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 337
338 {
341 if (weapon.IsWaitingForActionFinish())
342 return false;
343
345
348 {
351 {
352 pContinueAttack = false;
353 return false;
354 }
355
357
362
366
367 pContinueAttack = false;
368
369 return true;
370 }
373 {
374 if (hcm)
375 {
377 pContinueAttack = true;
378 return false;
379 }
380 }
381
382 return false;
383 }
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().