DayZ 1.26
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Файл EmoteClasses.c

См. исходные тексты.

Структуры данных

class  EmoteBase
 

Функции

class EmoteGreeting extends EmoteBase EmoteSOS ()
 
void EmoteGreeting ()
 
override bool EmoteCondition (int stancemask)
 
class EmoteHeart extends EmoteBase EmoteTaunt ()
 
void EmoteHeart ()
 
class EmoteLyingDown extends EmoteBase EmoteTauntKiss ()
 
void EmoteLyingDown ()
 
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 )
438 {
439 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
440 return true;
441 }
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

◆ EmoteCampfireSit()

void EmoteCampfireSit ( )
482 {
484 m_InputActionName = "EmoteSitA";
485 m_StanceMaskAdditive = 0;
486 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
487 m_AdditiveCallbackUID = 0;
488 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
489 m_HideItemInHands = false;
490 }
491}
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
Definition constants.c:356
const int ID_EMOTE_SITA
Definition constants.c:370

Перекрестные ссылки EmoteConstants::ID_EMOTE_SITA и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteClap()

void EmoteClap ( )
290 {
292 m_InputActionName = "EmoteSilent";
293 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
294 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
295 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
296 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
297 m_HideItemInHands = false;
298 }
299}
const int ID_EMOTE_SILENT
Definition constants.c:378

Перекрестные ссылки EmoteConstants::ID_EMOTE_SILENT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteCome()

void EmoteCome ( )
431 {
433 m_InputActionName = "EmoteSurrender";
434 m_HideItemInHands = false;
435 }
436
437 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
438 {
439 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
440 return true;
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Definition EmoteClasses.c:437
const int ID_EMOTE_SURRENDER
Definition constants.c:396

Перекрестные ссылки EmoteConstants::ID_EMOTE_SURRENDER и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteCondition()

override bool EmoteCondition ( int stancemask)
30 {
31 return !m_Player.GetItemInHands();
32 }
DayZPlayer m_Player
Definition Hand_Events.c:42

Перекрестные ссылки m_Player.

◆ EmoteDabbing()

void EmoteDabbing ( )
257 {
259 m_InputActionName = "EmoteFacepalm";
260 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
261 m_StanceMaskFullbody = 0;
262 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
263 m_FullbodyCallbackUID = 0;
264 m_HideItemInHands = false;
265 }
266}
const int ID_EMOTE_FACEPALM
Definition constants.c:363

Перекрестные ссылки EmoteConstants::ID_EMOTE_FACEPALM и m_ID.

◆ EmoteDance()

183 {
185 m_InputActionName = "EmoteDance";
186 m_StanceMaskAdditive = 0;
187 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
188 m_AdditiveCallbackUID = 0;
189 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
190 m_HideItemInHands = true;
191 }
const int ID_EMOTE_DANCE
Definition constants.c:368

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteFacepalm()

class EmoteDabbing extends EmoteBase EmoteFacepalm ( )
257 {
259 m_InputActionName = "EmoteFacepalm";
260 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
261 m_StanceMaskFullbody = 0;
262 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
263 m_FullbodyCallbackUID = 0;
264 m_HideItemInHands = false;
265 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteGetDown()

class EmoteMove extends EmoteBase EmoteGetDown ( )
402 {
404 m_InputActionName = "EmoteGetDown";
405 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
406 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
407 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
408 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
409 m_HideItemInHands = false;
410 }
const int ID_EMOTE_DOWN
Definition constants.c:388

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:358

Перекрестные ссылки EmoteConstants::ID_EMOTE_SOS и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteHeart()

void EmoteHeart ( )
57 {
59 m_InputActionName = "EmoteTaunt";
60 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
61 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
62 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
63 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
64 m_HideItemInHands = false;
65 }
66}
const int ID_EMOTE_TAUNT
Definition constants.c:360

Перекрестные ссылки EmoteConstants::ID_EMOTE_TAUNT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteHold()

318 {
320 m_InputActionName = "EmoteHold";
321 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
322 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
323 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
324 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
325 m_HideItemInHands = false;
326 }
const int ID_EMOTE_HOLD
Definition constants.c:382

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteListening()

void EmoteListening ( )
346 {
348 m_InputActionName = "EmotePointSelf";
349 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
350 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
351 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
352 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
353 m_HideItemInHands = false;
354 }
355}
const int ID_EMOTE_POINTSELF
Definition constants.c:384

Перекрестные ссылки EmoteConstants::ID_EMOTE_POINTSELF и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteLookAtMe()

void EmoteLookAtMe ( )
374 {
376 m_InputActionName = "EmoteTauntThink";
377 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
378 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
379 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
380 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
381 m_HideItemInHands = false;
382 }
383}
const int ID_EMOTE_TAUNTTHINK
Definition constants.c:386

Перекрестные ссылки EmoteConstants::ID_EMOTE_TAUNTTHINK и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteLyingDown()

void EmoteLyingDown ( )
protected

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteMove()

void EmoteMove ( )
402 {
404 m_InputActionName = "EmoteGetDown";
405 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
406 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
407 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
408 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
409 m_HideItemInHands = false;
410 }
411}

Перекрестные ссылки EmoteConstants::ID_EMOTE_DOWN и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteNod()

571 {
573 m_InputActionName = "EmoteNod";
574 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
575 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
576 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
577 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
578 m_HideItemInHands = false;
579 }
const int ID_EMOTE_NOD
Definition constants.c:393

Используется в EmoteConstructor::RegisterEmotes().

◆ EmotePoint()

void EmotePoint ( )
122 {
124 m_InputActionName = "EmoteTauntElbow";
125 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
126 m_StanceMaskFullbody = 0;
127 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
128 m_FullbodyCallbackUID = 0;
129 m_HideItemInHands = true;
130 }
131
const int ID_EMOTE_TAUNTELBOW
Definition constants.c:364

Перекрестные ссылки EmoteConstants::ID_EMOTE_TAUNTELBOW и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmotePointSelf()

class EmoteListening extends EmoteBase EmotePointSelf ( )
346 {
348 m_InputActionName = "EmotePointSelf";
349 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
350 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
351 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
352 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
353 m_HideItemInHands = false;
354 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSPaper()

class EmoteRPSRock extends EmoteBase EmoteRPSPaper ( )
543 {
545 m_InputActionName = "EmoteRPSPaper";
546 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
547 m_StanceMaskFullbody = 0;
548 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
549 m_FullbodyCallbackUID = 0;
550 m_HideItemInHands = false;
551 }
const int ID_EMOTE_RPS_P
Definition constants.c:391

