859{
861 {
863 m_InputActionName = "EmoteGreeting";
868 m_HideItemInHands = false;
869 }
870}
871
873{
875 {
876 m_ID = EmoteConstants.ID_EMOTE_SOS;
877 m_InputActionName = "EmoteSOS";
878 m_StanceMaskAdditive = 0;
880 m_AdditiveCallbackUID = 0;
882 m_HideItemInHands = true;
883 }
884
886 {
888 }
889}
890
892{
894 {
895 m_ID = EmoteConstants.ID_EMOTE_HEART;
896 m_InputActionName = "EmoteHeart";
901 m_HideItemInHands = true;
902 }
903
905 {
907 }
908}
909
911{
913 {
914 m_ID = EmoteConstants.ID_EMOTE_TAUNT;
915 m_InputActionName = "EmoteTaunt";
920 m_HideItemInHands = false;
921 }
922}
923
925{
928 {
929 m_ID = EmoteConstants.ID_EMOTE_LYINGDOWN;
930 m_InputActionName = "EmoteLyingDown";
931 m_StanceMaskAdditive = 0;
933 m_AdditiveCallbackUID = 0;
935 m_HideItemInHands = true;
936 }
937
939 {
942 return false;
944 }
945}
946
948{
950 {
951 m_ID = EmoteConstants.ID_EMOTE_TAUNTKISS;
952 m_InputActionName = "EmoteTauntKiss";
957 m_HideItemInHands = false;
958 }
959}
960
962{
964 {
965 m_ID = EmoteConstants.ID_EMOTE_POINT;
966 m_InputActionName = "EmotePoint";
971 m_HideItemInHands = false;
972 }
973}
974
976{
978 {
979 m_ID = EmoteConstants.ID_EMOTE_TAUNTELBOW;
980 m_InputActionName = "EmoteTauntElbow";
982 m_StanceMaskFullbody = 0;
984 m_FullbodyCallbackUID = 0;
985 m_HideItemInHands = true;
986 }
987
989 {
991 }
992}
993
995{
997 {
998 m_ID = EmoteConstants.ID_EMOTE_THUMB;
999 m_InputActionName = "EmoteThumb";
1004 m_HideItemInHands = false;
1005 }
1006}
1007
1009{
1011 {
1012 m_ID = EmoteConstants.ID_EMOTE_THUMBDOWN;
1013 m_InputActionName = "EmoteThumbDown";
1018 m_HideItemInHands = false;
1019 }
1020}
1021
1023{
1025 {
1026 m_ID = EmoteConstants.ID_EMOTE_THROAT;
1027 m_InputActionName = "EmoteThroat";
1032 m_HideItemInHands = false;
1033 }
1034}
1035
1037{
1039 {
1040 m_ID = EmoteConstants.ID_EMOTE_DANCE;
1041 m_InputActionName = "EmoteDance";
1042 m_StanceMaskAdditive = 0;
1044 m_AdditiveCallbackUID = 0;
1046 m_HideItemInHands = true;
1047 }
1048
1050 {
1052 return false;
1053
1055 }
1056}
1057
1059{
1061 {
1062 m_ID = EmoteConstants.ID_EMOTE_SALUTE;
1063 m_InputActionName = "EmoteSalute";
1064 m_StanceMaskAdditive = 0;
1066 m_AdditiveCallbackUID = 0;
1068 m_HideItemInHands = true;
1069 }
1070
1072 {
1074 }
1075}
1076
1078{
1080 {
1081 m_ID = EmoteConstants.ID_EMOTE_TIMEOUT;
1082 m_InputActionName = "EmoteTimeout";
1087 m_HideItemInHands = true;
1088 }
1089
1091 {
1093 }
1094}
1095
1097{
1099 {
1100 m_ID = EmoteConstants.ID_EMOTE_DABBING;
1101
1103 m_StanceMaskFullbody = 0;
1105 m_FullbodyCallbackUID = 0;
1106 m_HideItemInHands = true;
1107 }
1108}
1109
1111{
1113 {
1114 m_ID = EmoteConstants.ID_EMOTE_FACEPALM;
1115 m_InputActionName = "EmoteFacepalm";
1117 m_StanceMaskFullbody = 0;
1119 m_FullbodyCallbackUID = 0;
1120 m_HideItemInHands = false;
1121 }
1122}
1123
1125{
1127 {
1128 m_ID = EmoteConstants.ID_EMOTE_CLAP;
1129 m_InputActionName = "EmoteClap";
1131 m_StanceMaskFullbody = 0;
1133 m_FullbodyCallbackUID = 0;
1134 m_HideItemInHands = true;
1135 }
1136
1138 {
1140 }
1141}
1142
1144{
1146 {
1147 m_ID = EmoteConstants.ID_EMOTE_SILENT;
1148 m_InputActionName = "EmoteSilent";
