DayZ 1.27
DayZ Explorer by KGB
 
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◆ HandleProneKick()

bool HandleProneKick ( int pCurrentCommandID,
HumanInputController pInputs,
InventoryItem itemInHands,
HumanMovementState pMovementState,
out bool pContinueAttack )
protected

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)

См. определение в файле DayZPlayerMeleeFightLogic_LightHeavy.c строка 453

454 {
455 HumanCommandWeapons hcw = m_Player.GetCommandModifier_Weapons();
456
457 float hcw_angle = hcw.GetBaseAimingAngleLR();
460 if ( ( hcw_angle < -90 || hcw_angle > 90 ) && m_Player.GetBrokenLegs() != eBrokenLegs.BROKEN_LEGS )
461 {
462 // targetting
464 m_MeleeCombat.Update(itemInHands, m_HitType);
465
466 EntityAI target;
467 EMeleeTargetType targetType;
468 GetTargetData(target, targetType);
469 float attackByDistance = GetAttackTypeByDistanceToTarget(target, targetType);
470
471 // command
472 m_Player.StartCommand_Melee2(target, false, attackByDistance, m_MeleeCombat.GetHitPos());
473 m_Player.DepleteStamina(EStaminaModifiers.MELEE_HEAVY);
475
476 return true;
477 }
478
479 return false;
480 }
EMeleeHitType
Определения DayZPlayerImplementMeleeCombat.c:2
EMeleeHitType m_HitType
Hit type of the most recent attack.
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
void GetTargetData(out EntityAI target, out EMeleeTargetType targetType)
float GetAttackTypeByDistanceToTarget(EntityAI pTarget, EMeleeTargetType pTargetType=EMeleeTargetType.ALIGNABLE)
void DisableControls()
eBrokenLegs
Определения EBrokenLegs.c:2
EMeleeTargetType
Определения EMeleeTargetType.c:2
EStaminaModifiers
Определения EStaminaModifiers.c:2
DayZPlayer m_Player
Определения Hand_Events.c:42
Определения Building.c:6
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
Определения human.c:994

Перекрестные ссылки DisableControls(), GetAttackTypeByDistanceToTarget(), HumanCommandWeapons::GetBaseAimingAngleLR(), GetTargetData(), m_HitType, m_MeleeCombat и m_Player.

Используется в HandleFightLogic().