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSRandom()

class EmoteSitB extends EmoteBase EmoteRPSRandom ( )
515 {
517 m_InputActionName = "EmoteRPSRandom";
518 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
519 m_StanceMaskFullbody = 0;
520 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
521 m_FullbodyCallbackUID = 0;
522 m_HideItemInHands = false;
523 }
const int ID_EMOTE_RPS
Definition constants.c:380

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSRock()

void EmoteRPSRock ( )
543 {
545 m_InputActionName = "EmoteRPSPaper";
546 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
547 m_StanceMaskFullbody = 0;
548 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
549 m_FullbodyCallbackUID = 0;
550 m_HideItemInHands = false;
551 }
552}

Перекрестные ссылки EmoteConstants::ID_EMOTE_RPS_P и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteRPSScisors()

void EmoteRPSScisors ( )
571 {
573 m_InputActionName = "EmoteNod";
574 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
575 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
576 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
577 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
578 m_HideItemInHands = false;
579 }
580}

Перекрестные ссылки EmoteConstants::ID_EMOTE_NOD и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSalute()

void EmoteSalute ( )
224 {
226 m_InputActionName = "EmoteTimeout";
227 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
228 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
229 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
230 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
231 m_HideItemInHands = true;
232 }
233
const int ID_EMOTE_TIMEOUT
Definition constants.c:375

Перекрестные ссылки EmoteConstants::ID_EMOTE_TIMEOUT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteShake()

void EmoteShake ( )
599 {
601 m_InputActionName = "EmoteShrug";
602 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
603 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
604 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
605 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
606 m_HideItemInHands = false;
607 }
608}
const int ID_EMOTE_SHRUG
Definition constants.c:395

Перекрестные ссылки EmoteConstants::ID_EMOTE_SHRUG и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteShrug()

599 {
601 m_InputActionName = "EmoteShrug";
602 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
603 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
604 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
605 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
606 m_HideItemInHands = false;
607 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSilent()

class EmoteClap extends EmoteBase EmoteSilent ( )
290 {
292 m_InputActionName = "EmoteSilent";
293 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
294 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
295 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
296 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
297 m_HideItemInHands = false;
298 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSitA()

482 {
484 m_InputActionName = "EmoteSitA";
485 m_StanceMaskAdditive = 0;
486 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
487 m_AdditiveCallbackUID = 0;
488 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
489 m_HideItemInHands = false;
490 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSitB()

void EmoteSitB ( )
515 {
517 m_InputActionName = "EmoteRPSRandom";
518 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
519 m_StanceMaskFullbody = 0;
520 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
521 m_FullbodyCallbackUID = 0;
522 m_HideItemInHands = false;
523 }
524}

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 )
444 {
445 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
446 if (!surrendered)
447 {
448 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
449 }
450 else
451 {
452 if (m_Player.GetItemInHands())
453 m_Player.GetItemInHands().DeleteSafe();
454 }
455
456 return true;
457 }

Перекрестные ссылки m_Player.

◆ EmoteSuicide()

void EmoteSuicide ( )
742 {
744 m_InputActionName = "EmoteVomit";
745 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
746 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
747 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
748 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
749 m_HideItemInHands = false;
750 }
751
const int ID_EMOTE_VOMIT
Definition constants.c:397

Перекрестные ссылки EmoteConstants::ID_EMOTE_VOMIT и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteSurrender()

class EmoteCome extends EmoteBase EmoteSurrender ( )
431 {
433 m_InputActionName = "EmoteSurrender";
434 m_HideItemInHands = false;
435 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTaunt()

57 {
59 m_InputActionName = "EmoteTaunt";
60 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
61 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
62 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
63 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
64 m_HideItemInHands = false;
65 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTauntElbow()

class EmotePoint extends EmoteBase EmoteTauntElbow ( )
122 {
124 m_InputActionName = "EmoteTauntElbow";
125 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
126 m_StanceMaskFullbody = 0;
127 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
128 m_FullbodyCallbackUID = 0;
129 m_HideItemInHands = true;
130 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTauntKiss()

class EmoteLyingDown extends EmoteBase EmoteTauntKiss ( )
94 {
96 m_InputActionName = "EmoteTauntKiss";
97 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
98 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
99 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
100 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
101 m_HideItemInHands = false;
102 }
const int ID_EMOTE_TAUNTKISS
Definition constants.c:362

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTauntThink()

class EmoteLookAtMe extends EmoteBase EmoteTauntThink ( )
374 {
376 m_InputActionName = "EmoteTauntThink";
377 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
378 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
379 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
380 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
381 m_HideItemInHands = false;
382 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteThroat()

void EmoteThroat ( )
183 {
185 m_InputActionName = "EmoteDance";
186 m_StanceMaskAdditive = 0;
187 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
188 m_AdditiveCallbackUID = 0;
189 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
190 m_HideItemInHands = true;
191 }
192

Перекрестные ссылки EmoteConstants::ID_EMOTE_DANCE и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteThumb()

void EmoteThumb ( )
155 {
157 m_InputActionName = "EmoteThumbDown";
158 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
159 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
160 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
161 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
162 m_HideItemInHands = false;
163 }
164}
const int ID_EMOTE_THUMBDOWN
Definition constants.c:372

Перекрестные ссылки EmoteConstants::ID_EMOTE_THUMBDOWN и m_ID.

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteThumbDown()

class EmoteThumb extends EmoteBase EmoteThumbDown ( )
155 {
157 m_InputActionName = "EmoteThumbDown";
158 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
159 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
160 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
161 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
162 m_HideItemInHands = false;
163 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteTimeout()

class EmoteSalute extends EmoteBase EmoteTimeout ( )
224 {
226 m_InputActionName = "EmoteTimeout";
227 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
228 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
229 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
230 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
231 m_HideItemInHands = true;
232 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteVomit()

742 {
744 m_InputActionName = "EmoteVomit";
745 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
746 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
747 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
748 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
749 m_HideItemInHands = false;
750 }

Используется в EmoteConstructor::RegisterEmotes().

