3039 {
3040 if (!IsAlive())
3041 {
3042 if (!m_DeathSyncSent && m_KillerData)
3043 {
3044 SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain);
3045 m_DeathSyncSent = true;
3046 }
3047 return;
3048 }
3053
3054
3057 {
3058 if (m_PlayerSoundEventHandler)
3059 m_PlayerSoundEventHandler.OnTick(delta_time);
3060
3062 {
3064 }
3065
3067 {
3069 }
3070
3072
3075
3076 #ifdef DIAG_DEVELOPER
3077 if (m_WeaponDebug)
3078 {
3079 m_WeaponDebug.OnCommandHandlerUpdate();
3080 }
3081 #endif
3082
3085 }
3086
3088
3089 if (CfgGameplayHandler.GetAllowStaminaAffectInertia())
3091
3092 if (m_ProcessResetADS)
3094 }
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.
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerInstanceType GetInstanceType()