DayZ 1.30
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◆ Init()

void ManBase::Init ( )
inlineprivate

sets default hit position and cache it here (mainly for impact particles)

См. определение в файле PlayerBase.c строка 364

365 {
366 SetEventMask(EntityEvent.INIT|EntityEvent.POSTFRAME|EntityEvent.FRAME);
368 m_IsCraftingReady = false;
369 m_Recipes = new array<int>;
371 m_BloodType = 0;
372 m_HasBloodTypeVisible = false;
373 m_LifeSpanState = 0;
375 m_CorpseState = 0;
378 m_PlayerLoaded = false;
379 m_PlayerSelected = false;
380 m_ProcessUIWarning = false;
382 m_LiquidTendencyDrain = false;
383 m_UAParamMessage = new Param1<string>("");
384 m_UnconParam = new Param1<float>(0);
385 m_DeathDarkeningParam = new Param1<float>(0);
386 m_UAParam = new Param2<int,int>(0,0);
387 m_UAProgressParam = new Param2<float,float>(0,0);
388 m_QuickBarBase = new QuickBarBase(this);
389 m_QuickBarBonus = Math.Max(ConfigGetInt("quickBarBonus"), 0);
390 m_VisibilityCoef = 1.0;
391 m_Hud = g_Game.GetMission().GetHud();
392 m_RecipePick = 0;
393 m_ActionQBControl = false;
394 m_QuickBarHold = false;
395 m_HideHairAnimated = true;
396 m_WorkingNVGHeadset = false;
397 m_LoweredNVGHeadset = false;
398 m_IsSurrendered = false;
400 m_AreHandsLocked = false;
401 m_ItemsToDelete = new array<EntityAI>;
402 m_AnimCommandStarting = HumanMoveCommandID.None;
403 m_EmptyGloves = new HiddenSelectionsData(ConfigGetString("emptyGloves"));
405 m_HeadingRestrictData = new HeadingRestrictData();
406
407 #ifdef DIAG_DEVELOPER
408 m_CanBeTargetedDebug = true;
409 //RegisterNetSyncVariableBool("m_CanBeTargetedDebug");
410 #endif
411
413
414 m_StaminaHandler = new StaminaHandler(this);//current stamina calculation
416 m_ShockHandler = new ShockHandler(this); //New shock handler
417 m_HCAnimHandler = new HeatComfortAnimHandler(this);
418 m_PlayerStats = new PlayerStats(this);//player stats
419 m_ArrowManager = new ArrowManagerPlayer(this);
420
421 if (g_Game.IsServer())
422 {
423 m_PlayerStomach = new PlayerStomach(this);
424 m_NotifiersManager = new NotifiersManager(this); // player notifiers
425 m_AgentPool = new PlayerAgentPool(this); // agent pool manager
426 m_ThermalBiasHandler = new ThermalBiasHandler(this);
427 m_BleedingManagerServer = new BleedingSourcesManagerServer(this);
428 m_Environment = new Environment(this);//environment effects on player
429
430 m_ModifiersManager = new ModifiersManager(this); // player modifiers
431 m_PlayerSoundManagerServer = new PlayerSoundManagerServer(this);
433
434 m_AdminLog = PluginAdminLog.Cast(GetPlugin(PluginAdminLog));
435 }
436
437 m_SymptomManager = new SymptomManager(this); // state manager
438 m_ModuleRecipesManager = PluginRecipesManager.Cast(GetPlugin(PluginRecipesManager));
439
440 m_TrasferValues = new TransferValues(this);
441 m_EmoteManager = new EmoteManager(this);
442 m_SoftSkillsManager = new SoftSkillsManager(this);//Soft Skills calculation
443
444 m_WeaponManager = new WeaponManager(this);
445 m_DebugMonitorValues = new DebugMonitorValues(this);
447
448 if (!g_Game.IsDedicatedServer())
449 {
450 m_MeleeDebug = false;
451 m_UALastMessage = "";
452 m_UALastMessageTimer = new Timer;
453 m_InventoryActionHandler = new InventoryActionHandler(this);
454 m_BleedingManagerRemote = new BleedingSourcesManagerRemote(this);
456 m_StanceIndicator = new StanceIndicator(this);
457 m_ActionsInitialize = false;
458 ClientData.AddPlayerBase(this);
459
460 m_ProcessAddEffectWidgets = new array<int>;
461 m_ProcessRemoveEffectWidgets = new array<int>;
