DayZ 1.29
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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 359

360 {
361 SetEventMask(EntityEvent.INIT|EntityEvent.POSTFRAME|EntityEvent.FRAME);
363 m_IsCraftingReady = false;
364 m_Recipes = new array<int>;
366 m_BloodType = 0;
367 m_HasBloodTypeVisible = false;
368 m_LifeSpanState = 0;
370 m_CorpseState = 0;
373 m_PlayerLoaded = false;
374 m_PlayerSelected = false;
375 m_ProcessUIWarning = false;
377 m_LiquidTendencyDrain = false;
378 m_UAParamMessage = new Param1<string>("");
379 m_UnconParam = new Param1<float>(0);
380 m_DeathDarkeningParam = new Param1<float>(0);
381 m_UAParam = new Param2<int,int>(0,0);
382 m_UAProgressParam = new Param2<float,float>(0,0);
383 m_QuickBarBase = new QuickBarBase(this);
384 m_QuickBarBonus = Math.Max(ConfigGetInt("quickBarBonus"), 0);
385 m_CargoLoad = 0;
386 m_VisibilityCoef = 1.0;
387 m_Hud = g_Game.GetMission().GetHud();
388 m_RecipePick = 0;
389 m_ActionQBControl = false;
390 m_QuickBarHold = false;
391 m_HideHairAnimated = true;
392 m_WorkingNVGHeadset = false;
393 m_LoweredNVGHeadset = false;
394 m_AreHandsLocked = false;
395 m_ItemsToDelete = new array<EntityAI>;
396 m_AnimCommandStarting = HumanMoveCommandID.None;
397 m_EmptyGloves = new HiddenSelectionsData(ConfigGetString("emptyGloves"));
399 m_HeadingRestrictData = new HeadingRestrictData();
400
401 #ifdef DIAG_DEVELOPER
402 m_CanBeTargetedDebug = true;
403 //RegisterNetSyncVariableBool("m_CanBeTargetedDebug");
404 #endif
405
407
408 m_StaminaHandler = new StaminaHandler(this);//current stamina calculation
410 m_ShockHandler = new ShockHandler(this); //New shock handler
411 m_HCAnimHandler = new HeatComfortAnimHandler(this);
412 m_PlayerStats = new PlayerStats(this);//player stats
413 m_ArrowManager = new ArrowManagerPlayer(this);
414
415 if (g_Game.IsServer())
416 {
417 m_PlayerStomach = new PlayerStomach(this);
418 m_NotifiersManager = new NotifiersManager(this); // player notifiers
419 m_AgentPool = new PlayerAgentPool(this); // agent pool manager
420 m_BleedingManagerServer = new BleedingSourcesManagerServer(this);
421 m_Environment = new Environment(this);//environment effects on player
422
423 m_ModifiersManager = new ModifiersManager(this); // player modifiers
424 m_PlayerSoundManagerServer = new PlayerSoundManagerServer(this);
425 m_VirtualHud = new VirtualHud(this);
426
427 m_AdminLog = PluginAdminLog.Cast(GetPlugin(PluginAdminLog));
428 }
429
430 m_SymptomManager = new SymptomManager(this); // state manager
431 m_ModuleRecipesManager = PluginRecipesManager.Cast(GetPlugin(PluginRecipesManager));
432
433 m_TrasferValues = new TransferValues(this);
434 m_EmoteManager = new EmoteManager(this);
435 m_SoftSkillsManager = new SoftSkillsManager(this);//Soft Skills calculation
436
437 m_WeaponManager = new WeaponManager(this);
438 m_DebugMonitorValues = new DebugMonitorValues(this);
440
441 if (!g_Game.IsDedicatedServer())
442 {
443 m_MeleeDebug = false;
444 m_UALastMessage = "";
445 m_UALastMessageTimer = new Timer;
446 m_InventoryActionHandler = new InventoryActionHandler(this);
447 m_BleedingManagerRemote = new BleedingSourcesManagerRemote(this);
449 m_StanceIndicator = new StanceIndicator(this);
450 m_ActionsInitialize = false;
