Definition GameplayEffectWidgets.c:281
void HandleGlassesEffect()
Definition PlayerBase.c:9223
bool m_ContaminatedAreaEffectEnabled
Definition PlayerBase.c:159
void ContaminatedParticleAdjustment()
Definition PlayerBase.c:9183
void UpdateMovementInertia()
Update movement inertia based on stamina available.
Definition PlayerBase.c:2762
void OnTick(float deltatime, int pCurrentCommandID, HumanMovementState movement_state)
Definition StateManager.c:222
Definition SyncEvents.c:2
static void SendEntityKilled(EntityAI victim, EntityAI killer, EntityAI source, bool is_headshot)
Definition SyncEvents.c:56

Перекрестные ссылки GameplayEffectWidgets_base::AddActiveEffects(), CfgGameplayHandler::GetAllowStaminaAffectInertia(), GetInstanceType(), m_MovementState, GameplayEffectWidgets_base::RemoveActiveEffects() и SyncEvents::SendEntityKilled().

◆ OnCommandLadderFinish()

override void OnCommandLadderFinish ( )
inlineprotected
3833 {
3834 TryHideItemInHands(false, true);
3835
3836 if (GetInventory())
3837 GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
3838
3839 GetGame().GetMission().RemoveActiveInputExcludes({"ladderclimbing"});
3840 }
void TryHideItemInHands(bool hide, bool force=false)
tries to hide item in player's hands, some exceptions for various movement states
Definition PlayerBase.c:9041

Перекрестные ссылки GetGame().

◆ OnCommandLadderStart()

override void OnCommandLadderStart ( )
inlineprotected
3820 {
3822 TryHideItemInHands(true);
3823
3824 if (GetInventory())
3825 GetInventory().LockInventory(LOCK_FROM_SCRIPT);
3826
3828
3829 GetGame().GetMission().AddActiveInputExcludes({"ladderclimbing"});
3830 }

Перекрестные ссылки GetGame().

◆ OnCommandMelee2Finish()

override void OnCommandMelee2Finish ( )
inlineprotected
3930 {
3932
3933 GetWeaponManager().RefreshAnimationState();
3934
3935 }
void RunFightBlendTimer()
Definition PlayerBase.c:5222

◆ OnCommandMelee2Start()

override void OnCommandMelee2Start ( )
inlineprotected
3920 {
3922 m_IsFighting = true;
3923
3925 GetWeaponManager().DelayedRefreshAnimationState(10);
3927 }

Перекрестные ссылки AbortWeaponEvent().

◆ OnCommandMoveStart()

override void OnCommandMoveStart ( )
inlineprotected
4036 {
4037 if (GetGame().IsServer())
4038 {
4039 //In case player changes stance through a different command, we refresh the anim overrides
4040 int prone = DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
4041 if (!IsPlayerInStance(prone))
4042 {
4043 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PRONE_ANIM_OVERRIDE;
4045 }
4046 }
4047 }
void ForceUpdateInjuredState()
update injured state immediately
Definition PlayerBase.c:7737

Перекрестные ссылки GetGame() и IsPlayerInStance().

◆ OnCommandSwimFinish()

override void OnCommandSwimFinish ( )
inlineprotected
3806 {
3807 TryHideItemInHands(false, true);
3808
3809 if (GetInventory())
3810 GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
3811
3812 GetDayZGame().GetBacklit().OnSwimmingStop();
3813
3814 GetWeaponManager().RefreshAnimationState();
3815
3816 GetGame().GetMission().RemoveActiveInputExcludes({"swimming"});
3817 }

Перекрестные ссылки GetDayZGame() и GetGame().

◆ OnCommandSwimStart()

override void OnCommandSwimStart ( )
inlineprotected
3775 {
3777 if (itemInHands)
3778 {
3779 if (itemInHands.IsHeavyBehaviour())
3780 {
3781 TryHideItemInHands(false);
3782 DropHeavyItem();
3783 }
3784 else
3785 {
3786 TryHideItemInHands(true);
3787 }
3788 itemInHands.OnItemInHandsPlayerSwimStart(this);
3789 }
3791
3792 if (GetInventory())
3793 GetInventory().LockInventory(LOCK_FROM_SCRIPT);
3794
3796 GetDayZGame().GetBacklit().OnSwimmingStart();
3797
3799 GetWeaponManager().DelayedRefreshAnimationState(10);
3801
3802 GetGame().GetMission().AddActiveInputExcludes({"swimming"});
3803 }

Перекрестные ссылки AbortWeaponEvent(), GetDayZGame() и GetGame().

◆ OnCommandVehicleFinish()

override void OnCommandVehicleFinish ( )
inlineprotected
3910 {
3911 if (GetInventory())
3912 GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
3913
3914 TryHideItemInHands(false, true);
3915
3916 GetGame().GetMission().RemoveActiveInputExcludes({"vehicledriving"});
3917 }

Перекрестные ссылки GetGame().

◆ OnCommandVehicleStart()

override void OnCommandVehicleStart ( )
inlineprotected
3887 {
3889
3890 if (GetInventory())
3891 GetInventory().LockInventory(LOCK_FROM_SCRIPT);
3892
3894
3896 EntityAI itemOnHead = FindAttachmentBySlotName("Headgear");
3897
3898 if (itemInHand && itemInHand.GetCompEM())
3899 itemInHand.GetCompEM().SwitchOff();
3900
3901 TryHideItemInHands(true);
3902
3903 if (itemOnHead && itemOnHead.GetCompEM())
3904 itemOnHead.GetCompEM().SwitchOff();
3905
3906 GetGame().GetMission().AddActiveInputExcludes({"vehicledriving"});
3907 }

Перекрестные ссылки GetGame().

◆ OnConnect()

void OnConnect ( )
inlineprivate
7033 {
7034 Debug.Log("Player connected:"+this.ToString(),"Connect");
7035
7036 // analytics
7037 GetGame().GetAnalyticsServer().OnPlayerConnect(this);
7038
7040 if (m_AnalyticsTimer)
7041 m_AnalyticsTimer.Run(60, this, "UpdatePlayerMeasures", null, true);
7042
7043 //construction action data
7045 }
proto string ToString()
vector m_PlayerOldPos
Definition PlayerBase.c:7010
void ResetConstructionActionData()
Definition PlayerBase.c:2019

Перекрестные ссылки GetGame(), GetPosition, Debug::Log() и ToString().

◆ OnContaminatedAreaEnterServer()

void OnContaminatedAreaEnterServer ( )
inlineprotected
773 {
774 GetModifiersManager().ActivateModifier( eModifiers.MDF_AREAEXPOSURE );
775 //Print("Contaminated ENTERED <------------------------------------------------------------- FINAL");
776 }

◆ OnContaminatedAreaExitServer()

void OnContaminatedAreaExitServer ( )
inlineprotected
779 {
780 GetModifiersManager().DeactivateModifier( eModifiers.MDF_AREAEXPOSURE );
781 //Print("Contaminated LEFT <------------------------------------------------------------- FINAL");
782 }

◆ OnDisconnect()

void OnDisconnect ( )
inlineprivate
7057 {
7058 Debug.Log("Player disconnected:"+this.ToString(),"Connect");
7059
7060 // analytics
7061 // force update of the stats
7062 // if player disconnect too soon, UpdatePlayersStats() is not called
7063 GetGame().GetAnalyticsServer().OnPlayerDisconnect(this);
7064
7066 data.m_CharacterId = g_Game.GetDatabaseID();
7067 data.m_Reason = "Disconnected";
7069
7070 if (m_AnalyticsTimer)
7071 m_AnalyticsTimer.Stop();
7073
7075 }
Definition ScriptAnalytics.c:146
static void PlayerDisconnected(StatsEventDisconnectedData data)
Definition ScriptAnalytics.c:160
void UpdatePlayerMeasures()
Definition PlayerBase.c:7011
void SetPlayerDisconnected(bool state)
Definition PlayerBase.c:2324
Definition ScriptAnalytics.c:60

Перекрестные ссылки g_Game, GetGame(), Debug::Log(), Analytics::PlayerDisconnected() и ToString().

◆ OnDrowningEnd()

void OnDrowningEnd ( )
inlineprotected
2467 {
2468 #ifndef SERVER
2469 if (IsControlledPlayer())
2470 {
2472 req.Stop();
2473 }
2474 GetGame().GetCallQueue(CALL_CATEGORY_SYSTEM).Remove(SpawnDrowningBubbles);
2475 #endif
2476 }
void SpawnDrowningBubbles()
Definition PlayerBase.c:2140

Перекрестные ссылки CALL_CATEGORY_SYSTEM и GetGame().

◆ OnDrowningStart()

void OnDrowningStart ( )
inlineprotected
2454 {
2455 #ifndef SERVER
2456 if (IsControlledPlayer())
2457 {
2459 req.Start();
2460 }
2461 //Particles
2463 #endif
2464 }

◆ OnFreezeStateChangeClient()

override void OnFreezeStateChangeClient ( )
inlineprotected
9322 {
9323 super.OnFreezeStateChangeClient();
9324
9326 }

◆ OnGameplayDataHandlerSync()

override void OnGameplayDataHandlerSync ( )
inlineprotected
5571 {
5572 super.OnGameplayDataHandlerSync();
5573
5575 GetGame().GetMission().SetRespawnModeClient(CfgGameplayHandler.GetDisableRespawnDialog());
5577 }
static bool GetHitIndicationPPEEnabled()
Definition CfgGameplayHandler.c:372
static bool GetDisableRespawnDialog()
Definition CfgGameplayHandler.c:173
void UpdateLighting()
Definition PlayerBase.c:5579
void SetHitPPEEnabled(bool enabled)
Definition PlayerBase.c:1460

Перекрестные ссылки CfgGameplayHandler::GetDisableRespawnDialog(), GetGame() и CfgGameplayHandler::GetHitIndicationPPEEnabled().

◆ OnHoldBreathEnd()

void OnHoldBreathEnd ( )
inlineprotected
2185 {
2186 //SendSoundEvent(SoundSetMap.GetSoundSetID("releaseBreath_male_Char_SoundSet"));
2187 RequestSoundEventEx(EPlayerSoundEventID.RELEASE_BREATH, true, EPlayerSoundEventParam.SKIP_CONTROLLED_PLAYER);
2188 }
override void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
Definition PlayerBase.c:7190

◆ OnHoldBreathExhausted()

void OnHoldBreathExhausted ( )
inlineprotected
2180 {
2181 RequestSoundEventEx(EPlayerSoundEventID.EXHAUSTED_BREATH, true, EPlayerSoundEventParam.SKIP_CONTROLLED_PLAYER);
2182 }

◆ OnHoldBreathStart()

void OnHoldBreathStart ( )
inlineprotected
2174 {
2175 //SendSoundEvent(SoundSetMap.GetSoundSetID("holdBreath_male_Char_SoundSet"));
2176 RequestSoundEventEx(EPlayerSoundEventID.HOLD_BREATH, true, EPlayerSoundEventParam.SKIP_CONTROLLED_PLAYER);
2177 }

◆ OnInputUserDataProcess()

override bool OnInputUserDataProcess ( int userDataType,
ParamsReadContext ctx )
inlineprotected
6049 {
6050 if (super.OnInputUserDataProcess(userDataType, ctx))
6051 return true;
6052
6053 if (m_QuickBarBase.OnInputUserDataProcess(userDataType, ctx))
6054 return true;
6055
6056 if (m_WeaponManager.OnInputUserDataProcess(userDataType, ctx))
6057 return true;
6058
6060 return true;
6061
6062 if (userDataType == INPUT_UDT_INVENTORY && GetHumanInventory().OnInputUserDataProcess(ctx))
6063 return true;
6064
6066 return true;
6067
6069 return true;
6070
6071 string uid;
6072 bool mute;
6074 {
6075 if (ctx.Read(uid) && ctx.Read(mute))
6076 {
6077 GetGame().MutePlayer(uid, GetIdentity().GetPlainId(), mute);
6078 // commented because plainID should not be present in logs
6079 //Print("Player: " + GetIdentity().GetId() + " set mute for " + uid + " to " + mute);
6080 }
6081 }
6082
6084 return m_EmoteManager.OnInputUserDataProcess(userDataType, ctx);
6085
6088
6089 if (m_ActionManager)
6090 return m_ActionManager.OnInputUserDataProcess(userDataType, ctx);
6091 return false;
6092 }
const int INPUT_UDT_INVENTORY
Definition _constants.c:9
const int INPUT_UDT_WEAPON_LIFT_EVENT
Definition _constants.c:16
const int INPUT_UDT_USER_MUTE_XBOX
Definition _constants.c:13
const int INPUT_UDT_GESTURE
Definition _constants.c:18
bool TogglePlacingServer(int userDataType, ParamsReadContext ctx)
Definition PlayerBase.c:2478
override bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
Definition PlayerBase.c:6048
bool ResetADSPlayerSync(int userDataType, ParamsReadContext ctx)
server only
Definition PlayerBase.c:2507
bool ReadLiftWeaponRequest(int userDataType, ParamsReadContext ctx)
Definition PlayerBase.c:8053
bool HandleRemoteItemManipulation(int userDataType, ParamsReadContext ctx)
Definition PlayerBase.c:6102

Перекрестные ссылки GetGame(), INPUT_UDT_GESTURE, INPUT_UDT_INVENTORY, INPUT_UDT_USER_MUTE_XBOX, INPUT_UDT_WEAPON_LIFT_EVENT и OnInputUserDataProcess().

◆ OnInventoryMenuClose()

void OnInventoryMenuClose ( )
protected

◆ OnInventoryMenuOpen()

void OnInventoryMenuOpen ( )
protected

◆ OnJumpEnd()

override void OnJumpEnd ( int pLandType = 0)
inlineprotected
3959 {
3961 {
3962 switch (pLandType)
3963 {
3964 case HumanCommandFall.LANDTYPE_NONE:
3965 case HumanCommandFall.LANDTYPE_LIGHT:
3966 m_PresenceNotifier.ProcessEvent(EPresenceNotifierNoiseEventType.LAND_LIGHT);
3967 break;
3968 case HumanCommandFall.LANDTYPE_MEDIUM:
3969 case HumanCommandFall.LANDTYPE_HEAVY:
3970 m_PresenceNotifier.ProcessEvent(EPresenceNotifierNoiseEventType.LAND_HEAVY);
3971 break;
3972 }
3973 }
3974
3975 GetWeaponManager().RefreshAnimationState();
3976 }
EPresenceNotifierNoiseEventType
Definition PluginPresenceNotifier.c:2
class HumanCommandMelee2 HumanCommandFall()
Definition human.c:574

Перекрестные ссылки HumanCommandFall().

◆ OnJumpOutVehicleFinish()

void OnJumpOutVehicleFinish ( float carSpeed)
inlineprotected
4075 {
4076 string surfaceType;
4077 int liquidType;
4078 GetGame().SurfaceUnderObject(this, surfaceType, liquidType);
4079 }

Перекрестные ссылки GetGame().

◆ OnJumpStart()

override void OnJumpStart ( )
inlineprotected
3949 {
3950 m_ActionManager.OnJumpStart();
3951
3953 GetWeaponManager().DelayedRefreshAnimationState(10);
3955 CloseMapEx(true);
3956 }

Перекрестные ссылки AbortWeaponEvent().

◆ OnLadder()

override void OnLadder ( float delta_time,
HumanMovementState pState )
inlineprotected

called every command handler tick when player is on ladder

1711 {
1713 }
void ProcessHandDamage(float delta_time, HumanMovementState pState)
Definition PlayerBase.c:1715

◆ OnLand()

override bool OnLand ( int pCurrentCommandID,
FallDamageData fallDamageData )
inlineprotected

Nothing happens for unconscious Nothing happens for being damaged

3332 {
3334 {
3335 return true;
3336 }
3337
3340
3341 return false;
3342 }

◆ OnParticleEvent()

override void OnParticleEvent ( string pEventType,
string pUserString,
int pUserInt )
inlineprotected
6460 {
6461 super.OnParticleEvent(pEventType ,pUserString, pUserInt);
6462
6463 if (!GetGame().IsDedicatedServer())
6464 {
6465 if (pUserInt == 123456) // 123456 is ID for vomiting effect. The current implementation is WIP.
6466 {
6467 PlayerBase player = PlayerBase.Cast(this);
6468 int boneIdx = player.GetBoneIndexByName("Head");
6469
6470 if (boneIdx != -1)
6471 {
6473
6474 if (m_SyncedModifiers & eModifierSyncIDs.MODIFIER_SYNC_CONTAMINATION2)
6475 {
6476 eff = new EffVomitBlood();
6477 }
6478 else
6479 {
6480 eff = new EffVomit();
6481 }
6482
6483 eff.SetDecalOwner(player);
6484 eff.SetAutodestroy(true);
6486 Particle p = eff.GetParticle();
6487 player.AddChild(p, boneIdx);
6488 }
6489 }
6490 }
6491 }
Definition VomitBlood.c:2
Definition Vomit.c:2
Wrapper class for managing particles through SEffectManager.
Definition EffectParticle.c:5
Legacy way of using particles in the game.
Definition Particle.c:7
static int PlayInWorld(notnull Effect eff, vector pos)
Play an Effect.
Definition EffectManager.c:47

Перекрестные ссылки GetGame(), SEffectManager::PlayInWorld() и vector::Zero.

◆ OnPlayerIsNowInsideEffectAreaBeginClient()

void OnPlayerIsNowInsideEffectAreaBeginClient ( )
inlineprotected
795 {
796 //Print("ANY EFFECT AREA ENTERED CLIENT <------------------------------------------------------------- FINAL");
797 }

◆ OnPlayerIsNowInsideEffectAreaBeginServer()

void OnPlayerIsNowInsideEffectAreaBeginServer ( )
inlineprotected
785 {
786 //Print("ANY EFFECT AREA ENTERED <------------------------------------------------------------- FINAL");
787 }

◆ OnPlayerIsNowInsideEffectAreaEndClient()

void OnPlayerIsNowInsideEffectAreaEndClient ( )
inlineprotected
800 {
802 //Print("ANY EFFECT AREA LEFT CLIENT <------------------------------------------------------------- FINAL");
803 }
void RemoveCurrentEffectTrigger()
Definition PlayerBase.c:650

◆ OnPlayerIsNowInsideEffectAreaEndServer()

void OnPlayerIsNowInsideEffectAreaEndServer ( )
inlineprotected
790 {
791 //Print("ANY EFFECT AREA LEFT <------------------------------------------------------------- FINAL");
792 }

◆ OnPlayerLoaded()

void OnPlayerLoaded ( )
inlineprotected

initialize EnvironmentExposure data; waits for PlayerStats load

2260 {
2261 InitEditor();
2262
2264 if (m_Environment)
2265 m_Environment.Init();
2266
2267 if (GetGame().IsMultiplayer() || GetGame().IsServer())
2268 {
2269 if (m_ModuleLifespan)
2270 {
2272 }
2273 }
2274
2275 if (IsControlledPlayer())//true only on client for the controlled character
2276 {
2277 if (!m_VirtualHud)
2278 m_VirtualHud = new VirtualHud(this);
2279 if (m_Hud)
2280 {
2282 PPERequesterBank.GetRequester(PPERequester_DeathDarkening).Stop();
2284 PPERequesterBank.GetRequester(PPERequester_UnconEffects).Stop();
2285 GetGame().GetUIManager().CloseAll();
2286 GetGame().GetMission().SetPlayerRespawning(false);
2287 GetGame().GetMission().OnPlayerRespawned(this);
2288
2289 m_Hud.ShowHudUI(true);
2290 m_Hud.ShowQuickbarUI(true);
2292 m_Hud.InitHeatBufferUI(this);
2293 }
2294 m_EffectWidgets = GetGame().GetMission().GetEffectWidgets();
2295 }
2296 if (!GetGame().IsDedicatedServer())
2297 {
2298 GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(UpdateCorpseStateVisual, 2000, false);//sometimes it takes a while to load in
2299 m_PlayerSoundEventHandler = new PlayerSoundEventHandler(this);
2300 m_ReplaceSoundEventHandler = new ReplaceSoundEventHandler(this);
2301 }
2303 m_CharactersHead = Head_Default.Cast(GetInventory().FindPlaceholderForSlot(slotId));
2307
2309 if (wpn)
2310 {
2311 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
2312 {
2313 wpn.DelayedValidateAndRepair();
2314 }
2315 else
2316 {
2317 wpn.ValidateAndRepair();
2318 }
2319 }
2320
2321 m_PlayerLoaded = true;
2322 }
void PlayerSoundEventHandler(PlayerBase player)
Definition PlayerSoundEventHandler.c:52
void ReplaceSoundEventHandler(PlayerBase player)
Definition ReplaceSoundEventHandler.c:25
void UpdateQuickbarGlobalVisibility()
void InitHeatBufferUI(Man player)
void ShowHudUI(bool show)
void UpdateBloodName()
Definition gameplay.c:653
void ShowQuickbarUI(bool show)
void CheckHairClippingOnCharacterLoad()
helper method for re-checking hairhiding on character load
Definition PlayerBase.c:8711
void PreloadDecayTexture()
Definition PlayerBase.c:8963
void InitEditor()
Definition PlayerBase.c:2246

Перекрестные ссылки CALL_CATEGORY_GUI, GetGame(), GetInstanceType(), InventorySlots::GetSlotIdFromString(), Hud::InitHeatBufferUI(), m_BloodType, m_Hud, m_VirtualHud, PlayerSoundEventHandler(), ReplaceSoundEventHandler(), Hud::ShowHudUI(), Hud::ShowQuickbarUI(), Hud::UpdateBloodName(), Hud::UpdateQuickbarGlobalVisibility() и VirtualHud().

◆ OnPlayerReceiveFlashbangHitEnd()

void OnPlayerReceiveFlashbangHitEnd ( )
inlineprotected
1275{}

◆ OnPlayerReceiveFlashbangHitStart()

void OnPlayerReceiveFlashbangHitStart ( bool visual)
inlineprotected
1271 {
1273 }
void SpawnFlashbangEffect(PlayerBase player, bool visual)
Definition PlayerBase.c:1014

◆ OnPlayerRecievedHit()

override void OnPlayerRecievedHit ( )
inlineprotected
1252 {
1253 #ifndef NO_GUI
1254 if (m_MeleeFightLogic.IsInBlock())
1255 {
1256 EffectSound sound = SEffectManager.PlaySoundOnObject("BlockingAttack_SoundSet", this);
1257 sound.SetAutodestroy(true);
1258 return;
1259 }
1260
1265
1266 CloseMapEx(true);
1267 #endif
1268 }
Definition UtilityClasses.c:10
static ref Param2< float, float > PARAM2_FLOAT_FLOAT
Definition UtilityClasses.c:21
override void SpawnDamageDealtEffect()
Definition PlayerBase.c:986
void SpawnDamageDealtEffect2(Param param1=null, Param param2=null)
Definition PlayerBase.c:999

Перекрестные ссылки CachedObjectsParams::PARAM2_FLOAT_FLOAT и SEffectManager::PlaySoundOnObject().

◆ OnQuickBarContinuousUseEnd()

void OnQuickBarContinuousUseEnd ( int slotClicked)
inlineprotected
4606 {
4607 if (m_QuickBarHold)
4608 {
4609 if ( GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
4610 {
4612
4614 {
4615 ActionBase action = am.GetRunningAction();
4616 if (action)
4617 {
4618 if (!action.GetInput().IsActive())
4619 {
4620 am.EndActionInput();
4621 }
4622
4623 }
4624 }
4625
4626 if (m_QuickBarFT)
4627 {
4628 am.ClearForceTarget();
4629 m_QuickBarFT = false;
4630 }
4631 }
4632 }
4633 m_QuickBarHold = false;
4634 }
bool m_QuickBarFT
Definition PlayerBase.c:92

Перекрестные ссылки GetActionManager() и GetInstanceType().

◆ OnQuickBarContinuousUseStart()

void OnQuickBarContinuousUseStart ( int slotClicked)
inlineprotected
4571 {
4572 if (GetInventory().IsInventoryLocked())
4573 return;
4574
4575 if (IsSwimming() || IsClimbingLadder() || GetCommand_Melee() || IsClimbing() || IsRestrained() || IsRestrainPrelocked())
4576 return;
4577
4579
4580 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
4581 {
4582 ItemBase itemInHands = ItemBase.Cast(GetHumanInventory().GetEntityInHands());
4583
4585 {
4587
4588 if (amc.CanPerformActionFromQuickbar(itemInHands, quickBarItem))
4589 {
4590 amc.PerformActionFromQuickbar(itemInHands, quickBarItem);
4591 }
4592 else
4593 {
4594 if (IsRaised() || GetCommand_Melee())
4595 return;
4596
4597 amc.ForceTarget(quickBarItem);
4598 m_QuickBarFT = true;
4599 }
4600 }
4601 }
4602 m_QuickBarHold = true;
4603 }
EntityAI GetQuickBarEntity(int index)
Definition PlayerBase.c:2092

Перекрестные ссылки GetActionManager() и GetInstanceType().

