First attack in raised erc (light or heavy if modifier is used). Also added support for finishers.
388 {
389
390
393
394
395
400
401
403 if (finisherType != -1)
404 {
406 if (animationType > -1)
407 {
408
410 }
411 else
412 {
413
415 }
416
418 target.SetBeingBackstabbed(finisherType);
419 }
420 else
421 {
422
424 }
425
427 {
430 {
432 m_Player.m_ShockHandler.CheckValue(
true);
433 }
434 }
435 else
436 {
439 {
441 m_Player.m_ShockHandler.CheckValue(
true);
442 }
443 }
444
446
448
449 return true;
450 }
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