First attack in raised erc (light or heavy if modifier is used). Also added support for finishers.
387 {
388
389
392
393
394
399
400
402 if (finisherType != -1)
403 {
405 if (animationType > -1)
406 {
407
409 }
410 else
411 {
412
414 }
415
417 target.SetBeingBackstabbed(finisherType);
418 }
419 else
420 {
421
423 }
424
426 {
429 {
431 m_Player.m_ShockHandler.CheckValue(
true);
432 }
433 }
434 else
435 {
438 {
440 m_Player.m_ShockHandler.CheckValue(
true);
441 }
442 }
443
445
447
448 return true;
449 }
EMeleeHitType m_HitType
Hit type of the most recent attack.
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
EMeleeHitType GetAttackTypeFromInputs(HumanInputController pInputs)
int DetermineFinisherAnimation(int finisher_type)
Picks a specific finisher animation. Not used for mounted bayonet stabs.
void GetTargetData(out EntityAI target, out EMeleeTargetType targetType)
float GetAttackTypeByDistanceToTarget(EntityAI pTarget, EMeleeTargetType pTargetType=EMeleeTargetType.ALIGNABLE)
bool m_WasPreviousHitProcessed
static const float BROKEN_LEGS_LIGHT_MELEE_SHOCK
static const float BROKEN_LEGS_HEAVY_MELEE_SHOCK