661 {
665 string ammo;
666
667 if (forcedWeaponMode > -1)
668 weaponMode = forcedWeaponMode;
669
671
674 {
676 if (hitZoneIdx >= 0)
677 {
678 hitPosWS = targetEntity.ModelToWorld(targetEntity.GetDefaultHitPosition());
679
681 {
682 DamageSystem.CloseCombatDamage(
m_Player, target, hitZoneIdx, ammo, hitPosWS);
683
684 }
685 else
686 {
687 m_Player.ProcessMeleeHit(weapon, weaponMode, target, hitZoneIdx, hitPosWS);
688
689 }
690 }
691 }
692 else
693 {
695 if (
GetGame().IsServer() && targetEntity)
696 {
698 hitPosWS = targetEntity.ModelToWorld(targetEntity.GetDefaultHitPosition());
699 DamageSystem.CloseCombatDamage(
m_Player, target, hitZoneIdx, ammo, hitPosWS);
700
701 }
702 }
703 }
EMeleeHitType m_HitType
Hit type of the most recent attack.
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
bool DummyHitSelector(EMeleeHitType hitType, out string ammoType)
evaluation of hit player vs. player
bool WeaponDestroyedCheck(InventoryItem weapon, out string ammo)
proto native CGame GetGame()