◆ EmoteWatching()

void EmoteWatching ( )
318 {
320 m_InputActionName = "EmoteHold";
321 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
322 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
323 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
324 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
325 m_HideItemInHands = false;
326 }
327}

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 )
856{
857 void EmoteGreeting()
858 {
860 m_InputActionName = "EmoteGreeting";
861 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
862 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
863 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
864 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
865 m_HideItemInHands = false;
866 }
867}
868
869class EmoteSOS extends EmoteBase
870{
871 void EmoteSOS()
872 {
874 m_InputActionName = "EmoteSOS";
875 m_StanceMaskAdditive = 0;
876 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
877 m_AdditiveCallbackUID = 0;
878 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
879 m_HideItemInHands = true;
880 }
881
882 override bool EmoteCondition(int stancemask)
883 {
884 return !m_Player.GetItemInHands();
885 }
886}
887
888class EmoteHeart extends EmoteBase
889{
890 void EmoteHeart()
891 {
893 m_InputActionName = "EmoteHeart";
894 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
895 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
896 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
897 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
898 m_HideItemInHands = true;
899 }
900
901 override bool EmoteCondition(int stancemask)
902 {
903 return !m_Player.GetItemInHands();
904 }
905}
906
907class EmoteTaunt extends EmoteBase
908{
909 void EmoteTaunt()
910 {
912 m_InputActionName = "EmoteTaunt";
913 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
914 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
915 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
916 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
917 m_HideItemInHands = false;
918 }
919}
920
921class EmoteLyingDown extends EmoteBase
922{
923 protected const float WATER_DEPTH = 0.15;
924 void EmoteLyingDown()
925 {
927 m_InputActionName = "EmoteLyingDown";
928 m_StanceMaskAdditive = 0;
929 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
930 m_AdditiveCallbackUID = 0;
931 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
932 m_HideItemInHands = true;
933 }
934
935 override bool EmoteCondition(int stancemask)
936 {
937 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
938 if (water_info[0] >= WATER_DEPTH) //is player able to lay down without "drowning"?
939 return false;
940 return !m_Player.GetItemInHands();
941 }
942}
943
944class EmoteTauntKiss extends EmoteBase
945{
946 void EmoteTauntKiss()
947 {
949 m_InputActionName = "EmoteTauntKiss";
950 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
951 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
952 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
953 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
954 m_HideItemInHands = false;
955 }
956}
957
958class EmotePoint extends EmoteBase
959{
960 void EmotePoint()
961 {
963 m_InputActionName = "EmotePoint";
964 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
965 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
966 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
967 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
968 m_HideItemInHands = false;
969 }
970}
971
972class EmoteTauntElbow extends EmoteBase
973{
974 void EmoteTauntElbow()
975 {
977 m_InputActionName = "EmoteTauntElbow";
978 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
979 m_StanceMaskFullbody = 0;
980 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
981 m_FullbodyCallbackUID = 0;
982 m_HideItemInHands = true;
983 }
984
985 override bool EmoteCondition(int stancemask)
986 {
987 return !m_Player.GetItemInHands();
988 }
989}
990
991class EmoteThumb extends EmoteBase
992{
993 void EmoteThumb()
994 {
996 m_InputActionName = "EmoteThumb";
997 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
998 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
999 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
1000 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
1001 m_HideItemInHands = false;
1002 }
1003}
1004
1005class EmoteThumbDown extends EmoteBase
1006{
1007 void EmoteThumbDown()
1008 {
1010 m_InputActionName = "EmoteThumbDown";
1011 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1012 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1013 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
1014 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
1015 m_HideItemInHands = false;
1016 }
1017}
1018
1019class EmoteThroat extends EmoteBase
1020{
1021 void EmoteThroat()
1022 {
1024 m_InputActionName = "EmoteThroat";
1025 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1026 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1027 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
1028 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
1029 m_HideItemInHands = false;
1030 }
1031}
1032
1033class EmoteDance extends EmoteBase
1034{
1035 void EmoteDance()
1036 {
1038 m_InputActionName = "EmoteDance";
1039 m_StanceMaskAdditive = 0;
1040 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1041 m_AdditiveCallbackUID = 0;
1042 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
1043 m_HideItemInHands = true;
1044 }
1045
1046 override bool EmoteCondition(int stancemask)
1047 {
1048 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
1049 return false;
1050
1051 return !m_Player.GetItemInHands();
1052 }
1053}
1054
1055class EmoteSalute extends EmoteBase
1056{
1057 void EmoteSalute()
1058 {
1060 m_InputActionName = "EmoteSalute";
1061 m_StanceMaskAdditive = 0;
1062 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1063 m_AdditiveCallbackUID = 0;
1064 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
1065 m_HideItemInHands = true;
1066 }
1067
1068 override bool EmoteCondition(int stancemask)
1069 {
1070 return !m_Player.GetItemInHands();
1071 }
1072}
1073
1074class EmoteTimeout extends EmoteBase
1075{
1076 void EmoteTimeout()
1077 {
1079 m_InputActionName = "EmoteTimeout";
1080 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1081 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1082 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1083 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1084 m_HideItemInHands = true;
1085 }
1086
1087 override bool EmoteCondition(int stancemask)
1088 {
1089 return !m_Player.GetItemInHands();
1090 }
1091}
1092
1093class EmoteDabbing extends EmoteBase
1094{
1095 void EmoteDabbing()
1096 {
1098 //m_InputActionName = "EmoteDabbing";
1099 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1100 m_StanceMaskFullbody = 0;
1101 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1102 m_FullbodyCallbackUID = 0;
1103 m_HideItemInHands = true;
1104 }
1105}
1106
1107class EmoteFacepalm extends EmoteBase
1108{
1109 void EmoteFacepalm()
1110 {
1112 m_InputActionName = "EmoteFacepalm";
1113 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1114 m_StanceMaskFullbody = 0;
1115 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1116 m_FullbodyCallbackUID = 0;
1117 m_HideItemInHands = false;
1118 }
1119}
1120
1121class EmoteClap extends EmoteBase
1122{
1123 void EmoteClap()
1124 {
1126 m_InputActionName = "EmoteClap";
1127 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1128 m_StanceMaskFullbody = 0;
1129 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1130 m_FullbodyCallbackUID = 0;
