862{
864 {
866 m_InputActionName = "EmoteGreeting";
871 m_HideItemInHands = false;
872 }
873}
874
876{
878 {
879 m_ID = EmoteConstants.ID_EMOTE_SOS;
880 m_InputActionName = "EmoteSOS";
881 m_StanceMaskAdditive = 0;
883 m_AdditiveCallbackUID = 0;
885 m_HideItemInHands = true;
886 }
887
889 {
891 }
892}
893
895{
897 {
898 m_ID = EmoteConstants.ID_EMOTE_HEART;
899 m_InputActionName = "EmoteHeart";
904 m_HideItemInHands = true;
905 }
906
908 {
910 }
911}
912
914{
916 {
917 m_ID = EmoteConstants.ID_EMOTE_TAUNT;
918 m_InputActionName = "EmoteTaunt";
923 m_HideItemInHands = false;
924 }
925}
926
928{
931 {
932 m_ID = EmoteConstants.ID_EMOTE_LYINGDOWN;
933 m_InputActionName = "EmoteLyingDown";
934 m_StanceMaskAdditive = 0;
936 m_AdditiveCallbackUID = 0;
938 m_HideItemInHands = true;
939 }
940
942 {
945 return false;
947 }
948}
949
951{
953 {
954 m_ID = EmoteConstants.ID_EMOTE_TAUNTKISS;
955 m_InputActionName = "EmoteTauntKiss";
960 m_HideItemInHands = false;
961 }
962}
963
965{
967 {
968 m_ID = EmoteConstants.ID_EMOTE_POINT;
969 m_InputActionName = "EmotePoint";
974 m_HideItemInHands = false;
975 }
976}
977
979{
981 {
982 m_ID = EmoteConstants.ID_EMOTE_TAUNTELBOW;
983 m_InputActionName = "EmoteTauntElbow";
985 m_StanceMaskFullbody = 0;
987 m_FullbodyCallbackUID = 0;
988 m_HideItemInHands = true;
989 }
990
992 {
994 }
995}
996
998{
1000 {
1001 m_ID = EmoteConstants.ID_EMOTE_THUMB;
1002 m_InputActionName = "EmoteThumb";
1007 m_HideItemInHands = false;
1008 }
1009}
1010
1012{
1014 {
1015 m_ID = EmoteConstants.ID_EMOTE_THUMBDOWN;
1016 m_InputActionName = "EmoteThumbDown";
1021 m_HideItemInHands = false;
1022 }
1023}
1024
1026{
1028 {
1029 m_ID = EmoteConstants.ID_EMOTE_THROAT;
1030 m_InputActionName = "EmoteThroat";
1035 m_HideItemInHands = false;
1036 }
1037}
1038
1040{
1042 {
1043 m_ID = EmoteConstants.ID_EMOTE_DANCE;
1044 m_InputActionName = "EmoteDance";
1045 m_StanceMaskAdditive = 0;
1047 m_AdditiveCallbackUID = 0;
1049 m_HideItemInHands = true;
1050 }
1051
1053 {
1055 return false;
1056
1058 }
1059}
1060
1062{
1064 {
1065 m_ID = EmoteConstants.ID_EMOTE_SALUTE;
1066 m_InputActionName = "EmoteSalute";
1067 m_StanceMaskAdditive = 0;
1069 m_AdditiveCallbackUID = 0;
1071 m_HideItemInHands = true;
1072 }
1073
1075 {
1077 }
1078}
1079
1081{
1083 {
1084 m_ID = EmoteConstants.ID_EMOTE_TIMEOUT;
1085 m_InputActionName = "EmoteTimeout";
1090 m_HideItemInHands = true;
1091 }
1092
1094 {
1096 }
1097}
1098
1100{
1102 {
1103 m_ID = EmoteConstants.ID_EMOTE_DABBING;
1104
1106 m_StanceMaskFullbody = 0;
1108 m_FullbodyCallbackUID = 0;
1109 m_HideItemInHands = true;
1110 }
1111}
1112
1114{
1116 {
1117 m_ID = EmoteConstants.ID_EMOTE_FACEPALM;
1118 m_InputActionName = "EmoteFacepalm";
1120 m_StanceMaskFullbody = 0;
1122 m_FullbodyCallbackUID = 0;
1123 m_HideItemInHands = false;
1124 }
1125}
1126
1128{
1130 {
1131 m_ID = EmoteConstants.ID_EMOTE_CLAP;
1132 m_InputActionName = "EmoteClap";
1134 m_StanceMaskFullbody = 0;
1136 m_FullbodyCallbackUID = 0;
1137 m_HideItemInHands = true;
1138 }
1139
1141 {
1143 }
1144}
1145
1147{
1149 {
1150 m_ID = EmoteConstants.ID_EMOTE_SILENT;
1151 m_InputActionName = "EmoteSilent";
1156 m_HideItemInHands = false;
1157 }
1158}
1159
1161{
1163 {
1164 m_ID = EmoteConstants.ID_EMOTE_WATCHING;
1165 m_InputActionName = "EmoteWatching";
1170 m_HideItemInHands = false;
1171 }
1172}
1173
1175{
1177 {
1178 m_ID = EmoteConstants.ID_EMOTE_HOLD;
1179 m_InputActionName = "EmoteHold";
1184 m_HideItemInHands = false;
1185 }
1186}
1187
1189{
1191 {
1192 m_ID = EmoteConstants.ID_EMOTE_LISTENING;
1193 m_InputActionName = "EmoteListening";
1198 m_HideItemInHands = false;
1199 }
1200}
1201
1203{