◆ OnQuickbarSetEntityRequest()

void OnQuickbarSetEntityRequest ( ParamsReadContext ctx)
inlineprotected
2110 {
2111 m_QuickBarBase.OnSetEntityRequest(ctx);
2112 }

◆ OnQuickBarSingleUse()

void OnQuickBarSingleUse ( int slotClicked)
inlineprotected
4463 {
4464 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
4465 return;
4466
4467 if (m_AreHandsLocked)
4468 return; //Player is in the short window of time after interrupting placement of an item and before getting it back in hands
4469
4470 if (GetInventory().IsInventoryLocked() || IsEmotePlaying())
4471 return;
4472
4473 if (GetThrowing().IsThrowingModeEnabled() || GetThrowing().IsThrowingAnimationPlaying())
4474 return;
4475
4476 if (IsRaised() || GetCommand_Melee() || IsSwimming() || IsClimbingLadder() || IsClimbing() || IsRestrained() || IsRestrainPrelocked())
4477 return;
4478
4479 if (GetDayZPlayerInventory().IsProcessing() || IsItemsToDelete())
4480 return;
4481
4483 return;
4484
4486 return;
4487
4489 return;
4490
4491 //TODO MW change locking method
4492 //if (GetDayZPlayerInventory().HasLockedHands())
4493 // return;
4494
4495 EntityAI quickBarEntity = GetQuickBarEntity(slotClicked - 1);//GetEntityInQuickBar(slotClicked - 1);
4496
4497 if (!quickBarEntity)
4498 return;
4499
4500 Magazine mag;
4502
4503 if (Class.CastTo(mag, quickBarEntity) && Class.CastTo(wpn, mag.GetHierarchyParent()))
4504 return;
4505
4506 EntityAI inHandEntity = GetHumanInventory().GetEntityInHands();
4507
4508 if (!GetDayZPlayerInventory().IsIdle())
4509 return; // player is already performing some animation
4510
4513 if (this.GetInventory().HasInventoryReservation(quickBarEntity, handInventoryLocation))
4514 return;
4515
4517 {
4518 if (GetHumanInventory().CanRemoveEntityInHands())
4519 {
4520 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[QB] Stash - PredictiveMoveItemFromHandsToInventory HND=" + Object.GetDebugName(inHandEntity));
4521 PredictiveMoveItemFromHandsToInventory();
4522 }
4523 }
4524 else
4525 {
4527 quickBarEntity.GetInventory().GetCurrentInventoryLocation(invLocQBItem);
4528 if (GetInventory().HasInventoryReservation(quickBarEntity,invLocQBItem))
4529 return;
4530
4531 if (inHandEntity)
4532 {
4534
4536 inHandEntity.GetInventory().GetCurrentInventoryLocation(inHandEntityFSwapDst);
4537
4538 int index = GetHumanInventory().FindUserReservedLocationIndex(inHandEntity);
4539 if (index >= 0)
4540 GetHumanInventory().GetUserReservedLocation(index, Reserved_Item_il);
4541
4542 if (Reserved_Item_il)
4543 inHandEntityFSwapDst.CopyLocationFrom(Reserved_Item_il, true);
4544
4546 {
4547 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[QB] PredictiveSwapEntities QB=" + Object.GetDebugName(quickBarEntity) + " HND=" + Object.GetDebugName(inHandEntity));
4549 }
4551 {
4552 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[QB] Swap - PredictiveForceSwapEntities HND=" + Object.GetDebugName(inHandEntity) + " QB=" + Object.GetDebugName(quickBarEntity) + " fswap_dst=" + InventoryLocation.DumpToStringNullSafe(inHandEntityFSwapDst));
4554 }
4555 }
4556 else
4557 {
4558 if (GetInventory().HasInventoryReservation(quickBarEntity,handInventoryLocation))
4559 return;
4560
4561 if (GetInventory().CanAddEntityIntoHands(quickBarEntity))
4562 {
4563 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[QB] Stash - PredictiveTakeEntityToHands QB=" + Object.GetDebugName(quickBarEntity));
4565 }
4566 }
4567 }
4568 }
bool IsProcessing()
Definition DayZPlayerInventory.c:2501
override bool IsIdle()
Definition WeaponStableState.c:91
static bool CanForceSwapEntitiesEx(notnull EntityAI item1, InventoryLocation item1_dst, notnull EntityAI item2, out InventoryLocation item2_dst)
Definition Inventory.c:664
static bool CanSwapEntitiesEx(notnull EntityAI item1, notnull EntityAI item2)
Definition Inventory.c:628
override bool PredictiveForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
Definition PlayerBase.c:8467
bool IsItemsToDelete()
Definition PlayerBase.c:7907
override bool PredictiveSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
Definition PlayerBase.c:8408
override void PredictiveTakeEntityToHands(EntityAI item)
Definition PlayerBase.c:8489

Перекрестные ссылки GameInventory::CanForceSwapEntitiesEx(), ScriptInputUserData::CanStoreInputUserData(), GameInventory::CanSwapEntitiesEx(), Class::CastTo(), InventoryLocation::DumpToStringNullSafe(), GetActionManager(), GetInstanceType(), GetRunningAction(), IsEmotePlaying(), IsIdle(), IsProcessing(), IsRunning(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ OnReceivedHit()

override void OnReceivedHit ( ImpactEffectsData hitData)
inlineprotected

Call only on client or single player PlayerBase (as GetGame().GetPlayer())

1238 {
1239 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
1240 {
1241 float shakeStrength = Math.InverseLerp(0, 500, hitData.m_InSpeed.Length());
1242 GetCurrentCamera().SpawnCameraShake(shakeStrength);
1244 }
1245
1246 if (hitData.m_AmmoType == "Bullet_CupidsBolt")
1247 Ammo_CupidsBolt.PlayOnHitParticle(hitData.m_Position);
1248 }
override void OnPlayerRecievedHit()
Definition PlayerBase.c:1251
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—

Перекрестные ссылки GetCurrentCamera(), GetInstanceType() и Math::InverseLerp().

◆ OnReconnect()

void OnReconnect ( )
inlineprivate
7048 {
7049 Debug.Log("Player reconnected:"+this.ToString(),"Reconnect");
7050
7051 //construction action data
7052
7054 }

Перекрестные ссылки Debug::Log() и ToString().

◆ OnRestrainChangeClient()

void OnRestrainChangeClient ( )
inlineprotected
1922 {
1923 if (m_IsRestrained && IsControlledPlayer())
1924 {
1925 if (GetGame().GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR))
1926 GetGame().GetUIManager().FindMenu(MENU_RADIAL_QUICKBAR).Close();
1927 if (GetGame().GetUIManager().IsMenuOpen(MENU_INVENTORY))
1928 GetGame().GetMission().HideInventory();
1929 }
1930 }
const int MENU_RADIAL_QUICKBAR
Definition constants.c:196

Перекрестные ссылки GetGame(), MENU_INVENTORY и MENU_RADIAL_QUICKBAR.

◆ OnRestrainStart()

void OnRestrainStart ( )
inlineprotected
3530 {
3532 GetGame().GetMission().RemoveActiveInputExcludes({"inventory"},true);
3533 GetGame().GetMission().RemoveActiveInputRestriction(EInputRestrictors.INVENTORY);
3534 }

Перекрестные ссылки GetGame().

◆ OnRestrainStartedChangeClient()

void OnRestrainStartedChangeClient ( )
inlineprotected
1911 {
1912 if (m_IsRestrainStarted && IsControlledPlayer())
1913 {
1914 if (GetGame().GetUIManager().IsMenuOpen(MENU_RADIAL_QUICKBAR))
1915 GetGame().GetUIManager().FindMenu(MENU_RADIAL_QUICKBAR).Close();
1916 if (GetGame().GetUIManager().IsMenuOpen(MENU_INVENTORY))
1917 GetGame().GetMission().HideInventory();
1918 }
1919 }

Перекрестные ссылки GetGame(), MENU_INVENTORY и MENU_RADIAL_QUICKBAR.

◆ OnRollFinish()

override void OnRollFinish ( )
inlineprotected
4071 {
4072 }

◆ OnRollStart()

override void OnRollStart ( bool isToTheRight)
inlineprotected
4063 {
4065
4066 if (GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
4068 }
override void DepleteStamina(EStaminaModifiers modifier, float dT=-1)
Definition PlayerBase.c:4319
static const float BROKEN_LEGS_ROLL_SHOCK
Definition PlayerConstants.c:222

Перекрестные ссылки PlayerConstants::BROKEN_LEGS_ROLL_SHOCK.

◆ OnRPC()

override void OnRPC ( PlayerIdentity sender,
int rpc_type,
ParamsReadContext ctx )
inlineprotected

uses contants outside of ERPCs !!!!

5267 {
5268 super.OnRPC(sender, rpc_type, ctx);
5269
5270 switch (rpc_type)
5271 {
5272 #ifndef SERVER
5273
5274 case ERPCs.RPC_PLAYER_STAT:
5275 if (GetPlayerStats())
5276 GetPlayerStats().OnRPC(ctx);
5277 break;
5278
5279 case ERPCs.RPC_SYNC_DISPLAY_STATUS:
5280 if (GetVirtualHud())
5281 {
5282 GetVirtualHud().OnRPC(ctx);
5283 }
5284 break;
5285
5286 case ERPCs.RPC_PLAYER_SYMPTOM_ON:
5287 if (GetSymptomManager())
5288 {
5289 GetSymptomManager().OnRPC(ERPCs.RPC_PLAYER_SYMPTOM_ON, ctx);
5290 }
5291 break;
5292
5293 case ERPCs.RPC_PLAYER_SYMPTOM_OFF:
5294 if (GetSymptomManager())
5295 {
5296 GetSymptomManager().OnRPC(ERPCs.RPC_PLAYER_SYMPTOM_OFF, ctx);
5297 }
5298 break;
5299
5300 case ERPCs.RPC_DAMAGE_VALUE_SYNC:
5301 if (m_TrasferValues)
5302 m_TrasferValues.OnRPC(ctx);
5303 break;
5304
5305 case ERPCs.RPC_USER_ACTION_MESSAGE:
5306 if (!GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
5307 {
5308 break;
5309 }
5310 if (ctx.Read(m_UAParamMessage))
5311 {
5312 string actiontext = m_UAParamMessage.param1;
5314 }
5315 break;
5316
5317 case ERPCs.RPC_SOFT_SKILLS_SPECIALTY_SYNC:
5319 ctx.Read(p_synch);
5320 float specialty_level = p_synch.param1;
5322 break;
5323
5324 case ERPCs.RPC_SOFT_SKILLS_STATS_SYNC:
5326 ctx.Read(p_debug_synch);
5327 float general_bonus_before = p_debug_synch.param1;
5328 float general_bonus_after = p_debug_synch.param2;
5329 float last_UA_value = p_debug_synch.param3;
5330 float cooldown_value = p_debug_synch.param4;
5331 float cooldown_active = p_debug_synch.param5;
5337 break;
5338
5339 case ERPCs.RPC_WARNING_ITEMDROP:
5340 {
5341 if (GetGame().IsClient() && GetGame().GetUIManager() && !GetGame().GetUIManager().FindMenu(MENU_WARNING_ITEMDROP))
5342 {
5343 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Call(GetGame().GetUIManager().EnterScriptedMenu,MENU_WARNING_ITEMDROP,null);
5344 GetGame().GetMission().AddActiveInputExcludes({"menu"});
5345 }
5346 break;
5347 }
5348
5349 case ERPCs.RPC_WARNING_TELEPORT:
5350 {
5351 if (GetGame().IsClient() && GetGame().GetUIManager() && !GetGame().GetUIManager().FindMenu(MENU_WARNING_TELEPORT))
5352 {
5353 GetGame().GetCallQueue(CALL_CATEGORY_GAMEPLAY).Call(GetGame().GetUIManager().EnterScriptedMenu,MENU_WARNING_TELEPORT,null);
5354 GetGame().GetMission().AddActiveInputExcludes({"menu"});
5355 }
5356 break;
5357 }
5358 case ERPCs.RPC_INIT_SET_QUICKBAR:
5359 ref Param1<int> count = new Param1<int>(0);
5360 if (ctx.Read(count));
5361 {
5362 for (int i = 0; i < count.param1 ; i++)
5363 {
5364 m_QuickBarBase.OnSetEntityRPC(ctx);
5365 }
5366 }
5367 break;
5368
5369 case ERPCs.RPC_SYNC_THERMOMETER:
5370 {
5371 float value;
5372 if (ctx.Read(value))
5373 m_Hud.SetTemperature(value.ToString() + "#degrees_celsius");
5374 break;
5375 }
5376
5377
5378 case ERPCs.RPC_CHECK_PULSE:
5382 {
5383 pulse = EPulseType.REGULAR;
5384 }
5385 else
5386 {
5387 pulse = EPulseType.IRREGULAR;
5388 }
5389
5392 {
5394 }
5395 break;
5396
5398 //woodcutting
5399 case PlantType.TREE_HARD:
5400 SoundHardTreeFallingPlay();
5401 break;
5402
5403 case PlantType.TREE_SOFT:
5404 SoundSoftTreeFallingPlay();
5405 break;
5406
5407 case PlantType.BUSH_HARD:
5408 SoundHardBushFallingPlay();
5409 break;
5410
5411 case PlantType.BUSH_SOFT:
5412 SoundSoftBushFallingPlay();
5413 break;
5414
5415 case ERPCs.RPC_DEBUG_MONITOR_FLT:
5417 {
5418 m_DebugMonitorValues.OnRPCFloat(ctx);
5419 }
5420 break;
5421
5422 case ERPCs.RPC_DEBUG_MONITOR_STR:
5424 {
5425 m_DebugMonitorValues.OnRPCString(ctx);
5426 }
5427 break;
5428 #endif
5429
5430
5431 /*
5432 case ERPCs.RPC_CRAFTING_INVENTORY_INSTANT:
5433 ref Param3<int, ItemBase, ItemBase> craftParam = new Param3<int, ItemBase, ItemBase>(-1, NULL, NULL);
5434 if (ctx.Read(craftParam))
5435 {
5436 m_ModuleRecipesManager.PerformRecipeServer(craftParam.param1, craftParam.param2, craftParam.param3, this);
5437 }
5438 break;
5439 */
5440
5441
5442
5443 #ifdef DIAG_DEVELOPER
5444 case ERPCs.DEV_RPC_AGENT_RESET:
5445 {
5446 bool val;
5447 if (ctx.Read(val))
5448 m_AgentPool.RemoveAllAgents();
5449 break;
5450 }
5451
5452 case ERPCs.DEV_PLAYER_DEBUG_REQUEST:
5453 {
5455 plugin_remote_server.OnRPC(ctx, this);
5456 break;
5457 }
5458
5459 case ERPCs.DEV_PLAYER_DEBUG_DATA:
5460 {
5462 PluginDeveloper plugin_dev = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
5463 if (plugin_dev.m_ScriptConsole)
5464 plugin_dev.m_ScriptConsole.OnRPCEx(rpc_type, ctx);
5465 else
5466 plugin_remote_client.OnRPC(ctx);
5467 break;
5468 }
5469
5470 case ERPCs.DEV_AGENT_GROW:
5471 {
5472 m_AgentPool.RemoteGrowRequestDebug(ctx);
5473 break;
5474 }
5475
5476 case ERPCs.RPC_ITEM_DIAG_CLOSE:
5477 {
5479 mid.StopWatchRequest(this);
5480 break;
5481 }
5482
5484 case ERPCs.DEV_REQUEST_UTS_DEBUG:
5485 {
5486 PluginUniversalTemperatureSourceServer plugin_uts_server = PluginUniversalTemperatureSourceServer.Cast(GetPlugin(PluginUniversalTemperatureSourceServer));
5487 plugin_uts_server.OnRPC(ctx, this);
5488 break;
5489 }
5490
5491 case ERPCs.DEV_UTS_DEBUG_DATA:
5492 {
5493 PluginUniversalTemperatureSourceClient plugin_uts_client = PluginUniversalTemperatureSourceClient.Cast(GetPlugin(PluginUniversalTemperatureSourceClient));
5494 plugin_uts_client.OnRPC(ctx);
5495 break;
5496 }
5498 #endif
5499
5500 #ifdef DEVELOPER
5501 case ERPCs.DEV_RPC_SERVER_SCRIPT:
5502 {
5503 //PluginItemDiagnostic plugin = PluginItemDiagnostic.Cast(GetPlugin(PluginItemDiagnostic));
5504 //SetDebugDeveloper_item(plugin.GetWatchedItem(this));//!! needs to be inside DEVELOPER ifdef
5505
5507 {
5508 _player = this;
5509 string code = CachedObjectsParams.PARAM1_STRING.param1;
5510 bool success = GetGame().ExecuteEnforceScript("void scConsMain() \n{\n" + code + "\n}\n", "scConsMain");
5512 RPCSingleParam(ERPCs.DEV_RPC_SERVER_SCRIPT_RESULT, CachedObjectsParams.PARAM1_BOOL,true, GetIdentity());
5513 }
5514 break;
5515 }
5516
5517 case ERPCs.DEV_RPC_SERVER_SCRIPT_RESULT:
5518 {
5519 PluginDeveloper dev = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
5520 if (dev.m_ScriptConsole)
5521 dev.m_ScriptConsole.OnRPCEx(rpc_type, ctx);
5522 break;
5523 }
5524
5525 case ERPCs.DEV_SET_DEV_ITEM:
5526 {
5528 if (ctx.Read(ent) && ent.param1)
5529 {
5531 mid2.RegisterDebugItem(ent.param1, this);
5532 }
5533 //SetDebugDeveloper_item(this);
5534 break;
5535 }
5536
5537 case ERPCs.RPC_ITEM_DIAG:
5538 {
5540 if (ctx.Read(p1))
5541 {
5543 plgn.OnRPC(p1.param1, ctx);
5544 }
5545 break;
5546 }
5547 #endif
5548 }
5549
5550 #ifdef DIAG_DEVELOPER
5551 PluginDeveloper module_rc = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
5552 if (module_rc)
5553 module_rc.OnRPC(this, rpc_type, ctx);
5554
5555 PluginDeveloperSync module_rcs = PluginDeveloperSync.Cast(GetPlugin(PluginDeveloperSync));
5556 if (module_rcs)
5557 module_rcs.OnRPC(this, rpc_type, ctx);
5558
5559 #ifdef SERVER
5561 #else
5563 #endif
5564
5565 if (plugin_diag_menu)
5566 plugin_diag_menu.OnRPC(this, rpc_type, ctx);
5567 #endif
5568 }
EPulseType
Definition EPulseType.c:2
void PluginItemDiagnostic()
Definition PluginItemDiagnostic.c:83
PlayerBase _player
Definition QuickBarBase.c:18
DEPRECATED.
Definition ActionCheckPulse.c:3
static string GetPulseMessage(EPulseType pulse_type, int blood_level)
Definition ActionCheckPulse.c:18
const int TARGET_IRREGULAR_PULSE_BIT
Definition ActionCheckPulse.c:4
static ref Param1< bool > PARAM1_BOOL
Definition UtilityClasses.c:12
static ref Param1< string > PARAM1_STRING
Definition UtilityClasses.c:14
static ref Param1< int > PARAM1_INT
Definition UtilityClasses.c:11
void SetTemperature(string temp)
PlayerBase m_CheckPulseLastTarget
Definition PlayerBase.c:140
SoftSkillsManager GetSoftSkillsManager()
Definition PlayerBase.c:6675
void MessageAction(string text)
Definition PlayerBase.c:6342
Definition PluginDiagMenuClient.c:7
Definition PluginDiagMenu.c:30
Definition PluginDiagMenuServer.c:7
void SetCoolDown(bool cool_down)
Definition SoftSkillsManager.c:369
void SetGeneralBonusBefore(float general_bonus_before)
Definition SoftSkillsManager.c:501
void SetGeneralBonusAfter(float general_bonus_after)
Definition SoftSkillsManager.c:513
void SetCoolDownValue(float cooldown_value)
Definition SoftSkillsManager.c:415
void SetLastUAValue(float last_ua_value)
Definition SoftSkillsManager.c:433
void SetSpecialtyLevel(float specialty_level)
Definition SoftSkillsManager.c:290
void OnRPC(int rpc_type, ParamsReadContext ctx)
Definition StateManager.c:580
const int MENU_WARNING_TELEPORT
Definition constants.c:208
const int MENU_WARNING_ITEMDROP
Definition constants.c:206
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

Перекрестные ссылки _player, CALL_CATEGORY_GAMEPLAY, GetGame(), GetInstanceType(), GetPlugin(), ActionCheckPulse::GetPulseMessage(), GetVirtualHud(), m_Hud, MENU_WARNING_ITEMDROP, MENU_WARNING_TELEPORT, CachedObjectsParams::PARAM1_BOOL, CachedObjectsParams::PARAM1_INT, CachedObjectsParams::PARAM1_STRING, PluginItemDiagnostic(), Hud::SetTemperature() и ActionCheckPulse::TARGET_IRREGULAR_PULSE_BIT.

◆ OnScheduledTick()

void OnScheduledTick ( float deltaTime)
inlineprotected
2678 {
2679 if (!IsPlayerSelected() || !IsAlive())
2680 return;
2682 m_ModifiersManager.OnScheduledTick(deltaTime);
2683 if (m_NotifiersManager)
2684 m_NotifiersManager.OnScheduledTick();
2685 if (m_TrasferValues)
2686 m_TrasferValues.OnScheduledTick(deltaTime);
2687 if (m_VirtualHud)
2688 m_VirtualHud.OnScheduledTick();
2691 if (m_Environment)
2692 m_Environment.Update(deltaTime);
2693
2694 // Check if electric device needs to be unplugged
2696 if (heldItem && heldItem.HasEnergyManager() && heldItem.GetCompEM().IsPlugged())
2697 {
2698 // Now we know we are working with an electric device which is plugged into a power source.
2700
2701 // Unplug the device when the player is too far from the power source.
2702 placed_entity.GetCompEM().UpdatePlugState();
2703 }
2704 }

Перекрестные ссылки m_VirtualHud.

◆ OnSelectPlayer()

void OnSelectPlayer ( )
inlineprotected

add callbacks for ai target system

5815 {
5816 //Print("PlayerBase | OnSelectPlayer()");
5817 m_PlayerSelected = true;
5818
5819 m_QuickBarBase.updateSlotsCount();
5820
5821 m_WeaponManager.SortMagazineAfterLoad();
5822
5823 PlayerIdentity identity = GetIdentity();
5824
5825#ifdef FEATURE_NETWORK_RECONCILIATION
5826 if (identity)
5827 {
5829 identity.Possess(this);
5830 }
5831#endif
5832
5833 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
5834 {
5835 if (identity)
5836 {
5837 m_CachedPlayerID = identity.GetId();
5838 m_CachedPlayerName = identity.GetName();
5839 }
5840
5842 SetAITargetCallbacks(new AITargetCallbacksPlayer(this));
5843
5845 if (m_aQuickBarLoad)
5846 {
5847 int count = m_aQuickBarLoad.Count();
5849 params.Insert(paramCount);
5850 for (int i = 0; i < count; i++)
5851 {
5852 m_QuickBarBase.OnSetEntityNoSync(m_aQuickBarLoad.Get(i).param1,m_aQuickBarLoad.Get(i).param2);
5853 params.Insert(m_aQuickBarLoad.Get(i));
5854 }
5855
5856 if (count > 0 && GetGame().IsMultiplayer())
5857 {
5858 GetGame().RPC(this, ERPCs.RPC_INIT_SET_QUICKBAR, params, true, identity);
5859 }
5861 }
5862
5864 GetModifiersManager().SetModifiers(true);
5865
5866 SetSynchDirty();
5867
5868 if (GetGame().IsMultiplayer())
5869 {
5870 //Drop item warning
5872 {
5873 GetGame().RPCSingleParam(this, ERPCs.RPC_WARNING_ITEMDROP, null, true, identity);
5874 m_ProcessUIWarning = false;
5875 }
5876
5877 GetGame().GetMission().SyncRespawnModeInfo(identity);
5878 }
5879 }
5880
5881 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
5882 {
5885
5886 CheckForGag();
5887 }
5888 else if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
5889 {
5893
5894 }
5895 else if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_AI_SINGLEPLAYER)
5896 {
5898 }
5899
5900 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
5901 {
5902 if (GetGame().GetMission())
5903 {
5904 GetGame().GetMission().ResetGUI();
5905 // force update player
5906 GetDayZGame().GetBacklit().UpdatePlayer(true);
5907 }
5908
5909 m_DeathCheckTimer = new Timer();
5910 m_DeathCheckTimer.Run(0.1, this, "CheckDeath", null, true);
5913
5914 int characterCount = GetGame().GetMenuData().GetCharactersCount() - 1;
5915 int idx = GetGame().GetMenuData().GetLastPlayedCharacter();
5917 {
5918 GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(SetNewCharName);
5919 }
5920
5921 GetGame().GetMission().EnableAllInputs(true);
5922
5924 m_PresenceNotifier.Init(this);
5925 #ifdef DIAG_DEVELOPER
5927 m_TargetTemperatureDiag.Init(this);
5928 #endif
5929 OnGameplayDataHandlerSync();//only here for legacy reasons
5930 }
5931
5932#ifdef BOT
5933 m_Bot = new Bot(this);
5934 m_Bot.Start(true, new MyBotTrigger(this));
5935#endif
5936 }
PPERequesterCategory
Definition PPEConstants.c:29
override float Get()
Definition PlayerStatBase.c:137
void PluginPresenceNotifier()
Definition PluginPresenceNotifier.c:107
Definition AITargetCallbacksPlayer.c:2
Definition ActionManagerServer.c:2
Definition Bot.c:19
Definition ConstructionActionData.c:2
Client only - manage set up crafting on client.
Definition CraftingManager.c:3
void CheckForBurlap()
Definition PlayerBase.c:5958
void CheckForGag()
Definition PlayerBase.c:5980
PlayerStat< float > GetStatSpecialty()
Definition PlayerBase.c:7655
void SetNewCharName()
Definition PlayerBase.c:5951
ref array< ref Param2< EntityAI, int > > m_aQuickBarLoad
Definition PlayerBase.c:196
override void OnGameplayDataHandlerSync()
Definition PlayerBase.c:5570
Definition Bot.c:9
Static component of PPE manager, used to hold the instance.
Definition PPEManager.c:3
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Definition PPEManager.c:27
The class that will be instanced (moddable)
Definition gameplay.c:388
void InitSpecialty(float specialty_level)
Definition SoftSkillsManager.c:42
const int DEFAULT_CHARACTER_MENU_ID
Definition constants.c:938

Перекрестные ссылки CALL_CATEGORY_GUI, GameConstants::DEFAULT_CHARACTER_MENU_ID, Get(), GetDayZGame(), GetGame(), GetInstanceType(), GetPlugin(), PPEManagerStatic::GetPPEManager(), PlayerBase::OnGameplayDataHandlerSync() и PluginPresenceNotifier().