1131 m_HideItemInHands = true;
1132 }
1133
1134 override bool EmoteCondition(int stancemask)
1135 {
1136 return !m_Player.GetItemInHands();
1137 }
1138}
1139
1140class EmoteSilent extends EmoteBase
1141{
1142 void EmoteSilent()
1143 {
1145 m_InputActionName = "EmoteSilent";
1146 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1147 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1148 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1149 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1150 m_HideItemInHands = false;
1151 }
1152}
1153
1154class EmoteWatching extends EmoteBase
1155{
1156 void EmoteWatching()
1157 {
1159 m_InputActionName = "EmoteWatching";
1160 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1161 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1162 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1163 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1164 m_HideItemInHands = false;
1165 }
1166}
1167
1168class EmoteHold extends EmoteBase
1169{
1170 void EmoteHold()
1171 {
1173 m_InputActionName = "EmoteHold";
1174 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1175 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1176 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1177 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1178 m_HideItemInHands = false;
1179 }
1180}
1181
1182class EmoteListening extends EmoteBase
1183{
1184 void EmoteListening()
1185 {
1187 m_InputActionName = "EmoteListening";
1188 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1189 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1190 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1191 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1192 m_HideItemInHands = false;
1193 }
1194}
1195
1196class EmotePointSelf extends EmoteBase
1197{
1198 void EmotePointSelf()
1199 {
1201 m_InputActionName = "EmotePointSelf";
1202 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1203 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1204 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1205 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1206 m_HideItemInHands = false;
1207 }
1208}
1209
1210class EmoteLookAtMe extends EmoteBase
1211{
1212 void EmoteLookAtMe()
1213 {
1215 m_InputActionName = "EmoteLookAtMe";
1216 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1217 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1218 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1219 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1220 m_HideItemInHands = false;
1221 }
1222}
1223
1224class EmoteTauntThink extends EmoteBase
1225{
1226 void EmoteTauntThink()
1227 {
1229 m_InputActionName = "EmoteTauntThink";
1230 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1231 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1232 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1233 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1234 m_HideItemInHands = false;
1235 }
1236}
1237
1238class EmoteMove extends EmoteBase
1239{
1240 void EmoteMove()
1241 {
1243 m_InputActionName = "EmoteMove";
1244 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1245 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1246 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1247 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1248 m_HideItemInHands = false;
1249 }
1250}
1251
1252class EmoteGetDown extends EmoteBase
1253{
1254 void EmoteGetDown()
1255 {
1257 m_InputActionName = "EmoteGetDown";
1258 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1259 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1260 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1261 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1262 m_HideItemInHands = false;
1263 }
1264}
1265
1266class EmoteCome extends EmoteBase
1267{
1268 void EmoteCome()
1269 {
1271 m_InputActionName = "EmoteCome";
1272 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1273 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1274 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1275 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1276 m_HideItemInHands = false;
1277 }
1278}
1279
1280//Handled directly via EmoteManager!
1281class EmoteSurrender extends EmoteBase
1282{
1283 void EmoteSurrender()
1284 {
1286 m_InputActionName = "EmoteSurrender";
1287 m_HideItemInHands = false;
1288 }
1289
1290 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1291 {
1292 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
1293 return true;
1294 }
1295
1296 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1297 {
1298 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
1299 if (!surrendered)
1300 {
1301 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
1302 }
1303 else
1304 {
1305 if (m_Player.GetItemInHands())
1306 m_Player.GetItemInHands().DeleteSafe();
1307 }
1308
1309 return true;
1310 }
1311}
1312
1313class EmoteCampfireSit extends EmoteBase
1314{
1315 void EmoteCampfireSit()
1316 {
1318 m_InputActionName = "EmoteCampfireSit";
1319 m_StanceMaskAdditive = 0;
1320 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1321 m_AdditiveCallbackUID = 0;
1322 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1323 m_HideItemInHands = true;
1324 }
1325
1326 override bool EmoteCondition(int stancemask)
1327 {
1328 return !m_Player.GetItemInHands();
1329 }
1330}
1331
1332class EmoteSitA extends EmoteBase
1333{
1334 void EmoteSitA()
1335 {
1337 m_InputActionName = "EmoteSitA";
1338 m_StanceMaskAdditive = 0;
1339 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1340 m_AdditiveCallbackUID = 0;
1341 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1342 m_HideItemInHands = false;
1343 }
1344}
1345
1346class EmoteSitB extends EmoteBase
1347{
1348 void EmoteSitB()
1349 {
1351 m_InputActionName = "EmoteSitB";
1352 m_StanceMaskAdditive = 0;
1353 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1354 m_AdditiveCallbackUID = 0;
1355 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1356 m_HideItemInHands = false;
1357 }
1358
1359 override bool EmoteCondition(int stancemask)
1360 {
1361 return !m_Player.GetItemInHands();
1362 }
1363}
1364
1365class EmoteRPSRandom extends EmoteBase
1366{
1367 void EmoteRPSRandom()
1368 {
1370 m_InputActionName = "EmoteRPSRandom";
1371 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1372 m_StanceMaskFullbody = 0;
1373 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1374 m_FullbodyCallbackUID = 0;
1375 m_HideItemInHands = false;
1376 }
1377}
1378
1379class EmoteRPSRock extends EmoteBase
1380{
1381 void EmoteRPSRock()
1382 {
1384 m_InputActionName = "EmoteRPSRock";
1385 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1386 m_StanceMaskFullbody = 0;
1387 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1388 m_FullbodyCallbackUID = 0;
1389 m_HideItemInHands = false;
1390 }
1391}
1392
1393class EmoteRPSPaper extends EmoteBase
1394{
1395 void EmoteRPSPaper()
1396 {
1398 m_InputActionName = "EmoteRPSPaper";
1399 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1400 m_StanceMaskFullbody = 0;
1401 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1402 m_FullbodyCallbackUID = 0;
1403 m_HideItemInHands = false;
1404 }
1405}
1406
1407class EmoteRPSScisors extends EmoteBase
1408{
1409 void EmoteRPSScisors()
1410 {
1412 m_InputActionName = "EmoteRPSScisors";
1413 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1414 m_StanceMaskFullbody = 0;
1415 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1416 m_FullbodyCallbackUID = 0;
1417 m_HideItemInHands = false;
1418 }
1419}
1420
1421class EmoteNod extends EmoteBase
1422{
1423 void EmoteNod()
1424 {
1426 m_InputActionName = "EmoteNod";
