DayZ 1.27
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◆ OnBeforeStandardCallbackCreated()

override void EmoteVomit::OnBeforeStandardCallbackCreated ( int callback_ID,
int stancemask,
bool is_fullbody )

См. определение в файле EmoteClasses.c строка 860

862{
863 void EmoteGreeting()
864 {
866 m_InputActionName = "EmoteGreeting";
867 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
868 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
869 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
870 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
871 m_HideItemInHands = false;
872 }
873}
874
875class EmoteSOS extends EmoteBase
876{
877 void EmoteSOS()
878 {
879 m_ID = EmoteConstants.ID_EMOTE_SOS;
880 m_InputActionName = "EmoteSOS";
881 m_StanceMaskAdditive = 0;
882 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
883 m_AdditiveCallbackUID = 0;
884 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
885 m_HideItemInHands = true;
886 }
887
888 override bool EmoteCondition(int stancemask)
889 {
890 return !m_Player.GetItemInHands();
891 }
892}
893
894class EmoteHeart extends EmoteBase
895{
896 void EmoteHeart()
897 {
898 m_ID = EmoteConstants.ID_EMOTE_HEART;
899 m_InputActionName = "EmoteHeart";
900 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
901 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
902 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
903 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
904 m_HideItemInHands = true;
905 }
906
907 override bool EmoteCondition(int stancemask)
908 {
909 return !m_Player.GetItemInHands();
910 }
911}
912
913class EmoteTaunt extends EmoteBase
914{
915 void EmoteTaunt()
916 {
917 m_ID = EmoteConstants.ID_EMOTE_TAUNT;
918 m_InputActionName = "EmoteTaunt";
919 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
920 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
921 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
922 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
923 m_HideItemInHands = false;
924 }
925}
926
927class EmoteLyingDown extends EmoteBase
928{
929 protected const float WATER_DEPTH = 0.15;
930 void EmoteLyingDown()
931 {
932 m_ID = EmoteConstants.ID_EMOTE_LYINGDOWN;
933 m_InputActionName = "EmoteLyingDown";
934 m_StanceMaskAdditive = 0;
935 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
936 m_AdditiveCallbackUID = 0;
937 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
938 m_HideItemInHands = true;
939 }
940
941 override bool EmoteCondition(int stancemask)
942 {
943 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
944 if (water_info[0] >= WATER_DEPTH) //is player able to lay down without "drowning"?
945 return false;
946 return !m_Player.GetItemInHands();
947 }
948}
949
950class EmoteTauntKiss extends EmoteBase
951{
952 void EmoteTauntKiss()
953 {
954 m_ID = EmoteConstants.ID_EMOTE_TAUNTKISS;
955 m_InputActionName = "EmoteTauntKiss";
956 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
957 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
958 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
959 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
960 m_HideItemInHands = false;
961 }
962}
963
964class EmotePoint extends EmoteBase
965{
966 void EmotePoint()
967 {
968 m_ID = EmoteConstants.ID_EMOTE_POINT;
969 m_InputActionName = "EmotePoint";
970 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
971 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
972 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
973 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
974 m_HideItemInHands = false;
975 }
976}
977
978class EmoteTauntElbow extends EmoteBase
979{
980 void EmoteTauntElbow()
981 {
982 m_ID = EmoteConstants.ID_EMOTE_TAUNTELBOW;
983 m_InputActionName = "EmoteTauntElbow";
984 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
985 m_StanceMaskFullbody = 0;
986 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
987 m_FullbodyCallbackUID = 0;
988 m_HideItemInHands = true;
989 }
990
991 override bool EmoteCondition(int stancemask)
992 {
993 return !m_Player.GetItemInHands();
994 }
995}
996
997class EmoteThumb extends EmoteBase
998{
999 void EmoteThumb()
1000 {
1001 m_ID = EmoteConstants.ID_EMOTE_THUMB;
1002 m_InputActionName = "EmoteThumb";
1003 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1004 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1005 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