462 m_ActiveNVTypes = new array<int>;
463 m_ProcessAddGlassesEffects = new array<int>;
464 m_ProcessRemoveGlassesEffects = new array<int>;
465 }
466
467 m_ActionManager = NULL;
468
469 m_ConfigEmotesProfile = PluginConfigEmotesProfile.Cast(GetPlugin(PluginConfigEmotesProfile));
470
471 if (GetDayZGame().IsDebug())
472 {
473 PluginConfigDebugProfileFixed m_ConfigDebugProfileFixed = PluginConfigDebugProfileFixed.Cast(GetPlugin(PluginConfigDebugProfileFixed));
474 PluginConfigDebugProfile m_ConfigDebugProfile = PluginConfigDebugProfile.Cast(GetPlugin(PluginConfigDebugProfile));
475 PluginDeveloper m_Developer = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
476
477 PlayerBase player = this;
478
480 {
481 string default_preset = m_ConfigDebugProfile.GetDefaultPreset();
482 if (player && default_preset != "")
483 {
484 TStringArray preset_array = new TStringArray;
485 m_ConfigDebugProfileFixed.GetPresetItems(default_preset, preset_array);
486
487 bool is_preset_fixed = true;
488 if (preset_array.Count() == 0)
489 {
490 m_ConfigDebugProfile.GetPresetItems(default_preset, preset_array);
491 is_preset_fixed = false;
492 }
493
494 if (preset_array.Count() > 0)
495 {
496 m_Developer.ClearInventory(player);
497
498 for (int i = 0; i < preset_array.Count(); i++)
499 {
500 float health = -1;
501 int quantity = -1;
502 if (is_preset_fixed)
503 {
504 health = m_ConfigDebugProfileFixed.GetItemHealth(default_preset, i);
505 quantity = m_ConfigDebugProfileFixed.GetItemQuantity(default_preset, i);
506 }
507 else
508 {
509 health = m_ConfigDebugProfile.GetItemHealth(default_preset, i);
510 quantity = m_ConfigDebugProfile.GetItemQuantity(default_preset, i);
511 }
512 m_Developer.SpawnEntityInPlayerInventory(player, preset_array.Get(i), health, quantity);
513 }
514 }
515 }
516 }
517 }
518
520
522
523 m_ModulePlayerStatus = PluginPlayerStatus.Cast(GetPlugin(PluginPlayerStatus));
525
526 m_BleedingSourcesLow = new array<string>;
527 m_BleedingSourcesLow.Insert("RightToeBase");
528 m_BleedingSourcesLow.Insert("RightFoot");
529 m_BleedingSourcesLow.Insert("LeftToeBase");
530 m_BleedingSourcesLow.Insert("LeftFoot");
531 m_BleedingSourcesLow.Insert("RightUpLegRoll");
532 m_BleedingSourcesLow.Insert("RightUpLeg");
533 m_BleedingSourcesLow.Insert("RightLegRoll");
534 m_BleedingSourcesLow.Insert("RightLeg");
535 m_BleedingSourcesLow.Insert("LeftUpLegRoll");
536 m_BleedingSourcesLow.Insert("LeftUpLeg");
537 m_BleedingSourcesLow.Insert("LeftLegRoll");
538 m_BleedingSourcesLow.Insert("LeftLeg");
539
540 m_BleedingSourcesUp = new array<string>;
541 m_BleedingSourcesUp.Insert("RightForeArmRoll");
542 m_BleedingSourcesUp.Insert("LeftForeArmRoll");
543 m_BleedingSourcesUp.Insert("RightForeArm");
544 m_BleedingSourcesUp.Insert("RightArmRoll");
545 m_BleedingSourcesUp.Insert("RightArm");
546 m_BleedingSourcesUp.Insert("RightShoulder");
547 m_BleedingSourcesUp.Insert("LeftForeArm");
548 m_BleedingSourcesUp.Insert("LeftArmRoll");
549 m_BleedingSourcesUp.Insert("LeftArm");
550 m_BleedingSourcesUp.Insert("LeftShoulder");
551 m_BleedingSourcesUp.Insert("Spine3");
552 m_BleedingSourcesUp.Insert("Spine2");
553 m_BleedingSourcesUp.Insert("Spine1");
554 m_BleedingSourcesUp.Insert("Spine");
555 m_BleedingSourcesUp.Insert("Pelvis");
556 m_BleedingSourcesUp.Insert("Neck");
557
558 RegisterNetSyncVariableInt("m_PersistentFlags", 0, 1<<(EnumTools.GetEnumSize(PersistentFlag) + 1));
559 RegisterNetSyncVariableInt("m_LifeSpanState", LifeSpanState.BEARD_NONE, LifeSpanState.COUNT);
560 RegisterNetSyncVariableInt("m_BloodType", 0, 128);