1427 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1428 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1429 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1430 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1431 m_HideItemInHands = false;
1432 }
1433}
1434
1435class EmoteShake extends EmoteBase
1436{
1437 void EmoteShake()
1438 {
1440 m_InputActionName = "EmoteShake";
1441 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1442 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1443 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1444 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1445 m_HideItemInHands = false;
1446 }
1447}
1448
1449class EmoteShrug extends EmoteBase
1450{
1451 void EmoteShrug()
1452 {
1454 m_InputActionName = "EmoteShrug";
1455 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1456 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1457 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1458 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1459 m_HideItemInHands = false;
1460 }
1461}
1462
1463class EmoteSuicide extends EmoteBase
1464{
1465 void EmoteSuicide()
1466 {
1468 m_InputActionName = "EmoteSuicide";
1469 m_StanceMaskAdditive = 0;
1470 m_StanceMaskFullbody = 0;
1471 m_AdditiveCallbackUID = 0;
1472 m_FullbodyCallbackUID = 0;
1473 m_HideItemInHands = false;
1474 }
1475
1476 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1477 {
1478 is_fullbody = true;
1479 callback_ID = -1;
1480 stancemask = 0;
1481 string suicideStr;
1483 weapon = m_Player.GetItemInHands();
1484 if (weapon)
1485 {
1486 if (weapon.ConfigIsExisting("suicideAnim"))
1487 {
1488 suicideStr = weapon.ConfigGetString("suicideAnim");
1489 }
1490
1491 if (weapon.IsKindOf("Pistol_Base"))
1492 {
1493 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1494 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1495 //m_Player.OverrideShootFromCamera(false);
1496 }
1497 else if (Weapon_Base.Cast(weapon)) //long firearms
1498 {
1499 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1500 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1501 //m_Player.OverrideShootFromCamera(false);
1502 }
1503 else
1504 {
1505 switch (suicideStr)
1506 {
1507 case "onehanded":
1508 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1509 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1510 break;
1511
1512 case "fireaxe":
1513 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1514 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1515 break;
1516
1517 case "pitchfork":
1518 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1519 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1520 break;
1521
1522 case "sword":
1523 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1524 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1525 break;
1526
1527 case "spear":
1528 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1529 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1530 break;
1531
1532 case "woodaxe":
1533 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1534 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1535 break;
1536
1537 case "sickle":
1538 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1539 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1540 break;
1541
1542 case "hoe":
1543 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1544 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1545 break;
1546 }
1547 }
1548 }
1549 if (callback_ID > -1)
1550 {
1551 return true;
1552 }
1553 return false;
1554 }
1555
1556 override bool EmoteCondition(int stancemask)
1557 {
1558 ItemBase itemInHands = m_Player.GetItemInHands();
1559
1560 if (!itemInHands.CanBeUsedForSuicide())
1561 {
1562 return false;
1563 }
1564
1565 return super.EmoteCondition(stancemask);
1566 }
1567
1569 {
1570 int state = callback.GetState();
1571 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1572 return false;
1573
1574 return super.CanBeCanceledNormally(callback);;
1575 }
1576
1578 {
1579 if (callback_ID > -1)
1580 {
1581 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1583 }
1584 }
1585
1586 override void OnCallbackEnd()
1587 {
1588 m_Player.SetSuicide(false);
1589 }
1590}
1591
1592class EmoteVomit extends EmoteBase
1593{
1594 void EmoteVomit()
1595 {
1597 m_InputActionName = "EmoteVomit";
1598 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1599 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1600 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1601 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1602 m_HideItemInHands = false;
1603 }
1604
1605 override bool EmoteCondition(int stancemask)
1606 {
1607 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
1608 }
1609
1610 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1611 {
1612 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
1613 {
1614 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1615
1616 if ( symptom )
1617 {
1618 symptom.SetDuration(Math.RandomIntInclusive(4,8));
1619 }
1620 }
1621
1622 m_Player.GetEmoteManager().SetEmoteLockState(false);
1623
1624 return true;
1625 }
1626}
void DayZPlayerUtils()
cannot be instantiated
Definition DayZPlayerUtils.c:465
eBrokenLegs
Definition EBrokenLegs.c:2
class EmoteWatching extends EmoteBase EmoteHold()
Definition EmoteClasses.c:317
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
Definition EmoteClasses.c:93
void EmoteHeart()
Definition EmoteClasses.c:57
void EmoteSuicide()
Definition EmoteClasses.c:742
void EmoteGreeting()
Definition EmoteClasses.c:19
class EmoteClap extends EmoteBase EmoteSilent()
Definition EmoteClasses.c:289
class EmoteShake extends EmoteBase EmoteShrug()
Definition EmoteClasses.c:598
class EmoteListening extends EmoteBase EmotePointSelf()
Definition EmoteClasses.c:345
const float WATER_DEPTH
Definition EmoteClasses.c:94
class EmoteSitB extends EmoteBase EmoteRPSRandom()
Definition EmoteClasses.c:514
class EmoteMove extends EmoteBase EmoteGetDown()
Definition EmoteClasses.c:401
void EmoteWatching()
Definition EmoteClasses.c:318
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
Definition EmoteClasses.c:542
class EmoteHeart extends EmoteBase EmoteTaunt()
Definition EmoteClasses.c:56
void EmoteSitB()
Definition EmoteClasses.c:515
void EmoteShake()
Definition EmoteClasses.c:599
void EmoteThumb()
Definition EmoteClasses.c:155
void EmoteRPSRock()
Definition EmoteClasses.c:543
void EmoteRPSScisors()
Definition EmoteClasses.c:571
class EmoteSalute extends EmoteBase EmoteTimeout()
Definition EmoteClasses.c:223
void EmoteSalute()
Definition EmoteClasses.c:224
void EmotePoint()
Definition EmoteClasses.c:122
class EmoteRPSScisors extends EmoteBase EmoteNod()
Definition EmoteClasses.c:570
class EmoteSuicide extends EmoteBase EmoteVomit()
Definition EmoteClasses.c:741
void EmoteMove()
Definition EmoteClasses.c:402
class EmoteThroat extends EmoteBase EmoteDance()
Definition EmoteClasses.c:182
class EmotePoint extends EmoteBase EmoteTauntElbow()
Definition EmoteClasses.c:121
void EmoteLookAtMe()
Definition EmoteClasses.c:374
void EmoteThroat()
Definition EmoteClasses.c:183
class EmoteGreeting extends EmoteBase EmoteSOS()
Definition EmoteClasses.c:18
void EmoteLyingDown()
Definition EmoteClasses.c:95
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
Definition EmoteClasses.c:373
void EmoteDabbing()
Definition EmoteClasses.c:257
void EmoteCome()
Definition EmoteClasses.c:431
class EmoteThumb extends EmoteBase EmoteThumbDown()
Definition EmoteClasses.c:154
void EmoteListening()
Definition EmoteClasses.c:346
void EmoteClap()
Definition EmoteClasses.c:290
void EmoteCampfireSit()
Definition EmoteClasses.c:482
