DayZ 1.26
DayZ Explorer by KGB
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enum | EFightLogicCooldownCategory { EVADE = 0 } |
Light / Heavy punches. Подробнее... | |
Переменные | |
enum EFightLogicCooldownCategory | EVADE_COOLDOWN = 0.5 |
cooldown timers settings | |
const float | CLOSE_TARGET_DISTANCE = 1.5 |
const string | DUMMY_LIGHT_AMMO = "Dummy_Light" |
dummy ammo types | |
const string | DUMMY_HEAVY_AMMO = "Dummy_Heavy" |
PlayerBase | m_Player |
ref DayZPlayerImplementMeleeCombat | m_MeleeCombat |
EMeleeHitType | m_HitType |
ref map< int, ref Timer > | m_CooldownTimers |
Mission | m_Mission |
bool | m_IsInBlock |
bool | m_IsEvading |
bool | m_IsInComboRange |
bool | m_WasPreviousHitProcessed |
DayZPlayerImplement | m_DZPlayer |
bool | m_IsFinisher |
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Перекрестные ссылки GetGame(), m_HitType, m_MeleeCombat, m_Player, Math::RandomIntInclusive() и GameConstants::STATE_RUINED.
Используется в HandleHitEvent().
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Перекрестные ссылки Init().
Используется в DayZPlayer::DayZPlayerImplement().
Picks a specific finisher ammo fot the hit type. This gets synchronized and guides further behaviour of the target.
Используется в EvaluateFinisherAttack().
Picks a specific finisher animation. Not used for mounted bayonet stabs.
Перекрестные ссылки HumanCommandMelee2::HIT_TYPE_FINISHER и HumanCommandMelee2::HIT_TYPE_FINISHER_NECK.
Используется в HandleInitialMeleeErc().
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evaluation of hit player vs. player
in case of kick (on back or push from erc) change the ammo type to dummy
Перекрестные ссылки DUMMY_HEAVY_AMMO и DUMMY_LIGHT_AMMO.
Используется в EvaluateHit_Common().
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Используется в HandleHitEvent().
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Check and evaluate stealth kill, if applicable.
Перекрестные ссылки DetermineFinisherAmmo(), GetGame(), m_MeleeCombat и m_Player.
Используется в EvaluateHit_Infected().
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Перекрестные ссылки EvaluateHit_Common(), EvaluateHit_Infected(), EvaluateHit_NonAlignableObjects(), EvaluateHit_Player() и m_MeleeCombat.
Используется в HandleHitEvent().
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check if we need to use dummy hit
normal hit with applied damage to targeted component
play hit animation for dummy hits
override hit pos by pos defined in type
Перекрестные ссылки DummyHitSelector(), GetGame(), m_HitType, m_MeleeCombat, m_Player и WeaponDestroyedCheck().
Используется в EvaluateHit(), EvaluateHit_Infected() и EvaluateHit_Player().
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Перекрестные ссылки EvaluateFinisherAttack() и EvaluateHit_Common().
Используется в EvaluateHit().
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Перекрестные ссылки m_MeleeCombat, m_Player и WeaponDestroyedCheck().
Используется в EvaluateHit().
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Melee Hit/Impact modifiers
if the oponnent is in Melee Block shift the damage down
Перекрестные ссылки Math::AbsFloat(), Math3D::AngleFromPosition(), EvaluateHit_Common(), m_MeleeCombat, m_Player, GameConstants::PVP_MAX_BLOCKABLE_ANGLE и Math::RAD2DEG.
Используется в EvaluateHit().
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target in short distance - in place attack
target is far from the player - forward movement attack
Перекрестные ссылки CLOSE_TARGET_DISTANCE, IsShortDistance() и Math::SqrFloat().
Используется в HandleComboHit(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick() и HandleSprintAttack().
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use stabbing if the bayonet/knife is attached to firearm
Перекрестные ссылки DayZPlayer::CanConsumeStamina() и m_Player.
Используется в HandleComboHit() и HandleInitialFirearmMelee().
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Перекрестные ссылки DayZPlayer::CanConsumeStamina() и m_Player.
Используется в HandleComboHit() и HandleInitialMeleeErc().
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default
nullify target for nonalignable objects (big objects)
Перекрестные ссылки m_MeleeCombat.
Используется в HandleComboHit(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick() и HandleSprintAttack().
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combo hits - when we are already in Melee command and clicking UseButton
no suitable attack - skip that
No combos for the finisher command
select if the next attack will light or heavy (based on input/attachment modifier)
targetting
wait for the previous hit commit before hitting again
continue 'combo' - left hand attacks
broken legs shock
stamina depletion per attack
Перекрестные ссылки PlayerConstants::BROKEN_LEGS_HEAVY_MELEE_SHOCK, PlayerConstants::BROKEN_LEGS_LIGHT_MELEE_SHOCK, DayZPlayer::DepleteStamina(), DisableControls(), GetAttackTypeByDistanceToTarget(), GetAttackTypeByWeaponAttachments(), GetAttackTypeFromInputs(), GetTargetData(), m_HitType, m_IsInComboRange, m_MeleeCombat, m_Player и m_WasPreviousHitProcessed.
Используется в HandleFightLogic().
