Dayz 1.25
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Файл EmoteClasses.c

См. исходные тексты.

Структуры данных

class  EmoteBase
 

Функции

class EmoteGreeting extends EmoteBase EmoteSOS ()
 
void EmoteGreeting ()
 
class EmoteHeart extends EmoteBase EmoteTaunt ()
 
void EmoteHeart ()
 
class EmoteLyingDown extends EmoteBase EmoteTauntKiss ()
 
void EmoteLyingDown ()
 
override bool EmoteCondition (int stancemask)
 
class EmotePoint extends EmoteBase EmoteTauntElbow ()
 
void EmotePoint ()
 
class EmoteThumb extends EmoteBase EmoteThumbDown ()
 
void EmoteThumb ()
 
class EmoteThroat extends EmoteBase EmoteDance ()
 
void EmoteThroat ()
 
class EmoteSalute extends EmoteBase EmoteTimeout ()
 
void EmoteSalute ()
 
class EmoteDabbing extends EmoteBase EmoteFacepalm ()
 
void EmoteDabbing ()
 
class EmoteClap extends EmoteBase EmoteSilent ()
 
void EmoteClap ()
 
class EmoteWatching extends EmoteBase EmoteHold ()
 
void EmoteWatching ()
 
class EmoteListening extends EmoteBase EmotePointSelf ()
 
void EmoteListening ()
 
class EmoteLookAtMe extends EmoteBase EmoteTauntThink ()
 
void EmoteLookAtMe ()
 
class EmoteMove extends EmoteBase EmoteGetDown ()
 
void EmoteMove ()
 
class EmoteCome extends EmoteBase EmoteSurrender ()
 
void EmoteCome ()
 
override bool DetermineOverride (out int callback_ID, out int stancemask, out bool is_fullbody)
 
override bool EmoteStartOverride (typename callbacktype, int id, int mask, bool fullbody)
 
class EmoteCampfireSit extends EmoteBase EmoteSitA ()
 
void EmoteCampfireSit ()
 
class EmoteSitB extends EmoteBase EmoteRPSRandom ()
 
void EmoteSitB ()
 
class EmoteRPSRock extends EmoteBase EmoteRPSPaper ()
 
void EmoteRPSRock ()
 
class EmoteRPSScisors extends EmoteBase EmoteNod ()
 
void EmoteRPSScisors ()
 
class EmoteShake extends EmoteBase EmoteShrug ()
 
void EmoteShake ()
 
class EmoteSuicide extends EmoteBase EmoteVomit ()
 
void EmoteSuicide ()
 
override bool CanBeCanceledNormally (notnull EmoteCB callback)
 
override void OnBeforeStandardCallbackCreated (int callback_ID, int stancemask, bool is_fullbody)
 
override void OnCallbackEnd ()
 

Переменные

const float WATER_DEPTH = 0.15
 

Функции

◆ CanBeCanceledNormally()

override bool CanBeCanceledNormally ( notnull EmoteCB callback)

◆ DetermineOverride()

override bool DetermineOverride ( out int callback_ID,
out int stancemask,
out bool is_fullbody )
408 {
409 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
410 return true;
411 }
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

◆ EmoteCampfireSit()

void EmoteCampfireSit ( )
447 {
449 m_InputActionName = "EmoteSitA";
450 m_StanceMaskAdditive = 0;
451 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
452 m_AdditiveCallbackUID = 0;
453 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
454 m_HideItemInHands = false;
455 }
456}
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
Definition constants.c:349
const int ID_EMOTE_SITA
Definition constants.c:363

Перекрестные ссылки EmoteConstants::ID_EMOTE_SITA и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteClap()

void EmoteClap ( )
260 {
262 m_InputActionName = "EmoteSilent";
263 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
264 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
265 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
266 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
267 m_HideItemInHands = false;
268 }
269}
const int ID_EMOTE_SILENT
Definition constants.c:371

Перекрестные ссылки EmoteConstants::ID_EMOTE_SILENT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteCome()

void EmoteCome ( )
401 {
403 m_InputActionName = "EmoteSurrender";
404 m_HideItemInHands = false;
405 }
406
407 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
408 {
409 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
410 return true;
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Definition EmoteClasses.c:407
const int ID_EMOTE_SURRENDER
Definition constants.c:389

Перекрестные ссылки EmoteConstants::ID_EMOTE_SURRENDER и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteCondition()

override bool EmoteCondition ( int stancemask)
protected
96{
97 void EmotePoint()
98 {
100 m_InputActionName = "EmotePoint";
101 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
102 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
void EmotePoint()
Definition EmoteClasses.c:112
const int ID_EMOTE_POINT
Definition constants.c:370

◆ EmoteDabbing()

void EmoteDabbing ( )
232 {
234 m_InputActionName = "EmoteFacepalm";
235 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
236 m_StanceMaskFullbody = 0;
237 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
238 m_FullbodyCallbackUID = 0;
239 m_HideItemInHands = false;
240 }
241}
const int ID_EMOTE_FACEPALM
Definition constants.c:356

Перекрестные ссылки EmoteConstants::ID_EMOTE_FACEPALM и m_ID.

◆ EmoteDance()

168 {
170 m_InputActionName = "EmoteDance";
171 m_StanceMaskAdditive = 0;
172 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
173 m_AdditiveCallbackUID = 0;
174 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
175 m_HideItemInHands = true;
176 }
const int ID_EMOTE_DANCE
Definition constants.c:361

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteFacepalm()

class EmoteDabbing extends EmoteBase EmoteFacepalm ( )
232 {
234 m_InputActionName = "EmoteFacepalm";
235 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
236 m_StanceMaskFullbody = 0;
237 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
238 m_FullbodyCallbackUID = 0;
239 m_HideItemInHands = false;
240 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteGetDown()

class EmoteMove extends EmoteBase EmoteGetDown ( )
372 {
374 m_InputActionName = "EmoteGetDown";
375 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
376 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
377 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
378 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
379 m_HideItemInHands = false;
380 }
const int ID_EMOTE_DOWN
Definition constants.c:381

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteGreeting()

void EmoteGreeting ( )
19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }
28}
const int ID_EMOTE_SOS
Definition constants.c:351

Перекрестные ссылки EmoteConstants::ID_EMOTE_SOS и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteHeart()

void EmoteHeart ( )
47 {
49 m_InputActionName = "EmoteTaunt";
50 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
51 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
52 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
53 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
54 m_HideItemInHands = false;
55 }
56}
const int ID_EMOTE_TAUNT
Definition constants.c:353

Перекрестные ссылки EmoteConstants::ID_EMOTE_TAUNT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteHold()