class EmoteDabbing extends EmoteBase EmoteFacepalm()
Definition EmoteClasses.c:256
class EmoteCampfireSit extends EmoteBase EmoteSitA()
Definition EmoteClasses.c:481
class EmoteCome extends EmoteBase EmoteSurrender()
Definition EmoteClasses.c:430
void OverrideShootFromCamera(bool pState)
Definition DayZPlayerImplement.c:301
void SetSuicide(bool state)
Definition DayZPlayerImplement.c:3738
Definition EmoteBase.c:2
void EmoteHeart()
Definition EmoteClasses.c:37
void EmoteSuicide()
Definition EmoteClasses.c:612
void EmoteWatching()
Definition EmoteClasses.c:303
void EmoteSitB()
Definition EmoteClasses.c:495
void EmoteShake()
Definition EmoteClasses.c:584
void EmoteThumb()
Definition EmoteClasses.c:140
void EmoteRPSRock()
Definition EmoteClasses.c:528
void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
void EmoteRPSScisors()
Definition EmoteClasses.c:556
void EmoteSalute()
Definition EmoteClasses.c:204
void EmotePoint()
Definition EmoteClasses.c:107
void EmoteMove()
Definition EmoteClasses.c:387
void OnCallbackEnd()
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Definition EmoteBase.c:47
void EmoteLookAtMe()
Definition EmoteClasses.c:359
void EmoteThroat()
Definition EmoteClasses.c:168
void EmoteLyingDown()
Definition EmoteClasses.c:71
void EmoteDabbing()
Definition EmoteClasses.c:242
bool EmoteCondition(int stancemask)
Definition EmoteBase.c:12
bool CanBeCanceledNormally(notnull EmoteCB callback)
Definition EmoteBase.c:17
void EmoteCome()
Definition EmoteClasses.c:415
void EmoteListening()
Definition EmoteClasses.c:331
void EmoteClap()
Definition EmoteClasses.c:270
void EmoteCampfireSit()
Definition EmoteClasses.c:462
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:1068
proto native CGame GetGame()
const int ID_EMOTE_LYINGDOWN
Definition constants.c:361
const int ID_EMOTE_THROAT
Definition constants.c:366
const int ID_EMOTE_RPS_R
Definition constants.c:390
const int ID_EMOTE_SHAKE
Definition constants.c:394
const int ID_EMOTE_CAMPFIRE
Definition constants.c:369
const int ID_EMOTE_SITB
Definition constants.c:371
const int ID_EMOTE_DABBING
Definition constants.c:374
const int ID_EMOTE_GREETING
Definition constants.c:357
const int ID_EMOTE_THUMB
Definition constants.c:365
const int ID_EMOTE_LOOKATME
Definition constants.c:385
const int ID_EMOTE_LISTENING
Definition constants.c:383
const int ID_EMOTE_MOVE
Definition constants.c:387
const int ID_EMOTE_SALUTE
Definition constants.c:379
const int ID_EMOTE_RPS_S
Definition constants.c:392
const int ID_EMOTE_COME
Definition constants.c:389
const int ID_EMOTE_SUICIDE
Definition constants.c:367
const int ID_EMOTE_WATCHING
Definition constants.c:381
const int ID_EMOTE_HEART
Definition constants.c:359
const int ID_EMOTE_CLAP
Definition constants.c:376
const int ID_EMOTE_POINT
Definition constants.c:377
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 ( )
865{
866 void EmoteGreeting()
867 {
869 m_InputActionName = "EmoteGreeting";
870 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
871 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
872 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
873 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
874 m_HideItemInHands = false;
875 }
876}
877
878class EmoteSOS extends EmoteBase
879{
880 void EmoteSOS()
881 {
883 m_InputActionName = "EmoteSOS";
884 m_StanceMaskAdditive = 0;
885 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
886 m_AdditiveCallbackUID = 0;
887 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
888 m_HideItemInHands = true;
889 }
890
891 override bool EmoteCondition(int stancemask)
892 {
893 return !m_Player.GetItemInHands();
894 }
895}
896
897class EmoteHeart extends EmoteBase
898{
899 void EmoteHeart()
900 {
902 m_InputActionName = "EmoteHeart";
903 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
904 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
905 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
906 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
907 m_HideItemInHands = true;
908 }
909
910 override bool EmoteCondition(int stancemask)
911 {
912 return !m_Player.GetItemInHands();
913 }
914}
915
916class EmoteTaunt extends EmoteBase
917{
918 void EmoteTaunt()
919 {
921 m_InputActionName = "EmoteTaunt";
922 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
923 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
924 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
925 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
926 m_HideItemInHands = false;
927 }
928}
929
930class EmoteLyingDown extends EmoteBase
931{
932 protected const float WATER_DEPTH = 0.15;
933 void EmoteLyingDown()
934 {
936 m_InputActionName = "EmoteLyingDown";
937 m_StanceMaskAdditive = 0;
938 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
939 m_AdditiveCallbackUID = 0;
940 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
941 m_HideItemInHands = true;
942 }
943
944 override bool EmoteCondition(int stancemask)
945 {
946 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
947 if (water_info[0] >= WATER_DEPTH) //is player able to lay down without "drowning"?
948 return false;
949 return !m_Player.GetItemInHands();
950 }
951}
952
953class EmoteTauntKiss extends EmoteBase
954{
955 void EmoteTauntKiss()
956 {
958 m_InputActionName = "EmoteTauntKiss";
959 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
960 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
961 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
962 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
963 m_HideItemInHands = false;
964 }
965}
966
967class EmotePoint extends EmoteBase
968{
969 void EmotePoint()
970 {
972 m_InputActionName = "EmotePoint";
973 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
974 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
975 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
976 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
977 m_HideItemInHands = false;
978 }
979}
980
981class EmoteTauntElbow extends EmoteBase
982{
983 void EmoteTauntElbow()
984 {
986 m_InputActionName = "EmoteTauntElbow";
987 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
988 m_StanceMaskFullbody = 0;
989 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
990 m_FullbodyCallbackUID = 0;
991 m_HideItemInHands = true;
992 }
993
994 override bool EmoteCondition(int stancemask)
995 {
996 return !m_Player.GetItemInHands();
997 }
998}
999
1000class EmoteThumb extends EmoteBase
1001{
1002 void EmoteThumb()
1003 {
1005 m_InputActionName = "EmoteThumb";
1006 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1007 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1008 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
1009 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
1010 m_HideItemInHands = false;
1011 }
1012}
1013
1014class EmoteThumbDown extends EmoteBase
1015{
1016 void EmoteThumbDown()
1017 {
1019 m_InputActionName = "EmoteThumbDown";
1020 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1021 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1022 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
1023 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
1024 m_HideItemInHands = false;
1025 }
1026}
1027
1028class EmoteThroat extends EmoteBase
1029{
1030 void EmoteThroat()
1031 {
1033 m_InputActionName = "EmoteThroat";
1034 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1035 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1036 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
1037 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
1038 m_HideItemInHands = false;
1039 }
1040}
1041
1042class EmoteDance extends EmoteBase
1043{
1044 void EmoteDance()