451 ClientData.AddPlayerBase(this);
452
453 m_ProcessAddEffectWidgets = new array<int>;
454 m_ProcessRemoveEffectWidgets = new array<int>;
455 m_ActiveNVTypes = new array<int>;
456 m_ProcessAddGlassesEffects = new array<int>;
457 m_ProcessRemoveGlassesEffects = new array<int>;
458 }
459
460 m_ActionManager = NULL;
461
462 m_ConfigEmotesProfile = PluginConfigEmotesProfile.Cast(GetPlugin(PluginConfigEmotesProfile));
463
464 if (GetDayZGame().IsDebug())
465 {
466 PluginConfigDebugProfileFixed m_ConfigDebugProfileFixed = PluginConfigDebugProfileFixed.Cast(GetPlugin(PluginConfigDebugProfileFixed));
467 PluginConfigDebugProfile m_ConfigDebugProfile = PluginConfigDebugProfile.Cast(GetPlugin(PluginConfigDebugProfile));
468 PluginDeveloper m_Developer = PluginDeveloper.Cast(GetPlugin(PluginDeveloper));
469
470 PlayerBase player = this;
471
473 {
474 string default_preset = m_ConfigDebugProfile.GetDefaultPreset();
475 if (player && default_preset != "")
476 {
477 TStringArray preset_array = new TStringArray;
478 m_ConfigDebugProfileFixed.GetPresetItems(default_preset, preset_array);
479
480 bool is_preset_fixed = true;
481 if (preset_array.Count() == 0)
482 {
483 m_ConfigDebugProfile.GetPresetItems(default_preset, preset_array);
484 is_preset_fixed = false;
485 }
486
487 if (preset_array.Count() > 0)
488 {
489 m_Developer.ClearInventory(player);
490
491 for (int i = 0; i < preset_array.Count(); i++)
492 {
493 float health = -1;
494 int quantity = -1;
495 if (is_preset_fixed)
496 {
497 health = m_ConfigDebugProfileFixed.GetItemHealth(default_preset, i);
498 quantity = m_ConfigDebugProfileFixed.GetItemQuantity(default_preset, i);
499 }
500 else
501 {
502 health = m_ConfigDebugProfile.GetItemHealth(default_preset, i);
503 quantity = m_ConfigDebugProfile.GetItemQuantity(default_preset, i);
504 }
505 m_Developer.SpawnEntityInPlayerInventory(player, preset_array.Get(i), health, quantity);
506 }
507 }
508 }
509 }
510 }
511
513
515
516 m_ModulePlayerStatus = PluginPlayerStatus.Cast(GetPlugin(PluginPlayerStatus));
518
519 m_BleedingSourcesLow = new array<string>;
520 m_BleedingSourcesLow.Insert("RightToeBase");
521 m_BleedingSourcesLow.Insert("RightFoot");
522 m_BleedingSourcesLow.Insert("LeftToeBase");
523 m_BleedingSourcesLow.Insert("LeftFoot");
524 m_BleedingSourcesLow.Insert("RightUpLegRoll");
525 m_BleedingSourcesLow.Insert("RightUpLeg");
526 m_BleedingSourcesLow.Insert("RightLegRoll");
527 m_BleedingSourcesLow.Insert("RightLeg");
528 m_BleedingSourcesLow.Insert("LeftUpLegRoll");
529 m_BleedingSourcesLow.Insert("LeftUpLeg");
530 m_BleedingSourcesLow.Insert("LeftLegRoll");
531 m_BleedingSourcesLow.Insert("LeftLeg");
532
533 m_BleedingSourcesUp = new array<string>;
534 m_BleedingSourcesUp.Insert("RightForeArmRoll");
535 m_BleedingSourcesUp.Insert("LeftForeArmRoll");
536 m_BleedingSourcesUp.Insert("RightForeArm");
537 m_BleedingSourcesUp.Insert("RightArmRoll");
538 m_BleedingSourcesUp.Insert("RightArm");
539 m_BleedingSourcesUp.Insert("RightShoulder");
540 m_BleedingSourcesUp.Insert("LeftForeArm");
541 m_BleedingSourcesUp.Insert("LeftArmRoll");
542 m_BleedingSourcesUp.Insert("LeftArm");
543 m_BleedingSourcesUp.Insert("LeftShoulder");
544 m_BleedingSourcesUp.Insert("Spine3");
545 m_BleedingSourcesUp.Insert("Spine2");
