2717 {
2718 if (!IsAlive())
2719 {
2720 if (!m_DeathSyncSent && m_KillerData)
2721 {
2722 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2723 m_DeathSyncSent = true;
2724 }
2725 return;
2726 }
2731
2732
2735 {
2736 if (m_PlayerSoundEventHandler)
2737 m_PlayerSoundEventHandler.OnTick(delta_time);
2738
2740 {
2742 }
2743
2745 {
2747 }
2748
2750
2753
2754 #ifdef DIAG_DEVELOPER
2755 if (m_WeaponDebug)
2756 {
2757 m_WeaponDebug.OnCommandHandlerUpdate();
2758 }
2759 #endif
2760
2763 }
2764
2766
2767 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
2769
2770 if (m_ProcessResetADS)
2772 }
ref HumanMovementState m_MovementState
movement state
SymptomManager GetSymptomManager()
ref array< int > m_ProcessRemoveEffectWidgets
void ProcessADSSyncResetRequest()
ref array< int > m_ProcessAddEffectWidgets
GameplayEffectWidgets_base m_EffectWidgets
effect widgets
ref DebugMonitorValues m_DebugMonitorValues
void HandleGlassesEffect()
int m_AnimCommandStarting
bool m_ContaminatedAreaEffectEnabled
void ContaminatedParticleAdjustment()
void UpdateMovementInertia()
Update movement inertia based on stamina available.
void OnTick(float deltatime, int pCurrentCommandID, HumanMovementState movement_state)
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()