1205 {
1206 m_ID = EmoteConstants.ID_EMOTE_POINTSELF;
1207 m_InputActionName = "EmotePointSelf";
1212 m_HideItemInHands = false;
1213 }
1214}
1215
1217{
1219 {
1220 m_ID = EmoteConstants.ID_EMOTE_LOOKATME;
1221 m_InputActionName = "EmoteLookAtMe";
1226 m_HideItemInHands = false;
1227 }
1228}
1229
1231{
1233 {
1234 m_ID = EmoteConstants.ID_EMOTE_TAUNTTHINK;
1235 m_InputActionName = "EmoteTauntThink";
1240 m_HideItemInHands = false;
1241 }
1242}
1243
1245{
1247 {
1248 m_ID = EmoteConstants.ID_EMOTE_MOVE;
1249 m_InputActionName = "EmoteMove";
1254 m_HideItemInHands = false;
1255 }
1256}
1257
1259{
1261 {
1262 m_ID = EmoteConstants.ID_EMOTE_DOWN;
1263 m_InputActionName = "EmoteGetDown";
1268 m_HideItemInHands = false;
1269 }
1270}
1271
1273{
1275 {
1276 m_ID = EmoteConstants.ID_EMOTE_COME;
1277 m_InputActionName = "EmoteCome";
1282 m_HideItemInHands = false;
1283 }
1284}
1285
1286
1288{
1290 {
1291 m_ID = EmoteConstants.ID_EMOTE_SURRENDER;
1292 m_InputActionName = "EmoteSurrender";
1293 m_HideItemInHands = false;
1294 }
1295
1297 {
1298 Transport transportEnt;
1299 return !
m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,
m_Player.PhysicsGetFloorEntity());
1300 }
1301
1302 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1303 {
1305 return true;
1306 }
1307
1308 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1309 {
1310 bool surrendered =
m_Player.GetEmoteManager().m_IsSurrendered;
1311 if (!surrendered)
1312 {
1313 m_Player.GetEmoteManager().PlaySurrenderInOut(
true);
1314 }
1315 else
1316 {
1318 m_Player.GetItemInHands().DeleteSafe();
1319 }
1320
1321 return true;
1322 }
1323}
1324
1326{
1328 {
1329 m_ID = EmoteConstants.ID_EMOTE_CAMPFIRE;
1330 m_InputActionName = "EmoteCampfireSit";
1331 m_StanceMaskAdditive = 0;
1333 m_AdditiveCallbackUID = 0;
1335 m_HideItemInHands = true;
1336 }
1337
1339 {
1341 }
1342}
1343
1345{
1347 {
1348 m_ID = EmoteConstants.ID_EMOTE_SITA;
1349 m_InputActionName = "EmoteSitA";
1350 m_StanceMaskAdditive = 0;
1352 m_AdditiveCallbackUID = 0;
1354 m_HideItemInHands = false;
1355 }
1356}
1357
1359{
1361 {
1362 m_ID = EmoteConstants.ID_EMOTE_SITB;
1363 m_InputActionName = "EmoteSitB";
1364 m_StanceMaskAdditive = 0;
1366 m_AdditiveCallbackUID = 0;
1368 m_HideItemInHands = false;
1369 }
1370
1372 {
1374 }
1375}
1376
1378{
1380 {
1381 m_ID = EmoteConstants.ID_EMOTE_RPS;
1382 m_InputActionName = "EmoteRPSRandom";
1384 m_StanceMaskFullbody = 0;
1386 m_FullbodyCallbackUID = 0;
1387 m_HideItemInHands = false;
1388 }
1389}
1390
1392{
1394 {
1395 m_ID = EmoteConstants.ID_EMOTE_RPS_R;
1396 m_InputActionName = "EmoteRPSRock";
1398 m_StanceMaskFullbody = 0;
1400 m_FullbodyCallbackUID = 0;
1401 m_HideItemInHands = false;
1402 }
1403}
1404
1406{
1408 {
1409 m_ID = EmoteConstants.ID_EMOTE_RPS_P;
1410 m_InputActionName = "EmoteRPSPaper";
1412 m_StanceMaskFullbody = 0;
1414 m_FullbodyCallbackUID = 0;
1415 m_HideItemInHands = false;
1416 }
1417}
1418
1420{
1422 {
1423 m_ID = EmoteConstants.ID_EMOTE_RPS_S;
1424 m_InputActionName = "EmoteRPSScisors";
1426 m_StanceMaskFullbody = 0;
1428 m_FullbodyCallbackUID = 0;
1429 m_HideItemInHands = false;
1430 }
1431}
1432
1434{
1436 {
1437 m_ID = EmoteConstants.ID_EMOTE_NOD;
1438 m_InputActionName = "EmoteNod";
1443 m_HideItemInHands = false;
1444 }
1445}
1446
1448{
1450 {
1451 m_ID = EmoteConstants.ID_EMOTE_SHAKE;
1452 m_InputActionName = "EmoteShake";
1457 m_HideItemInHands = false;
1458 }
1459}
1460
1462{
1464 {
1465 m_ID = EmoteConstants.ID_EMOTE_SHRUG;
1466 m_InputActionName = "EmoteShrug";
1471 m_HideItemInHands = false;
1472 }
1473}
1474
1476{
1478 {
1479 m_ID = EmoteConstants.ID_EMOTE_SUICIDE;
1480 m_InputActionName = "EmoteSuicide";