288 {
290 m_InputActionName = "EmoteHold";
291 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
292 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
293 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
294 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
295 m_HideItemInHands = false;
296 }
const int ID_EMOTE_HOLD
Definition constants.c:375

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteListening()

void EmoteListening ( )
316 {
318 m_InputActionName = "EmotePointSelf";
319 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
320 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
321 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
322 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
323 m_HideItemInHands = false;
324 }
325}
const int ID_EMOTE_POINTSELF
Definition constants.c:377

Перекрестные ссылки EmoteConstants::ID_EMOTE_POINTSELF и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteLookAtMe()

void EmoteLookAtMe ( )
344 {
346 m_InputActionName = "EmoteTauntThink";
347 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
349 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
351 m_HideItemInHands = false;
352 }
353}
const int ID_EMOTE_TAUNTTHINK
Definition constants.c:379

Перекрестные ссылки EmoteConstants::ID_EMOTE_TAUNTTHINK и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteLyingDown()

void EmoteLyingDown ( )
protected

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteMove()

void EmoteMove ( )
372 {
374 m_InputActionName = "EmoteGetDown";
375 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
376 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
377 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
378 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
379 m_HideItemInHands = false;
380 }
381}

Перекрестные ссылки EmoteConstants::ID_EMOTE_DOWN и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteNod()

531 {
533 m_InputActionName = "EmoteNod";
534 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
535 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
536 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
537 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
538 m_HideItemInHands = false;
539 }
const int ID_EMOTE_NOD
Definition constants.c:386

Используется в EmoteConstructor::RegisterEmotes().

◆ EmotePoint()

void EmotePoint ( )
112 {
114 m_InputActionName = "EmoteTauntElbow";
115 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
116 m_StanceMaskFullbody = 0;
117 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
118 m_FullbodyCallbackUID = 0;
119 m_HideItemInHands = true;
120 }
121}
const int ID_EMOTE_TAUNTELBOW
Definition constants.c:357

Перекрестные ссылки EmoteConstants::ID_EMOTE_TAUNTELBOW и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmotePointSelf()

class EmoteListening extends EmoteBase EmotePointSelf ( )
316 {
318 m_InputActionName = "EmotePointSelf";
319 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
320 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
321 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
322 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
323 m_HideItemInHands = false;
324 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSPaper()

class EmoteRPSRock extends EmoteBase EmoteRPSPaper ( )
503 {
505 m_InputActionName = "EmoteRPSPaper";
506 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
507 m_StanceMaskFullbody = 0;
508 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
509 m_FullbodyCallbackUID = 0;
510 m_HideItemInHands = false;
511 }
const int ID_EMOTE_RPS_P
Definition constants.c:384

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSRandom()

class EmoteSitB extends EmoteBase EmoteRPSRandom ( )
475 {
477 m_InputActionName = "EmoteRPSRandom";
478 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
479 m_StanceMaskFullbody = 0;
480 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
481 m_FullbodyCallbackUID = 0;
482 m_HideItemInHands = false;
483 }
const int ID_EMOTE_RPS
Definition constants.c:373

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSRock()

void EmoteRPSRock ( )
503 {
505 m_InputActionName = "EmoteRPSPaper";
506 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
507 m_StanceMaskFullbody = 0;
508 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
509 m_FullbodyCallbackUID = 0;
510 m_HideItemInHands = false;
511 }
512}

Перекрестные ссылки EmoteConstants::ID_EMOTE_RPS_P и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSScisors()

void EmoteRPSScisors ( )
531 {
533 m_InputActionName = "EmoteNod";
534 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
535 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
536 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
537 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
538 m_HideItemInHands = false;
539 }
540}

Перекрестные ссылки EmoteConstants::ID_EMOTE_NOD и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSalute()

void EmoteSalute ( )
204 {
206 m_InputActionName = "EmoteTimeout";
207 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
208 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
209 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
210 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
211 m_HideItemInHands = true;
212 }
213}
const int ID_EMOTE_TIMEOUT
Definition constants.c:368

Перекрестные ссылки EmoteConstants::ID_EMOTE_TIMEOUT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteShake()

void EmoteShake ( )
559 {
561 m_InputActionName = "EmoteShrug";
562 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
563 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
564 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
565 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
566 m_HideItemInHands = false;
567 }
568}
const int ID_EMOTE_SHRUG
Definition constants.c:388

Перекрестные ссылки EmoteConstants::ID_EMOTE_SHRUG и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteShrug()

559 {
561 m_InputActionName = "EmoteShrug";
562 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
563 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
564 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
565 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
566 m_HideItemInHands = false;
567 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSilent()

class EmoteClap extends EmoteBase EmoteSilent ( )
260 {
262 m_InputActionName = "EmoteSilent";
263 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
264 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
265 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
266 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
267 m_HideItemInHands = false;
268 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSitA()

447 {
449 m_InputActionName = "EmoteSitA";
450 m_StanceMaskAdditive = 0;
451 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
452 m_AdditiveCallbackUID = 0;
453 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
454 m_HideItemInHands = false;
455 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSitB()

void EmoteSitB ( )
475 {
477 m_InputActionName = "EmoteRPSRandom";
478 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
479 m_StanceMaskFullbody = 0;
480 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
481 m_FullbodyCallbackUID = 0;
482 m_HideItemInHands = false;
483 }
484}

Перекрестные ссылки EmoteConstants::ID_EMOTE_RPS и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSOS()

19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteStartOverride()

override bool EmoteStartOverride ( typename callbacktype ,
int id,
int mask,
bool fullbody )
414 {
415 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
416 if (!surrendered)
417 {
418 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
419 }
420 else
421 {
422 if (m_Player.GetItemInHands())
423 m_Player.GetItemInHands().DeleteSafe();
424 }
425
426 return true;
427 }
DayZPlayer m_Player
Definition Hand_Events.c:42

Перекрестные ссылки m_Player.

