655 {
659 string ammo;
660
661 if (forcedWeaponMode > -1)
662 weaponMode = forcedWeaponMode;
663
665
668 {
670 if (hitZoneIdx >= 0)
671 {
672 hitPosWS = targetEntity.ModelToWorld(targetEntity.GetDefaultHitPosition());
673
675 {
676 DamageSystem.CloseCombatDamage(
m_Player, target, hitZoneIdx, ammo, hitPosWS);
677
678 }
679 else
680 {
681 m_Player.ProcessMeleeHit(weapon, weaponMode, target, hitZoneIdx, hitPosWS);
682
683 }
684 }
685 }
686 else
687 {
689 if (
GetGame().IsServer() && targetEntity)
690 {
692 hitPosWS = targetEntity.ModelToWorld(targetEntity.GetDefaultHitPosition());
693 DamageSystem.CloseCombatDamage(
m_Player, target, hitZoneIdx, ammo, hitPosWS);
694
695 }
696 }
697 }
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()