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
См. определение в файле DayZPlayerMeleeFightLogic_LightHeavy.c строка 338
339 {
342 if (weapon.IsWaitingForActionFinish())
343 return false;
344
346
349 {
352 {
353 pContinueAttack = false;
354 return false;
355 }
356
358
363
367
368 pContinueAttack = false;
369
370 return true;
371 }
374 {
375 if (hcm)
376 {
378 pContinueAttack = true;
379 return false;
380 }
381 }
382
383 return false;
384 }
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)
EMeleeHitType GetAttackTypeByWeaponAttachments(EntityAI pEntity)
proto native float GetCurrentMovementSpeed()
0,1,2..3 idle, walk, run, sprint
proto native void ForceStance(int pStanceIdx)
int m_iStanceIdx
current command's id
DayZPlayerConstants
defined in C++
Перекрестные ссылки DisableControls(), HumanCommandMove::ForceStance(), GetAttackTypeByDistanceToTarget(), GetAttackTypeByWeaponAttachments(), HumanCommandMove::GetCurrentMovementSpeed(), GetTargetData(), m_HitType, HumanMovementState::m_iStanceIdx, m_MeleeCombat и m_Player.
Используется в HandleFightLogic().