◆ OnSpawnedFromConsole()

void OnSpawnedFromConsole ( )
inlineprotected
4807 {
4808 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
4809 {
4810 GetGame().GetMission().AddDummyPlayerToScheduler(this);
4812 }
4813
4814#ifdef DIAG_DEVELOPER
4815 if (!m_Bot)
4816 {
4817 m_Bot = new Bot(this);
4818 m_Bot.Start();
4819 }
4820#endif
4821 }
void OnSelectPlayer()
Definition PlayerBase.c:5814

Перекрестные ссылки GetGame() и GetInstanceType().

◆ OnStanceChange()

override void OnStanceChange ( int previousStance,
int newStance )
inlineprotected
3984 {
3985 int prone = DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
3986 int notProne = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDCROUCH;
3987
3988 if (IsStance(previousStance, DayZPlayerConstants.STANCEMASK_PRONE) && IsStance(newStance, DayZPlayerConstants.STANCEMASK_ERECT))
3989 m_SprintedTimePerStanceMin = PlayerConstants.FULL_SPRINT_DELAY_FROM_PRONE;
3990
3991 if (IsStance(previousStance, DayZPlayerConstants.STANCEMASK_PRONE) && IsStance(previousStance, DayZPlayerConstants.STANCEMASK_CROUCH) || (IsStance(previousStance, DayZPlayerConstants.STANCEMASK_CROUCH) && IsStance(newStance, DayZPlayerConstants.STANCEMASK_ERECT)))
3992 m_SprintedTimePerStanceMin = PlayerConstants.FULL_SPRINT_DELAY_FROM_CROUCH;
3993
3995 {
3997 GetWeaponManager().RefreshAnimationState();
3998 }
3999 }
bool IsStance(int stance, int stanceMask)
Definition PlayerBase.c:3978
static const float FULL_SPRINT_DELAY_FROM_PRONE
[seconds]
Definition PlayerConstants.c:9
static const float FULL_SPRINT_DELAY_FROM_CROUCH
[seconds]
Definition PlayerConstants.c:8

Перекрестные ссылки AbortWeaponEvent(), PlayerConstants::FULL_SPRINT_DELAY_FROM_CROUCH и PlayerConstants::FULL_SPRINT_DELAY_FROM_PRONE.

◆ OnStoreLoad()

override bool OnStoreLoad ( ParamsReadContext ctx,
int version )
inlineprivate
6783 {
6784 //Print("---- PlayerBase OnStoreLoad START ----, version: "+version);
6786
6787 // todo :: this should be after base call !!!!
6788 if (version < 102)//write removed in v. 102
6789 {
6790 if (!ctx.Read(m_StoreLoadVersion))
6791 return false;
6792 }
6793
6794 if (!super.OnStoreLoad(ctx, version))
6795 return false;
6796
6797 // FSM of hands
6798 if (!GetHumanInventory().OnStoreLoad(ctx, version))
6799 return false;
6800
6801 if (!OnStoreLoadLifespan(ctx, version))
6802 return false;
6803
6804 if (GetDayZGame().IsServer() && GetDayZGame().IsMultiplayer())
6805 {
6806 if (!GetPlayerStats().LoadStats(ctx, version)) // load stats
6807 {
6808 Print("---- failed to load PlayerStats ----");
6809 return false;
6810 }
6811
6812 if (version < m_ModifiersManager.GetStorageVersion())//load modifiers !! WILL CANCEL REST OF STREAM IF UNSUPPORTED VERSION !!
6813 {
6814 Print("---- failed to load ModifiersManager, unsupported version ----");
6815 return false;
6816 }
6817 else
6818 {
6819 if (!m_ModifiersManager.OnStoreLoad(ctx, version))
6820 {
6821 Print("---- failed to load ModifiersManager, read fail ----");
6822 return false;
6823 }
6824 }
6825
6826 if (version < m_AgentPool.GetStorageVersion())//load agents !! WILL CANCEL REST OF STREAM IF UNSUPPORTED VERSION !!
6827 {
6828 Print("---- failed to load AgentPool, unsupported version ----");
6829 return false;
6830 }
6831 else
6832 {
6833 if (!m_AgentPool.OnStoreLoad(ctx, version))
6834 {
6835 Print("---- failed to load AgentPool, read fail ----");
6836 return false;
6837 }
6838 }
6839
6840
6841 if (version < GetSymptomManager().GetStorageVersion())//load symptoms !! WILL CANCEL REST OF STREAM IF UNSUPPORTED VERSION !!
6842 {
6843 Print("---- failed to load SymptomManager, unsupported version ----");
6844 return false;
6845 }
6846 else
6847 {
6848 if (!GetSymptomManager().OnStoreLoad(ctx, version))
6849 {
6850 Print("---- failed to load SymptomManager, read fail ----");
6851 return false;
6852 }
6853 }
6854
6855 if (version < GetBleedingManagerServer().GetStorageVersion())//load bleeding manager !! WILL CANCEL REST OF STREAM IF UNSUPPORTED VERSION !!
6856 {
6857 Print("---- failed to load BleedingManagerServer, unsupported version ----");
6858 return false;
6859 }
6860 else
6861 {
6862 if (!GetBleedingManagerServer().OnStoreLoad(ctx, version))
6863 {
6864 Print("---- failed to load BleedingManagerServer, read fail ----");
6865 return false;
6866 }
6867 }
6868
6869 if (version < m_PlayerStomach.GetStorageVersion())//load PlayerStomach !! WILL CANCEL REST OF STREAM IF UNSUPPORTED VERSION !!
6870 {
6871 Print("---- failed to load PlayerStomach, unsupported version ----");
6872 return false;
6873 }
6874 else
6875 {
6876 if (!m_PlayerStomach.OnStoreLoad(ctx, version))
6877 {
6878 Print("---- failed to load PlayerStomach, read fail ----");
6879 return false;
6880 }
6881 }
6882
6883 //Check for broken leg value
6884 if (version >= 116)
6885 {
6886 if (!ctx.Read(m_BrokenLegState))
6887 {
6888 return false;
6889 }
6890 if (version <= 126)// WHILE >= 116
6891 {
6892 if (!ctx.Read(m_LocalBrokenState))
6893 {
6894 return false;
6895 }
6896 }
6897 }
6898 //Load persistent flags value
6899 if (version >= 125 && (!ctx.Read(m_PersistentFlags)))
6900 {
6901 Print("---- failed to load Persistent Flags, read fail ----");
6902 return false;
6903 }
6904
6905 if (version >= 131)
6906 {
6907 bool onLadder;
6908 if (!ctx.Read(onLadder))
6909 {
6910 return false;
6911 }
6912
6913 if (onLadder)
6914 {
6916 if (!ctx.Read(position))
6917 {
6918 return false;
6919 }
6920
6921 Hive hive = GetHive();
6922 if (!hive || !hive.CharacterIsLoginPositionChanged(this))
6923 {
6925 }
6926 }
6927 }
6928
6929 if (version >= 134)
6930 {
6932 arrowManager.Load(ctx);
6933 }
6934 }
6935
6936 Print("---- PlayerBase OnStoreLoad SUCCESS ----");
6937 return true;
6938 }
int GetStorageVersion()
Definition ModifiersManager.c:170
bool LoadStats(ParamsReadContext ctx, int version)
Definition PlayerStats.c:115
Definition Hive.c:6
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Definition PlayerBase.c:6782
bool OnStoreLoadLifespan(ParamsReadContext ctx, int version)
Definition PlayerBase.c:6969
proto native void SetPosition(vector position)
Set the world position of the Effect.
Definition Effect.c:438

Перекрестные ссылки GetArrowManager(), GetDayZGame(), GetHive(), GetStorageVersion(), LoadStats(), OnStoreLoad(), Print() и SetPosition().

◆ OnStoreLoadLifespan()

bool OnStoreLoadLifespan ( ParamsReadContext ctx,
int version )
inlineprivate
6970 {
6971 int lifespan_state = 0;
6972 if (!ctx.Read(lifespan_state))
6973 return false;
6975
6976 int last_shaved = 0;
6977 if (!ctx.Read(last_shaved))
6978 return false;
6980
6981 if (version < 122)
6982 {
6983 bool bloody_hands_old;
6984 if (!ctx.Read(bloody_hands_old))
6985 return false;
6987 }
6988 else
6989 {
6990 int bloody_hands = 0;
6991 if (!ctx.Read(bloody_hands))
6992 return false;
6994 }
6995
6996
6997 bool blood_visible = false;
6998 if (!ctx.Read(blood_visible))
6999 return false;
7001
7002 int blood_type = 0;
7003 if (!ctx.Read(blood_type))
7004 return false;
7006
7007 return true;
7008 }

Перекрестные ссылки m_BloodType.

◆ OnStoreSave()

override void OnStoreSave ( ParamsWriteContext ctx)
inlineprivate
6730 {
6731 //Print("OnStoreSave");
6732 if (GetGame().SaveVersion() < 102)
6733 {
6734 ctx.Write(ACT_STORE_SAVE_VERSION);//to be removed after we push 102+
6735 }
6736
6737 super.OnStoreSave(ctx);
6738
6739 GetHumanInventory().OnStoreSave(ctx); // FSM of hands
6741
6742 if (GetDayZGame().IsServer() && GetDayZGame().IsMultiplayer())
6743 {
6744 GetPlayerStats().SaveStats(ctx);// save stats
6745 m_ModifiersManager.OnStoreSave(ctx);// save modifiers
6746 m_AgentPool.OnStoreSave(ctx);//save agents
6747 GetSymptomManager().OnStoreSave(ctx);//save states
6749 {
6750 GetBleedingManagerServer().OnStoreSave(ctx);//save bleeding sources
6751 }
6752 m_PlayerStomach.OnStoreSave(ctx);
6753 ctx.Write(GetBrokenLegs());
6754 //ctx.Write(m_LocalBrokenState);
6756
6758 if (ladder)
6759 {
6760 ctx.Write(true);
6761 ctx.Write(ladder.GetLogoutPosition());
6762 }
6763 else
6764 {
6765 ctx.Write(false);
6766 }
6767
6769 arrowManager.Save(ctx);
6770 }
6771 }
Definition human.c:645
void SaveAreaPersistenceFlag(ParamsWriteContext ctx)
Definition PlayerBase.c:6774
void OnStoreSaveLifespan(ParamsWriteContext ctx)
Definition PlayerBase.c:6960
const int ACT_STORE_SAVE_VERSION
Definition PlayerBase.c:24
void OnStoreSave(ParamsWriteContext ctx)
Definition StateManager.c:613

Перекрестные ссылки GetArrowManager(), GetDayZGame() и GetGame().

◆ OnStoreSaveLifespan()

void OnStoreSaveLifespan ( ParamsWriteContext ctx)
inlineprivate
6961 {
6962 ctx.Write(m_LifeSpanState);
6963 ctx.Write(m_LastShavedSeconds);
6966 ctx.Write(m_BloodType);
6967 }

Перекрестные ссылки m_BloodType.

◆ OnSyncJuncture()

override void OnSyncJuncture ( int pJunctureID,
ParamsReadContext pCtx )
inlineprotected

SyncJunctures

7820 {
7821 super.OnSyncJuncture(pJunctureID, pCtx);
7822
7823 switch(pJunctureID)
7824 {
7827 bool enable;
7829 m_InjuryHandler.SetInjuryCommandParams(enable, level);
7830 break;
7833 break;
7836 break;
7838 GetInventory().OnInventoryJunctureFromServer(pCtx);
7839 break;
7841 GetInventory().OnInventoryJunctureRepairFromServer(pCtx);
7842 break;
7844 GetInventory().OnInventoryJunctureFailureFromServer(pCtx);
7845 break;
7849 m_ActionManager.OnSyncJuncture(pJunctureID,pCtx);
7850 break;
7854 m_WeaponManager.OnSyncJuncture(pJunctureID,pCtx);
7855 break;
7858 break;
7861 break;
7863 float amount;
7865 {
7866 if (GetAimingModel() && IsFireWeaponRaised())
7867 {
7868 GetAimingModel().RequestKuruShake(amount);
7869 }
7870 }
7871 break;
7873 m_EmoteManager.OnSyncJuncture(pJunctureID, pCtx);
7874 break;
7875 case DayZPlayerSyncJunctures.SJ_WEAPON_LIFT: // Obsolete
7877 break;
7879 m_ResetADS = true;
7880 break;
7883 break;
7887 break;
7890 break;
7892 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
7893 break;
7895 m_StaminaHandler.OnSyncJuncture(pJunctureID, pCtx);
7896 break;
7897 #ifdef DEVELOPER
7898 case DayZPlayerSyncJunctures.SJ_DEBUG_GET_IN_VEHICLE:
7900 DayZPlayerSyncJunctures.ReadGetInVehicleParams(pCtx, vehicle);
7902 break;
7903 #endif
7904 }
7905 }
static const int SJ_STAMINA
Definition DayZPlayerSyncJunctures.c:29
static const int SJ_INVENTORY_REPAIR
Definition DayZPlayerSyncJunctures.c:23
static const int SJ_PLAYER_STATES
Definition DayZPlayerSyncJunctures.c:9
static bool ReadBrokenLegsParamsEx(ParamsReadContext pCtx, out int currentState)
Definition DayZPlayerSyncJunctures.c:400
static const int SJ_PLAYER_ADD_MODIFIER
Definition DayZPlayerSyncJunctures.c:20
static const int SJ_WEAPON_LIFT
Definition DayZPlayerSyncJunctures.c:24
static const int SJ_GESTURE_REQUEST
Definition DayZPlayerSyncJunctures.c:22
static const int SJ_INVENTORY
Definition DayZPlayerSyncJunctures.c:11
static bool ReadInjuryParams(ParamsReadContext pCtx, out bool pEnable, out eInjuryHandlerLevels level)
Definition DayZPlayerSyncJunctures.c:153
static const int SJ_ADS_RESET
Definition DayZPlayerSyncJunctures.c:31
static const int SJ_WEAPON_ACTION_ACK_REJECT
Definition DayZPlayerSyncJunctures.c:15
static const int SJ_KURU_REQUEST
Definition DayZPlayerSyncJunctures.c:21
static const int SJ_ACTION_ACK_ACCEPT
Definition DayZPlayerSyncJunctures.c:12
static const int SJ_STAMINA_MISC
Definition DayZPlayerSyncJunctures.c:30
static bool ReadPlayerUnconsciousnessParams(ParamsReadContext pCtx, out bool enable)
Definition DayZPlayerSyncJunctures.c:177
static const int SJ_ACTION_INTERRUPT
Definition DayZPlayerSyncJunctures.c:8
static const int SJ_INVENTORY_FAILURE
Definition DayZPlayerSyncJunctures.c:32
static const int SJ_UNCONSCIOUSNESS
Definition DayZPlayerSyncJunctures.c:17
static const int SJ_WEAPON_ACTION_ACK_ACCEPT
Definition DayZPlayerSyncJunctures.c:14
static const int SJ_BROKEN_LEGS
Definition DayZPlayerSyncJunctures.c:27
static const int SJ_ACTION_ACK_REJECT
Definition DayZPlayerSyncJunctures.c:13
static const int SJ_QUICKBAR_SET_SHORTCUT
Definition DayZPlayerSyncJunctures.c:10
static const int SJ_DELETE_ITEM
Definition DayZPlayerSyncJunctures.c:26
static const int SJ_SHOCK
Definition DayZPlayerSyncJunctures.c:28
static const int SJ_INJURY
Definition DayZPlayerSyncJunctures.c:7
static const int SJ_WEAPON_SET_JAMMING_CHANCE
Definition DayZPlayerSyncJunctures.c:16
static bool ReadShockParams(ParamsReadContext pCtx, out float shockValue)
Definition DayZPlayerSyncJunctures.c:421
static bool ReadKuruRequest(ParamsReadContext pCtx, out float amount)
Definition DayZPlayerSyncJunctures.c:306
void SetLiftWeapon(int pJunctureID, ParamsReadContext ctx)
Definition PlayerBase.c:8064
float m_CurrentShock
Definition PlayerBase.c:110
void OnQuickbarSetEntityRequest(ParamsReadContext ctx)
Definition PlayerBase.c:2109
void SetToDelete(ParamsReadContext pCtx)
Definition PlayerBase.c:7912
void SetAnimation(ParamsReadContext ctx)
Definition StateManager.c:300

Перекрестные ссылки m_StaminaHandler, StaminaHandler::OnSyncJuncture(), DayZPlayerSyncJunctures::ReadBrokenLegsParamsEx(), DayZPlayerSyncJunctures::ReadInjuryParams(), DayZPlayerSyncJunctures::ReadKuruRequest(), DayZPlayerSyncJunctures::ReadPlayerUnconsciousnessParams(), DayZPlayerSyncJunctures::ReadShockParams(), DayZPlayerSyncJunctures::SJ_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures::SJ_ACTION_ACK_REJECT, DayZPlayerSyncJunctures::SJ_ACTION_INTERRUPT, DayZPlayerSyncJunctures::SJ_ADS_RESET, DayZPlayerSyncJunctures::SJ_BROKEN_LEGS, DayZPlayerSyncJunctures::SJ_DELETE_ITEM, DayZPlayerSyncJunctures::SJ_GESTURE_REQUEST, DayZPlayerSyncJunctures::SJ_INJURY, DayZPlayerSyncJunctures::SJ_INVENTORY, DayZPlayerSyncJunctures::SJ_INVENTORY_FAILURE, DayZPlayerSyncJunctures::SJ_INVENTORY_REPAIR, DayZPlayerSyncJunctures::SJ_KURU_REQUEST, DayZPlayerSyncJunctures::SJ_PLAYER_ADD_MODIFIER, DayZPlayerSyncJunctures::SJ_PLAYER_STATES, DayZPlayerSyncJunctures::SJ_QUICKBAR_SET_SHORTCUT, DayZPlayerSyncJunctures::SJ_SHOCK, DayZPlayerSyncJunctures::SJ_STAMINA, DayZPlayerSyncJunctures::SJ_STAMINA_MISC, DayZPlayerSyncJunctures::SJ_UNCONSCIOUSNESS, DayZPlayerSyncJunctures::SJ_WEAPON_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures::SJ_WEAPON_ACTION_ACK_REJECT, DayZPlayerSyncJunctures::SJ_WEAPON_LIFT и DayZPlayerSyncJunctures::SJ_WEAPON_SET_JAMMING_CHANCE.

◆ OnThrowingModeChange()

override void OnThrowingModeChange ( bool change_to_enabled)
inlineprotected
4122 {
4124 {
4127 }
4128 }
void PlacingCancelLocal()
Definition PlayerBase.c:2400
void PlacingCancelServer()
Definition PlayerBase.c:2374

◆ OnTick()

void OnTick ( )
inlineprotected
2786 {
2787 float deltaT = (GetGame().GetTime() - m_LastTick) * 0.001;
2788 if (m_LastTick < 0)
2789 deltaT = 0; //first tick protection
2790
2791 m_LastTick = GetGame().GetTime();
2792
2794 }
void OnScheduledTick()
Definition NotifiersManager.c:97
float m_LastTick
Definition PlayerBase.c:205

Перекрестные ссылки GetGame(), m_LastTick и OnScheduledTick().

◆ OnUnconsciousStart()

void OnUnconsciousStart ( )
inlineprotected
3357 {
3359
3360 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
3361 {
3363 if (m_LastCommandBeforeUnconscious != DayZPlayerConstants.COMMANDID_VEHICLE)
3364 {
3365 EntityAI entity_in_hands = GetHumanInventory().GetEntityInHands();
3367 {
3369 }
3370 }
3371 GetGame().GetSoundScene().SetSoundVolume(0,2);
3373 }
3374
3375 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || (!GetGame().IsMultiplayer() && GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT))
3376 {
3377 SetSynchDirty();
3378
3379 if (m_LastCommandBeforeUnconscious == DayZPlayerConstants.COMMANDID_VEHICLE)
3380 {
3381 if (m_TransportCache)
3382 m_TransportCache.MarkCrewMemberUnconscious(m_TransportCache.CrewMemberIndex(this));
3383 }
3384
3385 // disable voice communication
3386 GetGame().EnableVoN(this, false);
3387
3388 if (m_AdminLog)
3389 {
3390 m_AdminLog.UnconStart(this);
3391 }
3392
3393 // When we fall uncon we force out of block
3394 if (GetMeleeFightLogic())
3395 {
3396 GetMeleeFightLogic().SetBlock(false);
3397 }
3398 }
3399
3400 SetMasterAttenuation("UnconsciousAttenuation");
3401
3403 m_OnUnconsciousStart.Invoke(this);
3404 }
override void AddSuspendRequest(int request_id)
Definition GameplayEffectWidgets.c:351
bool IsSurrendered()
Definition PlayerBase.c:8242
override void SetInventorySoftLock(bool status)
'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are ...
Definition PlayerBase.c:8028

Перекрестные ссылки GameplayEffectWidgets_base::AddSuspendRequest(), GetGame(), GetInstanceType() и m_AdminLog.

◆ OnUnconsciousStop()

void OnUnconsciousStop ( int pCurrentCommandID)
inlineprotected
3407 {
3409 SetSynchDirty();
3412 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
3413 {
3414 if (pCurrentCommandID != DayZPlayerConstants.COMMANDID_DEATH)
3415 {
3416 GetGame().GetSoundScene().SetSoundVolume(g_Game.m_volume_sound,1);
3417 PPERequesterBank.GetRequester(PPERequester_UnconEffects).Stop();
3418 GetGame().GetMission().GetHud().ShowHudUI(true);
3419 GetGame().GetMission().GetHud().ShowQuickbarUI(true);
3420 if (GetGame().GetUIManager().IsDialogVisible())
3421 {
3422 GetGame().GetUIManager().CloseDialog();
3423 }
3424 if (GetGame().GetUIManager().IsMenuOpen(MENU_RESPAWN_DIALOGUE))
3425 {
3426 GetGame().GetUIManager().FindMenu(MENU_RESPAWN_DIALOGUE).Close();
3427 }
3428 }
3429 SetInventorySoftLock(false);
3431 }
3432 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER)
3433 {
3434 // enable voice communication
3435 if (IsAlive())
3436 GetGame().EnableVoN(this, true);
3437
3438 if (m_AdminLog)
3439 {
3440 m_AdminLog.UnconStop(this);
3441 }
3442 }
3443
3444 SetMasterAttenuation("");
3445
3447 m_OnUnconsciousStop.Invoke(this);
3448 }
override void RemoveSuspendRequest(int request_id)
Definition GameplayEffectWidgets.c:357
float m_UnconsciousVignetteTarget
Definition PlayerBase.c:118
const int MENU_RESPAWN_DIALOGUE
Definition constants.c:207

Перекрестные ссылки g_Game, GetGame(), GetInstanceType(), m_AdminLog, MENU_RESPAWN_DIALOGUE и GameplayEffectWidgets_base::RemoveSuspendRequest().