561 RegisterNetSyncVariableInt("m_ShockSimplified",0, SIMPLIFIED_SHOCK_CAP);
562 RegisterNetSyncVariableInt("m_SoundEvent",0, EPlayerSoundEventID.ENUM_COUNT - 1);
563 RegisterNetSyncVariableInt("m_SoundEventParam", 0, ((EPlayerSoundEventParam.ENUM_COUNT - 1) * 2) - 1);
564 RegisterNetSyncVariableInt("m_StaminaState",0, eStaminaState.COUNT - 1);
565 RegisterNetSyncVariableInt("m_BleedingBits");
566 RegisterNetSyncVariableInt("m_Shakes", 0, SHAKE_LEVEL_MAX);
567 RegisterNetSyncVariableInt("m_BreathVapour", 0, BREATH_VAPOUR_LEVEL_MAX);
568 RegisterNetSyncVariableInt("m_HealthLevel", eInjuryHandlerLevels.PRISTINE, eInjuryHandlerLevels.RUINED);
569 RegisterNetSyncVariableInt("m_MixedSoundStates", 0, eMixedSoundStates.COUNT - 1);
570 RegisterNetSyncVariableInt("m_CorpseState",-PlayerConstants.CORPSE_STATE_DECAYED,PlayerConstants.CORPSE_STATE_DECAYED);//do note the negative min, negative sign denotes a special meaning
571 RegisterNetSyncVariableInt("m_RefreshAnimStateIdx",0,3);
572 RegisterNetSyncVariableInt("m_BrokenLegState", -eBrokenLegs.BROKEN_LEGS_SPLINT, eBrokenLegs.BROKEN_LEGS_SPLINT);
573 RegisterNetSyncVariableInt("m_SyncedModifiers", 0, ((eModifierSyncIDs.LAST_INDEX - 1) * 2) - 1);
574 RegisterNetSyncVariableInt("m_HasBloodyHandsVisible", 0, eBloodyHandsTypes.LAST_INDEX - 1);
575 RegisterNetSyncVariableInt("m_ActionSoundCategoryHash");
576 RegisterNetSyncVariableInt("m_PerformedAnimActionID", -1, 2048); // generous upper limit for modding reasons
577 RegisterNetSyncVariableInt("m_ActivePrimarySymptomID", 0, SymptomIDs.LAST_INDEX);
578
579 RegisterNetSyncVariableInt("m_HeatBufferStage", 0, HeatBufferMdfr.NUMBER_OF_STAGES - 1);
580 RegisterNetSyncVariableFloat("m_HeatBufferDynamicMax", 0.0, 1.0, 2);
581
582 RegisterNetSyncVariableBool("m_IsUnconscious");
583 RegisterNetSyncVariableBool("m_IsRestrained");
584 RegisterNetSyncVariableBool("m_IsInWater");
585 RegisterNetSyncVariableBool("m_InsideEffectArea");
586
587 RegisterNetSyncVariableBool("m_HasBloodTypeVisible");
588 RegisterNetSyncVariableBool("m_IsRestrainStarted");
589 RegisterNetSyncVariableBool("m_IsRestrainPrelocked");
590 RegisterNetSyncVariableBool("m_HasHeatBuffer");
591 RegisterNetSyncVariableBool("m_IsInColdArea");
592
593 RegisterNetSyncVariableFloat("m_CurrentShock"); //Register shock synchronized variable
594
595 m_OriginalSlidePoseAngle = GetSlidePoseAngle();
596
599
600 m_DecayedTexture = ConfigGetString("decayedTexture");
601 m_FliesIndex = -1;
602
603 m_BloodyHandsPenaltyChancePerAgent = new map<eAgents, float>();
604
605 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).Call(this.OnPlayerLoaded);
606
607#ifdef ROBOCLIENT
608 if (!m_Bot)
609 {
610 m_Bot = new Bot(this);
611 m_Bot.Start();
612 }
613#endif
614 }
const int BREATH_VAPOUR_LEVEL_MAX
Определения BreathVapourMdfr.c:1
DayZGame g_Game
Определения DayZGame.c:4074
DayZGame GetDayZGame()
Определения DayZGame.c:4076
eBrokenLegs
Определения EBrokenLegs.c:2
EMedicalDrugsType
Определения EMedicalDrugsType.c:2
eMixedSoundStates
bits
Определения EMixedSoundStates.c:3
void EmoteManager(PlayerBase player)
Определения EmoteManager.c:160
eInjuryHandlerLevels
Определения InjuryHandler.c:19
void InjuryAnimationHandler(PlayerBase player)
Определения InjuryHandler.c:59
void MapNavigationBehaviour(PlayerBase pPlayer, EMapNavigationType pNavigationType=EMapNavigationType.BASIC)
Определения MapNavigationBehaviour.c:27
eModifierSyncIDs
Определения ModifiersManager.c:3
void ModifiersManager(PlayerBase player)