1153 m_HideItemInHands = false;
1154 }
1155}
1156
1158{
1160 {
1161 m_ID = EmoteConstants.ID_EMOTE_WATCHING;
1162 m_InputActionName = "EmoteWatching";
1167 m_HideItemInHands = false;
1168 }
1169}
1170
1172{
1174 {
1175 m_ID = EmoteConstants.ID_EMOTE_HOLD;
1176 m_InputActionName = "EmoteHold";
1181 m_HideItemInHands = false;
1182 }
1183}
1184
1186{
1188 {
1189 m_ID = EmoteConstants.ID_EMOTE_LISTENING;
1190 m_InputActionName = "EmoteListening";
1195 m_HideItemInHands = false;
1196 }
1197}
1198
1200{
1202 {
1203 m_ID = EmoteConstants.ID_EMOTE_POINTSELF;
1204 m_InputActionName = "EmotePointSelf";
1209 m_HideItemInHands = false;
1210 }
1211}
1212
1214{
1216 {
1217 m_ID = EmoteConstants.ID_EMOTE_LOOKATME;
1218 m_InputActionName = "EmoteLookAtMe";
1223 m_HideItemInHands = false;
1224 }
1225}
1226
1228{
1230 {
1231 m_ID = EmoteConstants.ID_EMOTE_TAUNTTHINK;
1232 m_InputActionName = "EmoteTauntThink";
1237 m_HideItemInHands = false;
1238 }
1239}
1240
1242{
1244 {
1245 m_ID = EmoteConstants.ID_EMOTE_MOVE;
1246 m_InputActionName = "EmoteMove";
1251 m_HideItemInHands = false;
1252 }
1253}
1254
1256{
1258 {
1259 m_ID = EmoteConstants.ID_EMOTE_DOWN;
1260 m_InputActionName = "EmoteGetDown";
1265 m_HideItemInHands = false;
1266 }
1267}
1268
1270{
1272 {
1273 m_ID = EmoteConstants.ID_EMOTE_COME;
1274 m_InputActionName = "EmoteCome";
1279 m_HideItemInHands = false;
1280 }
1281}
1282
1283
1285{
1287 {
1288 m_ID = EmoteConstants.ID_EMOTE_SURRENDER;
1289 m_InputActionName = "EmoteSurrender";
1290 m_HideItemInHands = false;
1291 }
1292
1294 {
1295 Transport transportEnt;
1296 return !
m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,
m_Player.PhysicsGetFloorEntity());
1297 }
1298
1299 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1300 {
1302 return true;
1303 }
1304
1305 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1306 {
1307 bool surrenderTargetState = !
m_Player.GetEmoteManager().m_IsSurrendered;
1308 if (!surrenderTargetState &&
m_Player.GetItemInHands())
1309 {
1310 m_Player.GetItemInHands().DeleteSafe();
1311 }
1312
1313 m_Player.GetEmoteManager().PlaySurrenderInOut(surrenderTargetState);
1314
1315 return true;
1316 }
1317}
1318
1320{
1322 {
1323 m_ID = EmoteConstants.ID_EMOTE_CAMPFIRE;
1324 m_InputActionName = "EmoteCampfireSit";
1325 m_StanceMaskAdditive = 0;
1327 m_AdditiveCallbackUID = 0;
1329 m_HideItemInHands = true;
1330 }
1331
1333 {
1335 }
1336}
1337
1339{
1341 {
1342 m_ID = EmoteConstants.ID_EMOTE_SITA;
1343 m_InputActionName = "EmoteSitA";
1344 m_StanceMaskAdditive = 0;
1346 m_AdditiveCallbackUID = 0;
1348 m_HideItemInHands = false;
1349 }
1350}
1351
1353{
1355 {
1356 m_ID = EmoteConstants.ID_EMOTE_SITB;
1357 m_InputActionName = "EmoteSitB";
1358 m_StanceMaskAdditive = 0;
1360 m_AdditiveCallbackUID = 0;
1362 m_HideItemInHands = false;
1363 }
1364
1366 {
1368 }
1369}
1370
1372{
1374 {
1375 m_ID = EmoteConstants.ID_EMOTE_RPS;
1376 m_InputActionName = "EmoteRPSRandom";
1378 m_StanceMaskFullbody = 0;
1380 m_FullbodyCallbackUID = 0;
1381 m_HideItemInHands = false;
1382 }
1383}
1384
1386{
1388 {
1389 m_ID = EmoteConstants.ID_EMOTE_RPS_R;