◆ OnUnconsciousUpdate()

void OnUnconsciousUpdate ( float pDt,
int last_command )
inlineprotected
3451 {
3453 if (GetGame().IsServer())
3454 {
3456
3458 {
3460 SetSynchDirty();
3461 }
3462
3464 {
3465 SetHealth("","",-100);
3466 }
3467 }
3468 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
3469 {
3470 GetGame().GetMission().GetHud().ShowHudUI(false);
3471 GetGame().GetMission().GetHud().ShowQuickbarUI(false);
3472 if (GetPulseType() == EPulseType.REGULAR)
3473 {
3475
3476 float sin = Math.Sin(m_UnconsciousTime * 0.3);
3477 float sin_normalized = (sin + 1) / 2;
3478 if (sin_normalized < 0.05)
3479 {
3480 m_UnconsciousVignetteTarget = (1 - shock_simple_normalized / 3) * 2/*vignette max*/;
3481 }
3483 m_UnconParam.param1 = vignette;
3485 }
3486 }
3487 }
float GetSimplifiedShockNormalized()
Definition PlayerBase.c:3496
int SimplifyShock()
Definition PlayerBase.c:3489
EPulseType GetPulseType()
Definition PlayerBase.c:951
static const float UNCONSCIOUS_IN_WATER_TIME_LIMIT_TO_DEATH
Definition PlayerConstants.c:158
static proto float Sin(float angle)
Returns sinus of angle in radians.

Перекрестные ссылки GetGame(), GetInstanceType(), Math::Lerp(), Math::Sin() и PlayerConstants::UNCONSCIOUS_IN_WATER_TIME_LIMIT_TO_DEATH.

◆ OnUpdateEffectAreaServer()

void OnUpdateEffectAreaServer ( float timeSlice)
inlineprotected
738 {
739 float timeSpent;
740
741 if (IsInEffectArea(EEffectAreaType.HOT_SPRING))
742 {
744 if (waterLevel > 0.5)
745 {
749 {
750 m_EffectAreaTimeToTick.Set(EEffectAreaType.HOT_SPRING, 0);
752 }
753 else
755 }
756 }
757
758 if (IsInEffectArea(EEffectAreaType.VOLCANIC))
759 {
763 {
766 }
767 else
769 }
770 }
Hot spring area trigger.
Definition HotSpringTrigger.c:3
static void ApplyEffects(PlayerBase player)
Definition HotSpringTrigger.c:92
static const float HEAT_DAMAGE_TICK_TIME
Definition HotSpringTrigger.c:6
ref map< EEffectAreaType, float > m_EffectAreaTimeToTick
Definition PlayerBase.c:171
bool IsInEffectArea(EEffectAreaType area)
Definition PlayerBase.c:728
Volcanic area trigger.
Definition VolcanicTrigger.c:3
static void ApplyEffects(PlayerBase player)
Definition VolcanicTrigger.c:93
static const float HEAT_DAMAGE_TICK_TIME
Definition VolcanicTrigger.c:6

Перекрестные ссылки HotSpringTrigger::ApplyEffects(), VolcanicTrigger::ApplyEffects(), GetCurrentWaterLevel(), HotSpringTrigger::HEAT_DAMAGE_TICK_TIME и VolcanicTrigger::HEAT_DAMAGE_TICK_TIME.

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprotected

Remotely Activated Item Behaviour refresh on item is in hands

5689 {
5690 super.OnVariablesSynchronized();
5691 if (m_ModuleLifespan)
5692 {
5694
5695 if (m_LifespanLevelLocal != m_LifeSpanState) //client solution, lifespan level changed
5696 {
5699 }
5700 }
5701
5704 {
5705 GetBleedingManagerRemote().OnVariablesSynchronized(GetBleedingBits());
5706 }
5707
5708 if (m_CorpseStateLocal != m_CorpseState && (IsPlayerLoaded() || IsControlledPlayer()))
5709 {
5711 }
5712
5714 {
5715 RefreshHandAnimationState(396); //mean animation blend time
5717 }
5719 {
5721 {
5723 }
5724 else
5725 {
5727 }
5729 }
5730
5731 //-------MODIFIERS START--------
5733 {
5734 int diff = (m_SyncedModifiers & ~m_SyncedModifiersPrev) | (~m_SyncedModifiers & m_SyncedModifiersPrev);//XOR gets us a mask for modifiers that changed by either deactivating, or activating
5735
5736 if (eModifierSyncIDs.MODIFIER_SYNC_DROWNING & diff)//has this modifier's status as active/inactive changed ?
5737 {
5738 if (eModifierSyncIDs.MODIFIER_SYNC_DROWNING & m_SyncedModifiers)//is this modifier currently active ? if so, it means it's been just activated
5739 {
5740 SetDrowning(true);
5741 }
5742 else
5743 {
5744 SetDrowning(false);
5745 }
5746
5747 }
5748
5750 }
5751 //-------MODIFIERS END--------
5752
5754
5757 if (itemHands)
5758 {
5759 RemotelyActivatedItemBehaviour raib = itemHands.GetRemotelyActivatedItemBehaviour();
5760 if (raib)
5761 raib.OnVariableSynchronized();
5762 }
5763
5764 //restrain events
5766 {
5769 }
5770
5772 {
5775 }
5776 }
bool IsPlayerLoaded()
Definition PlayerBase.c:8250
void OnRestrainChangeClient()
Definition PlayerBase.c:1921
void OnRestrainStartedChangeClient()
Definition PlayerBase.c:1910
int m_RefreshAnimStateIdx
Definition PlayerBase.c:22
bool m_IsRestrainedLocal
Definition PlayerBase.c:112
void OnPlayerIsNowInsideEffectAreaBeginClient()
Definition PlayerBase.c:794
bool m_IsRestrainStartedLocal
Definition PlayerBase.c:114
void SetDrowning(bool enable)
Definition PlayerBase.c:2440
int GetBleedingBits()
Definition PlayerBase.c:914
bool m_InsideEffectAreaPrev
Definition PlayerBase.c:165
BleedingSourcesManagerRemote GetBleedingManagerRemote()
Definition PlayerBase.c:2648
void RefreshHandAnimationState(int delay=0)
Definition PlayerBase.c:4430
int m_LocalRefreshAnimStateIdx
Definition PlayerBase.c:21
void OnPlayerIsNowInsideEffectAreaEndClient()
Definition PlayerBase.c:799
void CheckSoundEvent()
Definition PlayerBase.c:7401
void HandleBrokenLegsSync()
Definition PlayerBase.c:5784
Definition RemotelyActivatedItemBehaviour.c:2

Перекрестные ссылки m_BloodType.

◆ OnVehicleSeatDriverEnter()

override void OnVehicleSeatDriverEnter ( )
inlineprotected
4086 {
4087 m_IsVehicleSeatDriver = true;
4088 if (m_Hud)
4090
4091#ifdef FEATURE_NETWORK_RECONCILIATION
4092 PlayerIdentity identity = GetIdentity();
4093 if (identity)
4094 {
4095 Pawn pawn = Pawn.Cast(GetParent());
4096
4098 identity.Possess(pawn);
4099 }
4100#endif
4101 }
void ShowVehicleInfo()
bool m_IsVehicleSeatDriver
Definition PlayerBase.c:135
proto native Widget GetParent()
Get parent of the Effect.
Definition Effect.c:407

Перекрестные ссылки GetParent(), m_Hud и Hud::ShowVehicleInfo().

◆ OnVehicleSeatDriverLeft()

override void OnVehicleSeatDriverLeft ( )
inlineprotected
4104 {
4105#ifdef FEATURE_NETWORK_RECONCILIATION
4106 PlayerIdentity identity = GetIdentity();
4107
4109 if (identity && !m_ShouldBeUnconscious)
4110 {
4112 identity.Possess(this);
4113 }
4114#endif
4115
4116 m_IsVehicleSeatDriver = false;
4117 if (m_Hud)
4119 }
void HideVehicleInfo()

Перекрестные ссылки Hud::HideVehicleInfo() и m_Hud.

◆ OnVehicleSwitchSeat()

void OnVehicleSwitchSeat ( int seatIndex)
inlineprotected
4082 {
4083 }

◆ OnVoiceEvent()

void OnVoiceEvent ( PlayerSoundEventBase voice_event)
inlineprotected
6019 {
6020 if (m_EffectWidgets)
6021 {
6022 MaskBase mask = MaskBase.Cast(GetInventory().FindAttachment(InventorySlots.MASK));
6023 if (mask)
6024 {
6026 //m_EffectWidgets.SetBreathIntensityStamina(GetStaminaHandler().GetStaminaCap(),GetStaminaHandler().GetStamina());
6027 }
6028 }
6029 }
void UpdateMaskBreathWidget(notnull MaskBase mask, bool is_start=false)
Definition PlayerBase.c:6002
Definition AirborneMask.c:2

◆ OnVoiceEventPlayback()

void OnVoiceEventPlayback ( PlayerSoundEventBase voice_event,
AbstractWave callback,
float playback_time )
inlineprotected

called every cmd handler tick during a playback of PlayerSoundEvent, m_ProcessPlaybackEvent needs to be enabled on the PlayerSoundEvent

6034 {
6035 if (m_EffectWidgets)
6036 {
6037 MaskBase mask = MaskBase.Cast(GetInventory().FindAttachment(InventorySlots.MASK));
6038 if (mask)
6039 {
6040 if (m_EffectWidgets.m_MaskWidgetUpdateCount < 2 && callback.GetLength() > 2 && playback_time > 0.5 )
6042 }
6043 }
6044 }

◆ PhysicalPredictiveDropItem()

override bool PhysicalPredictiveDropItem ( EntityAI entity,
bool heavy_item_only = true )
inlineprotected

from hands

8985 {
8986 vector dir;
8987 ItemBase item = ItemBase.Cast(entity);
8988
8990 if (GetItemInHands() == item)
8991 {
8992 return PredictiveDropEntity(item);
8993 }
8994 else
8995 {
8997 if (actionManager)
8998 {
8999 ActionTarget actionTarget = new ActionTarget(null, null, -1, vector.Zero, -1);
9000 if (actionManager.GetAction(ActionDropItemSimple).Can(this, actionTarget, item))
9001 {
9002 actionManager.PerformActionStart(actionManager.GetAction(ActionDropItemSimple), actionTarget, item);
9003 return true;
9004 }
9005 }
9006 else
9007 return true;
9008 }
9009
9010 return false;
9011 }
class ActionTargets ActionTarget
Definition ActionDropItemSimple.c:2

Перекрестные ссылки ActionTarget и vector::Zero.

◆ PlacingCancelLocal()

void PlacingCancelLocal ( )
inlineprotected
2401 {
2402 EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
2403 if (entityInHands && entityInHands.HasEnergyManager())
2404 {
2405 if (entityInHands.GetCompEM().IsPlugged())
2406 entityInHands.OnPlacementCancelled(this);
2407 }
2408
2409 delete m_HologramLocal;
2410 }

◆ PlacingCancelServer()

void PlacingCancelServer ( )
inlineprotected
2375 {
2376 EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
2377
2378 if (IsPlacingServer())
2379 {
2381 GetHologramServer().GetParentEntity().OnPlacementCancelled(this);
2382
2383 delete m_HologramServer;
2384
2385 return;
2386 }
2387 else if (entityInHands && entityInHands.HasEnergyManager())
2388 {
2389 if (entityInHands.GetCompEM().IsPlugged())
2390 entityInHands.OnPlacementCancelled(this);
2391 }
2392 }
EntityAI GetParentEntity()
Definition Hologram.c:1273
void CheckPowerSource()
Definition Hologram.c:976
bool IsPlacingServer()
Definition PlayerBase.c:2424
Hologram GetHologramServer()
Definition PlayerBase.c:2339

◆ PlacingCompleteLocal()

void PlacingCompleteLocal ( )
inlineprotected
2419 {
2421 delete m_HologramLocal;
2422 }
void SetLocalProjectionPosition(vector local_position)
Definition PlayerBase.c:2563

Перекрестные ссылки vector::Zero.

◆ PlacingCompleteServer()

void PlacingCompleteServer ( )
inlineprotected
2413 {
2415 delete m_HologramServer;
2416 }

Перекрестные ссылки vector::Zero.

◆ PlacingStartLocal()

void PlacingStartLocal ( ItemBase item)
inlineprotected
2363 {
2364 if (GetGame().IsMultiplayer() && GetGame().IsServer())
2365 return;
2366
2367 if (item)
2368 {
2370 GetHologramLocal().GetProjectionEntity().OnPlacementStarted(this);
2371 }
2372 }
Definition Hologram.c:2
EntityAI GetProjectionEntity()
Definition Hologram.c:1283
vector GetLocalProjectionPosition()
Definition PlayerBase.c:2573
Hologram GetHologramLocal()
Definition PlayerBase.c:2344

Перекрестные ссылки GetGame().

◆ PlacingStartServer()

void PlacingStartServer ( ItemBase item)
inlineprotected
2350 {
2351 if (item)
2352 {
2356 GetHologramServer().GetProjectionEntity().OnPlacementStarted(this);
2359 }
2360 }
void SetProjectionPosition(vector position)
Definition Hologram.c:1347
void RefreshVisual()
Definition Hologram.c:1497
void SetProjectionOrientation(vector orientation)
Definition Hologram.c:1357
vector GetLocalProjectionOrientation()
Definition PlayerBase.c:2578

◆ PlayAttachmentDropSound()

void PlayAttachmentDropSound ( )
inlineprotected
5255 {
5256 //TODO
5257 }

◆ PlayerBase()

void PlayerBase ( )
inlineprotected
306 {
307 Init();
308 }
void Init()
Definition PlayerBase.c:310

Перекрестные ссылки Init().

◆ PlaySound()

override SoundOnVehicle PlaySound ( string sound_name,
float range,
bool create_local = false )
inlineprotected
4850 {
4851 return BetaSound.SaySound(this, sound_name, range, false);
4852 }
Definition BetaSound.c:2
static SoundOnVehicle SaySound(Object source, string sound_name, float distance, bool looped)
Definition BetaSound.c:3

Перекрестные ссылки BetaSound::SaySound().

◆ PlaySoundEvent()

override bool PlaySoundEvent ( EPlayerSoundEventID id,
bool from_anim_system = false,
bool is_from_server = false )
inlineprotected
7256 {
7258 }

◆ PlaySoundEventEx()

override bool PlaySoundEventEx ( EPlayerSoundEventID id,
bool from_anim_system = false,
bool is_from_server = false,
int param = 0 )
inlineprotected
7261 {
7262 if (!m_PlayerSoundEventHandler)
7263 return false;
7264
7265 return m_PlayerSoundEventHandler.PlayRequestEx(id, is_from_server, param);
7266 }

◆ PlaySoundEventType()

override bool PlaySoundEventType ( ESoundEventType soundType,
int soundEventID,
int param = 0 )
inlineprotected
7248 {
7249 if (m_ReplaceSoundEventHandler)
7250 return m_ReplaceSoundEventHandler.PlayReplaceSound(soundEventID, soundType, param);
7251
7252 return false;
7253 }

◆ PredictiveDropEntity()

override bool PredictiveDropEntity ( notnull EntityAI item)
inlineprotected

We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the player

8388 {
8389 bool can_detach;
8391 {
8392 if (can_detach)
8393 {
8394 vector m4[4];
8396
8400 il.SetGround(item, m4);
8401 return GetWeaponManager().DetachMagazine(il);
8402 }
8403 return false;
8404 }
8405 return super.PredictiveDropEntity(item);
8406 }
static proto native bool PrepareDropEntityPos(EntityAI owner, notnull EntityAI item, out vector mat[4], bool useValuesInMatrix=false, int conflictCheckDepth=-1)
Finds a transformation for the item to be dropped to If the initial transforation overlaps with anoth...
bool CanRedirectToWeaponManager(notnull EntityAI item, out bool isActionPossible)
Definition PlayerBase.c:8275
const int INVENTORY_ENTITY_DROP_OVERLAP_DEPTH
Definition constants.c:1008
static void MatrixIdentity4(out vector mat[4])
Creates identity matrix.
Definition EnMath3D.c:256

Перекрестные ссылки GameConstants::INVENTORY_ENTITY_DROP_OVERLAP_DEPTH, Math3D::MatrixIdentity4() и GameInventory::PrepareDropEntityPos().

◆ PredictiveForceSwapEntities()

override bool PredictiveForceSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2,
notnull InventoryLocation item2_dst )
inlineprotected
8468 {
8470
8472 if (item1.IsHeavyBehaviour() && item1.GetInventory().GetCurrentInventoryLocation(il) && il.GetType() == InventoryLocationType.GROUND && !m_ActionManager.GetRunningAction())
8473 {
8474 //Print("override bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)");
8477
8478 ActionTarget atrg = new ActionTarget(item1,null,-1,vector.Zero,-1.0);
8479 if (mngr_client.GetAction(ActionSwapItemToHands).Can(this,atrg,ItemBase.Cast(item2)))
8480 {
8481 mngr_client.PerformActionStart(mngr_client.GetAction(ActionSwapItemToHands),atrg,ItemBase.Cast(item2));
8482 }
8483 return true;
8484 }
8485 else
8486 return super.PredictiveForceSwapEntities(item1, item2, item2_dst);
8487 }
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
Definition dayzplayer.c:1374

Перекрестные ссылки ActionTarget, ForceStandUpForHeavyItemsSwap() и vector::Zero.

◆ PredictiveSwapEntities()

override bool PredictiveSwapEntities ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected
8409 {
8411 //Print("PlayerBase | PredictiveSwapEntities");
8414
8415 if (swapmag1 && swapmag2)
8416 {
8418
8419 if (Class.CastTo(parentWpn, swapmag1.GetHierarchyParent()))
8420 {
8421 if (GetWeaponManager().CanSwapMagazine(parentWpn, swapmag2))
8422 {
8423 Print("[inv] PlayerBase.PredictiveSwapEntities: swapping mag1=" + swapmag1 + " to parent wpn=" + parentWpn + " of mag1=" + swapmag1);
8424 return GetWeaponManager().SwapMagazine(swapmag2);
8425 }
8426 else
8427 {
8428 Print("[inv] PlayerBase.PredictiveSwapEntities: can not swap magazines");
8429 return false;
8430 }
8431 }
8432
8433 if (Class.CastTo(parentWpn, swapmag2.GetHierarchyParent()))
8434 {
8435 if (GetWeaponManager().CanSwapMagazine(parentWpn, swapmag1))
8436 {
8437 Print("[inv] PlayerBase.PredictiveSwapEntities: swapping mag1=" + swapmag1 + " to parent wpn=" + parentWpn + " of mag2=" + swapmag2);
8438 return GetWeaponManager().SwapMagazine(swapmag1);
8439 }
8440 else
8441 {
8442 Print("[inv] PlayerBase.PredictiveSwapEntities: can not swap magazines");
8443 return false;
8444 }
8445 }
8446 }
8447
8451 {
8454
8455 ActionTarget atrg = new ActionTarget(item_ground,null,-1,vector.Zero,-1.0);
8456 if (mngr_client.GetAction(ActionSwapItemToHands).Can(this,atrg,ItemBase.Cast(item_hands)))
8457 {
8458 mngr_client.PerformActionStart(mngr_client.GetAction(ActionSwapItemToHands),atrg,ItemBase.Cast(item_hands));
8459 return true;
8460 }
8461 return super.PredictiveSwapEntities(item1, item2);
8462 }
8463 else
8464 return super.PredictiveSwapEntities(item1, item2);
8465 }
bool IsSwapBetweenHandsAndGroundLargeItem(notnull EntityAI item1, notnull EntityAI item2, out EntityAI item_hands, out EntityAI item_ground)
Definition PlayerBase.c:8531

Перекрестные ссылки ActionTarget, Class::CastTo(), ForceStandUpForHeavyItemsSwap(), Print() и vector::Zero.

◆ PredictiveTakeEntityToHands()

override void PredictiveTakeEntityToHands ( EntityAI item)
inlineprotected
8490 {
8491 if (item.IsHeavyBehaviour() && !m_ActionManager.GetRunningAction() && !item.GetHierarchyParent())
8492 {
8494 if (CastTo(mngr_client,m_ActionManager))
8495 {
8496 ActionTarget atrg = new ActionTarget(item,null,-1,vector.Zero,-1.0);
8497
8498 if (mngr_client.GetAction(ActionTakeItemToHands).Can(this,atrg,null))
8499 {
8500 mngr_client.PerformActionStart(mngr_client.GetAction(ActionTakeItemToHands),atrg,null);
8501 }
8502 /*).Can(this,
8503 mngr_client.ActionStart(mngr_client.GetAction(ActionTakeItemToHands),mngr_client.FindActionTarget(),null);
8504 return;*/
8505 }
8506 }
8507 else
8508 super.PredictiveTakeEntityToHands(item);
8509 }
Definition ActionTakeItemToHands.c:2

Перекрестные ссылки ActionTarget и vector::Zero.

◆ PredictiveTakeEntityToInventory()

override bool PredictiveTakeEntityToInventory ( FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
8313 {
8314 bool can_detach;
8316 {
8318 if (can_detach && GetInventory().FindFreeLocationFor(item, flags, il))
8319 {
8320 return GetWeaponManager().DetachMagazine(il);
8321 }
8322 return false;
8323 }
8324 return super.PredictiveTakeEntityToInventory(flags, item);
8325 }

◆ PredictiveTakeEntityToTargetAttachment()

override bool PredictiveTakeEntityToTargetAttachment ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
8328 {
8330 Magazine mag = Magazine.Cast(item);
8331 if (parentWpn && mag)
8332 {
8333 if (GetWeaponManager().CanAttachMagazine(parentWpn, mag))
8334 return GetWeaponManager().AttachMagazine(mag);
8335
8336 return false;
8337 }
8338 return super.PredictiveTakeEntityToTargetAttachment(target, item);
8339 }

◆ PredictiveTakeEntityToTargetAttachmentEx()

override bool PredictiveTakeEntityToTargetAttachmentEx ( notnull EntityAI target,
notnull EntityAI item,
int slot )
inlineprotected
8342 {
8344 Magazine mag = Magazine.Cast(item);
8345 if (parentWpn && mag)
8346 {
8347 if (target.CanReceiveAttachment(item,slot) && GetWeaponManager().CanAttachMagazine(parentWpn, mag))
8348 return GetWeaponManager().AttachMagazine(mag);
8349
8350 return false;
8351 }
8352 return super.PredictiveTakeEntityToTargetAttachmentEx(target, item,slot);
8353 }

◆ PredictiveTakeEntityToTargetCargo()

override bool PredictiveTakeEntityToTargetCargo ( notnull EntityAI target,
notnull EntityAI item )
inlineprotected
8356 {
8357 bool can_detach;
8359 {
8361 if (can_detach && target.GetInventory().FindFreeLocationFor(item, FindInventoryLocationType.CARGO, il))
8362 {
8363 return GetWeaponManager().DetachMagazine(il);
8364 }
8365 return false;
8366 }
8367 return super.PredictiveTakeEntityToTargetCargo(target,item);
8368 }

◆ PredictiveTakeEntityToTargetCargoEx()

override bool PredictiveTakeEntityToTargetCargoEx ( notnull CargoBase cargo,
notnull EntityAI item,
int row,
int col )
inlineprotected
8371 {
8372 bool can_detach;
8374 {
8375 if (can_detach)
8376 {
8378 dst.SetCargoAuto(cargo, item, row, col, item.GetInventory().GetFlipCargo());
8379
8380 return GetWeaponManager().DetachMagazine(dst);
8381 }
8382 return false;
8383 }
8384 return super.PredictiveTakeEntityToTargetCargoEx (cargo, item, row, col);
8385 }

◆ PredictiveTakeEntityToTargetInventory()

override bool PredictiveTakeEntityToTargetInventory ( notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
8298 {
8299 bool can_detach;
8301 {
8303 if (can_detach && target.GetInventory().FindFreeLocationFor(item, flags, il))
8304 {
8305 return GetWeaponManager().DetachMagazine(il);
8306 }
8307 return false;
8308 }
8309 return super.PredictiveTakeEntityToTargetInventory(target, flags, item);
8310 }

◆ PredictiveTakeToDst()

override bool PredictiveTakeToDst ( notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected
8512 {
8513 EntityAI item = src.GetItem();
8514 if (item)
8515 {
8516 bool can_detach;
8517
8519 {
8520 if (can_detach)
8521 {
8522 return GetWeaponManager().DetachMagazine(dst);
8523 }
8524 return false;
8525 }
8526 return super.PredictiveTakeToDst(src,dst);
8527 }
8528 return false;
8529 }

◆ PreloadDecayTexture()

void PreloadDecayTexture ( )
inlineprotected
8964 {
8965 int idx = GetHiddenSelectionIndex("decay_preload");
8966 if (idx > -1)
8967 SetObjectTexture(idx, m_DecayedTexture);
8968 }

◆ PrintAgents()

void PrintAgents ( )
inlineprotected
7535 {
7536 m_AgentPool.PrintAgents();
7537 }

◆ ProcessADDModifier()

void ProcessADDModifier ( )
inlineprotected
6505 {
6506 if (m_AddModifier != -1)
6507 {
6509 if (ad)
6510 ad.StartModifier(m_AddModifier);
6511
6512 m_AddModifier = -1;
6513 }
6514 }
int m_AddModifier
Definition PlayerBase.c:206
class HumanCommandWeapons HumanCommandAdditives()
Definition human.c:1112

Перекрестные ссылки HumanCommandAdditives().