◆ EmoteSuicide()

void EmoteSuicide ( )
702 {
704 m_InputActionName = "EmoteVomit";
705 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
706 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
707 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
708 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
709 m_HideItemInHands = false;
710 }
711
const int ID_EMOTE_VOMIT
Definition constants.c:390

Перекрестные ссылки EmoteConstants::ID_EMOTE_VOMIT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSurrender()

class EmoteCome extends EmoteBase EmoteSurrender ( )
401 {
403 m_InputActionName = "EmoteSurrender";
404 m_HideItemInHands = false;
405 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTaunt()

47 {
49 m_InputActionName = "EmoteTaunt";
50 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
51 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
52 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
53 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
54 m_HideItemInHands = false;
55 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTauntElbow()

class EmotePoint extends EmoteBase EmoteTauntElbow ( )
112 {
114 m_InputActionName = "EmoteTauntElbow";
115 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
116 m_StanceMaskFullbody = 0;
117 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
118 m_FullbodyCallbackUID = 0;
119 m_HideItemInHands = true;
120 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTauntKiss()

class EmoteLyingDown extends EmoteBase EmoteTauntKiss ( )
84 {
86 m_InputActionName = "EmoteTauntKiss";
87 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
88 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
89 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
90 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
91 m_HideItemInHands = false;
92 }
const int ID_EMOTE_TAUNTKISS
Definition constants.c:355

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTauntThink()

class EmoteLookAtMe extends EmoteBase EmoteTauntThink ( )
344 {
346 m_InputActionName = "EmoteTauntThink";
347 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
349 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
351 m_HideItemInHands = false;
352 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteThroat()

void EmoteThroat ( )
168 {
170 m_InputActionName = "EmoteDance";
171 m_StanceMaskAdditive = 0;
172 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
173 m_AdditiveCallbackUID = 0;
174 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
175 m_HideItemInHands = true;
176 }
177

Перекрестные ссылки EmoteConstants::ID_EMOTE_DANCE и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteThumb()

void EmoteThumb ( )
140 {
142 m_InputActionName = "EmoteThumbDown";
143 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
144 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
145 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
146 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
147 m_HideItemInHands = false;
148 }
149}
const int ID_EMOTE_THUMBDOWN
Definition constants.c:365

Перекрестные ссылки EmoteConstants::ID_EMOTE_THUMBDOWN и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteThumbDown()

class EmoteThumb extends EmoteBase EmoteThumbDown ( )
140 {
142 m_InputActionName = "EmoteThumbDown";
143 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
144 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
145 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
146 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
147 m_HideItemInHands = false;
148 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTimeout()

class EmoteSalute extends EmoteBase EmoteTimeout ( )
204 {
206 m_InputActionName = "EmoteTimeout";
207 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
208 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
209 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
210 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
211 m_HideItemInHands = true;
212 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteVomit()

702 {
704 m_InputActionName = "EmoteVomit";
705 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
706 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
707 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
708 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
709 m_HideItemInHands = false;
710 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteWatching()

void EmoteWatching ( )
288 {
290 m_InputActionName = "EmoteHold";
291 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
292 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
293 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
294 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
295 m_HideItemInHands = false;
296 }
297}

Перекрестные ссылки EmoteConstants::ID_EMOTE_HOLD и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ OnBeforeStandardCallbackCreated()