1006 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
1007 m_HideItemInHands = false;
1008 }
1009}
1010
1011class EmoteThumbDown extends EmoteBase
1012{
1013 void EmoteThumbDown()
1014 {
1015 m_ID = EmoteConstants.ID_EMOTE_THUMBDOWN;
1016 m_InputActionName = "EmoteThumbDown";
1017 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1018 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1019 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
1020 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
1021 m_HideItemInHands = false;
1022 }
1023}
1024
1025class EmoteThroat extends EmoteBase
1026{
1027 void EmoteThroat()
1028 {
1029 m_ID = EmoteConstants.ID_EMOTE_THROAT;
1030 m_InputActionName = "EmoteThroat";
1031 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1032 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1033 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
1034 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
1035 m_HideItemInHands = false;
1036 }
1037}
1038
1039class EmoteDance extends EmoteBase
1040{
1041 void EmoteDance()
1042 {
1043 m_ID = EmoteConstants.ID_EMOTE_DANCE;
1044 m_InputActionName = "EmoteDance";
1045 m_StanceMaskAdditive = 0;
1046 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1047 m_AdditiveCallbackUID = 0;
1048 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
1049 m_HideItemInHands = true;
1050 }
1051
1052 override bool EmoteCondition(int stancemask)
1053 {
1054 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
1055 return false;
1056
1057 return !m_Player.GetItemInHands();
1058 }
1059}
1060
1061class EmoteSalute extends EmoteBase
1062{
1063 void EmoteSalute()
1064 {
1065 m_ID = EmoteConstants.ID_EMOTE_SALUTE;
1066 m_InputActionName = "EmoteSalute";
1067 m_StanceMaskAdditive = 0;
1068 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1069 m_AdditiveCallbackUID = 0;
1070 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
1071 m_HideItemInHands = true;
1072 }
1073
1074 override bool EmoteCondition(int stancemask)
1075 {
1076 return !m_Player.GetItemInHands();
1077 }
1078}
1079
1080class EmoteTimeout extends EmoteBase
1081{
1082 void EmoteTimeout()
1083 {
1084 m_ID = EmoteConstants.ID_EMOTE_TIMEOUT;
1085 m_InputActionName = "EmoteTimeout";
1086 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1087 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1088 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1089 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1090 m_HideItemInHands = true;
1091 }
1092
1093 override bool EmoteCondition(int stancemask)
1094 {
1095 return !m_Player.GetItemInHands();
1096 }
1097}
1098
1099class EmoteDabbing extends EmoteBase
1100{
1101 void EmoteDabbing()
1102 {
1103 m_ID = EmoteConstants.ID_EMOTE_DABBING;
1104 //m_InputActionName = "EmoteDabbing";
1105 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1106 m_StanceMaskFullbody = 0;
1107 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1108 m_FullbodyCallbackUID = 0;
1109 m_HideItemInHands = true;
1110 }
1111}
1112
1113class EmoteFacepalm extends EmoteBase
1114{
1115 void EmoteFacepalm()
1116 {
1117 m_ID = EmoteConstants.ID_EMOTE_FACEPALM;
1118 m_InputActionName = "EmoteFacepalm";
1119 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1120 m_StanceMaskFullbody = 0;
1121 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1122 m_FullbodyCallbackUID = 0;
1123 m_HideItemInHands = false;
1124 }
1125}
1126
1127class EmoteClap extends EmoteBase
1128{
1129 void EmoteClap()
1130 {
1131 m_ID = EmoteConstants.ID_EMOTE_CLAP;
1132 m_InputActionName = "EmoteClap";
1133 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1134 m_StanceMaskFullbody = 0;
1135 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1136 m_FullbodyCallbackUID = 0;
1137 m_HideItemInHands = true;
1138 }
1139
1140 override bool EmoteCondition(int stancemask)
1141 {
1142 return !m_Player.GetItemInHands();
1143 }
1144}
1145
1146class EmoteSilent extends EmoteBase
1147{
1148 void EmoteSilent()
1149 {
1150 m_ID = EmoteConstants.ID_EMOTE_SILENT;
1151 m_InputActionName = "EmoteSilent";
1152 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1153 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1154 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1155 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1156 m_HideItemInHands = false;