◆ ProcessDrowning()

void ProcessDrowning ( float dT)
inlineprotected
2130 {
2132
2133 #ifndef SERVER
2134 //PP EFFECTS
2136 req.SetStamina01(GetStaminaHandler().GetStaminaNormalized());
2137 #endif
2138 }

◆ ProcessFeetDamageServer()

override void ProcessFeetDamageServer ( int pUserInt)
inlineprotected
1753 {
1754 //InventorySlots.HEADGEAR
1755 EntityAI shoes = GetInventory().FindAttachment(InventorySlots.FEET);
1756
1757 string surface; int liquid;
1758 GetGame().SurfaceUnderObject(this, surface, liquid);
1759 float modifier_surface = Surface.GetParamFloat(surface, "footDamage");
1760
1761 if (shoes && shoes.GetHealthLevel() < 4)
1762 {
1764
1765 return;
1766 }
1767
1768 float rnd = Math.RandomFloat01();
1771 if (rnd < chance)
1772 {
1773 if (pUserInt % 2 == 0)
1774 {
1775 if (GetBleedingManagerServer().AttemptAddBleedingSourceBySelection("RightFoot"))
1776 SendSoundEvent(EPlayerSoundEventID.INJURED_LIGHT);
1777
1778 }
1779 else
1780 {
1781 if (GetBleedingManagerServer().AttemptAddBleedingSourceBySelection("LeftFoot"))
1782 SendSoundEvent(EPlayerSoundEventID.INJURED_LIGHT);
1783 }
1784 }
1785 }
void SendSoundEvent(EPlayerSoundEventID id)
Definition PlayerBase.c:7205
float GetFeetDamageMoveModifier()
Definition PlayerBase.c:1787
static const float BAREFOOT_MOVEMENT_BLEED_MODIFIER
[seconds]
Definition PlayerConstants.c:14
static const float SHOES_MOVEMENT_DAMAGE_PER_STEP
Definition PlayerConstants.c:15
static const int CHECK_EVERY_N_STEP
Definition PlayerConstants.c:16
Definition Surface.c:2
static float GetParamFloat(string surface_name, string param_name)
Definition Surface.c:18
Definition EnConvert.c:97
static float RandomFloat01()
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:126

Перекрестные ссылки PlayerConstants::BAREFOOT_MOVEMENT_BLEED_MODIFIER, PlayerConstants::CHECK_EVERY_N_STEP, GetGame(), Surface::GetParamFloat(), Math::RandomFloat01() и PlayerConstants::SHOES_MOVEMENT_DAMAGE_PER_STEP.

◆ ProcessHandDamage()

void ProcessHandDamage ( float delta_time,
HumanMovementState pState )
inlineprotected
1716 {
1717 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
1718 {
1719 if (pState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SLIDE)
1720 {
1721 //Print("sliding down");
1722 EntityAI gloves = GetInventory().FindAttachment(InventorySlots.GLOVES);
1723
1724 if (gloves && gloves.GetHealthLevel() < 4)
1725 {
1727 return;
1728 }
1729
1731 {
1732 if (Math.RandomFloat01() < 0.5)
1733 {
1734 if (GetBleedingManagerServer().AttemptAddBleedingSourceBySelection("LeftForeArmRoll"))
1735 {
1736 SendSoundEvent(EPlayerSoundEventID.INJURED_LIGHT);
1737 }
1738 }
1739 else
1740 {
1741 if (GetBleedingManagerServer().AttemptAddBleedingSourceBySelection("RightForeArmRoll"))
1742 {
1743 SendSoundEvent(EPlayerSoundEventID.INJURED_LIGHT);
1744 }
1745 }
1746 }
1747
1748 }
1749 }
1750 }
static const float CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC
Definition PlayerConstants.c:183
static const float GLOVES_DAMAGE_SLIDING_LADDER_PER_SEC
Definition PlayerConstants.c:184

Перекрестные ссылки PlayerConstants::CHANCE_TO_BLEED_SLIDING_LADDER_PER_SEC, GetGame(), GetInstanceType(), PlayerConstants::GLOVES_DAMAGE_SLIDING_LADDER_PER_SEC и Math::RandomFloat01().

◆ ProcessHoldBreath()

void ProcessHoldBreath ( float dT)
inlineprotected
2157 {
2158 if (IsTryingHoldBreath() && CanStartConsumingStamina(EStaminaConsumers.HOLD_BREATH))
2159 {
2160 if (!m_IsHoldingBreath)
2161 {
2163 m_IsHoldingBreath = true;
2164 }
2165 }
2166 else if (!IsTryingHoldBreath() || !CanConsumeStamina(EStaminaConsumers.HOLD_BREATH))
2167 {
2169 m_IsHoldingBreath = false;
2170 }
2171 }
override bool CanStartConsumingStamina(EStaminaConsumers consumer)
Definition PlayerBase.c:4337
void OnHoldBreathStart()
Definition PlayerBase.c:2173
void OnHoldBreathEnd()
Definition PlayerBase.c:2184

◆ ProcessLiftWeapon()

override void ProcessLiftWeapon ( )
inlineprotected
8133 {
8134 if (m_ProcessLiftWeapon)
8135 {
8137 if (hcw)
8138 hcw.LiftWeapon(m_ProcessLiftWeaponState);
8139
8140 GetWeaponManager().OnLiftWeapon();
8141 m_LiftWeapon_player = m_ProcessLiftWeaponState;
8142 m_ProcessLiftWeapon = false;
8143
8144 //Debug.Log("SimulationStamp_server: " + this.GetSimulationTimeStamp());
8145 }
8146 }
Definition human.c:994

◆ QueueAddEffectWidget()

void QueueAddEffectWidget ( array< int > effects)
inlineprotected
962 {
964 }

◆ QueueAddGlassesEffect()

void QueueAddGlassesEffect ( int id)
inlineprotected
972 {
974 }

◆ QueueRemoveEffectWidget()

void QueueRemoveEffectWidget ( array< int > effects)
inlineprotected
967 {
969 }

◆ QueueRemoveGlassesEffect()

void QueueRemoveGlassesEffect ( int id)
inlineprotected
977 {
979 }

◆ QuickReloadWeapon()

void QuickReloadWeapon ( EntityAI weapon)
inlineprotected
4669 {
4672 }
EntityAI GetMagazineToReload(EntityAI weapon)
Definition PlayerBase.c:4717
void ReloadWeapon(EntityAI weapon, EntityAI magazine)
Definition PlayerBase.c:4675

◆ RadialQuickBarCombine()

void RadialQuickBarCombine ( int slotClicked)
inlineprotected
4660 {
4662 EntityAI entity_in_hands = GetHumanInventory().GetEntityInHands();
4663
4665 }

◆ RadialQuickBarSingleUse()

void RadialQuickBarSingleUse ( int slotClicked)
inlineprotected
4654 {
4656 }

◆ ReadLiftWeaponRequest()

bool ReadLiftWeaponRequest ( int userDataType,
ParamsReadContext ctx )
inlineprotected
8054 {
8055 bool state;
8056 ctx.Read(state);
8057
8058
8060
8061 return true;
8062 }

◆ RefreshHandAnimationState()

void RefreshHandAnimationState ( int delay = 0)
inlineprotected
4431 {
4432 if (delay == 0)
4433 {
4434 GetItemAccessor().OnItemInHandsChanged(true);
4435 GetItemAccessor().ResetWeaponInHands();
4436 }
4437 else
4438 {
4439 GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(RefreshHandAnimationState,delay,false,0);
4440 }
4441 }

Перекрестные ссылки CALL_CATEGORY_GUI и GetGame().

◆ ReloadWeapon()

void ReloadWeapon ( EntityAI weapon,
EntityAI magazine )
inlineprotected
4676 {
4677 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
4678 {
4680 CastTo(mngr_client, GetActionManager());
4681
4682 if (mngr_client && FirearmActionLoadMultiBulletRadial.Cast(mngr_client.GetRunningAction()))
4683 {
4684 mngr_client.Interrupt();
4685 }
4686 else if (GetHumanInventory().GetEntityInHands()!= magazine)
4687 {
4689 Magazine mag;
4692 if (GetWeaponManager().CanUnjam(wpn))
4693 {
4694 GetWeaponManager().Unjam();
4695 }
4696 else if (GetWeaponManager().CanAttachMagazine(wpn, mag))
4697 {
4698 GetWeaponManager().AttachMagazine(mag);
4699 }
4700 else if (GetWeaponManager().CanSwapMagazine(wpn, mag))
4701 {
4702 GetWeaponManager().SwapMagazine(mag);
4703 }
4704 else if (GetWeaponManager().CanLoadBullet(wpn, mag))
4705 {
4706 //GetWeaponManager().LoadMultiBullet(mag);
4707
4708 ActionTarget atrg = new ActionTarget(mag, this, -1, vector.Zero, -1.0);
4709 if (mngr_client && !mngr_client.GetRunningAction() && mngr_client.GetAction(FirearmActionLoadMultiBulletRadial).Can(this, atrg, wpn))
4710 mngr_client.PerformActionStart(mngr_client.GetAction(FirearmActionLoadMultiBulletRadial), atrg, wpn);
4711 }
4712 }
4713 }
4714 }
Definition FirearmActionLoadMultiBullet.c:172

Перекрестные ссылки ActionTarget, Class::CastTo(), GetActionManager(), GetInstanceType() и vector::Zero.

◆ RemoveAction() [1/2]

void RemoveAction ( typename actionName )
inlineprotected
1672 {
1674 }
void RemoveAction(typename actionName, out TInputActionMap InputActionMap)
Definition PlayerBase.c:1650

Перекрестные ссылки m_InputActionMap и RemoveAction().

◆ RemoveAction() [2/2]

void RemoveAction ( typename actionName ,
out TInputActionMap InputActionMap )
inlineprotected
1651 {
1653 typename ai = action.GetInputType();
1655
1656 if (action_array)
1657 {
1658 for (int i = 0; i < action_array.Count(); i++)
1659 {
1660 if (action == action_array.Get(i))
1661 {
1662 action_array.Remove(i);
1663 }
1664 }
1667 }
1668 action_array.Insert(action);
1669 }

Перекрестные ссылки GetActionManager().

◆ RemoveActiveNV()

void RemoveActiveNV ( int type)
inlineprotected
8775 {
8776 if (!m_ActiveNVTypes || (GetGame().IsMultiplayer() && GetGame().IsServer()))
8777 {
8778 #ifdef DEVELOPER
8779 Error("RemoveActiveNV | illegal server-side call!");
8780 #endif
8781
8782 return;
8783 }
8784
8785 if (m_ActiveNVTypes.Find(type) != -1)
8786 m_ActiveNVTypes.RemoveItem(type);
8787 }

Перекрестные ссылки Error() и GetGame().

◆ RemoveAgent()

override void RemoveAgent ( int agent_id)
inlineprotected
7499 {
7500 m_AgentPool.RemoveAgent(agent_id);
7501 }

◆ RemoveAllAgents()

override void RemoveAllAgents ( )
inlineprotected
7505 {
7506 m_AgentPool.RemoveAllAgents();
7507 }

◆ RemoveAllItems()

void RemoveAllItems ( )
inlineprotected
1443 {
1445 ItemBase item;
1446 GetInventory().EnumerateInventory(InventoryTraversalType.PREORDER, itemsArray);
1447
1448 for (int i = 0; i < itemsArray.Count(); i++)
1449 {
1450 Class.CastTo(item, itemsArray.Get(i));
1451 if (item && !item.IsInherited(SurvivorBase)) GetInventory().LocalDestroyEntity(item);
1452 }
1453 }

Перекрестные ссылки Class::CastTo().

◆ RemoveCurrentEffectTrigger()

void RemoveCurrentEffectTrigger ( )
inlineprotected
651 {
653 {
654 /*
655 Print("--------------------------------------------------");
656 Print("OFF Disabling effect");
657 Print("--------------------------------------------------");
658 */
661 }
662 }
int m_PPERequester
Definition EffectTrigger.c:7
EffectTrigger m_CurrentEffectTrigger
Definition PlayerBase.c:166

Перекрестные ссылки EffectTrigger::m_PPERequester.

◆ RemoveMedicalDrugsInUse()

void RemoveMedicalDrugsInUse ( EMedicalDrugsType drugType)
inlineprotected

◆ RemovePossibleCoverFaceForShave()

void RemovePossibleCoverFaceForShave ( )
inlineprotected

DEPRECATED!

1317 {
1319 }

◆ RemoveQuickBarEntityShortcut()

void RemoveQuickBarEntityShortcut ( EntityAI entity)
inlineprotected
2061 {
2062 int index = m_QuickBarBase.FindEntityIndex(entity);
2063 if (index != -1)
2064 m_QuickBarBase.SetEntityShortcut(entity,-1);
2065 }

◆ RequestHandAnimationStateRefresh()

void RequestHandAnimationStateRefresh ( )
inlineprotected
4420 {
4421 if ((GetGame().IsMultiplayer() && GetGame().IsServer()))
4422 {
4424 if (m_RefreshAnimStateIdx > 3)
4426 SetSynchDirty();
4427 }
4428 }

Перекрестные ссылки GetGame().

◆ RequestResetADSSync()

void RequestResetADSSync ( )
inlineprotected
2490 {
2491 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT && GetGame().IsMultiplayer())
2492 {
2494 {
2496 ctx.Write(INPUT_UDT_RESET_ADS);
2497 ctx.Send();
2498 }
2499 }
2500 else if (!GetGame().IsMultiplayer())
2501 {
2502 m_ResetADS = true;
2503 }
2504 }
const int INPUT_UDT_RESET_ADS
Definition _constants.c:17

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetGame(), GetInstanceType() и INPUT_UDT_RESET_ADS.

◆ RequestSoundEvent()

override void RequestSoundEvent ( EPlayerSoundEventID id,
bool from_server_and_client = false )
inlineprivate
7201 {
7203 }

◆ RequestSoundEventEx()

override void RequestSoundEventEx ( EPlayerSoundEventID id,
bool from_server_and_client = false,
int param = 0 )
inlineprivate
7191 {
7192 if (from_server_and_client && GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
7193 {
7194 PlaySoundEventEx(id, false, false, param);
7195 return;
7196 }
7198 }
void SendSoundEventEx(EPlayerSoundEventID id, int param=0)
Definition PlayerBase.c:7210

Перекрестные ссылки GetInstanceType().

◆ RequestTriggerEffect()

void RequestTriggerEffect ( EffectTrigger trigger,
int ppeIdx = -1,
int aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND,
int tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY,
string soundset = "",
bool partDynaUpdate = false,
int newBirthRate = 0,
bool forceUpdate = false )
inlineprotected
616 {
617 //do note multiple triggers can be calling this method within a single frame depending on the contaminated area setup and dynamic gameplay events(such as gas grenades being deployed)
618
620 return;
621 bool allow = false;
623 {
624 allow = true;
625 }
627 {
628 allow = true;
629 //Print("ON Enabling effect FORCED " + trigger);
630 }
631 else if (trigger.GetEffectsPriority() > m_CurrentEffectTrigger.GetEffectsPriority())
632 {
634 allow = true;
635 }
636 if (allow)
637 {
638 /*
639 Print("--------------------------------------------------");
640 Print("ON Enabling effect " + trigger);
641 Print("------------> soundset " + soundset);
642 Print("--------------------------------------------------");
643 */
646 }
647 }
int GetEffectsPriority()
Definition EffectTrigger.c:55

Перекрестные ссылки EffectTrigger::GetEffectsPriority().

◆ RequestUnconsciousness()

void RequestUnconsciousness ( bool enable)
inlineprotected

Перекрестные ссылки DayZPlayerSyncJunctures::SendPlayerUnconsciousness().

◆ ResetActionEndInput()

void ResetActionEndInput ( )
inlineprotected
4645 {
4646 m_ActionQBControl = false;
4647 }

◆ ResetActiveNV()

void ResetActiveNV ( )
inlineprotected
8790 {
8791 m_ActiveNVTypes.Clear();
8792 }

◆ ResetADSPlayerSync()

bool ResetADSPlayerSync ( int userDataType,
ParamsReadContext ctx )
inlineprotected

server only

2508 {
2510 {
2513 return true;
2514 }
2515
2516 return false;
2517 }
Definition gameplay.c:151
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—

Перекрестные ссылки INPUT_UDT_RESET_ADS, SendSyncJuncture() и DayZPlayerSyncJunctures::SJ_ADS_RESET.

◆ ResetConstructionActionData()

void ResetConstructionActionData ( )
inlineprotected
2020 {
2022 {
2023 m_ConstructionActionData.ResetActionIndexes();
2024 }
2025 }

◆ ResetPlayer()

void ResetPlayer ( bool set_max)
inlineprotected
7339 {
7340 #ifdef DIAG_DEVELOPER
7341 if (GetGame().IsServer() || !GetGame().IsMultiplayer())
7342 {
7343 GetStomach().ClearContents();
7344
7345 DamageSystem.ResetAllZones(this);
7346 GetModifiersManager().ResetAll();
7347
7348 // bleeding sources
7350 m_BleedingManagerServer.RemoveAllSources();
7351
7352 // Stats
7353 if (GetPlayerStats())
7354 {
7355 int bloodType = GetStatBloodType().Get();
7356 GetPlayerStats().ResetAllStats();
7358 }
7359
7360 // Agents
7361 if (m_AgentPool)
7362 m_AgentPool.RemoveAllAgents();
7363
7364 if (m_StaminaHandler)
7366
7367 // uncon
7368 if (IsUnconscious())
7370
7371 // set max
7372 if (set_max)
7373 {
7374 GetStatWater().Set(GetStatWater().GetMax());
7376 }
7377
7378 // fix up inventory
7380
7381 //remove bloody hands
7383 moduleLifespan.UpdateBloodyHandsVisibilityEx(this, eBloodyHandsTypes.CLEAN);
7384
7385 if (GetArrowManager())
7386 GetArrowManager().ClearArrows();
7387
7388 }
7389
7390 // client + single + server
7392 if (vehCmd)
7393 {
7394 Transport transport = vehCmd.GetTransport();
7395 if (transport)
7396 transport.FixEntity();
7397 }
7398 #endif
7399 }
void FixAllInventoryItems()
Definition PlayerBase.c:5797
PlayerStomach GetStomach()
Definition PlayerBase.c:2844
Base native class for all motorized wheeled vehicles.
Definition Boat.c:28
proto native float GetMax()
Definition PlayerStatBase.c:147

Перекрестные ссылки GetArrowManager(), GetGame(), GetMax(), GetPlugin(), m_StaminaHandler, PluginLifespan(), DayZPlayerSyncJunctures::SendPlayerUnconsciousness(), StaminaHandler::SetStamina() и GameConstants::STAMINA_MAX.

◆ RPC()

override void RPC ( int rpc_type,
array< ref Param > params,
bool guaranteed,
PlayerIdentity recipient = NULL )
inlineprotected
5261 {
5263 }

◆ RunFightBlendTimer()

void RunFightBlendTimer ( )
inlineprotected
5223 {
5224 if (!m_FightEndBlendTimer)
5225 m_FightEndBlendTimer = new Timer();
5226 if (!m_FightEndBlendTimer.IsRunning())
5227 {
5228 m_FightEndBlendTimer.Run(PlayerConstants.MELEE2_MOVEMENT_BLEND_DELAY,this,"EndFighting");
5229 }
5230 }
static const float MELEE2_MOVEMENT_BLEND_DELAY
Definition PlayerConstants.c:4

Перекрестные ссылки PlayerConstants::MELEE2_MOVEMENT_BLEND_DELAY.

◆ Save()

bool Save ( )
inlineprotected
7454 {
7455 // saved player must be alive and not captive
7456 if (GetPlayerState() == EPlayerStates.ALIVE && !IsRestrained())
7457 {
7458 GetHive().CharacterSave(this);
7459 Debug.Log("Player "+this.ToString()+ " saved as alive");
7460
7461 return true;
7462 }
7463 return false;
7464 }
EPlayerStates
Definition EPlayerStates.c:2

Перекрестные ссылки GetHive(), Debug::Log() и ToString().

◆ SaveAreaPersistenceFlag()

void SaveAreaPersistenceFlag ( ParamsWriteContext ctx)
inlineprivate
6775 {
6776 if (GetModifiersManager())
6777 SetPersistentFlag(PersistentFlag.AREA_PRESENCE, GetModifiersManager().IsModifierActive(eModifiers.MDF_AREAEXPOSURE));//set the flag for player's presence in contaminated area
6778 ctx.Write(m_PersistentFlags);
6779 }
void SetPersistentFlag(PersistentFlag bit, bool enable)
Definition PlayerBase.c:6712

Перекрестные ссылки IsModifierActive().

◆ SaySoundSet()

AbstractWave SaySoundSet ( string name)
inlineprotected
2211 {
2213 {
2216
2218 }
2219
2220 m_SaySoundObject = m_SaySoundBuilder.BuildSoundObject();
2221 m_SaySoundObject.SetPosition(GetPosition());
2222 return GetGame().GetSoundScene().Play3D(m_SaySoundObject, m_SaySoundBuilder);
2223 }
void SoundObjectBuilder(SoundParams soundParams)
ref SoundParams m_SaySoundParams
Definition PlayerBase.c:216
ref SoundObject m_SaySoundObject
Definition PlayerBase.c:218
string m_SaySoundLastSetName
Definition PlayerBase.c:219
ref SoundObjectBuilder m_SaySoundBuilder
Definition PlayerBase.c:217
Definition Sound.c:101

Перекрестные ссылки GetGame(), GetPosition, name и SoundObjectBuilder().

◆ SendLiftWeaponSync()

void SendLiftWeaponSync ( bool state)
inlineprotected

Client-side only.

8082 {
8084
8085 // Apply state immediately
8086 m_LiftWeapon_player = state;
8087
8089 if (hcw)
8090 hcw.LiftWeapon(state);
8091
8092 GetWeaponManager().OnLiftWeapon();
8093
8094 // Notify server to apply same state
8095 if (GetGame().IsMultiplayer() && GetGame().IsClient())
8096 {
8098 if (!ctx.CanStoreInputUserData())
8099 {
8100 // ctx not available??
8101 return;
8102 }
8103
8105 ctx.Write(state);
8106 ctx.Send();
8107 }
8108 }

Перекрестные ссылки GetGame() и INPUT_UDT_WEAPON_LIFT_EVENT.

◆ SendSoundEvent()

void SendSoundEvent ( EPlayerSoundEventID id)
inlineprotected
7206 {
7207 SendSoundEventEx(id);
7208 }

◆ SendSoundEventEx()

void SendSoundEventEx ( EPlayerSoundEventID id,
int param = 0 )
inlineprotected
7211 {
7212 if (!GetGame().IsServer())
7213 {
7214 return;
7215 }
7216 m_SoundEvent = id;
7218 SetSynchDirty();
7219
7220 if (!GetGame().IsMultiplayer())
7221 {
7223 }
7224
7225 //PrintString(GetGame().GetTime().ToString() + " Set SoundEvent, id:" + id.ToString());
7226 }

Перекрестные ссылки GetGame().