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Check if we need to damage
Actually pressing a button to start a melee attack
do not perform attacks when blocking
if the item in hands cannot be used as melee weapon
Currently not performing any attacks, so here we start the initial
melee with firearm
first attack in raised erc (light or heavy if modifier is used). Also added support for finishers
kick from raised pne
sprint attack in erc stance
combo hits - when we are already in Melee command and clicking UseButton
evade and blocking logic
evades in raised erc stance while moving
not enough stamina to do evades
stand up when crouching and raised pressed
blocks in raised erc/pro stance (bare hand or with melee weapon only)
Перекрестные ссылки PlayerConstants::BROKEN_LEGS_LIGHT_MELEE_SHOCK, DayZPlayer::CanConsumeStamina(), DayZPlayerUtils(), DayZPlayer::DepleteStamina(), EVADE_COOLDOWN, HandleComboHit(), HandleHitEvent(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick(), HandleSprintAttack(), DayZPlayer::IsSprintFull(), m_IsEvading, m_IsInBlock, m_IsInComboRange, m_Player, SetBlock() и SetCooldown().
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Handle the event that our melee hit something.
Check if we need to damage
on anim event Hit received
re-target (enemy can have moved out of range or disappeared)
evaluate hit - selection of cfg 'ammo' type
Перекрестные ссылки DamageHands(), EnableControls(), EvaluateHit(), m_HitType, m_MeleeCombat, m_Player и m_WasPreviousHitProcessed.
Используется в HandleFightLogic().
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NOTE: Only singular (or first) hits, combo attacks are handled in combo.
don't allow bash to interfere with actions like chambering or ejecting bullets
perform firearm melee from raised erect or continue with attack after character stand up from crouch
exit if there is no suitable attack
char stand up when performing firearm melee from crouch
Перекрестные ссылки DayZPlayer::DepleteStamina(), DisableControls(), GetAttackTypeByDistanceToTarget(), GetAttackTypeByWeaponAttachments(), GetTargetData(), DayZPlayer::IsFighting(), m_HitType, m_MeleeCombat и m_Player.
Используется в HandleFightLogic().
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First attack in raised erc (light or heavy if modifier is used). Also added support for finishers.
Перекрестные ссылки PlayerConstants::BROKEN_LEGS_HEAVY_MELEE_SHOCK, PlayerConstants::BROKEN_LEGS_LIGHT_MELEE_SHOCK, DayZPlayer::DepleteStamina(), DetermineFinisherAnimation(), DisableControls(), GetAttackTypeByDistanceToTarget(), GetAttackTypeFromInputs(), GetTargetData(), m_HitType, m_MeleeCombat, m_Player и m_WasPreviousHitProcessed.
Используется в HandleFightLogic().
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kick from raised pne
check if player is on back (situation where the player is raised in prone and on back is not in anim graph)
Перекрестные ссылки DayZPlayer::DepleteStamina(), DisableControls(), GetAttackTypeByDistanceToTarget(), GetTargetData(), m_HitType, m_MeleeCombat и m_Player.
Используется в HandleFightLogic().
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sprint attack in erc stance
targetting
command
Перекрестные ссылки DayZPlayer::DepleteStamina(), DisableControls(), GetAttackTypeByDistanceToTarget(), GetTargetData(), m_HitType, m_MeleeCombat и m_Player.
Используется в HandleFightLogic().
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Перекрестные ссылки GetGame(), DayZPlayer::GetMeleeCombat(), m_DZPlayer, m_HitType, m_IsEvading, m_IsInBlock, m_MeleeCombat, m_Mission, m_Player, m_WasPreviousHitProcessed и RegisterCooldowns().
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DEPRECATED - moved into DayZPlayerImplementMeleeCombat.
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Перекрестные ссылки m_IsEvading.
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Перекрестные ссылки m_IsInBlock.
Перекрестные ссылки vector::DistanceSq(), m_MeleeCombat и m_Player.
Используется в GetAttackTypeByDistanceToTarget().
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Перекрестные ссылки CALL_CATEGORY_SYSTEM и m_CooldownTimers.
Используется в Init().
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Перекрестные ссылки m_IsEvading.
Перекрестные ссылки m_IsInBlock.
Используется в HandleFightLogic().
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stops currently running cooldown timer (for specific category)
param for ResetCooldown
Перекрестные ссылки m_CooldownTimers.
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Используется в EvaluateHit_Common() и EvaluateHit_NonAlignableObjects().
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Используется в GetAttackTypeByDistanceToTarget().
Используется в DummyHitSelector().
dummy ammo types
Используется в DummyHitSelector().
enum EFightLogicCooldownCategory EVADE_COOLDOWN = 0.5 |
cooldown timers settings
Используется в HandleFightLogic().
Используется в RegisterCooldowns() и SetCooldown().
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DEPRECATED
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Используется в HandleFightLogic(), Init(), IsEvading() и ResetCooldown().
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Используется в HandleFightLogic(), Init(), IsInBlock() и SetBlock().
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Используется в HandleComboHit() и HandleFightLogic().
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Используется в DamageHands(), DayZPlayer::DayZPlayerImplement(), EvaluateFinisherAttack(), EvaluateHit(), EvaluateHit_Common(), EvaluateHit_NonAlignableObjects(), EvaluateHit_Player(), DayZPlayer::GetMeleeCombat(), GetTargetData(), HandleComboHit(), HandleHitEvent(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick(), HandleSprintAttack(), Init(), IsShortDistance() и DayZPlayer::OnInputUserDataProcess().
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Используется в UIScriptedMenu::Init(), Init() и UIScriptedMenu::OpenCredits().
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Используется в HandleComboHit(), HandleHitEvent(), HandleInitialMeleeErc() и Init().