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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?
only run and higher for movement
SPRINT: enable/disable - based on stamina; disable also when raised
См. определение в файле PlayerBase.c строка 2864
Перекрестные ссылки ActionManagerBase(), BrokenLegForceProne(), HumanInputController::CameraIsFreeLook(), CanConsumeStamina(), CanSprint(), CheckMeleeItemDamage(), CheckSendSoundEvent(), CheckZeroSoundEvent(), CloseMapEx(), DropHeavyItem(), FreezeCheck(), GetActionManager(), GetBrokenLegs(), CGame::GetCurrentCameraDirection(), HumanCommandMove::GetCurrentMovementSpeed(), GetGame(), UAInputAPI::GetInputByID(), GetInstanceType(), GetPlayerSoundManagerServer(), HumanCommandVehicle::GetTransport(), GetUApi(), CfgGameplayHandler::GetUse3DMap(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), HumanCommandUnconscious::IsInWater(), IsMapCallbackCancelInput(), IsMapCallbackEndInput(), IsMapOpen(), HumanInputController::IsQuickBarContinuousUseEnd(), HumanInputController::IsQuickBarContinuousUseStart(), HumanInputController::IsQuickBarSingleUse(), HumanInputController::IsQuickBarSlot(), HumanCommandVehicle::IsSwitchSeat(), HumanInputController::LimitsDisableSprint(), m_AreHandsLocked, m_BrokenLegsJunctureReceived, m_BrokenLegState, m_CheckMeleeItem, m_DirectionToCursor, m_EmoteManager, m_HCAnimHandler, m_InjuryHandler, m_IsDrowning, m_IsHoldingBreath, m_MovementState, m_RGSManager, m_ShockHandler, m_StaminaHandler, m_StanceIndicator, m_UnconsciousTime, m_WeaponManager, MENU_MAP, OnCommandHandlerTick(), OnQuickBarContinuousUseEnd(), OnQuickBarContinuousUseStart(), OnQuickBarSingleUse(), OnUnconsciousStart(), OnUnconsciousStop(), OnUnconsciousUpdate(), ProcessADDModifier(), ProcessDrowning(), ProcessHoldBreath(), HumanInputController::ResetADS(), SetCheckMeleeItem(), ShockRefill(), UAInput::Supress(), UpdateDelete(), HumanCommandUnconscious::WakeUp() и vector::Zero.