◆ SetActionEndInput()

void SetActionEndInput ( ActionBase action)
inlineprotected
4636 {
4637 m_ActionQBControl = !action.GetInput().IsActive();
4638 }

◆ SetActions() [1/2]

void SetActions ( )
inlineprotected
1555 {
1556 }

◆ SetActions() [2/2]

void SetActions ( out TInputActionMap InputActionMap)
inlineprotected
1521 {
1527
1528 //-----------CheckIfCanMOveToTarget----------
1537 AddAction(ActionDrinkPondContinuous, InputActionMap);
1539
1542
1547
1552 }
ActionEatSnowContinuousCB ActionContinuousBaseCB ActionEatSnowContinuous()
Definition ActionEatSnowContinuous.c:11
void ActionStartEngine()
DEPRECATED.
Definition ActionStartEngine.c:19
ActionStartEngineBoatCB ActionContinuousBaseCB ActionStartEngineBoat()
Definition ActionStartEngineBoat.c:11
ActionUncoverHeadBase ActionContinuousBase ActionUncoverHeadSelf()
Definition ActionUncoverHeadSelf.c:46
ActionWashHandsSnowCB ActionContinuousBaseCB ActionWashHandsSnow()
Definition ActionWashHandsSnow.c:11
ActionWashHandsWaterCB ActionContinuousBaseCB ActionWashHandsWater()
Definition ActionWashHandsWater.c:11
Definition ActionCloseCarDoors.c:2
Definition ActionCloseDoors.c:2
Definition ActionEnterLadder.c:3
Definition ActionExitLadder.c:2
Definition ActionGetOutTransport.c:24
Definition ActionIgniteFireplaceByAir.c:10
Definition ActionMineBushByHand.c:2
Definition ActionOpenCarDoors.c:2
Definition ActionOpenDoors.c:2
Definition ActionOperatePanelPowerStation.c:2
Definition ActionStopEngineBoat.c:2
Definition ActionStopEngine.c:2
Definition ActionSwitchSeats.c:3
Definition ActionTakeArrow.c:2
Definition ActionTakeArrowToHands.c:2
Definition ActionUngagSelf.c:2
Definition ActionUnrestrainTargetEmpty.c:28

Перекрестные ссылки ActionEatSnowContinuous(), ActionStartEngine(), ActionStartEngineBoat(), ActionUncoverHeadSelf(), ActionWashHandsSnow(), ActionWashHandsWater() и AddAction().

◆ SetActionsRemoteTarget() [1/2]

void SetActionsRemoteTarget ( )
inlineprotected
1568 {
1569 }

◆ SetActionsRemoteTarget() [2/2]

void SetActionsRemoteTarget ( out TInputActionMap InputActionMap)
inlineprotected
1559 {
1565 }
Definition ActionCPR.c:12
Definition ActionCheckPulseTarget.c:10
Definition ActionPullBodyFromTransport.c:2
Definition ActionUncoverHeadTarget.c:10
Definition ActionUngagTarget.c:2

Перекрестные ссылки AddAction().

◆ SetActivePrimarySymptomID()

void SetActivePrimarySymptomID ( SymptomIDs id)
inlineprotected
605 {
607 SetSynchDirty();
608 }

◆ SetBleedingBits()

void SetBleedingBits ( int bits)
inlineprotected
898 {
899 if (m_BleedingBits != bits)
900 {
901 if (m_BleedingBits == 0)
902 {
904 }
905 else if (bits == 0)
906 {
908 }
909 }
911 SetSynchDirty();
912 }
void OnBleedingEnd()
void OnBleedingBegin()

◆ SetBloodType()

void SetBloodType ( int blood_type)
inlineprivate
6666 {
6668 SetSynchDirty();
6669 }

Перекрестные ссылки m_BloodType.

◆ SetBloodTypeVisible()

void SetBloodTypeVisible ( bool show)
inlineprivate
6655 {
6656 m_HasBloodTypeVisible = show;
6657 SetSynchDirty();
6658 }

◆ SetBloodyHands()

void SetBloodyHands ( bool show)
inlineprotected
6619 {
6620 SetBloodyHandsBase(show);
6621 }
void SetBloodyHandsBase(int type)
Definition PlayerBase.c:6628

◆ SetBloodyHandsBase()

void SetBloodyHandsBase ( int type)
inlineprivate
6629 {
6631 SetSynchDirty();
6632
6633 #ifdef DIAG_DEVELOPER
6634 #ifndef SERVER
6635 if (IsControlledPlayer())
6636 {
6637 bool enable = type;
6638 DiagMenu.SetValue(DiagMenuIDs.LIFESPAN_BLOODY_HANDS, enable);
6639 }
6640 #endif
6641 #endif
6642 }
static proto void SetValue(int id, int value)
Set value at the given script id.

Перекрестные ссылки DiagMenu::SetValue().

◆ SetBloodyHandsEx()

void SetBloodyHandsEx ( eBloodyHandsTypes type)
inlineprotected
6624 {
6625 SetBloodyHandsBase(type);
6626 }

◆ SetBloodyHandsPenalty()

void SetBloodyHandsPenalty ( )
inlineprivate
6645 {
6646 InsertAgent(eAgents.SALMONELLA, 1);
6647 }
override void InsertAgent(int agent, float count=1)
Definition PlayerBase.c:7511

Перекрестные ссылки InsertAgent().

◆ SetBrokenLegs()

void SetBrokenLegs ( int stateId)
inlineprotected
3549 {
3551
3553 eBrokenLegs state = GetBrokenLegs();//m_BrokenLegState can go bellow 0, cannot be used directly
3554
3555 if (state == eBrokenLegs.NO_BROKEN_LEGS)
3556 {
3557 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.BROKEN_LEGS;
3558 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.BROKEN_LEGS_SPLINT;
3559 }
3560 else if (state == eBrokenLegs.BROKEN_LEGS)
3561 {
3562 SetLegHealth();
3563 }
3564 else if (state == eBrokenLegs.BROKEN_LEGS_SPLINT)
3565 {
3566 // handle splint here
3567 }
3568
3569 SetSynchDirty();
3570 }
static void SendBrokenLegsEx(DayZPlayer pPlayer, int currentState)
Definition DayZPlayerSyncJunctures.c:392
void SetLegHealth()
Definition PlayerBase.c:3745

Перекрестные ссылки DayZPlayerSyncJunctures::SendBrokenLegsEx().

◆ SetCheckMeleeItem()

void SetCheckMeleeItem ( ItemBase item = null)
inlineprotected
3274 {
3276 }

◆ SetContaminatedEffect()

void SetContaminatedEffect ( bool enable,
int ppeIdx = -1,
int aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND,
int tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY,
bool partDynaUpdate = false,
int newBirthRate = 0 )
inlineprotected

◆ SetContaminatedEffectEx()

void SetContaminatedEffectEx ( bool enable,
int ppeIdx = -1,
int aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND,
int tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY,
string soundset = "",
bool partDynaUpdate = false,
int newBirthRate = 0 )
inlineprotected
5591 {
5592 if (enable) // enable
5593 {
5594 // We assume that if this is set to true the PPE is already active
5596 return;
5597
5598 if (aroundId !=0)
5599 {
5601 {
5602 m_ContaminatedAroundPlayer = ParticleManager.GetInstance().PlayInWorld(aroundId, GetPosition());
5603 }
5604 // First entry in an area with dynamic tweaks to particles
5605 if (partDynaUpdate)
5606 {
5607 m_ContaminatedAroundPlayer.SetParameter(0, EmitorParam.BIRTH_RATE, newBirthRate);
5608 }
5609 }
5610
5612 {
5613 m_ContaminatedAroundPlayerTiny = ParticleManager.GetInstance().PlayInWorld(tinyId, GetPosition());
5614 }
5615
5616 if (ppeIdx != -1)
5617 {
5619 if (Class.CastTo(ppeRequester, PPERequesterBank.GetRequester(ppeIdx)))
5620 ppeRequester.Start();
5621 }
5622
5623 // We start playing the ambient sound
5624 if (!m_AmbientContamination && soundset != "")
5625 PlaySoundSetLoop(m_AmbientContamination, soundset, 0.1, 0.1);
5626
5627 }
5628 else // disable
5629 {
5631 {
5634 }
5635
5637 {
5640 }
5641 if (ppeIdx != -1)
5642 PPERequesterBank.GetRequester(ppeIdx).Stop(new Param1<bool>(true)); //fade out
5643
5644 // We stop the ambient sound
5646 StopSoundSet(m_AmbientContamination);
5647
5648 // We make sure to reset the state
5649 }
5651 }
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
Definition ParticleManager.c:84
EffectSound m_AmbientContamination
Definition PlayerBase.c:161
Definition PPERequestPlatformsBase.c:3

Перекрестные ссылки Class::CastTo(), GetPosition, ParticleManager(), Particle::SetParameter() и Particle::Stop().

◆ SetCraftingRecipeID()

void SetCraftingRecipeID ( int recipeID)
inlineprotected
2000 {
2001 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
2002 {
2004 }
2005 else
2006 {
2008 }
2009 }
void SetRecipeID(int recipeID)
Definition CraftingManager.c:31

Перекрестные ссылки GetInstanceType() и m_RecipeID.

◆ SetDeathDarknessLevel()

override void SetDeathDarknessLevel ( float duration,
float tick_time )
inlineprotected
8189 {
8190 super.SetDeathDarknessLevel(duration, tick_time);
8191
8192 if (IsControlledPlayer())
8193 {
8194 float actual_tick = tick_time;
8197
8198 if (GetFlashbangEffect())
8200
8201 float progress;
8202 if (duration > 0)
8203 progress = 1 - ((duration - m_DeathDarkeningCurrentTime) / duration);
8204
8205 m_DeathDarkeningCurrentTime += actual_tick;
8206
8207 if (!IsAlive() && IsPlayerSelected())
8208 {
8211 }
8212
8213 if (m_DeathDarkeningCurrentTime >= duration)
8214 {
8215 StopDeathDarkeningEffect();
8216 }
8217 }
8218 else
8219 {
8220 StopDeathDarkeningEffect();
8221 }
8222 }

◆ SetDecayEffects()

void SetDecayEffects ( int effect = -1)
inlineprotected
8915 {
8916 int boneIdx = GetBoneIndexByName("Spine2");
8917 Particle p;
8918
8919 switch (effect)
8920 {
8922 //play medium sound/flies particle
8923 if (!m_FliesEff)
8925
8927 {
8928 m_FliesEff.SetDecalOwner(this);
8930 p = m_FliesEff.GetParticle();
8931 AddChild(p, boneIdx);
8932 if (!m_SoundFliesEffect)
8933 {
8934 PlaySoundSetLoop(m_SoundFliesEffect, "Flies_SoundSet", 1.0, 1.0);
8935 }
8936 }
8937 break;
8939 //play serious sound/flies particle
8940 if (!m_FliesEff)
8942
8944 {
8945 m_FliesEff.SetDecalOwner(this);
8947 p = m_FliesEff.GetParticle();
8948 AddChild(p, boneIdx);
8949 if (!m_SoundFliesEffect)
8950 {
8951 PlaySoundSetLoop(m_SoundFliesEffect, "Flies_SoundSet", 1.0, 1.0);
8952 }
8953 }
8954 break;
8955 //remove
8956 default:
8958 StopSoundSet(m_SoundFliesEffect);
8959 break;
8960 }
8961 }
Definition SwarmingFlies.c:2
static const int CORPSE_STATE_MEDIUM
Definition PlayerConstants.c:203
static int PlayOnObject(notnull Effect eff, Object obj, vector local_pos="0 0 0", vector local_ori="0 0 0", bool force_rotation_relative_to_world=false)
Play an Effect.
Definition EffectManager.c:70
static bool IsEffectExist(int effect_id)
Checks whether an Effect ID is registered in SEffectManager.
Definition EffectManager.c:294

Перекрестные ссылки AddChild(), PlayerConstants::CORPSE_STATE_DECAYED, PlayerConstants::CORPSE_STATE_MEDIUM, SEffectManager::DestroyEffect(), GetBoneIndexByName(), SEffectManager::IsEffectExist() и SEffectManager::PlayOnObject().

◆ SetDefaultHitPosition()

vector SetDefaultHitPosition ( string pSelection)
inlineprotected
1305 {
1306 return GetSelectionPositionMS(pSelection);
1307 }

◆ SetDrowning()

void SetDrowning ( bool enable)
inlineprotected
2441 {
2442 if (enable != m_IsDrowning)
2443 {
2444 if (enable)
2446 else
2447 OnDrowningEnd();
2448 }
2449
2451 }
void OnDrowningStart()
Definition PlayerBase.c:2453
void OnDrowningEnd()
Definition PlayerBase.c:2466

◆ SetEnableQuickBarEntityShortcut()

void SetEnableQuickBarEntityShortcut ( EntityAI entity,
bool value )
inlineprotected
2068 {
2069 int index = m_QuickBarBase.FindEntityIndex(entity);
2070 if (index != -1)
2071 m_QuickBarBase.SetShotcutEnable(index,value);
2072
2073 }

◆ SetFirstRecipe()

void SetFirstRecipe ( )
inlineprotected
1687 {
1688 m_RecipePick = 0;
1689 }

◆ SetFlagTendencyRaise()

void SetFlagTendencyRaise ( bool state)
inlineprotected

DEPRECATED.

4845 {
4847 }

◆ SetHairLevelToHide()

void SetHairLevelToHide ( int level,
bool state,
bool was_debug = false )
inlineprotected

Dynamic hair hiding.

8548 {
8549 if (was_debug && GetInstanceType() != DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
8550 return;
8551
8552 if (!m_CharactersHead)
8553 {
8554 ErrorEx("No valid head detected on character!");
8555 return;
8556 }
8557
8558 if (level == -1) //hide/show ALL
8559 {
8561 for (int i = 0; i < m_CharactersHead.m_HeadHairSelectionArray.Count(); ++i)
8562 {
8563 //m_CharactersHead.SetSimpleHiddenSelectionState(i,m_HideHairAnimated);
8564 SelectionTranslation stt = SelectionTranslation.Cast(m_CharactersHead.m_HeadHairHidingStateMap.Get(i));
8565 stt.SetSelectionState(m_HideHairAnimated);
8566 m_CharactersHead.m_HeadHairHidingStateMap.Set(i, stt);
8567#ifdef DIAG_DEVELOPER
8568#ifndef SERVER
8570 diagmenu.m_HairHidingStateMap.Set(i, m_HideHairAnimated);
8571#endif
8572#endif
8573 }
8574 }
8575 else //hide/show selected level only
8576 {
8577 bool switchState;
8578 if (was_debug)
8579 {
8580#ifdef DIAG_DEVELOPER
8581#ifndef SERVER
8583 switchState = !diagmenuu.m_HairHidingStateMap.Get(level);
8584 diagmenuu.m_HairHidingStateMap.Set(level, switchState);
8585#endif
8586#endif
8587 }
8588 else
8589 {
8590 switchState = !state;
8591 }
8592 //m_CharactersHead.SetSimpleHiddenSelectionState(level,switchState);
8593 stt = SelectionTranslation.Cast(m_CharactersHead.m_HeadHairHidingStateMap.Get(level));
8594 stt.SetSelectionState(switchState);
8595 m_CharactersHead.m_HeadHairHidingStateMap.Set(level, stt); //nescessary?
8596 }
8597 }
Definition Head.c:68
enum ShapeType ErrorEx

Перекрестные ссылки ErrorEx, GetInstanceType() и GetPlugin().

◆ SetHeatBufferDynamicMax()

void SetHeatBufferDynamicMax ( float value)
inlineprotected
7683 {
7685 SetSynchDirty();
7686 }

◆ SetHitPPEEnabled()

void SetHitPPEEnabled ( bool enabled)
inlineprotected
1461 {
1463 }

◆ SetImmunityBoosted()

void SetImmunityBoosted ( bool boosted)
inlineprotected
5124 {
5126 }

◆ SetInColdArea()

void SetInColdArea ( bool state)
inlineprotected
2584 {
2585 if (m_IsInColdArea != state)
2586 {
2588 SetSynchDirty();
2589 }
2590 }

◆ SetInEffectAreaTypeFlag()

void SetInEffectAreaTypeFlag ( EEffectAreaType flag)
inlineprotected
704 {
706
707 if (areaCount > 0)
709 else
711
713 }
ref map< EEffectAreaType, int > m_EffectAreaOverlap
Definition PlayerBase.c:170

◆ SetInventorySoftLock()

override void SetInventorySoftLock ( bool status)
inlineprotected

'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are still possible

8029 {
8030 if (status)
8032 else
8034
8037
8039 }
override bool IsInventorySoftLocked()
Definition PlayerBase.c:8022
bool m_InventorySoftLocked
Definition PlayerBase.c:247

◆ SetInWater()

void SetInWater ( bool pState)
inlineprotected

water contact (driven by Environment)

2601 {
2603 SetSynchDirty();
2604 }

◆ SetLastFirePoint()

void SetLastFirePoint ( vector last_fire_point)
inlineprotected
2044 {
2046 }

◆ SetLastFirePointIndex()

void SetLastFirePointIndex ( int last_fire_point_index)
inlineprotected

◆ SetLastFirePointRot()

void SetLastFirePointRot ( float last_fire_point_rot)
inlineprotected
2048 {
2050 }

◆ SetLastMapInfo()

void SetLastMapInfo ( float scale,
vector pos )
inlineprotected
8971 {
8972 m_LastMapScale = scale;
8973 m_LastMapPos = pos;
8974 }

◆ SetLastShavedSeconds()

void SetLastShavedSeconds ( int last_shaved_seconds)
inlineprotected

◆ SetLastUAMessage()

void SetLastUAMessage ( string pMsg)
inlineprotected
7712 {
7714
7715 if (m_UALastMessageTimer.IsRunning())
7716 {
7717 m_UALastMessageTimer.Stop();
7718 }
7719
7720 m_UALastMessageTimer.Run(PlayerConstants.LAST_UA_MSG_LIFETIME, this, "ClearLastUAMessage", null);
7721 }
static const int LAST_UA_MSG_LIFETIME
Definition PlayerConstants.c:194

Перекрестные ссылки PlayerConstants::LAST_UA_MSG_LIFETIME.

◆ SetLegHealth()

void SetLegHealth ( )
inlineprotected
3746 {
3747 SetHealth("RightLeg", "", 0);
3748 SetHealth("RightFoot", "", 0);
3749 SetHealth("LeftLeg", "", 0);
3750 SetHealth("LeftFoot", "", 0);
3751 }

◆ SetLifeSpanStateVisible()

void SetLifeSpanStateVisible ( int show_state)
inlineprotected
6562 {
6563 bool state_changed;
6565 state_changed = true;
6567 SetSynchDirty();
6568
6569 if (state_changed) //server only, client solution in OnVariablesSynchronized()
6570 {
6571 //SendLifespanSyncEvent(m_LifeSpanState);
6572
6574 }
6575 }

◆ SetLiftWeapon() [1/2]

void SetLiftWeapon ( bool state)
inlineprotected
8075 {
8076 m_ProcessLiftWeaponState = state;
8077 m_ProcessLiftWeapon = true;
8078 }

◆ SetLiftWeapon() [2/2]

void SetLiftWeapon ( int pJunctureID,
ParamsReadContext ctx )
inlineprotected
8065 {
8066 bool state;
8067 ctx.Read(state);
8068
8070
8071 //Print("SetLiftWeapon | STS: " + GetSimulationTimeStamp());
8072 }

◆ SetLiquidTendencyDrain()

void SetLiquidTendencyDrain ( bool state)
inlineprotected
4832 {
4834 }

◆ SetLoadedQuickBarItemBind()

void SetLoadedQuickBarItemBind ( EntityAI entity,
int index )
inlineprotected
8042 {
8043 if (m_aQuickBarLoad)
8045 }

◆ SetLocalProjectionOrientation()

void SetLocalProjectionOrientation ( vector local_orientation)
inlineprotected

◆ SetLocalProjectionPosition()

void SetLocalProjectionPosition ( vector local_position)
inlineprotected

◆ SetMapClosingSyncSet()

void SetMapClosingSyncSet ( bool state)
inlineprotected
3223 {
3225 }

◆ SetMapOpen()

void SetMapOpen ( bool state)
inlineprotected
3213 {
3214 m_MapOpen = state;
3215 }

◆ SetMixedSoundState()

void SetMixedSoundState ( eMixedSoundStates state)
inlineprotected
877 {
879
881 {
883 SetSynchDirty();
884 }
885 }

◆ SetModifiers()

void SetModifiers ( bool enable)
inlineprivate
7078 {
7079 GetModifiersManager().SetModifiers(enable);
7080 }

◆ SetNewCharName()

void SetNewCharName ( )
inlineprotected
5952 {
5953 g_Game.GetMenuData().SaveCharacter(false, true);
5954 g_Game.GetMenuData().SetCharacterName(g_Game.GetMenuData().GetLastPlayedCharacter(), g_Game.GetMenuDefaultCharacterData(false).GetCharacterName());
5955 g_Game.GetMenuData().SaveCharactersLocal();
5956 }

Перекрестные ссылки g_Game.

◆ SetNextRecipe()

void SetNextRecipe ( )
inlineprotected
1682 {
1683 m_RecipePick++;
1684 }

◆ SetNVGLowered()

void SetNVGLowered ( bool state)
inlineprotected
8755 {
8757 }

◆ SetNVGWorking()

void SetNVGWorking ( bool state)
inlineprotected

Deprecated.

8749 {
8750 //Deprecated, below is for legacy's sake
8751 AddActiveNV(NVTypes.NV_GOGGLES);
8752 }
void AddActiveNV(int type)
Definition PlayerBase.c:8759

◆ SetPerformedActionID()

void SetPerformedActionID ( int id)
inlineprotected
594 {
596 SetSynchDirty();
597 }

◆ SetPersistentFlag()

void SetPersistentFlag ( PersistentFlag bit,
bool enable )
inlineprivate
6713 {
6714 if (enable)//turn on bit
6716 else//turn off bit
6718
6719 }

◆ SetPlayerDisconnected()

void SetPlayerDisconnected ( bool state)
inlineprotected
2325 {
2327 }

◆ SetPlayerLoad()

void SetPlayerLoad ( float load)
inlineprotected
4865 {
4866 m_CargoLoad = load;
4867 //Print("m_CargoLoad: " + m_CargoLoad);
4868 //Log(ToString(this) + "'s load weight is " + ftoa(m_CargoLoad) + " g.", LogTemplates.TEMPLATE_PLAYER_WEIGHT);
4869 }

◆ SetProcessUIWarning()

override void SetProcessUIWarning ( bool state)
inlineprotected
9014 {
9016 }

◆ SetPulseType()

void SetPulseType ( EPulseType pulse_type)
inlineprotected
957 {
959 }

◆ SetQuickBarEntityShortcut()

void SetQuickBarEntityShortcut ( EntityAI entity,
int index,
bool force = false )
inlineprotected
2105 {
2106 m_QuickBarBase.SetEntityShortcut(entity, index, force);
2107 }

◆ SetQuickFishing()

void SetQuickFishing ( bool enable)
inlineprotected
1825 {
1827 }

◆ SetQuickRestrain()

void SetQuickRestrain ( bool enable)
inlineprotected
1820 {
1822 }

◆ SetRestrained()

void SetRestrained ( bool is_restrained)
inlineprotected
1900 {
1902 SetSynchDirty();
1903 }

◆ SetRestrainPrelocked()

void SetRestrainPrelocked ( bool restrain_prelock)
inlineprotected
1889 {
1891 SetSynchDirty();
1892 }

◆ SetRestrainStarted()

void SetRestrainStarted ( bool restrain_started)
inlineprotected
1878 {
1880 SetSynchDirty();
1881 }

◆ SetShakesForced()

void SetShakesForced ( int value)
inlineprotected
3279 {
3281 }

◆ SetSoundCategoryHash()

void SetSoundCategoryHash ( int hash)
inlineprotected
588 {
589 m_ActionSoundCategoryHash = hash;
590 SetSynchDirty();
591 }

◆ SetStamina()

void SetStamina ( int value,
int range )
inlineprotected
1806 {
1808 m_ModulePlayerStatus.SetStamina(value, range);
1809 }

Перекрестные ссылки m_ModulePlayerStatus.

◆ SetStaminaState()

void SetStaminaState ( eStaminaState state)
inlineprotected
7434 {
7435 if (state != m_StaminaState)
7436 {
7438 //PrintString("m_StaminaState:"+m_StaminaState.ToString());
7439 SetSynchDirty();
7440 }
7441 }

◆ SetTemporaryResistanceToAgent()

void SetTemporaryResistanceToAgent ( int agent,
float time )
inlineprotected
7550 {
7551 m_AgentPool.SetTemporaryResistance(agent, time);
7552 }

◆ SetToDelete()

void SetToDelete ( ParamsReadContext pCtx)
inlineprotected
7913 {
7914 EntityAI item;
7915 pCtx.Read(item);
7917 }
override void AddItemToDelete(EntityAI item)
Definition PlayerBase.c:7919

◆ SetUnderground()

void SetUnderground ( EUndergroundPresence presence)
inlineprotected
2534 {
2536 }

◆ SetVisibilityCoef()

void SetVisibilityCoef ( float pVisibility)
inlineprotected
4981 {
4983 }

◆ ShavePlayer()

void ShavePlayer ( )
inlineprotected
6440 {
6442
6443 m_ModuleLifespan.UpdateLifespan(this, true);
6444 }
Definition AnalyticsManagerServer.c:2
const string STAT_PLAYTIME
Definition AnalyticsManagerServer.c:4
void SetLastShavedSeconds(int last_shaved_seconds)
Definition PlayerBase.c:6587

Перекрестные ссылки AnalyticsManagerServer::STAT_PLAYTIME.

