856{
858 {
860 m_InputActionName = "EmoteGreeting";
865 m_HideItemInHands = false;
866 }
867}
868
870{
872 {
874 m_InputActionName = "EmoteSOS";
875 m_StanceMaskAdditive = 0;
877 m_AdditiveCallbackUID = 0;
879 m_HideItemInHands = true;
880 }
881
883 {
885 }
886}
887
889{
891 {
893 m_InputActionName = "EmoteHeart";
898 m_HideItemInHands = true;
899 }
900
902 {
904 }
905}
906
908{
910 {
912 m_InputActionName = "EmoteTaunt";
917 m_HideItemInHands = false;
918 }
919}
920
922{
925 {
927 m_InputActionName = "EmoteLyingDown";
928 m_StanceMaskAdditive = 0;
930 m_AdditiveCallbackUID = 0;
932 m_HideItemInHands = true;
933 }
934
936 {
939 return false;
941 }
942}
943
945{
947 {
949 m_InputActionName = "EmoteTauntKiss";
954 m_HideItemInHands = false;
955 }
956}
957
959{
961 {
963 m_InputActionName = "EmotePoint";
968 m_HideItemInHands = false;
969 }
970}
971
973{
975 {
977 m_InputActionName = "EmoteTauntElbow";
979 m_StanceMaskFullbody = 0;
981 m_FullbodyCallbackUID = 0;
982 m_HideItemInHands = true;
983 }
984
986 {
988 }
989}
990
992{
994 {
996 m_InputActionName = "EmoteThumb";
1001 m_HideItemInHands = false;
1002 }
1003}
1004
1006{
1008 {
1010 m_InputActionName = "EmoteThumbDown";
1015 m_HideItemInHands = false;
1016 }
1017}
1018
1020{
1022 {
1024 m_InputActionName = "EmoteThroat";
1029 m_HideItemInHands = false;
1030 }
1031}
1032
1034{
1036 {
1038 m_InputActionName = "EmoteDance";
1039 m_StanceMaskAdditive = 0;
1041 m_AdditiveCallbackUID = 0;
1043 m_HideItemInHands = true;
1044 }
1045
1047 {
1049 return false;
1050
1052 }
1053}
1054
1056{
1058 {
1060 m_InputActionName = "EmoteSalute";
1061 m_StanceMaskAdditive = 0;
1063 m_AdditiveCallbackUID = 0;
1065 m_HideItemInHands = true;
1066 }
1067
1069 {
1071 }
1072}
1073
1075{
1077 {
1079 m_InputActionName = "EmoteTimeout";
1084 m_HideItemInHands = true;
1085 }
1086
1088 {
1090 }
1091}
1092
1094{
1096 {
1098
1100 m_StanceMaskFullbody = 0;
1102 m_FullbodyCallbackUID = 0;
1103 m_HideItemInHands = true;
1104 }
1105}
1106
1108{
1110 {
1112 m_InputActionName = "EmoteFacepalm";
1114 m_StanceMaskFullbody = 0;
1116 m_FullbodyCallbackUID = 0;
1117 m_HideItemInHands = false;
1118 }
1119}
1120
1122{
1124 {
1126 m_InputActionName = "EmoteClap";
1128 m_StanceMaskFullbody = 0;
1130 m_FullbodyCallbackUID = 0;
1131 m_HideItemInHands = true;
1132 }
1133
1135 {
1137 }
1138}
1139
1141{
1143 {
1145 m_InputActionName = "EmoteSilent";
1150 m_HideItemInHands = false;
1151 }
1152}
1153
1155{
1157 {
1159 m_InputActionName = "EmoteWatching";
1164 m_HideItemInHands = false;
1165 }
1166}
1167
1169{
1171 {
1173 m_InputActionName = "EmoteHold";
1178 m_HideItemInHands = false;
1179 }
1180}
1181
1183{
1185 {
1187 m_InputActionName = "EmoteListening";
1192 m_HideItemInHands = false;
1193 }
1194}
1195
1197{
1199 {
1201 m_InputActionName = "EmotePointSelf";
1206 m_HideItemInHands = false;
1207 }
1208}
1209
1211{
1213 {
1215 m_InputActionName = "EmoteLookAtMe";
1220 m_HideItemInHands = false;
1221 }
1222}
1223
1225{
1227 {
1229 m_InputActionName = "EmoteTauntThink";
1234 m_HideItemInHands = false;
1235 }
1236}
1237
1239{
1241 {
1243 m_InputActionName = "EmoteMove";
1248 m_HideItemInHands = false;
1249 }
1250}
1251
1253{
1255 {
