816{
818 {
820 m_InputActionName = "EmoteGreeting";
825 m_HideItemInHands = false;
826 }
827}
828
830{
832 {
834 m_InputActionName = "EmoteSOS";
835 m_StanceMaskAdditive = 0;
837 m_AdditiveCallbackUID = 0;
839 m_HideItemInHands = true;
840 }
841}
842
844{
846 {
848 m_InputActionName = "EmoteHeart";
853 m_HideItemInHands = true;
854 }
855}
856
858{
860 {
862 m_InputActionName = "EmoteTaunt";
867 m_HideItemInHands = false;
868 }
869}
870
872{
875 {
877 m_InputActionName = "EmoteLyingDown";
878 m_StanceMaskAdditive = 0;
880 m_AdditiveCallbackUID = 0;
882 m_HideItemInHands = true;
883 }
884
886 {
889 return true;
890 return false;
891 }
892}
893
895{
897 {
899 m_InputActionName = "EmoteTauntKiss";
904 m_HideItemInHands = false;
905 }
906}
907
909{
911 {
913 m_InputActionName = "EmotePoint";
918 m_HideItemInHands = false;
919 }
920}
921
923{
925 {
927 m_InputActionName = "EmoteTauntElbow";
929 m_StanceMaskFullbody = 0;
931 m_FullbodyCallbackUID = 0;
932 m_HideItemInHands = true;
933 }
934}
935
937{
939 {
941 m_InputActionName = "EmoteThumb";
946 m_HideItemInHands = false;
947 }
948}
949
951{
953 {
955 m_InputActionName = "EmoteThumbDown";
960 m_HideItemInHands = false;
961 }
962}
963
965{
967 {
969 m_InputActionName = "EmoteThroat";
974 m_HideItemInHands = false;
975 }
976}
977
979{
981 {
983 m_InputActionName = "EmoteDance";
984 m_StanceMaskAdditive = 0;
986 m_AdditiveCallbackUID = 0;
988 m_HideItemInHands = true;
989 }
990
992 {
994 return false;
995
996 return true;
997 }
998}
999
1001{
1003 {
1005 m_InputActionName = "EmoteSalute";
1006 m_StanceMaskAdditive = 0;
1008 m_AdditiveCallbackUID = 0;
1010 m_HideItemInHands = true;
1011 }
1012}
1013
1015{
1017 {
1019 m_InputActionName = "EmoteTimeout";
1024 m_HideItemInHands = true;
1025 }
1026}
1027
1029{
1031 {
1033
1035 m_StanceMaskFullbody = 0;
1037 m_FullbodyCallbackUID = 0;
1038 m_HideItemInHands = true;
1039 }
1040}
1041
1043{
1045 {
1047 m_InputActionName = "EmoteFacepalm";
1049 m_StanceMaskFullbody = 0;
1051 m_FullbodyCallbackUID = 0;
1052 m_HideItemInHands = false;
1053 }
1054}
1055
1057{
1059 {
1061 m_InputActionName = "EmoteClap";
1063 m_StanceMaskFullbody = 0;
1065 m_FullbodyCallbackUID = 0;
1066 m_HideItemInHands = true;
1067 }
1068}
1069
1071{
1073 {
1075 m_InputActionName = "EmoteSilent";
1080 m_HideItemInHands = false;
1081 }
1082}
1083
1085{
1087 {
1089 m_InputActionName = "EmoteWatching";
1094 m_HideItemInHands = false;
1095 }
1096}
1097
1099{
1101 {
1103 m_InputActionName = "EmoteHold";
1108 m_HideItemInHands = false;
1109 }
1110}
1111
1113{
1115 {
1117 m_InputActionName = "EmoteListening";
1122 m_HideItemInHands = false;
1123 }
1124}
1125
1127{
1129 {
1131 m_InputActionName = "EmotePointSelf";
1136 m_HideItemInHands = false;
1137 }
1138}
1139
1141{
1143 {
1145 m_InputActionName = "EmoteLookAtMe";
1150 m_HideItemInHands = false;
1151 }
1152}
1153
1155{
1157 {
1159 m_InputActionName = "EmoteTauntThink";
1164 m_HideItemInHands = false;
1165 }
1166}
1167
1169{
1171 {
1173 m_InputActionName = "EmoteMove";
1178 m_HideItemInHands = false;
1179 }
1180}
1181
1183{
1185 {
1187 m_InputActionName = "EmoteGetDown";