◆ ShockRefill()

void ShockRefill ( float pDt)
protected

functionality moved to ShockMdfr::OnTick

◆ ShowUnconsciousScreen()

void ShowUnconsciousScreen ( bool show)
inlineprivate
7175 {
7176 #ifndef NO_GUI
7177 if (show)
7178 {
7179 GetGame().GetUIManager().ScreenFadeIn(0, "You are Unconscious", FadeColors.BLACK, FadeColors.WHITE);
7180 PrintString("Fade in");
7181 }
7182 else
7183 {
7184 GetGame().GetUIManager().ScreenFadeOut(0);
7185 PrintString("Fade out");
7186 }
7187 #endif
7188 }
void PrintString(string s)
Helper for printing out string expression. Example: PrintString("Hello " + var);.
Definition EnScript.c:345

Перекрестные ссылки GetGame() и PrintString().

◆ SimplifyShock()

int SimplifyShock ( )
inlineprotected
3490 {
3491 int shock = Math.Lerp(0, SIMPLIFIED_SHOCK_CAP, GetHealth("","Shock") / GetMaxHealth("","Shock"));
3493 return shock;
3494 }

Перекрестные ссылки Math::Clamp() и Math::Lerp().

◆ SimulateDeath()

override void SimulateDeath ( bool state)
inlineprotected
5939 {
5940 super.SimulateDeath(state);
5941
5944 if (m_EffectWidgets)
5945 {
5948 }
5949 }
override void StopAllEffects()
Definition GameplayEffectWidgets.c:326
override void ClearSuspendRequests()
Definition GameplayEffectWidgets.c:367

Перекрестные ссылки GameplayEffectWidgets_base::ClearSuspendRequests() и GameplayEffectWidgets_base::StopAllEffects().

◆ SpawnAI()

EntityAI SpawnAI ( string object_name,
vector pos )
inlineprotected
6221 {
6222 bool is_ai = GetGame().IsKindOf(object_name, "DZ_LightAI");
6223 if (is_ai)
6224 {
6226 }
6227 return NULL;
6228 }
const int ECE_EQUIP_ATTACHMENTS
Definition CentralEconomy.c:20
const int ECE_PLACE_ON_SURFACE
Definition CentralEconomy.c:37
const int ECE_INITAI
Definition CentralEconomy.c:17

Перекрестные ссылки ECE_EQUIP_ATTACHMENTS, ECE_INITAI, ECE_PLACE_ON_SURFACE и GetGame().

◆ SpawnBreathVaporEffect()

void SpawnBreathVaporEffect ( )
inlineprotected
6517 {
6518 //Print("SpawnBreathVaporEffect:"+GetGame().GetTime());
6519 int boneIdx = GetBoneIndexByName("Head");
6520 if (boneIdx != -1)
6521 {
6522 Particle p;
6523 switch (m_BreathVapour)
6524 {
6525 case 1:
6526 p = ParticleManager.GetInstance().PlayInWorld(ParticleList.BREATH_VAPOUR_LIGHT, "-0.03 0.15 0");
6527 break;
6528 case 2:
6529 p = ParticleManager.GetInstance().PlayInWorld(ParticleList.BREATH_VAPOUR_MEDIUM, "-0.03 0.15 0");
6530 break;
6531 case 3:
6532 p = ParticleManager.GetInstance().PlayInWorld(ParticleList.BREATH_VAPOUR_HEAVY, "-0.03 0.15 0");
6533 break;
6534 default:
6535 break;
6536 }
6537
6538 if (p)
6539 AddChild(p, boneIdx);
6540 }
6541 }
Definition ParticleList.c:12
static const int BREATH_VAPOUR_MEDIUM
Definition ParticleList.c:147
static const int BREATH_VAPOUR_HEAVY
Definition ParticleList.c:148
static const int BREATH_VAPOUR_LIGHT
Definition ParticleList.c:146

Перекрестные ссылки AddChild(), ParticleList::BREATH_VAPOUR_HEAVY, ParticleList::BREATH_VAPOUR_LIGHT, ParticleList::BREATH_VAPOUR_MEDIUM, GetBoneIndexByName() и ParticleManager().

◆ SpawnDamageDealtEffect()

override void SpawnDamageDealtEffect ( )
inlineprotected
987 {
989 {
990 delete m_DamageDealtEffect;
991 }
992
994 {
996 }
997 }
Definition BulletHitReaction.c:2

◆ SpawnDamageDealtEffect2()

void SpawnDamageDealtEffect2 ( Param param1 = null,
Param param2 = null )
inlineprotected
1000 {
1001 if (m_EffectRadial)
1002 {
1003 delete m_EffectRadial;
1004 }
1005
1006 m_EffectRadial = new EffectRadial(param1,param2);
1007 }
void EffectRadial(Param param1, Param param2)
Definition BulletHitReaction.c:59

Перекрестные ссылки EffectRadial().

◆ SpawnDrowningBubbles()

void SpawnDrowningBubbles ( )
inlineprotected
2141 {
2143 return;
2145 int boneIdx = GetBoneIndexByName("Head");
2146
2147 if (boneIdx != -1)
2148 {
2149 Particle p = ParticleManager.GetInstance().PlayInWorld(ParticleList.DROWNING_BUBBLES, "-0.03 0.15 0");
2150 if (p)
2151 AddChild(p, boneIdx);
2153 }
2154 }
bool GetDrowningWaterLevelCheck()
Definition PlayerBase.c:6544
static const int DROWNING_BUBBLES
Definition ParticleList.c:327
static const int DROWNING_BUBBLE_FREQUENCY_MIN
Definition PlayerConstants.c:252
static const int DROWNING_BUBBLE_FREQUENCY_MAX
Definition PlayerConstants.c:251

Перекрестные ссылки AddChild(), CALL_CATEGORY_SYSTEM, PlayerConstants::DROWNING_BUBBLE_FREQUENCY_MAX, PlayerConstants::DROWNING_BUBBLE_FREQUENCY_MIN, ParticleList::DROWNING_BUBBLES, GetBoneIndexByName(), GetGame(), Math::Lerp() и ParticleManager().

◆ SpawnEntityOnGroundOnCursorDir()

EntityAI SpawnEntityOnGroundOnCursorDir ( string object_name,
float distance )
inlineprotected
6215 {
6216 vector position = GetPosition() + (GetDirection() * distance);
6218 }

Перекрестные ссылки GetPosition.

◆ SpawnEntityOnGroundPos()

override EntityAI SpawnEntityOnGroundPos ( string object_name,
vector pos )
inlineprotected
6186 {
6187 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
6188 {
6189 bool is_AI = GetGame().IsKindOf(object_name, "DZ_LightAI");
6190 if (is_AI)
6191 {
6192 return SpawnAI(object_name, pos);
6193 }
6194 else
6195 {
6197 vector mtx[4];
6199 mtx[3] = pos;
6200 inv_loc.SetGround(null, mtx);
6201
6202 int flags = ECE_PLACE_ON_SURFACE;
6203 #ifdef DEVELOPER
6204 if (g_Game.IsKindOf(object_name, "Boat"))
6205 flags = ECE_KEEPHEIGHT;
6206 #endif
6207
6208 return EntityAI.Cast(GetGame().CreateObjectEx(object_name, inv_loc.GetPos(), flags));
6209 }
6210 }
6211 return null;
6212 }
const int ECE_KEEPHEIGHT
Definition CentralEconomy.c:27
EntityAI SpawnAI(string object_name, vector pos)
Definition PlayerBase.c:6220

Перекрестные ссылки ECE_KEEPHEIGHT, ECE_PLACE_ON_SURFACE, g_Game, GetGame(), GetInstanceType() и Math3D::MatrixIdentity4().

◆ SpawnFlashbangEffect()

void SpawnFlashbangEffect ( PlayerBase player,
bool visual )
inlineprotected
1015 {
1017 {
1018 m_FlashbangEffect.Stop();
1019 delete m_FlashbangEffect;
1020 }
1021
1023 }
Definition FlashbangEffect.c:2

◆ SpawnShockEffect()

void SpawnShockEffect ( float intensity_max)
inlineprotected
1031 {
1033 {
1034 delete m_ShockDealtEffect;
1035 }
1036
1038 }
Definition ShockHitReaction.c:2

◆ SpreadAgents()

void SpreadAgents ( )
inlineprotected
7487 {
7488 SpreadAgentsEx(3,1);
7489 }
void SpreadAgentsEx(float distance=3, float chance=0.25)
chance between [0..1] , distance in meters
Definition PlayerBase.c:7468

◆ SpreadAgentsEx()

void SpreadAgentsEx ( float distance = 3,
float chance = 0.25 )
inlineprotected

chance between [0..1] , distance in meters

7469 {
7470 if (Math.RandomFloat01() > chance)
7471 return;
7472
7473 GetGame().GetPlayers(m_ServerPlayers);
7474 float dist_check = distance * distance;//make it sq
7475 PluginTransmissionAgents plugin = PluginTransmissionAgents.Cast(GetPlugin(PluginTransmissionAgents));
7476
7477 foreach (Man target: m_ServerPlayers)
7478 {
7479 if (vector.DistanceSq(GetWorldPosition(), target.GetWorldPosition()) < dist_check && target != this)
7480 {
7481 plugin.TransmitAgents(this, target, AGT_AIRBOURNE_BIOLOGICAL, 1);
7482 }
7483 }
7484 }
static ref array< Man > m_ServerPlayers
Definition PlayerBase.c:172
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
const int AGT_AIRBOURNE_BIOLOGICAL
Definition constants.c:480

Перекрестные ссылки AGT_AIRBOURNE_BIOLOGICAL, vector::DistanceSq(), GetGame(), GetPlugin() и Math::RandomFloat01().

◆ StaminaHUDNotifier()

void StaminaHUDNotifier ( bool show)
inlineprotected
4314 {
4315 if (m_Hud)
4317 }
void SetStaminaBarVisibility(bool show)

Перекрестные ссылки m_Hud и Hud::SetStaminaBarVisibility().

◆ SwitchItemSelectionTexture()

override void SwitchItemSelectionTexture ( EntityAI item,
string slot_name )
inlineprotected
1430 {
1431 super.SwitchItemSelectionTexture(item,slot_name);
1432
1433 //shirt + armband
1434 EntityAI armband = FindAttachmentBySlotName("Armband");
1435 if (slot_name == "Body" && armband)
1436 {
1438 armband.SwitchItemSelectionTextureEx(EItemManipulationContext.UPDATE,p);
1439 }
1440 }

◆ SwitchItemTypeAttach()

void SwitchItemTypeAttach ( EntityAI item,
string slot )
inlineprivate
9349 {
9350 if (!GetGame().IsServer())
9351 return;
9352 }

Перекрестные ссылки GetGame().

◆ SwitchItemTypeDetach()

void SwitchItemTypeDetach ( EntityAI item,
string slot )
private

◆ TakeEntityAsAttachmentImpl()

bool TakeEntityAsAttachmentImpl ( InventoryMode mode,
notnull EntityAI item )
inlineprotected
9111 {
9113 {
9114 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2Att(SPLIT) item=" + GetDebugName(item));
9115 return true;
9116 }
9117
9118 return super.TakeEntityAsAttachmentImpl(mode, item);
9119 }
bool CheckAndExecuteStackSplit(FindInventoryLocationType flags, notnull EntityAI item, notnull EntityAI target)
Definition PlayerBase.c:9054

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeEntityToCargoImpl()

bool TakeEntityToCargoImpl ( InventoryMode mode,
notnull EntityAI item )
inlineprotected
9100 {
9102 {
9103 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2Cgo(SPLIT) item=" +GetDebugName(item));
9104 return true;
9105 }
9106
9107 return super.TakeEntityToCargoImpl(mode, item);
9108 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeEntityToHandsImpl()

override void TakeEntityToHandsImpl ( InventoryMode mode,
EntityAI item )
inlineprotected
9122 {
9124 {
9125 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2Hands(SPLIT) item=" + GetDebugName(item));
9126 return;
9127 }
9128
9129 super.TakeEntityToHandsImpl(mode, item);
9130 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeEntityToInventoryImpl()

bool TakeEntityToInventoryImpl ( InventoryMode mode,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
9089 {
9090 if (CheckAndExecuteStackSplit(flags, item, this))
9091 {
9092 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2Inv(SPLIT) item=" + GetDebugName(item));
9093 return true;
9094 }
9095
9096 return super.TakeEntityToInventoryImpl(mode, flags, item);
9097 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeEntityToTargetAttachmentImpl()

bool TakeEntityToTargetAttachmentImpl ( InventoryMode mode,
notnull EntityAI target,
notnull EntityAI item )
inlineprotected
9155 {
9157 {
9158 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2TargetAtt(SPLIT) item=" + GetDebugName(item));
9159 return true;
9160 }
9161
9162 return super.TakeEntityToTargetAttachmentImpl(mode, target, item);
9163 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeEntityToTargetCargoImpl()

bool TakeEntityToTargetCargoImpl ( InventoryMode mode,
notnull EntityAI target,
notnull EntityAI item )
inlineprotected
9144 {
9146 {
9147 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2TargetCgo(SPLIT) item=" + GetDebugName(item));
9148 return true;
9149 }
9150
9151 return super.TakeEntityToTargetCargoImpl(mode, target, item);
9152 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeEntityToTargetInventoryImpl()

bool TakeEntityToTargetInventoryImpl ( InventoryMode mode,
notnull EntityAI target,
FindInventoryLocationType flags,
notnull EntityAI item )
inlineprotected
9133 {
9135 {
9136 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2TargetInv(SPLIT) item=" + GetDebugName(item));
9137 return true;
9138 }
9139
9140 return super.TakeEntityToTargetInventoryImpl(mode, target, flags, item);
9141 }

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TakeToDstImpl()

bool TakeToDstImpl ( InventoryMode mode,
notnull InventoryLocation src,
notnull InventoryLocation dst )
inlineprotected
9166 {
9168 {
9169 if (LogManager.IsSyncLogEnable()) syncDebugPrint("[inv] " + GetDebugName(this) + " STS=" + GetSimulationTimeStamp() + " Take2Dst(SPLIT) item=" + GetDebugName(dst.GetItem()));
9170 return true;
9171 }
9172
9173 return super.TakeToDstImpl(mode, src, dst);
9174 }
bool CheckAndExecuteStackSplitToInventoryLocation(InventoryLocation il, notnull EntityAI item)
Definition PlayerBase.c:9073

Перекрестные ссылки GetDebugName(), LogManager::IsSyncLogEnable() и syncDebugPrint().

◆ TestSend()

void TestSend ( )
inlineprotected
7427 {
7428 if (GetGame().IsClient()) return;
7429 RequestSoundEvent(1234);
7430 //Math.RandomInt(1,4096)
7431 }
override void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client=false)
Definition PlayerBase.c:7200

Перекрестные ссылки GetGame().

◆ ToggleHeatBufferVisibility() [1/2]

void ToggleHeatBufferVisibility ( bool show)
inlineprotected
7694 {
7695 m_HasHeatBuffer = show;
7696 SetSynchDirty();
7697 }

◆ ToggleHeatBufferVisibility() [2/2]

void ToggleHeatBufferVisibility ( int heatbufferStage)
inlineprotected
7700 {
7702 SetSynchDirty();
7703 }

◆ TogglePlacingLocal()

void TogglePlacingLocal ( ItemBase item = null)
inlineprotected
2539 {
2540 if (IsPlacingLocal())
2541 {
2542 if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT && GetGame().IsMultiplayer())
2543 {
2545 {
2548 ctx.Send();
2549 }
2550 }
2552 }
2553 else if (!item)
2554 {
2556 }
2557 else
2558 {
2560 }
2561 }
const int INPUT_UDT_ADVANCED_PLACEMENT
Definition _constants.c:10
void PlacingStartLocal(ItemBase item)
Definition PlayerBase.c:2362

Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetGame(), GetInstanceType() и INPUT_UDT_ADVANCED_PLACEMENT.

◆ TogglePlacingServer()

bool TogglePlacingServer ( int userDataType,
ParamsReadContext ctx )
inlineprotected
2479 {
2481 {
2483 return true;
2484 }
2485
2486 return false;
2487 }

Перекрестные ссылки INPUT_UDT_ADVANCED_PLACEMENT.

◆ TryHideItemInHands()

void TryHideItemInHands ( bool hide,
bool force = false )
inlineprotected

tries to hide item in player's hands, some exceptions for various movement states

9042 {
9043 if (!hide && ((!IsSwimming() && !IsClimbingLadder() && !IsInVehicle() && !AnimCommandCheck(HumanMoveCommandID.CommandSwim | HumanMoveCommandID.CommandLadder | HumanMoveCommandID.CommandVehicle)) || force))
9044 {
9045 GetItemAccessor().HideItemInHands(false);
9046 }
9047 else
9048 {
9049 GetItemAccessor().HideItemInHands(true);
9050 }
9051 }
bool AnimCommandCheck(HumanMoveCommandID mask)
Definition PlayerBase.c:5217

◆ UnsetInEffectAreaTypeFlag()

void UnsetInEffectAreaTypeFlag ( EEffectAreaType flag)
inlineprotected
716 {
718
719 if (areaCount > 1)
721 else
722 {
725 }
726 }

◆ UnsetMixedSoundState()

void UnsetMixedSoundState ( eMixedSoundStates state)
inlineprotected
863 {
865
867
869 {
871 SetSynchDirty();
872 }
873 }

◆ UpdateBrokenLegs()

void UpdateBrokenLegs ( int stateId)
inlineprotected
3574 {
3576 //Raise broken legs flag and force to prone
3577 if (state != eBrokenLegs.NO_BROKEN_LEGS)
3578 {
3579 if (state == eBrokenLegs.BROKEN_LEGS_SPLINT)
3580 {
3581 if (m_MovementState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_PRONE)
3582 {
3583 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PRONE_ANIM_OVERRIDE;
3584 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.BROKEN_LEGS;
3585 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.BROKEN_LEGS_SPLINT;
3586 }
3587 m_InjuryHandler.CheckValue(false);
3588
3589 }
3590 else if (state == eBrokenLegs.BROKEN_LEGS)
3591 {
3592
3593 if (m_MovementState.m_iStanceIdx != DayZPlayerConstants.STANCEIDX_PRONE)
3594 {
3595 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.PRONE_ANIM_OVERRIDE;
3596 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.BROKEN_LEGS_SPLINT;
3597 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask | eInjuryOverrides.BROKEN_LEGS;
3598 }
3599
3601 m_InjuryHandler.CheckValue(false);
3602
3603 }
3604 }
3605 else if (state == eBrokenLegs.NO_BROKEN_LEGS)
3606 {
3607 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.BROKEN_LEGS;
3608 m_InjuryHandler.m_ForceInjuryAnimMask = m_InjuryHandler.m_ForceInjuryAnimMask & ~eInjuryOverrides.BROKEN_LEGS_SPLINT;
3609 }
3610
3611 }
void BrokenLegWalkShock()
Definition PlayerBase.c:3660

Перекрестные ссылки m_MovementState.

◆ UpdateCorpseState()

void UpdateCorpseState ( )
inlineprotected
5660 {
5662 if (m_CorpseState > 0 && !GetIsFrozen())
5664 else
5665 SetDecayEffects();//no params means remove the effects
5667 }
void SetDecayEffects(int effect=-1)
Definition PlayerBase.c:8914

Перекрестные ссылки Math::AbsInt().

◆ UpdateCorpseStateVisual()

void UpdateCorpseStateVisual ( )
inlineprotected
8870 {
8871 //Print("---Prettying up corpses... | " + GetGame().GetTime() + " | " + this + " | " + GetType() + "---");
8872 //Print("m_DecayedTexture = " + m_DecayedTexture);
8873 int state = Math.AbsInt(m_CorpseState);//negative sign denotes a special meaning(state was forced to a live player), but we are only intetested in the positive value here
8875 {
8877 ItemBase item;
8878
8879 string path;
8880 int idx;
8881 int slot_id;
8882 array<string> bodyparts = {"Gloves","Body","Legs","Feet"};
8883
8884 for (int i = 0; i < bodyparts.Count(); i++)
8885 {
8887 bodypart = GetInventory().FindPlaceholderForSlot(slot_id);
8888 item = ItemBase.Cast(GetInventory().FindAttachment(slot_id));
8889
8890 if (bodypart)
8891 {
8892 path = "cfgVehicles " + bodypart.GetType();
8893 idx = bodypart.GetHiddenSelectionIndex("personality");
8894 if (idx > -1)
8895 {
8896 bodypart.SetObjectTexture(idx,m_DecayedTexture);
8897 }
8898 }
8899 if (item)
8900 {
8901 path = "cfgVehicles " + item.GetType();
8902 idx = item.GetHiddenSelectionIndex("personality");
8903 if (idx > -1)
8904 {
8905 item.SetObjectTexture(idx,m_DecayedTexture);
8906 }
8907 }
8908 }
8909
8910 SetFaceTexture(m_DecayedTexture);
8911 }
8912 }
string path
Definition OptionSelectorMultistate.c:142

Перекрестные ссылки Math::AbsInt(), PlayerConstants::CORPSE_STATE_DECAYED, InventorySlots::GetSlotIdFromString() и path.

◆ UpdateDelete()

void UpdateDelete ( )
inlineprotected
7939 {
7940 int count = m_ItemsToDelete.Count();
7941 if (count > 0)
7942 {
7943 if (CanDeleteItems())
7944 {
7946
7947 if (GetGame().IsClient() && GetGame().IsMultiplayer())
7948 {
7950 for (int i = count - 1; i >= 0 ; i--)
7951 {
7953 if (itemToDelete != null)
7954 {
7955 itemToDelete.GetInventory().GetCurrentInventoryLocation(il);
7956 }
7957
7958 if (itemToDelete == null || (GetItemInHands() == null && il.GetType() == InventoryLocationType.UNKNOWN))
7959 {
7960 m_ItemsToDelete.Remove(i);
7961 }
7962 }
7963 }
7964 else
7965 {
7966 for (int j = count - 1; j >= 0 ; j--)
7967 {
7969 if (itemToDelete == null)
7970 {
7971 m_ItemsToDelete.Remove(j);
7972 }
7973 else
7974 {
7975 itemToDelete.Delete();
7976 m_ItemsToDelete.Remove(j);
7977 }
7978 }
7979 }
7980 }
7981 }
7982 }
bool CanDeleteItems()
Definition PlayerBase.c:7928

Перекрестные ссылки GetGame().

◆ UpdateHairSelectionVisibility()

void UpdateHairSelectionVisibility ( bool was_debug = false)
inlineprotected
8649 {
8650 if (!m_CharactersHead)
8651 return;
8652 bool shown;
8653 bool exception_hidden = false;
8654 int i;
8655 int count = m_CharactersHead.m_HeadHairHidingStateMap.Count();
8657
8658 //hide/show beard
8659 if (IsMale() && m_CharactersHead.GetBeardIndex() > -1 && !was_debug)
8660 {
8661 SetHairLevelToHide(m_CharactersHead.GetBeardIndex(),GetLifeSpanState() != LifeSpanState.BEARD_EXTRA);
8662 }
8663
8664 //show all first
8665 for (i = 0; i < count; i++)
8666 {
8667 m_CharactersHead.SetSimpleHiddenSelectionState(i,true);
8668 }
8669 //then carve it up
8670 for (i = 0; i < count; i++)
8671 {
8672 stt = m_CharactersHead.m_HeadHairHidingStateMap.Get(i);
8673 shown = stt.GetSelectionState();
8674 if (!shown)
8675 {
8676 if (/*IsMale() && */!m_CharactersHead.IsHandlingException())
8677 {
8678 m_CharactersHead.SetSimpleHiddenSelectionState(i,shown);
8680 //Print("hidden idx: " + i);
8681 }
8682 else
8683 {
8684 exception_hidden = true;
8685 }
8686 }
8687 }
8688
8689 //exceptions handled differently; hides hair
8690 if (exception_hidden)
8691 {
8692 m_CharactersHead.SetSimpleHiddenSelectionState(m_CharactersHead.GetHairIndex(),false);
8693 if (IsMale())
8694 m_CharactersHead.SetSimpleHiddenSelectionState(m_CharactersHead.GetBeardIndex(),false);
8695 }
8696 }
void UpdateTranslatedSelections(SelectionTranslation stt)
Definition PlayerBase.c:8698
bool IsMale()
Definition PlayerBase.c:1465

◆ UpdateLighting()

void UpdateLighting ( )
inlineprotected
5580 {
5581 Mission mission = GetGame().GetMission();
5582 if (mission)
5583 {
5585 if (wLighting)
5586 wLighting.SetGlobalLighting(CfgGameplayHandler.GetLightingConfig());
5587 }
5588 }
Mission mission
Definition DisplayStatus.c:28
static int GetLightingConfig()
Definition CfgGameplayHandler.c:136
Mission class.
Definition gameplay.c:681
WorldLighting GetWorldLighting()
Definition gameplay.c:742
Definition WorldLighting.c:2

Перекрестные ссылки GetGame(), CfgGameplayHandler::GetLightingConfig(), Mission::GetWorldLighting() и mission.