1157 }
1158}
1159
1160class EmoteWatching extends EmoteBase
1161{
1162 void EmoteWatching()
1163 {
1164 m_ID = EmoteConstants.ID_EMOTE_WATCHING;
1165 m_InputActionName = "EmoteWatching";
1166 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1167 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1168 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1169 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1170 m_HideItemInHands = false;
1171 }
1172}
1173
1174class EmoteHold extends EmoteBase
1175{
1176 void EmoteHold()
1177 {
1178 m_ID = EmoteConstants.ID_EMOTE_HOLD;
1179 m_InputActionName = "EmoteHold";
1180 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1181 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1182 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1183 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1184 m_HideItemInHands = false;
1185 }
1186}
1187
1188class EmoteListening extends EmoteBase
1189{
1190 void EmoteListening()
1191 {
1192 m_ID = EmoteConstants.ID_EMOTE_LISTENING;
1193 m_InputActionName = "EmoteListening";
1194 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1195 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1196 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1197 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1198 m_HideItemInHands = false;
1199 }
1200}
1201
1202class EmotePointSelf extends EmoteBase
1203{
1204 void EmotePointSelf()
1205 {
1206 m_ID = EmoteConstants.ID_EMOTE_POINTSELF;
1207 m_InputActionName = "EmotePointSelf";
1208 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1209 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1210 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1211 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1212 m_HideItemInHands = false;
1213 }
1214}
1215
1216class EmoteLookAtMe extends EmoteBase
1217{
1218 void EmoteLookAtMe()
1219 {
1220 m_ID = EmoteConstants.ID_EMOTE_LOOKATME;
1221 m_InputActionName = "EmoteLookAtMe";
1222 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1223 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1224 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1225 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1226 m_HideItemInHands = false;
1227 }
1228}
1229
1230class EmoteTauntThink extends EmoteBase
1231{
1232 void EmoteTauntThink()
1233 {
1234 m_ID = EmoteConstants.ID_EMOTE_TAUNTTHINK;
1235 m_InputActionName = "EmoteTauntThink";
1236 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1237 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1238 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1239 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1240 m_HideItemInHands = false;
1241 }
1242}
1243
1244class EmoteMove extends EmoteBase
1245{
1246 void EmoteMove()
1247 {
1248 m_ID = EmoteConstants.ID_EMOTE_MOVE;
1249 m_InputActionName = "EmoteMove";
1250 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1251 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1252 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1253 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1254 m_HideItemInHands = false;
1255 }
1256}
1257
1258class EmoteGetDown extends EmoteBase
1259{
1260 void EmoteGetDown()
1261 {
1262 m_ID = EmoteConstants.ID_EMOTE_DOWN;
1263 m_InputActionName = "EmoteGetDown";
1264 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1265 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1266 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1267 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1268 m_HideItemInHands = false;
1269 }
1270}
1271
1272class EmoteCome extends EmoteBase
1273{
1274 void EmoteCome()
1275 {
1276 m_ID = EmoteConstants.ID_EMOTE_COME;
1277 m_InputActionName = "EmoteCome";
1278 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1279 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1280 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1281 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1282 m_HideItemInHands = false;
1283 }
1284}
1285
1286//Handled directly via EmoteManager!
1287class EmoteSurrender extends EmoteBase
1288{
1289 void EmoteSurrender()
1290 {
1291 m_ID = EmoteConstants.ID_EMOTE_SURRENDER;
1292 m_InputActionName = "EmoteSurrender";
1293 m_HideItemInHands = false;
1294 }
1295
1296 override bool EmoteCondition(int stancemask)