1045 {
1047 m_InputActionName = "EmoteDance";
1048 m_StanceMaskAdditive = 0;
1049 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1050 m_AdditiveCallbackUID = 0;
1051 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
1052 m_HideItemInHands = true;
1053 }
1054
1055 override bool EmoteCondition(int stancemask)
1056 {
1057 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
1058 return false;
1059
1060 return !m_Player.GetItemInHands();
1061 }
1062}
1063
1064class EmoteSalute extends EmoteBase
1065{
1066 void EmoteSalute()
1067 {
1069 m_InputActionName = "EmoteSalute";
1070 m_StanceMaskAdditive = 0;
1071 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1072 m_AdditiveCallbackUID = 0;
1073 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
1074 m_HideItemInHands = true;
1075 }
1076
1077 override bool EmoteCondition(int stancemask)
1078 {
1079 return !m_Player.GetItemInHands();
1080 }
1081}
1082
1083class EmoteTimeout extends EmoteBase
1084{
1085 void EmoteTimeout()
1086 {
1088 m_InputActionName = "EmoteTimeout";
1089 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1090 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1091 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1092 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1093 m_HideItemInHands = true;
1094 }
1095
1096 override bool EmoteCondition(int stancemask)
1097 {
1098 return !m_Player.GetItemInHands();
1099 }
1100}
1101
1102class EmoteDabbing extends EmoteBase
1103{
1104 void EmoteDabbing()
1105 {
1107 //m_InputActionName = "EmoteDabbing";
1108 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1109 m_StanceMaskFullbody = 0;
1110 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1111 m_FullbodyCallbackUID = 0;
1112 m_HideItemInHands = true;
1113 }
1114}
1115
1116class EmoteFacepalm extends EmoteBase
1117{
1118 void EmoteFacepalm()
1119 {
1121 m_InputActionName = "EmoteFacepalm";
1122 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1123 m_StanceMaskFullbody = 0;
1124 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1125 m_FullbodyCallbackUID = 0;
1126 m_HideItemInHands = false;
1127 }
1128}
1129
1130class EmoteClap extends EmoteBase
1131{
1132 void EmoteClap()
1133 {
1135 m_InputActionName = "EmoteClap";
1136 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1137 m_StanceMaskFullbody = 0;
1138 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1139 m_FullbodyCallbackUID = 0;
1140 m_HideItemInHands = true;
1141 }
1142
1143 override bool EmoteCondition(int stancemask)
1144 {
1145 return !m_Player.GetItemInHands();
1146 }
1147}
1148
1149class EmoteSilent extends EmoteBase
1150{
1151 void EmoteSilent()
1152 {
1154 m_InputActionName = "EmoteSilent";
1155 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1156 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1157 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1158 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1159 m_HideItemInHands = false;
1160 }
1161}
1162
1163class EmoteWatching extends EmoteBase
1164{
1165 void EmoteWatching()
1166 {
1168 m_InputActionName = "EmoteWatching";
1169 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1170 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1171 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1172 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1173 m_HideItemInHands = false;
1174 }
1175}
1176
1177class EmoteHold extends EmoteBase
1178{
1179 void EmoteHold()
1180 {
1182 m_InputActionName = "EmoteHold";
1183 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1184 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1185 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1186 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1187 m_HideItemInHands = false;
1188 }
1189}
1190
1191class EmoteListening extends EmoteBase
1192{
1193 void EmoteListening()
1194 {
1196 m_InputActionName = "EmoteListening";
1197 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1198 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1199 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1200 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1201 m_HideItemInHands = false;
1202 }
1203}
1204
1205class EmotePointSelf extends EmoteBase
1206{
1207 void EmotePointSelf()
1208 {
1210 m_InputActionName = "EmotePointSelf";
1211 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1212 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1213 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1214 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1215 m_HideItemInHands = false;
1216 }
1217}
1218
1219class EmoteLookAtMe extends EmoteBase
1220{
1221 void EmoteLookAtMe()
1222 {
1224 m_InputActionName = "EmoteLookAtMe";
1225 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1226 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1227 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1228 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1229 m_HideItemInHands = false;
1230 }
1231}
1232
1233class EmoteTauntThink extends EmoteBase
1234{
1235 void EmoteTauntThink()
1236 {
1238 m_InputActionName = "EmoteTauntThink";
1239 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1240 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1241 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1242 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1243 m_HideItemInHands = false;
1244 }
1245}
1246
1247class EmoteMove extends EmoteBase
1248{
1249 void EmoteMove()
1250 {
1252 m_InputActionName = "EmoteMove";
1253 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1254 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1255 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1256 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1257 m_HideItemInHands = false;
1258 }
1259}
1260
1261class EmoteGetDown extends EmoteBase
1262{
1263 void EmoteGetDown()
1264 {
1266 m_InputActionName = "EmoteGetDown";
1267 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1268 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1269 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1270 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1271 m_HideItemInHands = false;
1272 }
1273}
1274
1275class EmoteCome extends EmoteBase
1276{
1277 void EmoteCome()
1278 {
1280 m_InputActionName = "EmoteCome";
1281 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1282 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1283 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1284 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1285 m_HideItemInHands = false;
1286 }
1287}
1288
1289//Handled directly via EmoteManager!
1290class EmoteSurrender extends EmoteBase
1291{
1292 void EmoteSurrender()
1293 {
1295 m_InputActionName = "EmoteSurrender";
1296 m_HideItemInHands = false;
1297 }
1298
1299 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1300 {
1301 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
1302 return true;
1303 }
1304
1305 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1306 {
1307 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
1308 if (!surrendered)
1309 {
1310 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
1311 }
1312 else
1313 {
1314 if (m_Player.GetItemInHands())
1315 m_Player.GetItemInHands().DeleteSafe();
1316 }
1317
1318 return true;
1319 }
1320}
1321
1322class EmoteCampfireSit extends EmoteBase
1323{
1324 void EmoteCampfireSit()
1325 {
1327 m_InputActionName = "EmoteCampfireSit";
1328 m_StanceMaskAdditive = 0;
1329 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1330 m_AdditiveCallbackUID = 0;
1331 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1332 m_HideItemInHands = true;