Определения ModifiersManager.c:80
void NotifiersManager(PlayerBase player)
Определения NotifiersManager.c:49
PersistentFlag
Определения PersistentFlag.c:6
EPlayerSoundEventID
Определения PlayerSoundEventHandler.c:3
void PlayerSoundManagerClient(PlayerBase player)
Определения PlayerSoundManager.c:102
void PlayerStats(Man player)
Определения PlayerStats.c:19
void PlayerStomach(PlayerBase player)
Определения PlayerStomach.c:142
PluginConfigDebugProfile m_ConfigDebugProfile
Определения PluginItemDiagnostic.c:58
void PluginLifespan()
Определения PluginLifespan.c:45
eBloodyHandsTypes
Определения PluginLifespan.c:9
PluginBase GetPlugin(typename plugin_type)
Определения PluginManager.c:326
void QuickBarBase(PlayerBase player)
Определения QuickBarBase.c:21
void RandomGeneratorSyncManager(DayZPlayer player)
Определения RandomGeneratorSyncManager.c:18
void SymptomManager(PlayerBase player)
Определения StateManager.c:171
ref MapNavigationBehaviour m_MapNavigationBehaviour
Определения PlayerBase.c:290
string m_UALastMessage
user actions & symptoms
Определения PlayerBase.c:307
ref PlayerSoundManagerServer m_PlayerSoundManagerServer
Определения PlayerBase.c:133
bool m_StartedSurrenderTransition
Определения PlayerBase.c:315
ref Param2< float, float > m_UAProgressParam
Определения PlayerBase.c:111
ref BleedingSourcesManagerRemote m_BleedingManagerRemote
Определения PlayerBase.c:86
ref array< int > m_ProcessAddGlassesEffects
Определения PlayerBase.c:347
ref array< int > m_ProcessRemoveEffectWidgets
Определения PlayerBase.c:344
void OnPlayerLoaded()
Определения PlayerBase.c:2569
ref SymptomManager m_SymptomManager
Определения PlayerBase.c:95
bool m_ActionsInitialize
Определения PlayerBase.c:125
const int SIMPLIFIED_SHOCK_CAP
Определения PlayerBase.c:51
bool m_MeleeDebug
melee stats
Определения PlayerBase.c:302
static ref array< string > m_BleedingSourcesLow
Определения PlayerBase.c:198
ref PlayerStats m_PlayerStats
Определения PlayerBase.c:83
PluginPlayerStatus m_ModulePlayerStatus
Определения PlayerBase.c:77
ref array< int > m_Recipes
Определения PlayerBase.c:260
int m_LastShavedSeconds
Определения PlayerBase.c:54
int m_QuickBarBonus
Определения PlayerBase.c:180
ref array< int > m_ProcessRemoveGlassesEffects
Определения PlayerBase.c:348
ref ArrowManagerPlayer m_ArrowManager
Определения PlayerBase.c:130
ref PlayerAgentPool m_AgentPool
Определения PlayerBase.c:91
bool m_LiquidTendencyDrain
Определения PlayerBase.c:57
ref ThermalBiasHandler m_ThermalBiasHandler
Определения PlayerBase.c:339
bool m_LoweredNVGHeadset
Определения PlayerBase.c:313
int m_BloodType
Определения PlayerBase.c:55
VirtualHud GetVirtualHud()
Определения PlayerBase.c:2987
ref Param2< int, int > m_UAParam
Определения PlayerBase.c:112
ref array< int > m_ProcessAddEffectWidgets
Определения PlayerBase.c:343
bool m_AreHandsLocked
Определения PlayerBase.c:163
ref Environment m_Environment
Определения PlayerBase.c:93
float m_OriginalSlidePoseAngle
Определения PlayerBase.c:106
ref PlayerStomach m_PlayerStomach
Определения PlayerBase.c:323
int m_RecipePick
Определения PlayerBase.c:140
bool m_ProcessUIWarning
Определения PlayerBase.c:68
vector SetDefaultHitPosition(string pSelection)
Определения PlayerBase.c:1485
ref DebugMonitorValues m_DebugMonitorValues
Определения PlayerBase.c:103
bool m_CanDisplayHitEffectPPE
Определения PlayerBase.c:219
int m_FliesIndex
Определения PlayerBase.c:109
vector m_DefaultHitPosition
Определения PlayerBase.c:170
ref BleedingSourcesManagerServer m_BleedingManagerServer
Определения PlayerBase.c:85
