853{
855 {
857 m_InputActionName = "EmoteGreeting";
862 m_HideItemInHands = false;
863 }
864}
865
867{
869 {
870 m_ID = EmoteConstants.ID_EMOTE_SOS;
871 m_InputActionName = "EmoteSOS";
872 m_StanceMaskAdditive = 0;
874 m_AdditiveCallbackUID = 0;
876 m_HideItemInHands = true;
877 }
878
880 {
882 }
883}
884
886{
888 {
889 m_ID = EmoteConstants.ID_EMOTE_HEART;
890 m_InputActionName = "EmoteHeart";
895 m_HideItemInHands = true;
896 }
897
899 {
901 }
902}
903
905{
907 {
908 m_ID = EmoteConstants.ID_EMOTE_TAUNT;
909 m_InputActionName = "EmoteTaunt";
914 m_HideItemInHands = false;
915 }
916}
917
919{
922 {
923 m_ID = EmoteConstants.ID_EMOTE_LYINGDOWN;
924 m_InputActionName = "EmoteLyingDown";
925 m_StanceMaskAdditive = 0;
927 m_AdditiveCallbackUID = 0;
929 m_HideItemInHands = true;
930 }
931
933 {
936 return false;
938 }
939}
940
942{
944 {
945 m_ID = EmoteConstants.ID_EMOTE_TAUNTKISS;
946 m_InputActionName = "EmoteTauntKiss";
951 m_HideItemInHands = false;
952 }
953}
954
956{
958 {
959 m_ID = EmoteConstants.ID_EMOTE_POINT;
960 m_InputActionName = "EmotePoint";
965 m_HideItemInHands = false;
966 }
967}
968
970{
972 {
973 m_ID = EmoteConstants.ID_EMOTE_TAUNTELBOW;
974 m_InputActionName = "EmoteTauntElbow";
976 m_StanceMaskFullbody = 0;
978 m_FullbodyCallbackUID = 0;
979 m_HideItemInHands = true;
980 }
981
983 {
985 }
986}
987
989{
991 {
992 m_ID = EmoteConstants.ID_EMOTE_THUMB;
993 m_InputActionName = "EmoteThumb";
998 m_HideItemInHands = false;
999 }
1000}
1001
1003{
1005 {
1006 m_ID = EmoteConstants.ID_EMOTE_THUMBDOWN;
1007 m_InputActionName = "EmoteThumbDown";
1012 m_HideItemInHands = false;
1013 }
1014}
1015
1017{
1019 {
1020 m_ID = EmoteConstants.ID_EMOTE_THROAT;
1021 m_InputActionName = "EmoteThroat";
1026 m_HideItemInHands = false;
1027 }
1028}
1029
1031{
1033 {
1034 m_ID = EmoteConstants.ID_EMOTE_DANCE;
1035 m_InputActionName = "EmoteDance";
1036 m_StanceMaskAdditive = 0;
1038 m_AdditiveCallbackUID = 0;
1040 m_HideItemInHands = true;
1041 }
1042
1044 {
1046 return false;
1047
1049 }
1050}
1051
1053{
1055 {
1056 m_ID = EmoteConstants.ID_EMOTE_SALUTE;
1057 m_InputActionName = "EmoteSalute";
1058 m_StanceMaskAdditive = 0;
1060 m_AdditiveCallbackUID = 0;
1062 m_HideItemInHands = true;
1063 }
1064
1066 {
1068 }
1069}
1070
1072{
1074 {
1075 m_ID = EmoteConstants.ID_EMOTE_TIMEOUT;
1076 m_InputActionName = "EmoteTimeout";
1081 m_HideItemInHands = true;
1082 }
1083
1085 {
1087 }
1088}
1089
1091{
1093 {
1094 m_ID = EmoteConstants.ID_EMOTE_DABBING;
1095
1097 m_StanceMaskFullbody = 0;
1099 m_FullbodyCallbackUID = 0;
1100 m_HideItemInHands = true;
1101 }
1102}
1103
1105{
1107 {
1108 m_ID = EmoteConstants.ID_EMOTE_FACEPALM;
1109 m_InputActionName = "EmoteFacepalm";
1111 m_StanceMaskFullbody = 0;
1113 m_FullbodyCallbackUID = 0;
1114 m_HideItemInHands = false;
1115 }
1116}
1117
1119{
1121 {
1122 m_ID = EmoteConstants.ID_EMOTE_CLAP;
1123 m_InputActionName = "EmoteClap";
1125 m_StanceMaskFullbody = 0;
1127 m_FullbodyCallbackUID = 0;
1128 m_HideItemInHands = true;
1129 }
1130
1132 {
1134 }
1135}
1136
1138{
1140 {
1141 m_ID = EmoteConstants.ID_EMOTE_SILENT;