override void OnBeforeStandardCallbackCreated ( int callback_ID,
int stancemask,
bool is_fullbody )
816{
817 void EmoteGreeting()
818 {
820 m_InputActionName = "EmoteGreeting";
821 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
822 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
823 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
824 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
825 m_HideItemInHands = false;
826 }
827}
828
829class EmoteSOS extends EmoteBase
830{
831 void EmoteSOS()
832 {
834 m_InputActionName = "EmoteSOS";
835 m_StanceMaskAdditive = 0;
836 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
837 m_AdditiveCallbackUID = 0;
838 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
839 m_HideItemInHands = true;
840 }
841}
842
843class EmoteHeart extends EmoteBase
844{
845 void EmoteHeart()
846 {
848 m_InputActionName = "EmoteHeart";
849 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
850 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
851 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
852 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
853 m_HideItemInHands = true;
854 }
855}
856
857class EmoteTaunt extends EmoteBase
858{
859 void EmoteTaunt()
860 {
862 m_InputActionName = "EmoteTaunt";
863 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
864 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
865 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
866 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
867 m_HideItemInHands = false;
868 }
869}
870
871class EmoteLyingDown extends EmoteBase
872{
873 protected const float WATER_DEPTH = 0.15;
874 void EmoteLyingDown()
875 {
877 m_InputActionName = "EmoteLyingDown";
878 m_StanceMaskAdditive = 0;
879 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
880 m_AdditiveCallbackUID = 0;
881 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
882 m_HideItemInHands = true;
883 }
884
885 override bool EmoteCondition(int stancemask)
886 {
887 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
888 if ( water_info[0] < WATER_DEPTH ) //is player able to lay down without "drowning"?
889 return true;
890 return false;
891 }
892}
893
894class EmoteTauntKiss extends EmoteBase
895{
896 void EmoteTauntKiss()
897 {
899 m_InputActionName = "EmoteTauntKiss";
900 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
901 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
902 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
903 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
904 m_HideItemInHands = false;
905 }
906}
907
908class EmotePoint extends EmoteBase
909{
910 void EmotePoint()
911 {
913 m_InputActionName = "EmotePoint";
914 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
915 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
916 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
917 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
918 m_HideItemInHands = false;
919 }
920}
921
922class EmoteTauntElbow extends EmoteBase
923{
924 void EmoteTauntElbow()
925 {
927 m_InputActionName = "EmoteTauntElbow";
928 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
929 m_StanceMaskFullbody = 0;
930 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
931 m_FullbodyCallbackUID = 0;
932 m_HideItemInHands = true;
933 }
934}
935
936class EmoteThumb extends EmoteBase
937{
938 void EmoteThumb()
939 {
941 m_InputActionName = "EmoteThumb";
942 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
943 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
944 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
945 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
946 m_HideItemInHands = false;
947 }
948}
949
950class EmoteThumbDown extends EmoteBase
951{
952 void EmoteThumbDown()
953 {
955 m_InputActionName = "EmoteThumbDown";
956 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
957 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
958 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
959 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
960 m_HideItemInHands = false;
961 }
962}
963
964class EmoteThroat extends EmoteBase
965{
966 void EmoteThroat()
967 {
969 m_InputActionName = "EmoteThroat";
970 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
971 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
972 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
973 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
974 m_HideItemInHands = false;
975 }
976}
977
978class EmoteDance extends EmoteBase
979{
980 void EmoteDance()
981 {
983 m_InputActionName = "EmoteDance";
984 m_StanceMaskAdditive = 0;
985 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
986 m_AdditiveCallbackUID = 0;
987 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
988 m_HideItemInHands = true;
989 }
990
991 override bool EmoteCondition(int stancemask)
992 {
993 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
994 return false;
995
996 return true;
997 }
998}
999
1000class EmoteSalute extends EmoteBase
1001{
1002 void EmoteSalute()
1003 {
1005 m_InputActionName = "EmoteSalute";
1006 m_StanceMaskAdditive = 0;
1007 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1008 m_AdditiveCallbackUID = 0;
1009 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
1010 m_HideItemInHands = true;
1011 }
1012}
1013
1014class EmoteTimeout extends EmoteBase
1015{
1016 void EmoteTimeout()
1017 {
1019 m_InputActionName = "EmoteTimeout";
1020 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1021 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1022 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1023 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1024 m_HideItemInHands = true;
1025 }
1026}
1027
1028class EmoteDabbing extends EmoteBase
1029{
1030 void EmoteDabbing()
1031 {
1033 //m_InputActionName = "EmoteDabbing";
1034 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1035 m_StanceMaskFullbody = 0;
1036 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1037 m_FullbodyCallbackUID = 0;
1038 m_HideItemInHands = true;
1039 }
1040}
1041
1042class EmoteFacepalm extends EmoteBase
1043{
1044 void EmoteFacepalm()
1045 {
1047 m_InputActionName = "EmoteFacepalm";
1048 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1049 m_StanceMaskFullbody = 0;
1050 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1051 m_FullbodyCallbackUID = 0;
1052 m_HideItemInHands = false;
1053 }
1054}
1055
1056class EmoteClap extends EmoteBase
1057{
1058 void EmoteClap()
1059 {
1061 m_InputActionName = "EmoteClap";
1062 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1063 m_StanceMaskFullbody = 0;
1064 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1065 m_FullbodyCallbackUID = 0;
1066 m_HideItemInHands = true;
1067 }
1068}
1069
1070class EmoteSilent extends EmoteBase
1071{
1072 void EmoteSilent()
1073 {
1075 m_InputActionName = "EmoteSilent";
1076 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1077 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1078 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1079 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1080 m_HideItemInHands = false;
1081 }
1082}
1083
1084class EmoteWatching extends EmoteBase
1085{
1086 void EmoteWatching()
1087 {
1089 m_InputActionName = "EmoteWatching";
1090 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1091 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1092 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1093 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1094 m_HideItemInHands = false;
1095 }
1096}
1097
1098class EmoteHold extends EmoteBase
1099{
1100 void EmoteHold()
1101 {
1103 m_InputActionName = "EmoteHold";
1104 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1105 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1106 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1107 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1108 m_HideItemInHands = false;
1109 }
1110}
1111
1112class EmoteListening extends EmoteBase
1113{
1114 void EmoteListening()
1115 {
1117 m_InputActionName = "EmoteListening";
1118 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1119 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1120 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1121 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1122 m_HideItemInHands = false;
