Checks player's contanct with water.
- Аргументы
-
[out] | pWaterLevel | water level height |
- Возвращает
- Nothing
no valid surface under character
sync info about water contact to player
update active surface
См. определение в файле Environment.c строка 421
422 {
423 string surfType;
424 int liquidType;
425
427
429 return;
430
432 {
433 g_Game.SurfaceUnderObjectByBoneCorrectedLiquid(
m_Player, SurfaceAnimationBone.RightFrontLimb, surfType, liquidType);
436
439
442
446
447 return;
448 }
449
452 {
454 return;
455 }
456
457 string impact;
458 g_Game.SurfaceUnderObjectExCorrectedLiquid(
m_Player, surfType, impact, liquidType);
459
460 switch (liquidType)
461 {
468 pWaterLevel =
m_Player.GetCurrentWaterLevel();
470 break;
471 }
472
475
479
480 }
bool IsChildOfType(array< typename > typenames)
Returns true if character is child of given parent type(s)
const float WATER_LEVEL_MID
const float WATER_LEVEL_HIGH
bool IsUnderRoofBuilding()
Is character under building's roof (periodically checked - GameConstants.ENVIRO_TICK_ROOF_RC_CHECK)....
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Native class for boats - handles physics simulation.
DayZPlayerConstants
defined in C++
const int LIQUID_STILLWATER
const int LIQUID_HOTWATER
const int LIQUID_FRESHWATER
const int LIQUID_RIVERWATER
const int LIQUID_SALTWATER
Перекрестные ссылки g_Game, IsChildOfType(), IsUnderRoofBuilding(), LIQUID_FRESHWATER, LIQUID_HOTWATER, LIQUID_RIVERWATER, LIQUID_SALTWATER, LIQUID_STILLWATER, LIQUID_WATER, HumanMovementState::m_iMovement, m_IsInWater, m_LiquidType, m_Player, m_SurfaceType, WATER_LEVEL_HIGH и WATER_LEVEL_MID.
Используется в Update().