2837 {
2838 if (!IsAlive())
2839 {
2840 if (!m_DeathSyncSent && m_KillerData)
2841 {
2842 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
2843 m_DeathSyncSent = true;
2844 }
2845 return;
2846 }
2851
2852
2855 {
2856 if (m_PlayerSoundEventHandler)
2857 m_PlayerSoundEventHandler.OnTick(delta_time);
2858
2860 {
2862 }
2863
2865 {
2867 }
2868
2870
2873
2874 #ifdef DIAG_DEVELOPER
2875 if (m_WeaponDebug)
2876 {
2877 m_WeaponDebug.OnCommandHandlerUpdate();
2878 }
2879 #endif
2880
2883 }
2884
2886
2887 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
2889
2890 if (m_ProcessResetADS)
2892 }
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()