1257 m_InputActionName = "EmoteGetDown";
1262 m_HideItemInHands = false;
1263 }
1264}
1265
1267{
1269 {
1271 m_InputActionName = "EmoteCome";
1276 m_HideItemInHands = false;
1277 }
1278}
1279
1280
1282{
1284 {
1286 m_InputActionName = "EmoteSurrender";
1287 m_HideItemInHands = false;
1288 }
1289
1291 {
1293 return true;
1294 }
1295
1297 {
1300 {
1301 m_Player.GetEmoteManager().PlaySurrenderInOut(
true);
1302 }
1303 else
1304 {
1306 m_Player.GetItemInHands().DeleteSafe();
1307 }
1308
1309 return true;
1310 }
1311}
1312
1314{
1316 {
1318 m_InputActionName = "EmoteCampfireSit";
1319 m_StanceMaskAdditive = 0;
1321 m_AdditiveCallbackUID = 0;
1323 m_HideItemInHands = true;
1324 }
1325
1327 {
1329 }
1330}
1331
1333{
1335 {
1337 m_InputActionName = "EmoteSitA";
1338 m_StanceMaskAdditive = 0;
1340 m_AdditiveCallbackUID = 0;
1342 m_HideItemInHands = false;
1343 }
1344}
1345
1347{
1349 {
1351 m_InputActionName = "EmoteSitB";
1352 m_StanceMaskAdditive = 0;
1354 m_AdditiveCallbackUID = 0;
1356 m_HideItemInHands = false;
1357 }
1358
1360 {
1362 }
1363}
1364
1366{
1368 {
1370 m_InputActionName = "EmoteRPSRandom";
1372 m_StanceMaskFullbody = 0;
1374 m_FullbodyCallbackUID = 0;
1375 m_HideItemInHands = false;
1376 }
1377}
1378
1380{
1382 {
1384 m_InputActionName = "EmoteRPSRock";
1386 m_StanceMaskFullbody = 0;
1388 m_FullbodyCallbackUID = 0;
1389 m_HideItemInHands = false;
1390 }
1391}
1392
1394{
1396 {
1398 m_InputActionName = "EmoteRPSPaper";
1400 m_StanceMaskFullbody = 0;
1402 m_FullbodyCallbackUID = 0;
1403 m_HideItemInHands = false;
1404 }
1405}
1406
1408{
1410 {
1412 m_InputActionName = "EmoteRPSScisors";
1414 m_StanceMaskFullbody = 0;
1416 m_FullbodyCallbackUID = 0;
1417 m_HideItemInHands = false;
1418 }
1419}
1420
1422{
1424 {
1426 m_InputActionName = "EmoteNod";
1431 m_HideItemInHands = false;
1432 }
1433}
1434
1436{
1438 {
1440 m_InputActionName = "EmoteShake";
1445 m_HideItemInHands = false;
1446 }
1447}
1448
1450{
1452 {
1454 m_InputActionName = "EmoteShrug";
1459 m_HideItemInHands = false;
1460 }
1461}
1462
1464{
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
1477 {
1485 {
1486 if (
weapon.ConfigIsExisting(
"suicideAnim"))
1487 {
1489 }
1490
1491 if (
weapon.IsKindOf(
"Pistol_Base"))
1492 {
1495
1496 }
1498 {
1501
1502 }
1503 else
1504 {
1506 {
1507 case "onehanded":
1510 break;
1511
1512 case "fireaxe":
1515 break;
1516
1517 case "pitchfork":
1520 break;
1521
1522 case "sword":
1525 break;
1526
1527 case "spear":
1530 break;
1531
1532 case "woodaxe":
1535 break;
1536
1537 case "sickle":
1540 break;
1541
1542 case "hoe":
1545 break;
1546 }
1547 }
1548 }
1550 {
1551 return true;
1552 }
1553 return false;
1554 }
1555
1557 {
1559
1561 {
1562 return false;
1563 }
1564
1566 }
1567
1569 {
1572 return false;
1573
1575 }
1576
1578 {
1580 {
1583 }
1584 }
1585
1587 {
1589 }
1590}
1591
1593{
1595 {
1597 m_InputActionName = "EmoteVomit";
1602 m_HideItemInHands = false;
1603 }
1604
1606 {
1608 }
1609
1611 {
1613 {
1615
1617 {
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
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
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 InventoryItem.c:731
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