1123 }
1124}
1125
1126class EmotePointSelf extends EmoteBase
1127{
1128 void EmotePointSelf()
1129 {
1131 m_InputActionName = "EmotePointSelf";
1132 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1133 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1134 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1135 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1136 m_HideItemInHands = false;
1137 }
1138}
1139
1140class EmoteLookAtMe extends EmoteBase
1141{
1142 void EmoteLookAtMe()
1143 {
1145 m_InputActionName = "EmoteLookAtMe";
1146 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1147 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1148 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1149 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1150 m_HideItemInHands = false;
1151 }
1152}
1153
1154class EmoteTauntThink extends EmoteBase
1155{
1156 void EmoteTauntThink()
1157 {
1159 m_InputActionName = "EmoteTauntThink";
1160 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1161 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1162 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1163 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1164 m_HideItemInHands = false;
1165 }
1166}
1167
1168class EmoteMove extends EmoteBase
1169{
1170 void EmoteMove()
1171 {
1173 m_InputActionName = "EmoteMove";
1174 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1175 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1176 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1177 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1178 m_HideItemInHands = false;
1179 }
1180}
1181
1182class EmoteGetDown extends EmoteBase
1183{
1184 void EmoteGetDown()
1185 {
1187 m_InputActionName = "EmoteGetDown";
1188 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1189 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1190 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1191 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1192 m_HideItemInHands = false;
1193 }
1194}
1195
1196class EmoteCome extends EmoteBase
1197{
1198 void EmoteCome()
1199 {
1201 m_InputActionName = "EmoteCome";
1202 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1203 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1204 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1205 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1206 m_HideItemInHands = false;
1207 }
1208}
1209
1210//Handled directly via EmoteManager!
1211class EmoteSurrender extends EmoteBase
1212{
1213 void EmoteSurrender()
1214 {
1216 m_InputActionName = "EmoteSurrender";
1217 m_HideItemInHands = false;
1218 }
1219
1220 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1221 {
1222 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
1223 return true;
1224 }
1225
1226 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1227 {
1228 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
1229 if (!surrendered)
1230 {
1231 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
1232 }
1233 else
1234 {
1235 if (m_Player.GetItemInHands())
1236 m_Player.GetItemInHands().DeleteSafe();
1237 }
1238
1239 return true;
1240 }
1241}
1242
1243class EmoteCampfireSit extends EmoteBase
1244{
1245 void EmoteCampfireSit()
1246 {
1248 m_InputActionName = "EmoteCampfireSit";
1249 m_StanceMaskAdditive = 0;
1250 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1251 m_AdditiveCallbackUID = 0;
1252 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1253 m_HideItemInHands = true;
1254 }
1255}
1256
1257class EmoteSitA extends EmoteBase
1258{
1259 void EmoteSitA()
1260 {
1262 m_InputActionName = "EmoteSitA";
1263 m_StanceMaskAdditive = 0;
1264 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1265 m_AdditiveCallbackUID = 0;
1266 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1267 m_HideItemInHands = false;
1268 }
1269}
1270
1271class EmoteSitB extends EmoteBase
1272{
1273 void EmoteSitB()
1274 {
1276 m_InputActionName = "EmoteSitB";
1277 m_StanceMaskAdditive = 0;
1278 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1279 m_AdditiveCallbackUID = 0;
1280 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1281 m_HideItemInHands = false;
1282 }
1283}
1284
1285class EmoteRPSRandom extends EmoteBase
1286{
1287 void EmoteRPSRandom()
1288 {
1290 m_InputActionName = "EmoteRPSRandom";
1291 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1292 m_StanceMaskFullbody = 0;
1293 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1294 m_FullbodyCallbackUID = 0;
1295 m_HideItemInHands = false;
1296 }
1297}
1298
1299class EmoteRPSRock extends EmoteBase
1300{
1301 void EmoteRPSRock()
1302 {
1304 m_InputActionName = "EmoteRPSRock";
1305 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1306 m_StanceMaskFullbody = 0;
1307 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1308 m_FullbodyCallbackUID = 0;
1309 m_HideItemInHands = false;
1310 }
1311}
1312
1313class EmoteRPSPaper extends EmoteBase
1314{
1315 void EmoteRPSPaper()
1316 {
1318 m_InputActionName = "EmoteRPSPaper";
1319 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1320 m_StanceMaskFullbody = 0;
1321 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1322 m_FullbodyCallbackUID = 0;
1323 m_HideItemInHands = false;
1324 }
1325}
1326
1327class EmoteRPSScisors extends EmoteBase
1328{
1329 void EmoteRPSScisors()
1330 {
1332 m_InputActionName = "EmoteRPSScisors";
1333 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1334 m_StanceMaskFullbody = 0;
1335 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1336 m_FullbodyCallbackUID = 0;
1337 m_HideItemInHands = false;
1338 }
1339}
1340
1341class EmoteNod extends EmoteBase
1342{
1343 void EmoteNod()
1344 {
1346 m_InputActionName = "EmoteNod";
1347 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1349 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1351 m_HideItemInHands = false;
1352 }
1353}
1354
1355class EmoteShake extends EmoteBase
1356{
1357 void EmoteShake()
1358 {
1360 m_InputActionName = "EmoteShake";
1361 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1362 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1363 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1364 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1365 m_HideItemInHands = false;
1366 }
1367}
1368
1369class EmoteShrug extends EmoteBase
1370{
1371 void EmoteShrug()
1372 {
1374 m_InputActionName = "EmoteShrug";
1375 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1376 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1377 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1378 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1379 m_HideItemInHands = false;
1380 }
1381}
1382
1383class EmoteSuicide extends EmoteBase
1384{
1385 void EmoteSuicide()
1386 {
1388 m_InputActionName = "EmoteSuicide";
1389 m_StanceMaskAdditive = 0;
1390 m_StanceMaskFullbody = 0;
1391 m_AdditiveCallbackUID = 0;
1392 m_FullbodyCallbackUID = 0;
1393 m_HideItemInHands = false;
1394 }
1395
1396 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1397 {
1398 is_fullbody = true;
1399 callback_ID = -1;
1400 stancemask = 0;
1401 string suicideStr;
1403 weapon = m_Player.GetItemInHands();
1404 if (weapon)
1405 {
1406 if (weapon.ConfigIsExisting("suicideAnim"))
1407 {
1408 suicideStr = weapon.ConfigGetString("suicideAnim");
1409 }
1410
1411 if (weapon.IsKindOf("Pistol_Base"))
1412 {
1413 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1414 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1415 //m_Player.OverrideShootFromCamera(false);
1416 }
1417 else if (Weapon_Base.Cast(weapon)) //long firearms
1418 {
1419 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1420 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1421 //m_Player.OverrideShootFromCamera(false);
1422 }
1423 else
1424 {
1425 switch (suicideStr)
1426 {
1427 case "onehanded":
1428 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1429 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1430 break;
1431
1432 case "fireaxe":
1433 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1434 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1435 break;