1333 }
1334
1335 override bool EmoteCondition(int stancemask)
1336 {
1337 return !m_Player.GetItemInHands();
1338 }
1339}
1340
1341class EmoteSitA extends EmoteBase
1342{
1343 void EmoteSitA()
1344 {
1346 m_InputActionName = "EmoteSitA";
1347 m_StanceMaskAdditive = 0;
1348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1349 m_AdditiveCallbackUID = 0;
1350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1351 m_HideItemInHands = false;
1352 }
1353}
1354
1355class EmoteSitB extends EmoteBase
1356{
1357 void EmoteSitB()
1358 {
1360 m_InputActionName = "EmoteSitB";
1361 m_StanceMaskAdditive = 0;
1362 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1363 m_AdditiveCallbackUID = 0;
1364 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1365 m_HideItemInHands = false;
1366 }
1367
1368 override bool EmoteCondition(int stancemask)
1369 {
1370 return !m_Player.GetItemInHands();
1371 }
1372}
1373
1374class EmoteRPSRandom extends EmoteBase
1375{
1376 void EmoteRPSRandom()
1377 {
1379 m_InputActionName = "EmoteRPSRandom";
1380 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1381 m_StanceMaskFullbody = 0;
1382 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1383 m_FullbodyCallbackUID = 0;
1384 m_HideItemInHands = false;
1385 }
1386}
1387
1388class EmoteRPSRock extends EmoteBase
1389{
1390 void EmoteRPSRock()
1391 {
1393 m_InputActionName = "EmoteRPSRock";
1394 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1395 m_StanceMaskFullbody = 0;
1396 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1397 m_FullbodyCallbackUID = 0;
1398 m_HideItemInHands = false;
1399 }
1400}
1401
1402class EmoteRPSPaper extends EmoteBase
1403{
1404 void EmoteRPSPaper()
1405 {
1407 m_InputActionName = "EmoteRPSPaper";
1408 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1409 m_StanceMaskFullbody = 0;
1410 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1411 m_FullbodyCallbackUID = 0;
1412 m_HideItemInHands = false;
1413 }
1414}
1415
1416class EmoteRPSScisors extends EmoteBase
1417{
1418 void EmoteRPSScisors()
1419 {
1421 m_InputActionName = "EmoteRPSScisors";
1422 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1423 m_StanceMaskFullbody = 0;
1424 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1425 m_FullbodyCallbackUID = 0;
1426 m_HideItemInHands = false;
1427 }
1428}
1429
1430class EmoteNod extends EmoteBase
1431{
1432 void EmoteNod()
1433 {
1435 m_InputActionName = "EmoteNod";
1436 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1437 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1438 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1439 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1440 m_HideItemInHands = false;
1441 }
1442}
1443
1444class EmoteShake extends EmoteBase
1445{
1446 void EmoteShake()
1447 {
1449 m_InputActionName = "EmoteShake";
1450 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1451 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1452 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1453 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1454 m_HideItemInHands = false;
1455 }
1456}
1457
1458class EmoteShrug extends EmoteBase
1459{
1460 void EmoteShrug()
1461 {
1463 m_InputActionName = "EmoteShrug";
1464 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1465 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1466 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1467 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1468 m_HideItemInHands = false;
1469 }
1470}
1471
1472class EmoteSuicide extends EmoteBase
1473{
1474 void EmoteSuicide()
1475 {
1477 m_InputActionName = "EmoteSuicide";
1478 m_StanceMaskAdditive = 0;
1479 m_StanceMaskFullbody = 0;
1480 m_AdditiveCallbackUID = 0;
1481 m_FullbodyCallbackUID = 0;
1482 m_HideItemInHands = false;
1483 }
1484
1485 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1486 {
1487 is_fullbody = true;
1488 callback_ID = -1;
1489 stancemask = 0;
1490 string suicideStr;
1492 weapon = m_Player.GetItemInHands();
1493 if (weapon)
1494 {
1495 if (weapon.ConfigIsExisting("suicideAnim"))
1496 {
1497 suicideStr = weapon.ConfigGetString("suicideAnim");
1498 }
1499
1500 if (weapon.IsKindOf("Pistol_Base"))
1501 {
1502 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1503 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1504 //m_Player.OverrideShootFromCamera(false);
1505 }
1506 else if (Weapon_Base.Cast(weapon)) //long firearms
1507 {
1508 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1509 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1510 //m_Player.OverrideShootFromCamera(false);
1511 }
1512 else
1513 {
1514 switch (suicideStr)
1515 {
1516 case "onehanded":
1517 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1518 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1519 break;
1520
1521 case "fireaxe":
1522 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1523 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1524 break;
1525
1526 case "pitchfork":
1527 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1528 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1529 break;
1530
1531 case "sword":
1532 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1533 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1534 break;
1535
1536 case "spear":
1537 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1538 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1539 break;
1540
1541 case "woodaxe":
1542 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1543 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1544 break;
1545
1546 case "sickle":
1547 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1548 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1549 break;
1550
1551 case "hoe":
1552 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1553 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1554 break;
1555 }
1556 }
1557 }
1558 if (callback_ID > -1)
1559 {
1560 return true;
1561 }
1562 return false;
1563 }
1564
1565 override bool EmoteCondition(int stancemask)
1566 {
1567 ItemBase itemInHands = m_Player.GetItemInHands();
1568
1569 if (!itemInHands.CanBeUsedForSuicide())
1570 {
1571 return false;
1572 }
1573
1574 return super.EmoteCondition(stancemask);
1575 }
1576
1578 {
1579 int state = callback.GetState();
1580 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1581 return false;
1582
1583 return super.CanBeCanceledNormally(callback);;
1584 }
1585
1587 {
1588 if (callback_ID > -1)
1589 {
1590 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1592 }
1593 }
1594
1595 override void OnCallbackEnd()
1596 {
1597 m_Player.SetSuicide(false);
1598 }
1599}
1600
1601class EmoteVomit extends EmoteBase
1602{
1603 void EmoteVomit()
1604 {
1606 m_InputActionName = "EmoteVomit";
1607 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1608 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1609 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1610 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1611 m_HideItemInHands = false;
1612 }
1613
1614 override bool EmoteCondition(int stancemask)
1615 {
1616 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
1617 }
1618
1619 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1620 {
1621 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
1622 {
1623 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1624
1625 if ( symptom )
1626 {
1627 symptom.SetDuration(Math.RandomIntInclusive(4,8));
1628 }
1629 }
1630
1631 m_Player.GetEmoteManager().SetEmoteLockState(false);
1632
1633 return true;
1634 }
1635}

Переменные

◆ WATER_DEPTH

const float WATER_DEPTH = 0.15
protected

Используется в EmoteBase::EmoteCondition().