EMedicalDrugsType m_MedicalDrugsActive
Определения PlayerBase.c:350
bool m_FlagRaisingTendency
Определения PlayerBase.c:58
ref Timer m_UALastMessageTimer
Определения PlayerBase.c:308
ref InventoryActionHandler m_InventoryActionHandler
Определения PlayerBase.c:131
bool m_WorkingNVGHeadset
Определения PlayerBase.c:312
ref TransferValues m_TrasferValues
Определения PlayerBase.c:102
bool m_HasBloodTypeVisible
Определения PlayerBase.c:56
Hud m_Hud
Определения PlayerBase.c:139
ref Param1< float > m_DeathDarkeningParam
Определения PlayerBase.c:116
ref VirtualHud m_VirtualHud
Определения PlayerBase.c:96
const int SHAKE_LEVEL_MAX
Определения PlayerBase.c:52
ref Timer m_AnalyticsTimer
Определения PlayerBase.c:299
ref HiddenSelectionsData m_EmptyGloves
Определения PlayerBase.c:127
bool m_IsSurrendered
Определения PlayerBase.c:314
ref SoftSkillsManager m_SoftSkillsManager
Определения PlayerBase.c:100
ref ModifiersManager m_ModifiersManager
Определения PlayerBase.c:88
string m_DecayedTexture
Определения PlayerBase.c:189
ref array< EntityAI > m_ItemsToDelete
Определения PlayerBase.c:190
bool m_ActionQBControl
Определения PlayerBase.c:267
int m_AnimCommandStarting
Определения PlayerBase.c:74
int m_LifeSpanState
Определения PlayerBase.c:53
ref NotifiersManager m_NotifiersManager
Определения PlayerBase.c:89
ref StanceIndicator m_StanceIndicator
Определения PlayerBase.c:101
PluginAdminLog m_AdminLog
Определения PlayerBase.c:322
bool m_PlayerLoaded
Определения PlayerBase.c:66
int m_LifespanLevelLocal
Определения PlayerBase.c:73
bool m_HideHairAnimated
Определения PlayerBase.c:188
PluginRecipesManager m_ModuleRecipesManager
Определения PlayerBase.c:84
ref array< int > m_ActiveNVTypes
Определения PlayerBase.c:318
PluginLifespan m_ModuleLifespan
Определения PlayerBase.c:79
ref WeaponManager m_WeaponManager
Определения PlayerBase.c:128
ref StaminaHandler m_StaminaHandler
Определения PlayerBase.c:97
RandomGeneratorSyncManager m_RGSManager
Определения PlayerBase.c:201
int m_HasBloodyHandsVisible
Определения PlayerBase.c:59
ref Param1< float > m_UnconParam
Определения PlayerBase.c:115
int m_StoreLoadVersion
Определения PlayerBase.c:71
ref HeatComfortAnimHandler m_HCAnimHandler
Определения PlayerBase.c:135
bool m_IsCraftingReady
Определения PlayerBase.c:257
float m_VisibilityCoef
Определения PlayerBase.c:105
bool m_QuickBarHold
Определения PlayerBase.c:137
void PlayerBase()
Определения PlayerBase.c:359
PluginConfigEmotesProfile m_ConfigEmotesProfile
Определения PlayerBase.c:78
QuickBarBase m_QuickBarBase
Определения PlayerBase.c:132
ref Param1< string > m_UAParamMessage
Определения PlayerBase.c:114
ActionManagerBase m_ActionManager
Определения PlayerBase.c:90
ref ShockHandler m_ShockHandler
Определения PlayerBase.c:99
ref InjuryAnimationHandler m_InjuryHandler
Определения PlayerBase.c:98
int m_CorpseState
Определения PlayerBase.c:147
ref PlayerSoundManagerClient m_PlayerSoundManagerClient
Определения PlayerBase.c:134
ref HeadingRestrictData m_HeadingRestrictData
Определения PlayerBase.c:150
ref EmoteManager m_EmoteManager
Определения PlayerBase.c:94
int m_CorpseStateLocal
Определения PlayerBase.c:148
ref map< eAgents, float > m_BloodyHandsPenaltyChancePerAgent
Определения PlayerBase.c:357
static ref array< string > m_BleedingSourcesUp
Определения PlayerBase.c:199
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
string GetDefaultHitPositionComponent()
Определения dayzplayer.c:502
class array< Class T > TStringArray
EntityEvent
Entity events for event-mask, or throwing event from code.