1436
1437 case "pitchfork":
1438 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1439 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1440 break;
1441
1442 case "sword":
1443 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1444 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1445 break;
1446
1447 case "spear":
1448 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1449 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1450 break;
1451
1452 case "woodaxe":
1453 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1454 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1455 break;
1456
1457 case "sickle":
1458 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1459 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1460 break;
1461
1462 case "hoe":
1463 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1464 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1465 break;
1466 }
1467 }
1468 }
1469 if (callback_ID > -1)
1470 {
1471 return true;
1472 }
1473 return false;
1474 }
1475
1476 override bool EmoteCondition(int stancemask)
1477 {
1478 ItemBase itemInHands = m_Player.GetItemInHands();
1479
1480 if (!itemInHands.CanBeUsedForSuicide())
1481 {
1482 return false;
1483 }
1484
1485 return super.EmoteCondition(stancemask);
1486 }
1487
1489 {
1490 int state = callback.GetState();
1491 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1492 return false;
1493
1494 return super.CanBeCanceledNormally(callback);;
1495 }
1496
1498 {
1499 if (callback_ID > -1)
1500 {
1501 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1503 }
1504 }
1505
1506 override void OnCallbackEnd()
1507 {
1508 m_Player.SetSuicide(false);
1509 }
1510}
1511
1512class EmoteVomit extends EmoteBase
1513{
1514 void EmoteVomit()
1515 {
1517 m_InputActionName = "EmoteVomit";
1518 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1519 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1520 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1521 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1522 m_HideItemInHands = false;
1523 }
1524
1525 override bool EmoteCondition(int stancemask)
1526 {
1527 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
1528 }
1529
1530 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1531 {
1532 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
1533 {
1534 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1535
1536 if ( symptom )
1537 {
1538 symptom.SetDuration(Math.RandomIntInclusive(4,8));
1539 }
1540 }
1541
1542 m_Player.GetEmoteManager().SetEmoteLockState(false);
1543
1544 return true;
1545 }
1546}
void DayZPlayerUtils()
cannot be instantiated
Definition DayZPlayerUtils.c:461
eBrokenLegs
Definition EBrokenLegs.c:2
class EmoteWatching extends EmoteBase EmoteHold()
Definition EmoteClasses.c:287
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
Definition EmoteClasses.c:83
void EmoteHeart()
Definition EmoteClasses.c:47
void EmoteSuicide()
Definition EmoteClasses.c:702
void EmoteGreeting()
Definition EmoteClasses.c:19
class EmoteClap extends EmoteBase EmoteSilent()
Definition EmoteClasses.c:259
class EmoteShake extends EmoteBase EmoteShrug()
Definition EmoteClasses.c:558
class EmoteListening extends EmoteBase EmotePointSelf()
Definition EmoteClasses.c:315
const float WATER_DEPTH
Definition EmoteClasses.c:84
class EmoteSitB extends EmoteBase EmoteRPSRandom()
Definition EmoteClasses.c:474
class EmoteMove extends EmoteBase EmoteGetDown()
Definition EmoteClasses.c:371
void EmoteWatching()
Definition EmoteClasses.c:288
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
Definition EmoteClasses.c:502
class EmoteHeart extends EmoteBase EmoteTaunt()
Definition EmoteClasses.c:46
void EmoteSitB()
Definition EmoteClasses.c:475
void EmoteShake()
Definition EmoteClasses.c:559
void EmoteThumb()
Definition EmoteClasses.c:140
void EmoteRPSRock()
Definition EmoteClasses.c:503
void EmoteRPSScisors()
Definition EmoteClasses.c:531
class EmoteSalute extends EmoteBase EmoteTimeout()
Definition EmoteClasses.c:203
void EmoteSalute()
Definition EmoteClasses.c:204
class EmoteRPSScisors extends EmoteBase EmoteNod()
Definition EmoteClasses.c:530
class EmoteSuicide extends EmoteBase EmoteVomit()
Definition EmoteClasses.c:701
void EmoteMove()
Definition EmoteClasses.c:372
class EmoteThroat extends EmoteBase EmoteDance()
Definition EmoteClasses.c:167
class EmotePoint extends EmoteBase EmoteTauntElbow()
Definition EmoteClasses.c:111
void EmoteLookAtMe()
Definition EmoteClasses.c:344
void EmoteThroat()
Definition EmoteClasses.c:168
class EmoteGreeting extends EmoteBase EmoteSOS()
Definition EmoteClasses.c:18
void EmoteLyingDown()
Definition EmoteClasses.c:85
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
Definition EmoteClasses.c:343
void EmoteDabbing()
Definition EmoteClasses.c:232
void EmoteCome()
Definition EmoteClasses.c:401
class EmoteThumb extends EmoteBase EmoteThumbDown()
Definition EmoteClasses.c:139
void EmoteListening()
Definition EmoteClasses.c:316
void EmoteClap()
Definition EmoteClasses.c:260
void EmoteCampfireSit()
Definition EmoteClasses.c:447
class EmoteDabbing extends EmoteBase EmoteFacepalm()
Definition EmoteClasses.c:231
class EmoteCampfireSit extends EmoteBase EmoteSitA()
Definition EmoteClasses.c:446
class EmoteCome extends EmoteBase EmoteSurrender()
Definition EmoteClasses.c:400
void OverrideShootFromCamera(bool pState)
Definition DayZPlayerImplement.c:297
void SetSuicide(bool state)
Definition DayZPlayerImplement.c:3643
Definition EmoteBase.c:2
void EmoteHeart()
Definition EmoteClasses.c:32
void EmoteSuicide()
Definition EmoteClasses.c:572
void EmoteWatching()
Definition EmoteClasses.c:273
void EmoteSitB()
Definition EmoteClasses.c:460
void EmoteShake()
Definition EmoteClasses.c:544
void EmoteThumb()
Definition EmoteClasses.c:125
void EmoteRPSRock()
Definition EmoteClasses.c:488
void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
void EmoteRPSScisors()
Definition EmoteClasses.c:516
void EmoteSalute()
Definition EmoteClasses.c:189
void EmotePoint()
Definition EmoteClasses.c:97
void EmoteMove()
Definition EmoteClasses.c:357
void OnCallbackEnd()
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Definition EmoteBase.c:47
void EmoteLookAtMe()
Definition EmoteClasses.c:329
void EmoteThroat()
Definition EmoteClasses.c:153
void EmoteLyingDown()
Definition EmoteClasses.c:61
void EmoteDabbing()
Definition EmoteClasses.c:217
bool EmoteCondition(int stancemask)
Definition EmoteBase.c:12
bool CanBeCanceledNormally(notnull EmoteCB callback)
Definition EmoteBase.c:17
void EmoteCome()
Definition EmoteClasses.c:385
void EmoteListening()
Definition EmoteClasses.c:301
void EmoteClap()
Definition EmoteClasses.c:245
void EmoteCampfireSit()
Definition EmoteClasses.c:432
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Definition EmoteBase.c:39
Definition EmoteManager.c:2
Definition StateCB.c:2
Definition InventoryItem.c:731
Definition EnMath.c:7
Definition StateBase.c:2
shorthand
Definition BoltActionRifle_Base.c:6
Definition EnConvert.c:106
DayZPlayerInstanceType
defined in C++
Definition dayzplayer.c:1059
proto native CGame GetGame()
const int ID_EMOTE_LYINGDOWN
Definition constants.c:354
const int ID_EMOTE_THROAT
Definition constants.c:359
const int ID_EMOTE_RPS_R
Definition constants.c:383
const int ID_EMOTE_SHAKE
Definition constants.c:387
const int ID_EMOTE_CAMPFIRE
Definition constants.c:362
const int ID_EMOTE_SITB
Definition constants.c:364
const int ID_EMOTE_DABBING
Definition constants.c:367
const int ID_EMOTE_GREETING
Definition constants.c:350
const int ID_EMOTE_THUMB
Definition constants.c:358
const int ID_EMOTE_LOOKATME
Definition constants.c:378
const int ID_EMOTE_LISTENING
Definition constants.c:376
const int ID_EMOTE_MOVE
Definition constants.c:380
const int ID_EMOTE_SALUTE
Definition constants.c:372
const int ID_EMOTE_RPS_S
Definition constants.c:385
const int ID_EMOTE_COME
Definition constants.c:382
const int ID_EMOTE_SUICIDE
Definition constants.c:360
const int ID_EMOTE_WATCHING
Definition constants.c:374
const int ID_EMOTE_HEART
Definition constants.c:352
const int ID_EMOTE_CLAP
Definition constants.c:369
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54
class HumanCommandLadder HumanCommandSwim()
Definition human.c:673