1390 m_InputActionName = "EmoteRPSRock";
1392 m_StanceMaskFullbody = 0;
1394 m_FullbodyCallbackUID = 0;
1395 m_HideItemInHands = false;
1396 }
1397}
1398
1400{
1402 {
1403 m_ID = EmoteConstants.ID_EMOTE_RPS_P;
1404 m_InputActionName = "EmoteRPSPaper";
1406 m_StanceMaskFullbody = 0;
1408 m_FullbodyCallbackUID = 0;
1409 m_HideItemInHands = false;
1410 }
1411}
1412
1414{
1416 {
1417 m_ID = EmoteConstants.ID_EMOTE_RPS_S;
1418 m_InputActionName = "EmoteRPSScisors";
1420 m_StanceMaskFullbody = 0;
1422 m_FullbodyCallbackUID = 0;
1423 m_HideItemInHands = false;
1424 }
1425}
1426
1428{
1430 {
1431 m_ID = EmoteConstants.ID_EMOTE_NOD;
1432 m_InputActionName = "EmoteNod";
1437 m_HideItemInHands = false;
1438 }
1439}
1440
1442{
1444 {
1445 m_ID = EmoteConstants.ID_EMOTE_SHAKE;
1446 m_InputActionName = "EmoteShake";
1451 m_HideItemInHands = false;
1452 }
1453}
1454
1456{
1458 {
1459 m_ID = EmoteConstants.ID_EMOTE_SHRUG;
1460 m_InputActionName = "EmoteShrug";
1465 m_HideItemInHands = false;
1466 }
1467}
1468
1470{
1472 {
1473 m_ID = EmoteConstants.ID_EMOTE_SUICIDE;
1474 m_InputActionName = "EmoteSuicide";
1475 m_StanceMaskAdditive = 0;
1476 m_StanceMaskFullbody = 0;
1477 m_AdditiveCallbackUID = 0;
1478 m_FullbodyCallbackUID = 0;
1479 m_HideItemInHands = false;
1480 }
1481
1482 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1483 {
1484 is_fullbody = true;
1485 callback_ID = -1;
1486 stancemask = 0;
1487 string suicideStr;
1489 weapon =
m_Player.GetItemInHands();
1490 if (weapon)
1491 {
1492 if (weapon.ConfigIsExisting("suicideAnim"))
1493 {
1494 suicideStr = weapon.ConfigGetString("suicideAnim");
1495 }
1496
1497 if (weapon.IsKindOf("Pistol_Base"))
1498 {
1501
1502 }
1503 else if (Weapon_Base.Cast(weapon))
1504 {
1507
1508 }
1509 else
1510 {
1511 switch (suicideStr)
1512 {
1513 case "onehanded":
1516 break;
1517
1518 case "fireaxe":
1521 break;
1522
1523 case "pitchfork":
1526 break;
1527
1528 case "sword":
1531 break;
1532
1533 case "spear":
1536 break;
1537
1538 case "woodaxe":
1541 break;
1542
1543 case "sickle":
1546 break;
1547
1548 case "hoe":
1551 break;
1552 }
1553 }
1554 }
1555 if (callback_ID > -1)
1556 {
1557 return true;
1558 }
1559 return false;
1560 }
1561
1563 {
1565
1566 if (!itemInHands.CanBeUsedForSuicide())
1567 {
1568 return false;
1569 }
1570
1571 return super.EmoteCondition(stancemask);
1572 }
1573
1575 {
1576 int state = callback.GetState();
1578 return false;
1579
1580 return super.CanBeCanceledNormally(callback);;
1581 }
1582
1584 {
1585 if (callback_ID > -1)
1586 {
1589 }
1590 }
1591
1593 {
1595 }
1596}
1597
1599{
1601 {
1602 m_ID = EmoteConstants.ID_EMOTE_VOMIT;
1603 m_InputActionName = "EmoteVomit";
1608 m_HideItemInHands = false;
1609 }
1610
1612 {
1614 }
1615
1616 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1617 {
1619 {
1620 SymptomBase symptom =
m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1621
1622 if ( symptom )
1623 {
1624 symptom.
SetDuration(Math.RandomIntInclusive(4,8));
1625 }
1626 }
1627
1628 m_Player.GetEmoteManager().SetEmoteLockState(
false);
1629
1630 return true;
1631 }
1632}
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()