Определения EnEntity.c:45
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Перекрестные ссылки ClientData::AddPlayerBase(), BREATH_VAPOUR_LEVEL_MAX, CALL_CATEGORY_SYSTEM, PlayerConstants::CORPSE_STATE_DECAYED, EmoteManager(), g_Game, GetDayZGame(), GetDayZPlayerType(), GetDefaultHitPositionComponent(), EnumTools::GetEnumSize(), GetPlugin(), GetVirtualHud(), InjuryAnimationHandler(), m_ActionManager, m_ActionQBControl, m_ActionsInitialize, m_ActiveNVTypes, m_AdminLog, m_AgentPool, m_AnalyticsTimer, m_AnimCommandStarting, m_AreHandsLocked, m_ArrowManager, m_BleedingManagerRemote, m_BleedingManagerServer, m_BleedingSourcesLow, m_BleedingSourcesUp, m_BloodType, m_BloodyHandsPenaltyChancePerAgent, m_CanDisplayHitEffectPPE, m_ConfigDebugProfile, m_ConfigEmotesProfile, m_CorpseState, m_CorpseStateLocal, m_DeathDarkeningParam, m_DebugMonitorValues, m_DecayedTexture, m_DefaultHitPosition, m_EmoteManager, m_EmptyGloves, m_Environment, m_FlagRaisingTendency, m_FliesIndex, m_HasBloodTypeVisible, m_HasBloodyHandsVisible, m_HCAnimHandler, m_HeadingRestrictData, m_HideHairAnimated, m_Hud, m_InjuryHandler, m_InventoryActionHandler, m_IsCraftingReady, m_IsSurrendered, m_ItemsToDelete, m_LastShavedSeconds, m_LifespanLevelLocal, m_LifeSpanState, m_LiquidTendencyDrain, m_LoweredNVGHeadset, m_MapNavigationBehaviour, m_MedicalDrugsActive, m_MeleeDebug, m_ModifiersManager, m_ModuleLifespan, m_ModulePlayerStatus, m_ModuleRecipesManager, m_NotifiersManager, m_OriginalSlidePoseAngle, m_PlayerLoaded, m_PlayerSoundManagerClient, m_PlayerSoundManagerServer, m_PlayerStats, m_PlayerStomach, m_ProcessAddEffectWidgets, m_ProcessAddGlassesEffects, m_ProcessRemoveEffectWidgets, m_ProcessRemoveGlassesEffects, m_ProcessUIWarning, m_QuickBarBase, m_QuickBarBonus, m_QuickBarHold, m_RecipePick, m_Recipes, m_RGSManager, m_ShockHandler, m_SoftSkillsManager, m_StaminaHandler, m_StanceIndicator, m_StartedSurrenderTransition, m_StoreLoadVersion, m_SymptomManager, m_ThermalBiasHandler, m_TrasferValues, m_UALastMessage, m_UALastMessageTimer, m_UAParam, m_UAParamMessage, m_UAProgressParam, m_UnconParam, m_VirtualHud, m_VisibilityCoef, m_WeaponManager, m_WorkingNVGHeadset, MapNavigationBehaviour(), Math::Max(), ModifiersManager(), NotifiersManager(), HeatBufferMdfr::NUMBER_OF_STAGES, OnPlayerLoaded(), PlayerBase(), PlayerSoundManagerClient(), PlayerStats(), PlayerStomach(), PluginLifespan(), QuickBarBase(), RandomGeneratorSyncManager(), SetDefaultHitPosition(), SHAKE_LEVEL_MAX, SIMPLIFIED_SHOCK_CAP, SymptomManager() и TStringArray.