◆ OnCallbackEnd()

override void OnCallbackEnd ( )
825{
826 void EmoteGreeting()
827 {
829 m_InputActionName = "EmoteGreeting";
830 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
831 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
832 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
833 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
834 m_HideItemInHands = false;
835 }
836}
837
838class EmoteSOS extends EmoteBase
839{
840 void EmoteSOS()
841 {
843 m_InputActionName = "EmoteSOS";
844 m_StanceMaskAdditive = 0;
845 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
846 m_AdditiveCallbackUID = 0;
847 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
848 m_HideItemInHands = true;
849 }
850}
851
852class EmoteHeart extends EmoteBase
853{
854 void EmoteHeart()
855 {
857 m_InputActionName = "EmoteHeart";
858 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
859 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
860 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
861 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
862 m_HideItemInHands = true;
863 }
864}
865
866class EmoteTaunt extends EmoteBase
867{
868 void EmoteTaunt()
869 {
871 m_InputActionName = "EmoteTaunt";
872 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
873 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
874 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
875 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
876 m_HideItemInHands = false;
877 }
878}
879
880class EmoteLyingDown extends EmoteBase
881{
882 protected const float WATER_DEPTH = 0.15;
883 void EmoteLyingDown()
884 {
886 m_InputActionName = "EmoteLyingDown";
887 m_StanceMaskAdditive = 0;
888 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
889 m_AdditiveCallbackUID = 0;
890 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
891 m_HideItemInHands = true;
892 }
893
894 override bool EmoteCondition(int stancemask)
895 {
896 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
897 if ( water_info[0] < WATER_DEPTH ) //is player able to lay down without "drowning"?
898 return true;
899 return false;
900 }
901}
902
903class EmoteTauntKiss extends EmoteBase
904{
905 void EmoteTauntKiss()
906 {
908 m_InputActionName = "EmoteTauntKiss";
909 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
910 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
911 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
912 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
913 m_HideItemInHands = false;
914 }
915}
916
917class EmotePoint extends EmoteBase
918{
919 void EmotePoint()
920 {
922 m_InputActionName = "EmotePoint";
923 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
924 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
925 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
926 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
927 m_HideItemInHands = false;
928 }
929}
930
931class EmoteTauntElbow extends EmoteBase
932{
933 void EmoteTauntElbow()
934 {
936 m_InputActionName = "EmoteTauntElbow";
937 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
938 m_StanceMaskFullbody = 0;
939 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
940 m_FullbodyCallbackUID = 0;
941 m_HideItemInHands = true;
942 }
943}
944
945class EmoteThumb extends EmoteBase
946{
947 void EmoteThumb()
948 {
950 m_InputActionName = "EmoteThumb";
951 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
952 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
953 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
954 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
955 m_HideItemInHands = false;
956 }
957}
958
959class EmoteThumbDown extends EmoteBase
960{
961 void EmoteThumbDown()
962 {
964 m_InputActionName = "EmoteThumbDown";
965 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
966 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
967 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
968 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
969 m_HideItemInHands = false;
970 }
971}
972
973class EmoteThroat extends EmoteBase
974{
975 void EmoteThroat()
976 {
978 m_InputActionName = "EmoteThroat";
979 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
980 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
981 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
982 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
983 m_HideItemInHands = false;
984 }
985}
986
987class EmoteDance extends EmoteBase
988{
989 void EmoteDance()
990 {
992 m_InputActionName = "EmoteDance";
993 m_StanceMaskAdditive = 0;
994 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
995 m_AdditiveCallbackUID = 0;
996 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
997 m_HideItemInHands = true;
998 }
999
1000 override bool EmoteCondition(int stancemask)
1001 {
1002 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
1003 return false;
1004
1005 return true;
1006 }
1007}
1008
1009class EmoteSalute extends EmoteBase
1010{
1011 void EmoteSalute()
1012 {
1014 m_InputActionName = "EmoteSalute";
1015 m_StanceMaskAdditive = 0;
1016 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1017 m_AdditiveCallbackUID = 0;
1018 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
1019 m_HideItemInHands = true;
1020 }
1021}
1022
1023class EmoteTimeout extends EmoteBase
1024{
1025 void EmoteTimeout()
1026 {
1028 m_InputActionName = "EmoteTimeout";
1029 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1030 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1031 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1032 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1033 m_HideItemInHands = true;
1034 }
1035}
1036
1037class EmoteDabbing extends EmoteBase
1038{
1039 void EmoteDabbing()
1040 {
1042 //m_InputActionName = "EmoteDabbing";
1043 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1044 m_StanceMaskFullbody = 0;
1045 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1046 m_FullbodyCallbackUID = 0;
1047 m_HideItemInHands = true;
1048 }
1049}
1050
1051class EmoteFacepalm extends EmoteBase
1052{
1053 void EmoteFacepalm()
1054 {
1056 m_InputActionName = "EmoteFacepalm";
1057 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1058 m_StanceMaskFullbody = 0;
1059 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1060 m_FullbodyCallbackUID = 0;
1061 m_HideItemInHands = false;
1062 }
1063}
1064
1065class EmoteClap extends EmoteBase
1066{
1067 void EmoteClap()
1068 {
1070 m_InputActionName = "EmoteClap";
1071 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1072 m_StanceMaskFullbody = 0;
1073 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1074 m_FullbodyCallbackUID = 0;
1075 m_HideItemInHands = true;
1076 }
1077}
1078
1079class EmoteSilent extends EmoteBase
1080{
1081 void EmoteSilent()
1082 {
1084 m_InputActionName = "EmoteSilent";
1085 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1086 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1087 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1088 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1089 m_HideItemInHands = false;
1090 }
1091}
1092
1093class EmoteWatching extends EmoteBase
1094{
1095 void EmoteWatching()
1096 {
1098 m_InputActionName = "EmoteWatching";
1099 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1100 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1101 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1102 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1103 m_HideItemInHands = false;
1104 }
1105}
1106
1107class EmoteHold extends EmoteBase
1108{
1109 void EmoteHold()
1110 {
1112 m_InputActionName = "EmoteHold";
1113 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1114 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1115 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1116 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1117 m_HideItemInHands = false;
1118 }
1119}
1120
1121class EmoteListening extends EmoteBase
1122{
1123 void EmoteListening()
1124 {
1126 m_InputActionName = "EmoteListening";
1127 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1128 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1129 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1130 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1131 m_HideItemInHands = false;
1132 }
1133}
1134
1135class EmotePointSelf extends EmoteBase
1136{
1137 void EmotePointSelf()
1138 {
1140 m_InputActionName = "EmotePointSelf";
1141 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1142 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1143 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1144 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1145 m_HideItemInHands = false;
1146 }
1147}
1148
1149class EmoteLookAtMe extends EmoteBase
1150{
1151 void EmoteLookAtMe()
1152 {
1154 m_InputActionName = "EmoteLookAtMe";
1155 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1156 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1157 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1158 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1159 m_HideItemInHands = false;
1160 }
1161}
1162
1163class EmoteTauntThink extends EmoteBase
1164{
1165 void EmoteTauntThink()
1166 {
1168 m_InputActionName = "EmoteTauntThink";
1169 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1170 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1171 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1172 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1173 m_HideItemInHands = false;
1174 }
1175}
1176
1177class EmoteMove extends EmoteBase
1178{
1179 void EmoteMove()
1180 {