1142 m_InputActionName = "EmoteSilent";
1147 m_HideItemInHands = false;
1148 }
1149}
1150
1152{
1154 {
1155 m_ID = EmoteConstants.ID_EMOTE_WATCHING;
1156 m_InputActionName = "EmoteWatching";
1161 m_HideItemInHands = false;
1162 }
1163}
1164
1166{
1168 {
1169 m_ID = EmoteConstants.ID_EMOTE_HOLD;
1170 m_InputActionName = "EmoteHold";
1175 m_HideItemInHands = false;
1176 }
1177}
1178
1180{
1182 {
1183 m_ID = EmoteConstants.ID_EMOTE_LISTENING;
1184 m_InputActionName = "EmoteListening";
1189 m_HideItemInHands = false;
1190 }
1191}
1192
1194{
1196 {
1197 m_ID = EmoteConstants.ID_EMOTE_POINTSELF;
1198 m_InputActionName = "EmotePointSelf";
1203 m_HideItemInHands = false;
1204 }
1205}
1206
1208{
1210 {
1211 m_ID = EmoteConstants.ID_EMOTE_LOOKATME;
1212 m_InputActionName = "EmoteLookAtMe";
1217 m_HideItemInHands = false;
1218 }
1219}
1220
1222{
1224 {
1225 m_ID = EmoteConstants.ID_EMOTE_TAUNTTHINK;
1226 m_InputActionName = "EmoteTauntThink";
1231 m_HideItemInHands = false;
1232 }
1233}
1234
1236{
1238 {
1239 m_ID = EmoteConstants.ID_EMOTE_MOVE;
1240 m_InputActionName = "EmoteMove";
1245 m_HideItemInHands = false;
1246 }
1247}
1248
1250{
1252 {
1253 m_ID = EmoteConstants.ID_EMOTE_DOWN;
1254 m_InputActionName = "EmoteGetDown";
1259 m_HideItemInHands = false;
1260 }
1261}
1262
1264{
1266 {
1267 m_ID = EmoteConstants.ID_EMOTE_COME;
1268 m_InputActionName = "EmoteCome";
1273 m_HideItemInHands = false;
1274 }
1275}
1276
1277
1279{
1281 {
1282 m_ID = EmoteConstants.ID_EMOTE_SURRENDER;
1283 m_InputActionName = "EmoteSurrender";
1284 m_HideItemInHands = false;
1285 }
1286
1288 {
1289 Transport transportEnt;
1290 return !
m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,
m_Player.PhysicsGetFloorEntity());
1291 }
1292
1293 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1294 {
1296 return true;
1297 }
1298
1299 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1300 {
1301 bool surrendered =
m_Player.GetEmoteManager().m_IsSurrendered;
1302 if (!surrendered)
1303 {
1304 m_Player.GetEmoteManager().PlaySurrenderInOut(
true);
1305 }
1306 else
1307 {
1309 m_Player.GetItemInHands().DeleteSafe();
1310 }
1311
1312 return true;
1313 }
1314}
1315
1317{
1319 {
1320 m_ID = EmoteConstants.ID_EMOTE_CAMPFIRE;
1321 m_InputActionName = "EmoteCampfireSit";
1322 m_StanceMaskAdditive = 0;
1324 m_AdditiveCallbackUID = 0;
1326 m_HideItemInHands = true;
1327 }
1328
1330 {
1332 }
1333}
1334
1336{
1338 {
1339 m_ID = EmoteConstants.ID_EMOTE_SITA;
1340 m_InputActionName = "EmoteSitA";
1341 m_StanceMaskAdditive = 0;
1343 m_AdditiveCallbackUID = 0;
1345 m_HideItemInHands = false;
1346 }
1347}
1348
1350{
1352 {
1353 m_ID = EmoteConstants.ID_EMOTE_SITB;
1354 m_InputActionName = "EmoteSitB";
1355 m_StanceMaskAdditive = 0;
1357 m_AdditiveCallbackUID = 0;
1359 m_HideItemInHands = false;
1360 }
1361
1363 {
1365 }
1366}
1367
1369{
1371 {
1372 m_ID = EmoteConstants.ID_EMOTE_RPS;
1373 m_InputActionName = "EmoteRPSRandom";
1375 m_StanceMaskFullbody = 0;
1377 m_FullbodyCallbackUID = 0;
1378 m_HideItemInHands = false;
1379 }
1380}
1381
1383{
1385 {
1386 m_ID = EmoteConstants.ID_EMOTE_RPS_R;
1387 m_InputActionName = "EmoteRPSRock";
