2719 {
2720 if (!IsAlive())
2721 {
2722 if (!m_DeathSyncSent && m_KillerData)
2723 {
2724 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2725 m_DeathSyncSent = true;
2726 }
2727 return;
2728 }
2733
2734
2737 {
2738 if (m_PlayerSoundEventHandler)
2739 m_PlayerSoundEventHandler.OnTick(delta_time);
2740
2742 {
2744 }
2745
2747 {
2749 }
2750
2752
2755
2756 #ifdef DIAG_DEVELOPER
2757 if (m_WeaponDebug)
2758 {
2759 m_WeaponDebug.OnCommandHandlerUpdate();
2760 }
2761 #endif
2762
2765 }
2766
2768
2769 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
2771
2772 if (m_ProcessResetADS)
2774 }
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()