1297 {
1298 Transport transportEnt; //standing on a Transport-type object...
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 {
1304 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
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 {
1317 if (m_Player.GetItemInHands())
1318 m_Player.GetItemInHands().DeleteSafe();
1319 }
1320
1321 return true;
1322 }
1323}
1324
1325class EmoteCampfireSit extends EmoteBase
1326{
1327 void EmoteCampfireSit()
1328 {
1329 m_ID = EmoteConstants.ID_EMOTE_CAMPFIRE;
1330 m_InputActionName = "EmoteCampfireSit";
1331 m_StanceMaskAdditive = 0;
1332 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1333 m_AdditiveCallbackUID = 0;
1334 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1335 m_HideItemInHands = true;
1336 }
1337
1338 override bool EmoteCondition(int stancemask)
1339 {
1340 return !m_Player.GetItemInHands();
1341 }
1342}
1343
1344class EmoteSitA extends EmoteBase
1345{
1346 void EmoteSitA()
1347 {
1348 m_ID = EmoteConstants.ID_EMOTE_SITA;
1349 m_InputActionName = "EmoteSitA";
1350 m_StanceMaskAdditive = 0;
1351 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1352 m_AdditiveCallbackUID = 0;
1353 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1354 m_HideItemInHands = false;
1355 }
1356}
1357
1358class EmoteSitB extends EmoteBase
1359{
1360 void EmoteSitB()
1361 {
1362 m_ID = EmoteConstants.ID_EMOTE_SITB;
1363 m_InputActionName = "EmoteSitB";
1364 m_StanceMaskAdditive = 0;
1365 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1366 m_AdditiveCallbackUID = 0;
1367 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1368 m_HideItemInHands = false;
1369 }
1370
1371 override bool EmoteCondition(int stancemask)
1372 {
1373 return !m_Player.GetItemInHands();
1374 }
1375}
1376
1377class EmoteRPSRandom extends EmoteBase
1378{
1379 void EmoteRPSRandom()
1380 {
1381 m_ID = EmoteConstants.ID_EMOTE_RPS;
1382 m_InputActionName = "EmoteRPSRandom";
1383 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1384 m_StanceMaskFullbody = 0;
1385 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1386 m_FullbodyCallbackUID = 0;
1387 m_HideItemInHands = false;
1388 }
1389}
1390
1391class EmoteRPSRock extends EmoteBase
1392{
1393 void EmoteRPSRock()
1394 {
1395 m_ID = EmoteConstants.ID_EMOTE_RPS_R;
1396 m_InputActionName = "EmoteRPSRock";
1397 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1398 m_StanceMaskFullbody = 0;
1399 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1400 m_FullbodyCallbackUID = 0;
1401 m_HideItemInHands = false;
1402 }
1403}
1404
1405class EmoteRPSPaper extends EmoteBase
1406{
1407 void EmoteRPSPaper()
1408 {
1409 m_ID = EmoteConstants.ID_EMOTE_RPS_P;
1410 m_InputActionName = "EmoteRPSPaper";
1411 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1412 m_StanceMaskFullbody = 0;
1413 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1414 m_FullbodyCallbackUID = 0;
1415 m_HideItemInHands = false;
1416 }
1417}
1418
1419class EmoteRPSScisors extends EmoteBase
1420{
1421 void EmoteRPSScisors()
1422 {
1423 m_ID = EmoteConstants.ID_EMOTE_RPS_S;
1424 m_InputActionName = "EmoteRPSScisors";
1425 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1426 m_StanceMaskFullbody = 0;
1427 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1428 m_FullbodyCallbackUID = 0;
1429 m_HideItemInHands = false;
1430 }
1431}
1432
1433class EmoteNod extends EmoteBase
1434{
1435 void EmoteNod()
1436 {
1437 m_ID = EmoteConstants.ID_EMOTE_NOD;
1438 m_InputActionName = "EmoteNod";
1439 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1440 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1441 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1442 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1443 m_HideItemInHands = false;
1444 }
1445}
1446
1447class EmoteShake extends EmoteBase
1448{
1449 void EmoteShake()
1450 {
1451 m_ID = EmoteConstants.ID_EMOTE_SHAKE;
1452 m_InputActionName = "EmoteShake";
1453 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1454 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1455 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1456 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1457 m_HideItemInHands = false;
1458 }
1459}
1460
1461class EmoteShrug extends EmoteBase
1462{
1463 void EmoteShrug()
1464 {
1465 m_ID = EmoteConstants.ID_EMOTE_SHRUG;