1182 m_InputActionName = "EmoteMove";
1183 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1184 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1185 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1186 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1187 m_HideItemInHands = false;
1188 }
1189}
1190
1191class EmoteGetDown extends EmoteBase
1192{
1193 void EmoteGetDown()
1194 {
1196 m_InputActionName = "EmoteGetDown";
1197 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1198 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1199 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1200 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1201 m_HideItemInHands = false;
1202 }
1203}
1204
1205class EmoteCome extends EmoteBase
1206{
1207 void EmoteCome()
1208 {
1210 m_InputActionName = "EmoteCome";
1211 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1212 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1213 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1214 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1215 m_HideItemInHands = false;
1216 }
1217}
1218
1219//Handled directly via EmoteManager!
1220class EmoteSurrender extends EmoteBase
1221{
1222 void EmoteSurrender()
1223 {
1225 m_InputActionName = "EmoteSurrender";
1226 m_HideItemInHands = false;
1227 }
1228
1229 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1230 {
1231 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
1232 return true;
1233 }
1234
1235 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1236 {
1237 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
1238 if (!surrendered)
1239 {
1240 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
1241 }
1242 else
1243 {
1244 if (m_Player.GetItemInHands())
1245 m_Player.GetItemInHands().DeleteSafe();
1246 }
1247
1248 return true;
1249 }
1250}
1251
1252class EmoteCampfireSit extends EmoteBase
1253{
1254 void EmoteCampfireSit()
1255 {
1257 m_InputActionName = "EmoteCampfireSit";
1258 m_StanceMaskAdditive = 0;
1259 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1260 m_AdditiveCallbackUID = 0;
1261 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1262 m_HideItemInHands = true;
1263 }
1264}
1265
1266class EmoteSitA extends EmoteBase
1267{
1268 void EmoteSitA()
1269 {
1271 m_InputActionName = "EmoteSitA";
1272 m_StanceMaskAdditive = 0;
1273 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1274 m_AdditiveCallbackUID = 0;
1275 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1276 m_HideItemInHands = false;
1277 }
1278}
1279
1280class EmoteSitB extends EmoteBase
1281{
1282 void EmoteSitB()
1283 {
1285 m_InputActionName = "EmoteSitB";
1286 m_StanceMaskAdditive = 0;
1287 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1288 m_AdditiveCallbackUID = 0;
1289 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1290 m_HideItemInHands = false;
1291 }
1292}
1293
1294class EmoteRPSRandom extends EmoteBase
1295{
1296 void EmoteRPSRandom()
1297 {
1299 m_InputActionName = "EmoteRPSRandom";
1300 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1301 m_StanceMaskFullbody = 0;
1302 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1303 m_FullbodyCallbackUID = 0;
1304 m_HideItemInHands = false;
1305 }
1306}
1307
1308class EmoteRPSRock extends EmoteBase
1309{
1310 void EmoteRPSRock()
1311 {
1313 m_InputActionName = "EmoteRPSRock";
1314 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1315 m_StanceMaskFullbody = 0;
1316 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1317 m_FullbodyCallbackUID = 0;
1318 m_HideItemInHands = false;
1319 }
1320}
1321
1322class EmoteRPSPaper extends EmoteBase
1323{
1324 void EmoteRPSPaper()
1325 {
1327 m_InputActionName = "EmoteRPSPaper";
1328 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1329 m_StanceMaskFullbody = 0;
1330 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1331 m_FullbodyCallbackUID = 0;
1332 m_HideItemInHands = false;
1333 }
1334}
1335
1336class EmoteRPSScisors extends EmoteBase
1337{
1338 void EmoteRPSScisors()
1339 {
1341 m_InputActionName = "EmoteRPSScisors";
1342 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1343 m_StanceMaskFullbody = 0;
1344 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1345 m_FullbodyCallbackUID = 0;
1346 m_HideItemInHands = false;
1347 }
1348}
1349
1350class EmoteNod extends EmoteBase
1351{
1352 void EmoteNod()
1353 {
1355 m_InputActionName = "EmoteNod";
1356 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1357 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1358 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1359 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1360 m_HideItemInHands = false;
1361 }
1362}
1363
1364class EmoteShake extends EmoteBase
1365{
1366 void EmoteShake()
1367 {
1369 m_InputActionName = "EmoteShake";
1370 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1371 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1372 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1373 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1374 m_HideItemInHands = false;
1375 }
1376}
1377
1378class EmoteShrug extends EmoteBase
1379{
1380 void EmoteShrug()
1381 {
1383 m_InputActionName = "EmoteShrug";
1384 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1385 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1386 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1387 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1388 m_HideItemInHands = false;
1389 }
1390}
1391
1392class EmoteSuicide extends EmoteBase
1393{
1394 void EmoteSuicide()
1395 {
1397 m_InputActionName = "EmoteSuicide";
1398 m_StanceMaskAdditive = 0;
1399 m_StanceMaskFullbody = 0;
1400 m_AdditiveCallbackUID = 0;
1401 m_FullbodyCallbackUID = 0;
1402 m_HideItemInHands = false;
1403 }
1404
1405 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1406 {
1407 is_fullbody = true;
1408 callback_ID = -1;
1409 stancemask = 0;
1410 string suicideStr;
1412 weapon = m_Player.GetItemInHands();
1413 if (weapon)
1414 {
1415 if (weapon.ConfigIsExisting("suicideAnim"))
1416 {
1417 suicideStr = weapon.ConfigGetString("suicideAnim");
1418 }
1419
1420 if (weapon.IsKindOf("Pistol_Base"))
1421 {
1422 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1423 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1424 //m_Player.OverrideShootFromCamera(false);
1425 }
1426 else if (Weapon_Base.Cast(weapon)) //long firearms
1427 {
1428 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1429 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1430 //m_Player.OverrideShootFromCamera(false);
1431 }
1432 else
1433 {
1434 switch (suicideStr)
1435 {
1436 case "onehanded":
1437 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1438 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1439 break;
1440
1441 case "fireaxe":
1442 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1443 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1444 break;
1445
1446 case "pitchfork":
1447 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1448 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1449 break;
1450
1451 case "sword":
1452 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1453 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1454 break;
1455
1456 case "spear":
1457 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1458 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1459 break;
1460
1461 case "woodaxe":
1462 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1463 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1464 break;
1465
1466 case "sickle":
1467 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1468 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1469 break;
1470
1471 case "hoe":
1472 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1473 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1474 break;
1475 }
1476 }
1477 }
1478 if (callback_ID > -1)
1479 {
1480 return true;
1481 }
1482 return false;
1483 }
1484
1485 override bool EmoteCondition(int stancemask)
1486 {
1487 ItemBase itemInHands = m_Player.GetItemInHands();
1488
1489 if (!itemInHands.CanBeUsedForSuicide())
1490 {
1491 return false;
1492 }
1493
1494 return super.EmoteCondition(stancemask);
1495 }
1496
1498 {
1499 int state = callback.GetState();
1500 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1501 return false;
1502
1503 return super.CanBeCanceledNormally(callback);;
1504 }
1505
1507 {
1508 if (callback_ID > -1)
1509 {
1510 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1512 }
1513 }
1514
1515 override void OnCallbackEnd()
1516 {
1517 m_Player.SetSuicide(false);
1518 }
1519}
1520
1521class EmoteVomit extends EmoteBase
1522{
1523 void EmoteVomit()
1524 {
1526 m_InputActionName = "EmoteVomit";
1527 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1528 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1529 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1530 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1531 m_HideItemInHands = false;
1532 }
1533
1534 override bool EmoteCondition(int stancemask)
1535 {
1536 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
1537 }
1538
1539 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1540 {
1541 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
1542 {
1543 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1544
1545 if ( symptom )
1546 {
1547 symptom.SetDuration(Math.RandomIntInclusive(4,8));
1548 }
1549 }
1550
1551 m_Player.GetEmoteManager().SetEmoteLockState(false);
1552
1553 return true;
1554 }
1555}

Переменные

◆ WATER_DEPTH

const float WATER_DEPTH = 0.15
protected

Используется в EmoteBase::EmoteCondition().