546 m_BleedingSourcesUp.Insert("Spine1");
547 m_BleedingSourcesUp.Insert("Spine");
548 m_BleedingSourcesUp.Insert("Pelvis");
549 m_BleedingSourcesUp.Insert("Neck");
550
551 RegisterNetSyncVariableInt("m_PersistentFlags", 0, 1<<(EnumTools.GetEnumSize(PersistentFlag) + 1));
552 RegisterNetSyncVariableInt("m_LifeSpanState", LifeSpanState.BEARD_NONE, LifeSpanState.COUNT);
553 RegisterNetSyncVariableInt("m_BloodType", 0, 128);
554 RegisterNetSyncVariableInt("m_ShockSimplified",0, SIMPLIFIED_SHOCK_CAP);
555 RegisterNetSyncVariableInt("m_SoundEvent",0, EPlayerSoundEventID.ENUM_COUNT - 1);
556 RegisterNetSyncVariableInt("m_SoundEventParam", 0, ((EPlayerSoundEventParam.ENUM_COUNT - 1) * 2) - 1);
557 RegisterNetSyncVariableInt("m_StaminaState",0, eStaminaState.COUNT - 1);
558 RegisterNetSyncVariableInt("m_BleedingBits");
559 RegisterNetSyncVariableInt("m_Shakes", 0, SHAKE_LEVEL_MAX);
560 RegisterNetSyncVariableInt("m_BreathVapour", 0, BREATH_VAPOUR_LEVEL_MAX);
561 RegisterNetSyncVariableInt("m_HealthLevel", eInjuryHandlerLevels.PRISTINE, eInjuryHandlerLevels.RUINED);
562 RegisterNetSyncVariableInt("m_MixedSoundStates", 0, eMixedSoundStates.COUNT - 1);
563 RegisterNetSyncVariableInt("m_CorpseState",-PlayerConstants.CORPSE_STATE_DECAYED,PlayerConstants.CORPSE_STATE_DECAYED);//do note the negative min, negative sign denotes a special meaning
564 RegisterNetSyncVariableInt("m_RefreshAnimStateIdx",0,3);
565 RegisterNetSyncVariableInt("m_BrokenLegState", -eBrokenLegs.BROKEN_LEGS_SPLINT, eBrokenLegs.BROKEN_LEGS_SPLINT);
566 RegisterNetSyncVariableInt("m_SyncedModifiers", 0, ((eModifierSyncIDs.LAST_INDEX - 1) * 2) - 1);
567 RegisterNetSyncVariableInt("m_HasBloodyHandsVisible", 0, eBloodyHandsTypes.LAST_INDEX - 1);
568 RegisterNetSyncVariableInt("m_ActionSoundCategoryHash");
569 RegisterNetSyncVariableInt("m_PerformedAnimActionID", -1, 2048); // generous upper limit for modding reasons
570 RegisterNetSyncVariableInt("m_ActivePrimarySymptomID", 0, SymptomIDs.LAST_INDEX);
571
572 RegisterNetSyncVariableInt("m_HeatBufferStage", 0, HeatBufferMdfr.NUMBER_OF_STAGES - 1);
573 RegisterNetSyncVariableFloat("m_HeatBufferDynamicMax", 0.0, 1.0, 2);
574
575 RegisterNetSyncVariableBool("m_IsUnconscious");
576 RegisterNetSyncVariableBool("m_IsRestrained");
577 RegisterNetSyncVariableBool("m_IsInWater");
578 RegisterNetSyncVariableBool("m_InsideEffectArea");
579
580 RegisterNetSyncVariableBool("m_HasBloodTypeVisible");
581 RegisterNetSyncVariableBool("m_IsRestrainStarted");
582 RegisterNetSyncVariableBool("m_IsRestrainPrelocked");
583 RegisterNetSyncVariableBool("m_HasHeatBuffer");
584 RegisterNetSyncVariableBool("m_IsInColdArea");
585
586 RegisterNetSyncVariableFloat("m_CurrentShock"); //Register shock synchronized variable
587
588 m_OriginalSlidePoseAngle = GetSlidePoseAngle();
589
592
593 m_DecayedTexture = ConfigGetString("decayedTexture");
594 m_FliesIndex = -1;
595
596 m_BloodyHandsPenaltyChancePerAgent = new map<eAgents, float>();
597
598 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).Call(this.OnPlayerLoaded);
599 }
const int BREATH_VAPOUR_LEVEL_MAX
Определения BreathVapourMdfr.c:1
DayZGame g_Game
Определения DayZGame.c:3942
DayZGame GetDayZGame()
Определения DayZGame.c:3944
void VirtualHud(PlayerBase player)
Определения DisplayStatus.c:36