1466 m_InputActionName = "EmoteShrug";
1467 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1468 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1469 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1470 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1471 m_HideItemInHands = false;
1472 }
1473}
1474
1475class EmoteSuicide extends EmoteBase
1476{
1477 void EmoteSuicide()
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;
1494 ItemBase weapon;
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 {
1505 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1506 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1507 //m_Player.OverrideShootFromCamera(false);
1508 }
1509 else if (Weapon_Base.Cast(weapon)) //long firearms
1510 {
1511 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1512 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1513 //m_Player.OverrideShootFromCamera(false);
1514 }
1515 else
1516 {
1517 switch (suicideStr)
1518 {
1519 case "onehanded":
1520 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1521 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1522 break;
1523
1524 case "fireaxe":
1525 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1526 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1527 break;
1528
1529 case "pitchfork":
1530 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1531 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1532 break;
1533
1534 case "sword":
1535 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1536 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1537 break;
1538
1539 case "spear":
1540 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1541 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1542 break;
1543
1544 case "woodaxe":
1545 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1546 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1547 break;
1548
1549 case "sickle":
1550 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1551 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1552 break;
1553
1554 case "hoe":
1555 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1556 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1557 break;
1558 }
1559 }
1560 }
1561 if (callback_ID > -1)
1562 {
1563 return true;
1564 }
1565 return false;
1566 }
1567
1568 override bool EmoteCondition(int stancemask)
1569 {
1570 ItemBase itemInHands = m_Player.GetItemInHands();
1571
1572 if (!itemInHands.CanBeUsedForSuicide())
1573 {
1574 return false;
1575 }
1576
1577 return super.EmoteCondition(stancemask);
1578 }
1579
1580 override bool CanBeCanceledNormally(notnull EmoteCB callback)
1581 {
1582 int state = callback.GetState();
1583 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1584 return false;
1585
1586 return super.CanBeCanceledNormally(callback);;
1587 }
1588
1589 override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
1590 {
1591 if (callback_ID > -1)
1592 {
1593 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1595 }
1596 }
1597
1598 override void OnCallbackEnd()
1599 {
1600 m_Player.SetSuicide(false);
1601 }
1602}
1603
1604class EmoteVomit extends EmoteBase
1605{
1606 void EmoteVomit()
1607 {
1608 m_ID = EmoteConstants.ID_EMOTE_VOMIT;
1609 m_InputActionName = "EmoteVomit";
1610 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1611 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1612 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1613 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1614 m_HideItemInHands = false;
1615 }
1616
1617 override bool EmoteCondition(int stancemask)
1618 {
1619 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
1620 }
1621
1622 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1623 {
1624 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
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
Определения DayZPlayerUtils.c:465
eBrokenLegs
Определения EBrokenLegs.c:2
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Определения Effect.c:49
class EmoteWatching extends EmoteBase EmoteHold()
Определения EmoteClasses.c:317
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
Определения EmoteClasses.c:93
class EmoteClap extends EmoteBase EmoteSilent()
Определения EmoteClasses.c:289
class EmoteShake extends EmoteBase EmoteShrug()
Определения EmoteClasses.c:604