1389 m_StanceMaskFullbody = 0;
1391 m_FullbodyCallbackUID = 0;
1392 m_HideItemInHands = false;
1393 }
1394}
1395
1397{
1399 {
1400 m_ID = EmoteConstants.ID_EMOTE_RPS_P;
1401 m_InputActionName = "EmoteRPSPaper";
1403 m_StanceMaskFullbody = 0;
1405 m_FullbodyCallbackUID = 0;
1406 m_HideItemInHands = false;
1407 }
1408}
1409
1411{
1413 {
1414 m_ID = EmoteConstants.ID_EMOTE_RPS_S;
1415 m_InputActionName = "EmoteRPSScisors";
1417 m_StanceMaskFullbody = 0;
1419 m_FullbodyCallbackUID = 0;
1420 m_HideItemInHands = false;
1421 }
1422}
1423
1425{
1427 {
1428 m_ID = EmoteConstants.ID_EMOTE_NOD;
1429 m_InputActionName = "EmoteNod";
1434 m_HideItemInHands = false;
1435 }
1436}
1437
1439{
1441 {
1442 m_ID = EmoteConstants.ID_EMOTE_SHAKE;
1443 m_InputActionName = "EmoteShake";
1448 m_HideItemInHands = false;
1449 }
1450}
1451
1453{
1455 {
1456 m_ID = EmoteConstants.ID_EMOTE_SHRUG;
1457 m_InputActionName = "EmoteShrug";
1462 m_HideItemInHands = false;
1463 }
1464}
1465
1467{
1469 {
1470 m_ID = EmoteConstants.ID_EMOTE_SUICIDE;
1471 m_InputActionName = "EmoteSuicide";
1472 m_StanceMaskAdditive = 0;
1473 m_StanceMaskFullbody = 0;
1474 m_AdditiveCallbackUID = 0;
1475 m_FullbodyCallbackUID = 0;
1476 m_HideItemInHands = false;
1477 }
1478
1479 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1480 {
1481 is_fullbody = true;
1482 callback_ID = -1;
1483 stancemask = 0;
1484 string suicideStr;
1486 weapon =
m_Player.GetItemInHands();
1487 if (weapon)
1488 {
1489 if (weapon.ConfigIsExisting("suicideAnim"))
1490 {
1491 suicideStr = weapon.ConfigGetString("suicideAnim");
1492 }
1493
1494 if (weapon.IsKindOf("Pistol_Base"))
1495 {
1498
1499 }
1500 else if (Weapon_Base.Cast(weapon))
1501 {
1504
1505 }
1506 else
1507 {
1508 switch (suicideStr)
1509 {
1510 case "onehanded":
1513 break;
1514
1515 case "fireaxe":
1518 break;
1519
1520 case "pitchfork":
1523 break;
1524
1525 case "sword":
1528 break;
1529
1530 case "spear":
1533 break;
1534
1535 case "woodaxe":
1538 break;
1539
1540 case "sickle":
1543 break;
1544
1545 case "hoe":
1548 break;
1549 }
1550 }
1551 }
1552 if (callback_ID > -1)
1553 {
1554 return true;
1555 }
1556 return false;
1557 }
1558
1560 {
1562
1563 if (!itemInHands.CanBeUsedForSuicide())
1564 {
1565 return false;
1566 }
1567
1568 return super.EmoteCondition(stancemask);
1569 }
1570
1572 {
1573 int state = callback.GetState();
1575 return false;
1576
1577 return super.CanBeCanceledNormally(callback);;
1578 }
1579
1581 {
1582 if (callback_ID > -1)
1583 {
1586 }
1587 }
1588
1590 {
1592 }
1593}
1594
1596{
1598 {
1599 m_ID = EmoteConstants.ID_EMOTE_VOMIT;
1600 m_InputActionName = "EmoteVomit";
1605 m_HideItemInHands = false;
1606 }
1607
1609 {
1611 }
1612
1613 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1614 {
1616 {
1617 SymptomBase symptom =
m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1618
1619 if ( symptom )
1620 {
1621 symptom.
SetDuration(Math.RandomIntInclusive(4,8));
1622 }
1623 }
1624
1625 m_Player.GetEmoteManager().SetEmoteLockState(
false);
1626
1627 return true;
1628 }
1629}
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()