1192 m_HideItemInHands = false;
1193 }
1194}
1195
1197{
1199 {
1201 m_InputActionName = "EmoteCome";
1206 m_HideItemInHands = false;
1207 }
1208}
1209
1210
1212{
1214 {
1216 m_InputActionName = "EmoteSurrender";
1217 m_HideItemInHands = false;
1218 }
1219
1221 {
1223 return true;
1224 }
1225
1227 {
1230 {
1231 m_Player.GetEmoteManager().PlaySurrenderInOut(
true);
1232 }
1233 else
1234 {
1236 m_Player.GetItemInHands().DeleteSafe();
1237 }
1238
1239 return true;
1240 }
1241}
1242
1244{
1246 {
1248 m_InputActionName = "EmoteCampfireSit";
1249 m_StanceMaskAdditive = 0;
1251 m_AdditiveCallbackUID = 0;
1253 m_HideItemInHands = true;
1254 }
1255}
1256
1258{
1260 {
1262 m_InputActionName = "EmoteSitA";
1263 m_StanceMaskAdditive = 0;
1265 m_AdditiveCallbackUID = 0;
1267 m_HideItemInHands = false;
1268 }
1269}
1270
1272{
1274 {
1276 m_InputActionName = "EmoteSitB";
1277 m_StanceMaskAdditive = 0;
1279 m_AdditiveCallbackUID = 0;
1281 m_HideItemInHands = false;
1282 }
1283}
1284
1286{
1288 {
1290 m_InputActionName = "EmoteRPSRandom";
1292 m_StanceMaskFullbody = 0;
1294 m_FullbodyCallbackUID = 0;
1295 m_HideItemInHands = false;
1296 }
1297}
1298
1300{
1302 {
1304 m_InputActionName = "EmoteRPSRock";
1306 m_StanceMaskFullbody = 0;
1308 m_FullbodyCallbackUID = 0;
1309 m_HideItemInHands = false;
1310 }
1311}
1312
1314{
1316 {
1318 m_InputActionName = "EmoteRPSPaper";
1320 m_StanceMaskFullbody = 0;
1322 m_FullbodyCallbackUID = 0;
1323 m_HideItemInHands = false;
1324 }
1325}
1326
1328{
1330 {
1332 m_InputActionName = "EmoteRPSScisors";
1334 m_StanceMaskFullbody = 0;
1336 m_FullbodyCallbackUID = 0;
1337 m_HideItemInHands = false;
1338 }
1339}
1340
1342{
1344 {
1346 m_InputActionName = "EmoteNod";
1351 m_HideItemInHands = false;
1352 }
1353}
1354
1356{
1358 {
1360 m_InputActionName = "EmoteShake";
1365 m_HideItemInHands = false;
1366 }
1367}
1368
1370{
1372 {
1374 m_InputActionName = "EmoteShrug";
1379 m_HideItemInHands = false;
1380 }
1381}
1382
1384{
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
1397 {
1405 {
1406 if (
weapon.ConfigIsExisting(
"suicideAnim"))
1407 {
1409 }
1410
1411 if (
weapon.IsKindOf(
"Pistol_Base"))
1412 {
1415
1416 }
1418 {
1421
1422 }
1423 else
1424 {
1426 {
1427 case "onehanded":
1430 break;
1431
1432 case "fireaxe":
1435 break;
1436
1437 case "pitchfork":
1440 break;
1441
1442 case "sword":
1445 break;
1446
1447 case "spear":
1450 break;
1451
1452 case "woodaxe":
1455 break;
1456
1457 case "sickle":
1460 break;
1461
1462 case "hoe":
1465 break;
1466 }
1467 }
1468 }
1470 {
1471 return true;
1472 }
1473 return false;
1474 }
1475
1477 {
1479
1481 {
1482 return false;
1483 }
1484
1486 }
1487
1489 {
1492 return false;
1493
1495 }
1496
1498 {
1500 {
1503 }
1504 }
1505
1507 {
1509 }
1510}
1511
1513{
1515 {
1517 m_InputActionName = "EmoteVomit";
1522 m_HideItemInHands = false;
1523 }
1524
1526 {
1528 }
1529
1531 {
1533 {
1535
1537 {
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
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
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 InventoryItem.c:731
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