class EmoteListening extends EmoteBase EmotePointSelf()
Определения EmoteClasses.c:345
void EmotePoint()
Определения EmoteClasses.c:122
void EmoteGreeting()
Определения EmoteClasses.c:19
const float WATER_DEPTH
Определения EmoteClasses.c:94
class EmoteSitB extends EmoteBase EmoteRPSRandom()
Определения EmoteClasses.c:520
class EmoteMove extends EmoteBase EmoteGetDown()
Определения EmoteClasses.c:401
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
Определения EmoteClasses.c:548
void EmoteWatching()
Определения EmoteClasses.c:318
class EmoteHeart extends EmoteBase EmoteTaunt()
Определения EmoteClasses.c:56
class EmoteSalute extends EmoteBase EmoteTimeout()
Определения EmoteClasses.c:223
class EmoteRPSScisors extends EmoteBase EmoteNod()
Определения EmoteClasses.c:576
class EmoteSuicide extends EmoteBase EmoteVomit()
Определения EmoteClasses.c:747
void EmoteLookAtMe()
Определения EmoteClasses.c:374
void EmoteThroat()
Определения EmoteClasses.c:183
void EmoteSuicide()
Определения EmoteClasses.c:748
class EmoteThroat extends EmoteBase EmoteDance()
Определения EmoteClasses.c:182
void EmoteLyingDown()
Определения EmoteClasses.c:95
class EmotePoint extends EmoteBase EmoteTauntElbow()
Определения EmoteClasses.c:121
class EmoteGreeting extends EmoteBase EmoteSOS()
Определения EmoteClasses.c:18
void EmoteDabbing()
Определения EmoteClasses.c:257
void EmoteSitB()
Определения EmoteClasses.c:521
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
Определения EmoteClasses.c:373
void EmoteCampfireSit()
Определения EmoteClasses.c:488
void EmoteMove()
Определения EmoteClasses.c:402
void EmoteCome()
Определения EmoteClasses.c:431
void EmoteHeart()
Определения EmoteClasses.c:57
void EmoteSalute()
Определения EmoteClasses.c:224
void EmoteRPSScisors()
Определения EmoteClasses.c:577
void EmoteRPSRock()
Определения EmoteClasses.c:549
void EmoteThumb()
Определения EmoteClasses.c:155
void EmoteListening()
Определения EmoteClasses.c:346
class EmoteThumb extends EmoteBase EmoteThumbDown()
Определения EmoteClasses.c:154
void EmoteClap()
Определения EmoteClasses.c:290
void EmoteShake()
Определения EmoteClasses.c:605
class EmoteDabbing extends EmoteBase EmoteFacepalm()
Определения EmoteClasses.c:256
class EmoteCampfireSit extends EmoteBase EmoteSitA()
Определения EmoteClasses.c:487
class EmoteCome extends EmoteBase EmoteSurrender()
Определения EmoteClasses.c:430
class GP5GasMask extends MaskBase ItemBase
DayZPlayer m_Player
Определения Hand_Events.c:42
void OverrideShootFromCamera(bool pState)
Определения DayZPlayerImplement.c:299
void SetSuicide(bool state)
Определения DayZPlayerImplement.c:3747
void OnCallbackEnd()
void EmoteThumb()
Определения EmoteClasses.c:140
bool CanBeCanceledNormally(notnull EmoteCB callback)
Определения EmoteBase.c:17
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Определения EmoteBase.c:39
void EmoteLookAtMe()
Определения EmoteClasses.c:359
void EmoteListening()
Определения EmoteClasses.c:331
void EmoteRPSScisors()
Определения EmoteClasses.c:562
void EmoteSuicide()
Определения EmoteClasses.c:618
void EmotePoint()
Определения EmoteClasses.c:107
void EmoteClap()
Определения EmoteClasses.c:270
void EmoteSalute()
Определения EmoteClasses.c:204
void EmoteCampfireSit()
Определения EmoteClasses.c:468
void EmoteCome()
Определения EmoteClasses.c:415
void EmoteLyingDown()
Определения EmoteClasses.c:71
void EmoteRPSRock()
Определения EmoteClasses.c:534
void EmoteSitB()
Определения EmoteClasses.c:501
void EmoteDabbing()
Определения EmoteClasses.c:242
void EmoteWatching()
Определения EmoteClasses.c:303
void EmoteMove()
Определения EmoteClasses.c:387
void EmoteHeart()
Определения EmoteClasses.c:37
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Определения EmoteBase.c:47
void EmoteThroat()
Определения EmoteClasses.c:168
void EmoteShake()
Определения EmoteClasses.c:590
bool EmoteCondition(int stancemask)
Определения EmoteBase.c:12
void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
Определения EmoteBase.c:2
Определения constants.c:359
void SetDuration(float duration)
Определения StateBase.c:80
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1068
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
const int ID_EMOTE_GREETING
Определения constants.c:360
class HumanCommandLadder HumanCommandSwim()
Определения human.c:673
class HumanAnimInterface HumanCommandActionCallback()