1481 m_StanceMaskAdditive = 0;
1482 m_StanceMaskFullbody = 0;
1483 m_AdditiveCallbackUID = 0;
1484 m_FullbodyCallbackUID = 0;
1485 m_HideItemInHands = false;
1486 }
1487
1488 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1489 {
1490 is_fullbody = true;
1491 callback_ID = -1;
1492 stancemask = 0;
1493 string suicideStr;
1495 weapon =
m_Player.GetItemInHands();
1496 if (weapon)
1497 {
1498 if (weapon.ConfigIsExisting("suicideAnim"))
1499 {
1500 suicideStr = weapon.ConfigGetString("suicideAnim");
1501 }
1502
1503 if (weapon.IsKindOf("Pistol_Base"))
1504 {
1507
1508 }
1509 else if (Weapon_Base.Cast(weapon))
1510 {
1513
1514 }
1515 else
1516 {
1517 switch (suicideStr)
1518 {
1519 case "onehanded":
1522 break;
1523
1524 case "fireaxe":
1527 break;
1528
1529 case "pitchfork":
1532 break;
1533
1534 case "sword":
1537 break;
1538
1539 case "spear":
1542 break;
1543
1544 case "woodaxe":
1547 break;
1548
1549 case "sickle":
1552 break;
1553
1554 case "hoe":
1557 break;
1558 }
1559 }
1560 }
1561 if (callback_ID > -1)
1562 {
1563 return true;
1564 }
1565 return false;
1566 }
1567
1569 {
1571
1572 if (!itemInHands.CanBeUsedForSuicide())
1573 {
1574 return false;
1575 }
1576
1577 return super.EmoteCondition(stancemask);
1578 }
1579
1581 {
1582 int state = callback.GetState();
1584 return false;
1585
1586 return super.CanBeCanceledNormally(callback);;
1587 }
1588
1590 {
1591 if (callback_ID > -1)
1592 {
1595 }
1596 }
1597
1599 {
1601 }
1602}
1603
1605{
1607 {
1608 m_ID = EmoteConstants.ID_EMOTE_VOMIT;
1609 m_InputActionName = "EmoteVomit";
1614 m_HideItemInHands = false;
1615 }
1616
1618 {
1620 }
1621
1622 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1623 {
1625 {
1626 SymptomBase symptom =
m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1627
1628 if ( symptom )
1629 {
1630 symptom.
SetDuration(Math.RandomIntInclusive(4,8));
1631 }
1632 }
1633
1634 m_Player.GetEmoteManager().SetEmoteLockState(
false);
1635
1636 return true;
1637 }
1638}
void DayZPlayerUtils()
cannot be instantiated
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
class EmoteWatching extends EmoteBase EmoteHold()
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
class EmoteClap extends EmoteBase EmoteSilent()
class EmoteShake extends EmoteBase EmoteShrug()
class EmoteListening extends EmoteBase EmotePointSelf()
class EmoteSitB extends EmoteBase EmoteRPSRandom()
class EmoteMove extends EmoteBase EmoteGetDown()
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
class EmoteHeart extends EmoteBase EmoteTaunt()
class EmoteSalute extends EmoteBase EmoteTimeout()
class EmoteRPSScisors extends EmoteBase EmoteNod()
class EmoteSuicide extends EmoteBase EmoteVomit()
class EmoteThroat extends EmoteBase EmoteDance()
class EmotePoint extends EmoteBase EmoteTauntElbow()
class EmoteGreeting extends EmoteBase EmoteSOS()
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
class EmoteThumb extends EmoteBase EmoteThumbDown()
class EmoteDabbing extends EmoteBase EmoteFacepalm()
class EmoteCampfireSit extends EmoteBase EmoteSitA()
class EmoteCome extends EmoteBase EmoteSurrender()
class GP5GasMask extends MaskBase ItemBase
void OverrideShootFromCamera(bool pState)
void SetSuicide(bool state)
bool CanBeCanceledNormally(notnull EmoteCB callback)
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
bool EmoteCondition(int stancemask)
void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
void SetDuration(float duration)
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
const int ID_EMOTE_GREETING
class HumanCommandLadder HumanCommandSwim()
class HumanAnimInterface HumanCommandActionCallback()