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| void | DayZPlayerMeleeFightLogic_LightHeavy (DayZPlayerImplement player) |
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| void | Init (DayZPlayerImplement player) |
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| void | ~DayZPlayerMeleeFightLogic_LightHeavy () |
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| bool | IsInBlock () |
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| void | SetBlock (bool block) |
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| bool | IsEvading () |
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| bool | GetCurrentHitType () |
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| bool | CanFight () |
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| void | RegisterCooldowns () |
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| EMeleeHitType | GetAttackTypeFromInputs (HumanInputController pInputs) |
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| EMeleeHitType | GetAttackTypeByWeaponAttachments (EntityAI pEntity) |
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| float | GetAttackTypeByDistanceToTarget (EntityAI pTarget, EMeleeTargetType pTargetType=EMeleeTargetType.ALIGNABLE) |
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| bool | HandleFightLogic (int pCurrentCommandID, HumanInputController pInputs, EntityAI pEntityInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
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| bool | HandleHitEvent (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| | Handle the event that our melee hit something.
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| bool | HandleInitialFirearmMelee (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| | NOTE: Only singular (or first) hits, combo attacks are handled in combo.
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| bool | HandleInitialMeleeErc (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| | First attack in raised erc (light or heavy if modifier is used). Also added support for finishers.
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| bool | HandleProneKick (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| | kick from raised pne
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| bool | HandleSprintAttack (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| | sprint attack in erc stance
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| bool | HandleComboHit (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| | combo hits - when we are already in Melee command and clicking UseButton
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| void | EvaluateHit (InventoryItem weapon) |
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| void | EvaluateHit_Player (InventoryItem weapon, Object target) |
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| void | EvaluateHit_Infected (InventoryItem weapon, Object target) |
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| bool | EvaluateFinisherAttack (InventoryItem weapon, Object target) |
| | Check and evaluate stealth kill, if applicable.
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| void | EvaluateHit_Common (InventoryItem weapon, Object target, bool forcedDummy=false, int forcedWeaponMode=-1) |
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| void | EvaluateHit_NonAlignableObjects (InventoryItem weapon, Object target) |
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| bool | WeaponDestroyedCheck (InventoryItem weapon, out string ammo) |
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| void | GetTargetData (out EntityAI target, out EMeleeTargetType targetType) |
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| bool | DummyHitSelector (EMeleeHitType hitType, out string ammoType) |
| | evaluation of hit player vs. player
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| bool | IsBehindEntity (int angle, DayZPlayer source, Object target) |
| | DEPRECATED - moved into DayZPlayerImplementMeleeCombat.
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| void | SetCooldown (float time, EFightLogicCooldownCategory cooldownCategory) |
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| void | ResetCooldown (EFightLogicCooldownCategory cooldownCategory) |
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| void | EnableControls () |
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| void | DisableControls () |
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| void | DamageHands (DayZPlayer DZPlayer, ClothingBase gloves, InventoryItem itemInHands) |
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| int | DetermineFinisherAnimation (int finisher_type) |
| | Picks a specific finisher animation. Not used for mounted bayonet stabs.
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| string | DetermineFinisherAmmo (int finisher_type) |
| | Picks a specific finisher ammo fot the hit type. This gets synchronized and guides further behaviour of the target.
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| bool | IsShortDistance (EntityAI pTarget, float pDistanceSq) |
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| int | GetFinisherType (InventoryItem weapon, EntityAI target) |
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| bool | IsHitTypeFinisher (int type) |
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| int | DetermineSpecificFinisherType (ItemBase weapon, int component) |
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