eBrokenLegs
Определения EBrokenLegs.c:2
EMedicalDrugsType
Определения EMedicalDrugsType.c:2
eMixedSoundStates
bits
Определения EMixedSoundStates.c:3
void EmoteManager(PlayerBase player)
Определения EmoteManager.c:168
void Environment(PlayerBase pPlayer)
Определения Environment.c:106
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:37
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:325
void QuickBarBase(PlayerBase player)
Определения QuickBarBase.c:21
void RandomGeneratorSyncManager(DayZPlayer player)
Определения RandomGeneratorSyncManager.c:18
ref MapNavigationBehaviour m_MapNavigationBehaviour
Определения PlayerBase.c:291
string m_UALastMessage
user actions & symptoms
Определения PlayerBase.c:308
ref PlayerSoundManagerServer m_PlayerSoundManagerServer
Определения PlayerBase.c:134
ref Param2< float, float > m_UAProgressParam
Определения PlayerBase.c:112
ref BleedingSourcesManagerRemote m_BleedingManagerRemote
Определения PlayerBase.c:86
ref array< int > m_ProcessAddGlassesEffects
Определения PlayerBase.c:343
ref array< int > m_ProcessRemoveEffectWidgets
Определения PlayerBase.c:340
void OnPlayerLoaded()
Определения PlayerBase.c:2388
ref SymptomManager m_SymptomManager
Определения PlayerBase.c:95
bool m_ActionsInitialize
Определения PlayerBase.c:126
const int SIMPLIFIED_SHOCK_CAP
Определения PlayerBase.c:51
bool m_MeleeDebug
melee stats
Определения PlayerBase.c:303
static ref array< string > m_BleedingSourcesLow
Определения PlayerBase.c:199
ref PlayerStats m_PlayerStats
Определения PlayerBase.c:83
PluginPlayerStatus m_ModulePlayerStatus
Определения PlayerBase.c:77
ref array< int > m_Recipes
Определения PlayerBase.c:261
int m_LastShavedSeconds
Определения PlayerBase.c:54
int m_QuickBarBonus
Определения PlayerBase.c:181
ref array< int > m_ProcessRemoveGlassesEffects
Определения PlayerBase.c:344
ref ArrowManagerPlayer m_ArrowManager
Определения PlayerBase.c:131
ref PlayerAgentPool m_AgentPool
Определения PlayerBase.c:91
bool m_LiquidTendencyDrain
Определения PlayerBase.c:57
bool m_LoweredNVGHeadset
Определения PlayerBase.c:314
int m_BloodType
Определения PlayerBase.c:55
ref Param2< int, int > m_UAParam
Определения PlayerBase.c:113
ref array< int > m_ProcessAddEffectWidgets
Определения PlayerBase.c:339
bool m_AreHandsLocked
Определения PlayerBase.c:164
ref Environment m_Environment
Определения PlayerBase.c:93
float m_OriginalSlidePoseAngle
Определения PlayerBase.c:107
ref PlayerStomach m_PlayerStomach
Определения PlayerBase.c:320
int m_RecipePick
Определения PlayerBase.c:141
bool m_ProcessUIWarning
Определения PlayerBase.c:68
vector SetDefaultHitPosition(string pSelection)
Определения PlayerBase.c:1447
ref DebugMonitorValues m_DebugMonitorValues
Определения PlayerBase.c:103
bool m_CanDisplayHitEffectPPE
Определения PlayerBase.c:220
int m_FliesIndex
Определения PlayerBase.c:110
vector m_DefaultHitPosition
Определения PlayerBase.c:171
ref BleedingSourcesManagerServer m_BleedingManagerServer
Определения PlayerBase.c:85
EMedicalDrugsType m_MedicalDrugsActive
Определения PlayerBase.c:346
bool m_FlagRaisingTendency
Определения PlayerBase.c:58
ref Timer m_UALastMessageTimer
Определения PlayerBase.c:309
ref InventoryActionHandler m_InventoryActionHandler
Определения PlayerBase.c:132
bool m_WorkingNVGHeadset
Определения PlayerBase.c:313
ref TransferValues m_TrasferValues
Определения PlayerBase.c:102
bool m_HasBloodTypeVisible
Определения PlayerBase.c:56
Hud m_Hud
Определения PlayerBase.c:140
ref Param1< float > m_DeathDarkeningParam
Определения PlayerBase.c:117
ref VirtualHud m_VirtualHud
Определения PlayerBase.c:96
const int SHAKE_LEVEL_MAX
Определения PlayerBase.c:52
ref Timer m_AnalyticsTimer
Определения PlayerBase.c:300
ref HiddenSelectionsData m_EmptyGloves
Определения PlayerBase.c:128
ref SoftSkillsManager m_SoftSkillsManager
Определения PlayerBase.c:100
ref ModifiersManager m_ModifiersManager
Определения PlayerBase.c:88
string m_DecayedTexture
Определения PlayerBase.c:190
ref array< EntityAI > m_ItemsToDelete
Определения PlayerBase.c:191
bool m_ActionQBControl
Определения PlayerBase.c:268
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:319
bool m_PlayerLoaded
Определения PlayerBase.c:66
int m_LifespanLevelLocal
Определения PlayerBase.c:73
bool m_HideHairAnimated
Определения PlayerBase.c:189
PluginRecipesManager m_ModuleRecipesManager
Определения PlayerBase.c:84
ref array< int > m_ActiveNVTypes
Определения PlayerBase.c:315
PluginLifespan m_ModuleLifespan
Определения PlayerBase.c:79
ref WeaponManager m_WeaponManager
Определения PlayerBase.c:129
ref StaminaHandler m_StaminaHandler
Определения PlayerBase.c:97
RandomGeneratorSyncManager m_RGSManager
Определения PlayerBase.c:202
int m_HasBloodyHandsVisible
Определения PlayerBase.c:59
ref Param1< float > m_UnconParam
Определения PlayerBase.c:116
int m_StoreLoadVersion
Определения PlayerBase.c:71
ref HeatComfortAnimHandler m_HCAnimHandler
Определения PlayerBase.c:136
bool m_IsCraftingReady
Определения PlayerBase.c:258
float m_VisibilityCoef
Определения PlayerBase.c:106
bool m_QuickBarHold
Определения PlayerBase.c:138
void PlayerBase()
Определения PlayerBase.c:354
PluginConfigEmotesProfile m_ConfigEmotesProfile
Определения PlayerBase.c:78
QuickBarBase m_QuickBarBase
Определения PlayerBase.c:133
ref Param1< string > m_UAParamMessage
Определения PlayerBase.c:115
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:148
ref PlayerSoundManagerClient m_PlayerSoundManagerClient
Определения PlayerBase.c:135
ref HeadingRestrictData m_HeadingRestrictData
Определения PlayerBase.c:151
ref EmoteManager m_EmoteManager
Определения PlayerBase.c:94
int m_CorpseStateLocal
Определения PlayerBase.c:149
ref map< eAgents, float > m_BloodyHandsPenaltyChancePerAgent
Определения PlayerBase.c:352
float m_CargoLoad
Определения PlayerBase.c:105
static ref array< string > m_BleedingSourcesUp
Определения PlayerBase.c:200
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
string GetDefaultHitPositionComponent()
Определения dayzplayer.c:502
array< string > TStringArray
Определения EnScript.c:712
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(), Environment(), g_Game, GetDayZGame(), GetDayZPlayerType(), GetDefaultHitPositionComponent(), EnumTools::GetEnumSize(), GetPlugin(), 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_CargoLoad, 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_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_StoreLoadVersion, m_SymptomManager, 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 и VirtualHud().