◆ UpdateMaskBreathWidget()

void UpdateMaskBreathWidget ( notnull MaskBase mask,
bool is_start = false )
inlineprotected
6003 {
6004 if (is_start)
6005 m_EffectWidgets.ResetMaskUpdateCount();
6006 float resistance = 0;
6007 if (mask.HasIntegratedFilter() || mask.IsExternalFilterAttached())
6008 resistance = 1 - mask.GetFilterQuantity01();
6009
6010
6012 m_EffectWidgets.IncreaseMaskUpdateCount();
6013
6014 }
override void OnVoiceEvent(float breathing_resistance01)
Definition GameplayEffectWidgets.c:646

Перекрестные ссылки GameplayEffectWidgets_base::OnVoiceEvent().

◆ UpdateMovementInertia()

void UpdateMovementInertia ( )
inlineprotected

Update movement inertia based on stamina available.

2763 {
2765 if (hcm)
2766 {
2768 hcm.SetTurnSpanSprintModifier(2 - staminaPercentage);
2769 hcm.SetRunSprintFilterModifier((2 - staminaPercentage) * 0.5);
2770 hcm.SetDirectionSprintFilterModifier(2 - staminaPercentage);
2771 }
2772 }
float GetSyncedStaminaNormalized()
Definition StaminaHandler.c:928

◆ UpdatePlayerMeasures()

void UpdatePlayerMeasures ( )
inlineprivate
7012 {
7013 int hour, minute, second;
7015 float distance;
7017 if (m_AnalyticsTimer)
7018 {
7020 data.m_CharacterId = g_Game.GetDatabaseID();
7021 data.m_TimeInterval = m_AnalyticsTimer.GetRemaining();
7022 data.m_DaytimeHour = hour;
7023 data.m_PositionStart = m_PlayerOldPos;
7024 data.m_PositionEnd = GetPosition();
7025 data.m_DistanceOnFoot = distance;
7027 }
7028
7030 }
static void PlayerMeasures(StatsEventMeasuresData data)
Definition ScriptAnalytics.c:166
const string STAT_DISTANCE
Definition AnalyticsManagerServer.c:3
Definition ScriptAnalytics.c:3
proto void GetHourMinuteSecond(out int hour, out int minute, out int second)
Returns world time.

Перекрестные ссылки g_Game, GetHourMinuteSecond(), GetPosition, Analytics::PlayerMeasures() и AnalyticsManagerServer::STAT_DISTANCE.

◆ UpdateQuickBarEntityVisibility()

void UpdateQuickBarEntityVisibility ( EntityAI entity)
inlineprotected
2098 {
2100 if (i >= 0)
2101 m_QuickBarBase.UpdateShotcutVisibility(i);
2102 }
int FindQuickBarEntityIndex(EntityAI entity)
Definition PlayerBase.c:2075

◆ UpdateQuickBarExtraSlots()

void UpdateQuickBarExtraSlots ( )
inlineprotected
7449 {
7450 m_QuickBarBase.updateSlotsCount();
7451 }

◆ UpdateShoulderProxyVisibility()

void UpdateShoulderProxyVisibility ( EntityAI item,
string slot_name )
inlineprotected
1412 {
1413 string slot = slot_name;
1414 bool boo;
1415 boo = item.IsWeapon();
1416
1417 if (slot == "Melee")
1418 {
1419 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1420 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1421 }
1422 else if (slot == "Shoulder")
1423 {
1424 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1425 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1426 }
1427 }
const int SIMPLE_SELECTION_SHOULDER_RIFLE
Definition dayzplayer.c:1159
const int SIMPLE_SELECTION_SHOULDER_MELEE
Definition dayzplayer.c:1160
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
const int SIMPLE_SELECTION_MELEE_MELEE
Definition dayzplayer.c:1158

Перекрестные ссылки SIMPLE_SELECTION_MELEE_MELEE, SIMPLE_SELECTION_MELEE_RIFLE, SIMPLE_SELECTION_SHOULDER_MELEE и SIMPLE_SELECTION_SHOULDER_RIFLE.

◆ UpdateTranslatedSelections()

void UpdateTranslatedSelections ( SelectionTranslation stt)
inlineprotected
8699 {
8700 int index;
8701 array<int> translatedSelectinosArray = stt.GetTranslatedSelections();
8702 for (int i = 0; i < translatedSelectinosArray.Count(); i++)
8703 {
8705 //if (index > -1)
8706 m_CharactersHead.SetSimpleHiddenSelectionState(index,false); //safe this way, only hiding/carving from shown parts
8707 }
8708 }

Поля

◆ ACT_STORE_SAVE_VERSION

const int ACT_STORE_SAVE_VERSION = 4
private

◆ CONTAMINATED_AREA_AMBIENT

const string CONTAMINATED_AREA_AMBIENT = "ContaminatedArea_SoundSet"
protected

◆ DEBUG_INVENTORY_ACCESS

bool DEBUG_INVENTORY_ACCESS = false
staticprotected

◆ ItemToInventory

bool ItemToInventory
protected

◆ m_ActionManager

ActionManagerBase m_ActionManager
protected

◆ m_ActionQBControl

bool m_ActionQBControl
protected

◆ m_ActionsInitialize

bool m_ActionsInitialize
protected

◆ m_ActiveNVTypes

ref array<int> m_ActiveNVTypes
protected

◆ m_ActivePrimarySymptomID

int m_ActivePrimarySymptomID = 0
protected

◆ m_AddModifier

int m_AddModifier = -1
protected

◆ m_AdminLog

PluginAdminLog m_AdminLog
protected

◆ m_AgentPool

ref PlayerAgentPool m_AgentPool
protected

◆ m_Agents

int m_Agents
protected

◆ m_AllowQuickFishing

bool m_AllowQuickFishing
protected

◆ m_AllowQuickRestrain

bool m_AllowQuickRestrain
protected

◆ m_AmbientContamination

EffectSound m_AmbientContamination
protected

◆ m_AnalyticsTimer

ref Timer m_AnalyticsTimer
protected

◆ m_AnimCommandStarting

int m_AnimCommandStarting
protected

◆ m_AntibioticsActive

int m_AntibioticsActive
private

◆ m_aQuickBarLoad

ref array<ref Param2<EntityAI,int> > m_aQuickBarLoad
protected

◆ m_AreHandsLocked

bool m_AreHandsLocked
protected

◆ m_ArrowManager

ref ArrowManagerPlayer m_ArrowManager
protected

◆ m_BleedingBits

int m_BleedingBits
protected

◆ m_BleedingManagerRemote

ref BleedingSourcesManagerRemote m_BleedingManagerRemote
protected

◆ m_BleedingManagerServer

ref BleedingSourcesManagerServer m_BleedingManagerServer
protected

◆ m_BleedingSourceCount

int m_BleedingSourceCount
protected

◆ m_BleedingSourcesLow

ref array<string> m_BleedingSourcesLow
staticprotected

◆ m_BleedingSourcesUp

ref array<string> m_BleedingSourcesUp
staticprotected

◆ m_BloodType

int m_BloodType
private

◆ m_BreathVapour

int m_BreathVapour
protected

◆ m_BrokenLegsJunctureReceived

bool m_BrokenLegsJunctureReceived
protected

◆ m_BrokenLegSound

ref EffectSound m_BrokenLegSound
protected

◆ m_BrokenLegState

int m_BrokenLegState = eBrokenLegs.NO_BROKEN_LEGS
protected

◆ m_CachedPlayerID

string m_CachedPlayerID
protected

◆ m_CachedPlayerName

string m_CachedPlayerName
protected

◆ m_CameraSwayModifier

float m_CameraSwayModifier = 0.2
protected

◆ m_CanDisplayHitEffectPPE

bool m_CanDisplayHitEffectPPE
protected

◆ m_CanPlayBrokenLegSound

bool m_CanPlayBrokenLegSound
protected

◆ m_CargoLoad

float m_CargoLoad
protected

◆ m_CharactersHead

Head_Default m_CharactersHead
protected

◆ m_CheckMeleeItem

ItemBase m_CheckMeleeItem
protected

◆ m_CheckPulseLastTarget

PlayerBase m_CheckPulseLastTarget
protected

◆ m_ConfigEmotesProfile

PluginConfigEmotesProfile m_ConfigEmotesProfile
private

◆ m_ConstructionActionData

ref ConstructionActionData m_ConstructionActionData
protected

◆ m_ContaminatedAreaCount

int m_ContaminatedAreaCount
protected

◆ m_ContaminatedAreaEffectEnabled

bool m_ContaminatedAreaEffectEnabled
protected

◆ m_ContaminatedAroundPlayer

Particle m_ContaminatedAroundPlayer
staticprotected

◆ m_ContaminatedAroundPlayerTiny

Particle m_ContaminatedAroundPlayerTiny
staticprotected

◆ m_CorpseProcessing

bool m_CorpseProcessing
protected

◆ m_CorpseState

int m_CorpseState
protected

◆ m_CorpseStateLocal

int m_CorpseStateLocal
protected

◆ m_CraftingInitialPos

vector m_CraftingInitialPos
protected

◆ m_CraftingManager

ref CraftingManager m_CraftingManager
protected

◆ m_CurrentCamera

DayZPlayerCameraBase m_CurrentCamera
protected

◆ m_CurrentEffectTrigger

EffectTrigger m_CurrentEffectTrigger
protected

◆ m_CurrentShock

float m_CurrentShock
protected

◆ m_DamageDealtEffect

ref DamageDealtEffect m_DamageDealtEffect
protected

◆ m_DatabaseID

string m_DatabaseID
protected

◆ m_DbgListSelection

int m_DbgListSelection = 0
protected

◆ m_DbgOptions

ref array<string> m_DbgOptions = {"jedna", "dva", "tri"}
protected
2777{"jedna", "dva", "tri"};

◆ m_DbgSliderValue

float m_DbgSliderValue = 0.0
protected

◆ m_DeathCheckTimer

ref Timer m_DeathCheckTimer
protected

◆ m_DeathDarkeningParam

ref Param1<float> m_DeathDarkeningParam
protected

◆ m_DebugMonitorEnabled

int m_DebugMonitorEnabled
protected

◆ m_DebugMonitorValues

ref DebugMonitorValues m_DebugMonitorValues
protected

◆ m_DecayedTexture

string m_DecayedTexture
protected

◆ m_DefaultHitPosition

vector m_DefaultHitPosition
protected

◆ m_DirectionToCursor

vector m_DirectionToCursor
protected

◆ m_DiseaseCount

int m_DiseaseCount
protected

◆ m_EffectAreaCount

int m_EffectAreaCount
protected

◆ m_EffectAreaOverlap

ref map<EEffectAreaType, int> m_EffectAreaOverlap = new map<EEffectAreaType, int>()
protected

◆ m_EffectAreaTimeToTick

ref map<EEffectAreaType, float> m_EffectAreaTimeToTick = new map<EEffectAreaType, float>()
protected

◆ m_EffectRadial

ref EffectRadial m_EffectRadial
protected

◆ m_EffectWidgets

GameplayEffectWidgets_base m_EffectWidgets
protected

effect widgets

◆ m_EmoteManager

ref EmoteManager m_EmoteManager
protected

◆ m_EmptyGloves

ref HiddenSelectionsData m_EmptyGloves
protected

◆ m_Environment

ref Environment m_Environment
protected

◆ m_FaceCoveredForShaveLayers

int m_FaceCoveredForShaveLayers = 0
private

◆ m_FlagRaisingTendency

bool m_FlagRaisingTendency
private

◆ m_FlashbangEffect

ref FlashbangEffect m_FlashbangEffect
protected

◆ m_FliesEff

ref EffectParticle m_FliesEff
protected

◆ m_FliesIndex

int m_FliesIndex
protected

◆ m_ForceInjuryAnimMask

int m_ForceInjuryAnimMask
protected

◆ m_hac

ActionUnfoldMapCB m_hac
protected

◆ m_HasBloodTypeVisible

bool m_HasBloodTypeVisible
private

◆ m_HasBloodyHandsVisible

int m_HasBloodyHandsVisible
private

◆ m_HasHeatBuffer

bool m_HasHeatBuffer
protected

◆ m_HCAnimHandler

ref HeatComfortAnimHandler m_HCAnimHandler
protected

◆ m_HeadingRestrictData

ref HeadingRestrictData m_HeadingRestrictData
protected

◆ m_HealingsCount

int m_HealingsCount
protected

◆ m_HealthLevel

int m_HealthLevel
protected

◆ m_HeatBufferDynamicMax

float m_HeatBufferDynamicMax
protected

◆ m_HeatBufferStage

int m_HeatBufferStage
protected

◆ m_HideHairAnimated

bool m_HideHairAnimated
protected

◆ m_HologramLocal

ref Hologram m_HologramLocal
protected

◆ m_HologramServer

ref Hologram m_HologramServer
protected

◆ m_Hud

Hud m_Hud
protected

◆ m_ImmunityBoosted

bool m_ImmunityBoosted
protected

◆ m_InEffectAreaType

EEffectAreaType m_InEffectAreaType
protected

◆ m_InjuryHandler

ref InjuryAnimationHandler m_InjuryHandler
protected

◆ m_InputActionMap

ref TInputActionMap m_InputActionMap
protected

◆ m_InputActionMapAsTarget

ref TInputActionMap m_InputActionMapAsTarget
protected

◆ m_InputActionMapControled

ref TInputActionMap m_InputActionMapControled
protected

◆ m_InsideEffectArea

bool m_InsideEffectArea
protected

◆ m_InsideEffectAreaPrev

bool m_InsideEffectAreaPrev
protected

◆ m_InventoryActionHandler

ref InventoryActionHandler m_InventoryActionHandler
protected

◆ m_InventorySoftLockCount

int m_InventorySoftLockCount = 0
protected

◆ m_InventorySoftLocked

bool m_InventorySoftLocked
protected

◆ m_IsCraftingReady

bool m_IsCraftingReady
protected

◆ m_IsDrowning

bool m_IsDrowning
protected

◆ m_IsFighting

bool m_IsFighting = false
protected

◆ m_IsHeadingRestricted

bool m_IsHeadingRestricted
protected

◆ m_IsHoldingBreath

bool m_IsHoldingBreath
protected

◆ m_IsInColdArea

bool m_IsInColdArea
protected

◆ m_IsInWater

bool m_IsInWater
protected

◆ m_IsRestrained

bool m_IsRestrained
protected

◆ m_IsRestrainedLocal

bool m_IsRestrainedLocal
protected

◆ m_IsRestrainPrelocked

bool m_IsRestrainPrelocked
protected

◆ m_IsRestrainStarted

bool m_IsRestrainStarted
protected

◆ m_IsRestrainStartedLocal

bool m_IsRestrainStartedLocal
protected

◆ m_IsVehicleSeatDriver

bool m_IsVehicleSeatDriver
protected

◆ m_Item1

EntityAI m_Item1
protected

◆ m_Item2

EntityAI m_Item2
protected

◆ m_ItemsToDelete

ref array<EntityAI> m_ItemsToDelete
protected

◆ m_LastFirePoint

vector m_LastFirePoint
protected

◆ m_LastFirePointIndex

int m_LastFirePointIndex
protected

◆ m_LastFirePointRot

float m_LastFirePointRot
protected

◆ m_LastMapPos

vector m_LastMapPos
protected

◆ m_LastMapScale

float m_LastMapScale = -1.0
protected

◆ m_LastPostFrameTickTime

float m_LastPostFrameTickTime
protected

◆ m_LastShavedSeconds

int m_LastShavedSeconds
private

◆ m_LastShockHitTime

float m_LastShockHitTime
protected

◆ m_LastTick

float m_LastTick = -1
protected

◆ m_LifespanLevelLocal

int m_LifespanLevelLocal
protected

◆ m_LifeSpanState

int m_LifeSpanState
private

◆ m_LiquidTendencyDrain

bool m_LiquidTendencyDrain
private

◆ m_LocalBrokenState

int m_LocalBrokenState = eBrokenLegs.NO_BROKEN_LEGS
protected

◆ m_LocalProjectionOrientation

vector m_LocalProjectionOrientation = "0 0 0 "
protected

◆ m_LocalProjectionPosition

vector m_LocalProjectionPosition = "0 0 0 "
protected

◆ m_LocalRefreshAnimStateIdx

int m_LocalRefreshAnimStateIdx
protected

◆ m_LoweredNVGHeadset

bool m_LoweredNVGHeadset
protected

◆ m_MapCloseRequestProcessed

bool m_MapCloseRequestProcessed
protected

◆ m_MapClosingSyncSent

bool m_MapClosingSyncSent
protected

◆ m_MapNavigationBehaviour

ref MapNavigationBehaviour m_MapNavigationBehaviour
protected

◆ m_MapOpen

bool m_MapOpen
protected

◆ m_MedicalDrugsActive

EMedicalDrugsType m_MedicalDrugsActive
protected

◆ m_MeleeDebug

bool m_MeleeDebug
protected

melee stats

◆ m_MixedSoundStates

int m_MixedSoundStates
protected

◆ m_ModifiersManager

ref ModifiersManager m_ModifiersManager
protected

◆ m_ModuleLifespan

PluginLifespan m_ModuleLifespan
private

◆ m_ModulePlayerStatus

PluginPlayerStatus m_ModulePlayerStatus
private

◆ m_ModuleRecipesManager

PluginRecipesManager m_ModuleRecipesManager
protected

◆ m_NotifiersManager

ref NotifiersManager m_NotifiersManager
protected

◆ m_OnUnconsciousStart

ref ScriptInvoker m_OnUnconsciousStart
protected

invokers

◆ m_OnUnconsciousStop

ref ScriptInvoker m_OnUnconsciousStop
protected

◆ m_OriginalSlidePoseAngle

float m_OriginalSlidePoseAngle
protected

◆ m_PerformedAnimActionID

int m_PerformedAnimActionID = -1
protected

◆ m_PersistentFlags

int m_PersistentFlags
protected

◆ m_PlayerDisconnectProcessed

bool m_PlayerDisconnectProcessed
protected

◆ m_PlayerLoaded

bool m_PlayerLoaded
protected

◆ m_PlayerOldPos

vector m_PlayerOldPos
private

◆ m_PlayerSoundManagerClient

ref PlayerSoundManagerClient m_PlayerSoundManagerClient
protected

◆ m_PlayerSoundManagerServer

ref PlayerSoundManagerServer m_PlayerSoundManagerServer
protected

◆ m_PlayerStats

ref PlayerStats m_PlayerStats
protected

◆ m_PlayerStomach

ref PlayerStomach m_PlayerStomach
protected

◆ m_PresenceNotifier

PluginPresenceNotifier m_PresenceNotifier
protected

◆ m_ProcessAddEffectWidgets

ref array<int> m_ProcessAddEffectWidgets
protected

◆ m_ProcessAddGlassesEffects

ref array<int> m_ProcessAddGlassesEffects
protected

◆ m_ProcessRemoveEffectWidgets

ref array<int> m_ProcessRemoveEffectWidgets
protected

◆ m_ProcessRemoveGlassesEffects

ref array<int> m_ProcessRemoveGlassesEffects
protected

◆ m_ProcessUIWarning

bool m_ProcessUIWarning
protected

◆ m_PulseType

EPulseType m_PulseType
protected

◆ m_QBarItems

ref TStringArray m_QBarItems
staticprotected

◆ m_QuickBarBase

QuickBarBase m_QuickBarBase
protected

◆ m_QuickBarBonus

int m_QuickBarBonus = 0
protected

◆ m_QuickBarFT

bool m_QuickBarFT = false
protected

◆ m_QuickBarHold

bool m_QuickBarHold
protected

◆ m_RecipeAnimLength

float m_RecipeAnimLength
protected

◆ m_RecipeID

int m_RecipeID = -1
protected

◆ m_RecipePick

int m_RecipePick
protected

◆ m_Recipes

ref array<int> m_Recipes
protected

◆ m_RefreshAnimStateIdx

int m_RefreshAnimStateIdx
protected

◆ m_RGSManager

RandomGeneratorSyncManager m_RGSManager
protected

◆ m_SaySoundBuilder

ref SoundObjectBuilder m_SaySoundBuilder
protected

◆ m_SaySoundLastSetName

string m_SaySoundLastSetName
protected

◆ m_SaySoundObject

ref SoundObject m_SaySoundObject
protected

◆ m_SaySoundParams

ref SoundParams m_SaySoundParams
protected

◆ m_ServerPlayers

ref array<Man> m_ServerPlayers = new array<Man>
staticprotected

◆ m_Shakes

int m_Shakes
protected

◆ m_ShakesForced

int m_ShakesForced
protected

◆ m_ShockDealtEffect

ref ShockDealtEffect m_ShockDealtEffect
protected

◆ m_ShockHandler

ref ShockHandler m_ShockHandler
protected

◆ m_ShockSimplified

int m_ShockSimplified
protected

◆ m_ShowDbgUI

bool m_ShowDbgUI = true
protected

◆ m_SoftSkillsManager

ref SoftSkillsManager m_SoftSkillsManager
protected

◆ m_SoundEvent

int m_SoundEvent
protected

◆ m_SoundEventParam

int m_SoundEventParam
protected

◆ m_SoundEventSent

bool m_SoundEventSent
protected

◆ m_SoundFliesEffect

ref EffectSound m_SoundFliesEffect
protected

◆ m_StaminaHandler

ref StaminaHandler m_StaminaHandler
protected

◆ m_StaminaParam

ref Param3<float,float,bool> m_StaminaParam
protected

◆ m_StaminaState

int m_StaminaState
protected

◆ m_StanceIndicator

ref StanceIndicator m_StanceIndicator
protected

◆ m_StatEnergy

PlayerStat<float> m_StatEnergy
protected

◆ m_StatHeatComfort

PlayerStat<float> m_StatHeatComfort
protected

◆ m_StatToxicity

PlayerStat<float> m_StatToxicity
protected

◆ m_StatTremor

PlayerStat<float> m_StatTremor
protected

◆ m_StatWater

PlayerStat<float> m_StatWater
protected

◆ m_StoreLoadVersion

int m_StoreLoadVersion
private

◆ m_SymptomManager

ref SymptomManager m_SymptomManager
protected

◆ m_SyncedModifiers

int m_SyncedModifiers
protected

◆ m_SyncedModifiersPrev

int m_SyncedModifiersPrev
protected

◆ m_TrasferValues

ref TransferValues m_TrasferValues
protected

◆ m_UALastMessage

string m_UALastMessage
protected

user actions & symptoms

◆ m_UALastMessageTimer

ref Timer m_UALastMessageTimer
protected

◆ m_UAParam

ref Param2<int,int> m_UAParam
protected

◆ m_UAParamMessage

ref Param1<string> m_UAParamMessage
protected

◆ m_UAProgressParam

ref Param2<float,float> m_UAProgressParam
protected

◆ m_UnconParam

ref Param1<float> m_UnconParam
protected

◆ m_UnconRefillModifier

float m_UnconRefillModifier = 1
protected

◆ m_UnconsciousEndTime

float m_UnconsciousEndTime = 0
protected

◆ m_UnconsciousTime

float m_UnconsciousTime
protected

◆ m_UnconsciousVignetteTarget

float m_UnconsciousVignetteTarget = 2
protected

◆ m_UndergroundBunkerHandler

ref UndergroundBunkerHandlerClient m_UndergroundBunkerHandler
protected

◆ m_UndergroundHandler

ref UndergroundHandlerClient m_UndergroundHandler
protected

◆ m_UndergroundPresence

EUndergroundPresence m_UndergroundPresence
protected

◆ m_VirtualHud

ref VirtualHud m_VirtualHud
protected

◆ m_VisibilityCoef

float m_VisibilityCoef
protected

◆ m_WeaponManager

ref WeaponManager m_WeaponManager
protected

◆ m_WorkingNVGHeadset

bool m_WorkingNVGHeadset
protected

◆ OVERLOAD_LIMIT

const int OVERLOAD_LIMIT = 30000
protected

◆ SHAKE_LEVEL_MAX

const int SHAKE_LEVEL_MAX = 7
private

◆ SIMPLIFIED_SHOCK_CAP

const int SIMPLIFIED_SHOCK_CAP = 63
private

◆ SOUND_BREAK_LEG

const string SOUND_BREAK_LEG = "broken_leg_SoundSet"
protected

◆ SPREAD_AGENTS_OBJECTS

ref array<Object> SPREAD_AGENTS_OBJECTS = new array<Object>
staticprotected

DEPRECATED

◆ SPREAD_AGENTS_PROXY_CARGOS

ref array<CargoBase> SPREAD_AGENTS_PROXY_CARGOS = new array<CargoBase>
staticprotected

Объявления и описания членов класса находятся в файле: