850{
852 {
854 m_InputActionName = "EmoteGreeting";
859 m_HideItemInHands = false;
860 }
861}
862
864{
866 {
867 m_ID = EmoteConstants.ID_EMOTE_SOS;
868 m_InputActionName = "EmoteSOS";
869 m_StanceMaskAdditive = 0;
871 m_AdditiveCallbackUID = 0;
873 m_HideItemInHands = true;
874 }
875
877 {
879 }
880}
881
883{
885 {
886 m_ID = EmoteConstants.ID_EMOTE_HEART;
887 m_InputActionName = "EmoteHeart";
892 m_HideItemInHands = true;
893 }
894
896 {
898 }
899}
900
902{
904 {
905 m_ID = EmoteConstants.ID_EMOTE_TAUNT;
906 m_InputActionName = "EmoteTaunt";
911 m_HideItemInHands = false;
912 }
913}
914
916{
919 {
920 m_ID = EmoteConstants.ID_EMOTE_LYINGDOWN;
921 m_InputActionName = "EmoteLyingDown";
922 m_StanceMaskAdditive = 0;
924 m_AdditiveCallbackUID = 0;
926 m_HideItemInHands = true;
927 }
928
930 {
933 return false;
935 }
936}
937
939{
941 {
942 m_ID = EmoteConstants.ID_EMOTE_TAUNTKISS;
943 m_InputActionName = "EmoteTauntKiss";
948 m_HideItemInHands = false;
949 }
950}
951
953{
955 {
956 m_ID = EmoteConstants.ID_EMOTE_POINT;
957 m_InputActionName = "EmotePoint";
962 m_HideItemInHands = false;
963 }
964}
965
967{
969 {
970 m_ID = EmoteConstants.ID_EMOTE_TAUNTELBOW;
971 m_InputActionName = "EmoteTauntElbow";
973 m_StanceMaskFullbody = 0;
975 m_FullbodyCallbackUID = 0;
976 m_HideItemInHands = true;
977 }
978
980 {
982 }
983}
984
986{
988 {
989 m_ID = EmoteConstants.ID_EMOTE_THUMB;
990 m_InputActionName = "EmoteThumb";
995 m_HideItemInHands = false;
996 }
997}
998
1000{
1002 {
1003 m_ID = EmoteConstants.ID_EMOTE_THUMBDOWN;
1004 m_InputActionName = "EmoteThumbDown";
1009 m_HideItemInHands = false;
1010 }
1011}
1012
1014{
1016 {
1017 m_ID = EmoteConstants.ID_EMOTE_THROAT;
1018 m_InputActionName = "EmoteThroat";
1023 m_HideItemInHands = false;
1024 }
1025}
1026
1028{
1030 {
1031 m_ID = EmoteConstants.ID_EMOTE_DANCE;
1032 m_InputActionName = "EmoteDance";
1033 m_StanceMaskAdditive = 0;
1035 m_AdditiveCallbackUID = 0;
1037 m_HideItemInHands = true;
1038 }
1039
1041 {
1043 return false;
1044
1046 }
1047}
1048
1050{
1052 {
1053 m_ID = EmoteConstants.ID_EMOTE_SALUTE;
1054 m_InputActionName = "EmoteSalute";
1055 m_StanceMaskAdditive = 0;
1057 m_AdditiveCallbackUID = 0;
1059 m_HideItemInHands = true;
1060 }
1061
1063 {
1065 }
1066}
1067
1069{
1071 {
1072 m_ID = EmoteConstants.ID_EMOTE_TIMEOUT;
1073 m_InputActionName = "EmoteTimeout";
1078 m_HideItemInHands = true;
1079 }
1080
1082 {
1084 }
1085}
1086
1088{
1090 {
1091 m_ID = EmoteConstants.ID_EMOTE_DABBING;
1092
1094 m_StanceMaskFullbody = 0;
1096 m_FullbodyCallbackUID = 0;
1097 m_HideItemInHands = true;
1098 }
1099}
1100
1102{
1104 {
1105 m_ID = EmoteConstants.ID_EMOTE_FACEPALM;
1106 m_InputActionName = "EmoteFacepalm";
1108 m_StanceMaskFullbody = 0;
1110 m_FullbodyCallbackUID = 0;
1111 m_HideItemInHands = false;
1112 }
1113}
1114
1116{
1118 {
1119 m_ID = EmoteConstants.ID_EMOTE_CLAP;
1120 m_InputActionName = "EmoteClap";
1122 m_StanceMaskFullbody = 0;
1124 m_FullbodyCallbackUID = 0;
1125 m_HideItemInHands = true;
1126 }
1127
1129 {
1131 }
1132}
1133
1135{
1137 {
1138 m_ID = EmoteConstants.ID_EMOTE_SILENT;
1139 m_InputActionName = "EmoteSilent";
1144 m_HideItemInHands = false;
1145 }
1146}
1147
1149{
1151 {
1152 m_ID = EmoteConstants.ID_EMOTE_WATCHING;
1153 m_InputActionName = "EmoteWatching";
1158 m_HideItemInHands = false;
1159 }
1160}
1161
1163{
1165 {
1166 m_ID = EmoteConstants.ID_EMOTE_HOLD;
1167 m_InputActionName = "EmoteHold";
1172 m_HideItemInHands = false;
1173 }
1174}
1175
1177{
1179 {
1180 m_ID = EmoteConstants.ID_EMOTE_LISTENING;
1181 m_InputActionName = "EmoteListening";
1186 m_HideItemInHands = false;
1187 }
1188}
1189
1191{
1193 {
1194 m_ID = EmoteConstants.ID_EMOTE_POINTSELF;
1195 m_InputActionName = "EmotePointSelf";
1200 m_HideItemInHands = false;
1201 }
1202}
1203
1205{
1207 {
1208 m_ID = EmoteConstants.ID_EMOTE_LOOKATME;
1209 m_InputActionName = "EmoteLookAtMe";
1214 m_HideItemInHands = false;
1215 }
1216}
1217
1219{
1221 {
1222 m_ID = EmoteConstants.ID_EMOTE_TAUNTTHINK;
1223 m_InputActionName = "EmoteTauntThink";
1228 m_HideItemInHands = false;
1229 }
1230}
1231
1233{
1235 {
1236 m_ID = EmoteConstants.ID_EMOTE_MOVE;
1237 m_InputActionName = "EmoteMove";
1242 m_HideItemInHands = false;
1243 }
1244}
1245
1247{
1249 {
1250 m_ID = EmoteConstants.ID_EMOTE_DOWN;
1251 m_InputActionName = "EmoteGetDown";
1256 m_HideItemInHands = false;
1257 }
1258}
1259
1261{
1263 {
1264 m_ID = EmoteConstants.ID_EMOTE_COME;
1265 m_InputActionName = "EmoteCome";
1270 m_HideItemInHands = false;
1271 }
1272}
1273
1274
1276{
1278 {
1279 m_ID = EmoteConstants.ID_EMOTE_SURRENDER;
1280 m_InputActionName = "EmoteSurrender";
1281 m_HideItemInHands = false;
1282 }
1283
1285 {
1286 Transport transportEnt;
1287 return !
m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,
m_Player.PhysicsGetFloorEntity());
1288 }
1289
1290 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1291 {
1293 return true;
1294 }
1295
1296 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1297 {
1298 bool surrenderTargetState = !
m_Player.GetEmoteManager().m_IsSurrendered;
1299 if (!surrenderTargetState &&
m_Player.GetItemInHands())
1300 {
1301 m_Player.GetItemInHands().DeleteSafe();
1302 }
1303
1304 m_Player.GetEmoteManager().PlaySurrenderInOut(surrenderTargetState);
1305
1306 return true;
1307 }
1308}
1309
1311{
1313 {
1314 m_ID = EmoteConstants.ID_EMOTE_CAMPFIRE;
1315 m_InputActionName = "EmoteCampfireSit";
1316 m_StanceMaskAdditive = 0;
1318 m_AdditiveCallbackUID = 0;
1320 m_HideItemInHands = true;
1321 }
1322
1324 {
1326 }
1327}
1328
1330{
1332 {
1333 m_ID = EmoteConstants.ID_EMOTE_SITA;
1334 m_InputActionName = "EmoteSitA";
1335 m_StanceMaskAdditive = 0;
1337 m_AdditiveCallbackUID = 0;
1339 m_HideItemInHands = false;
1340 }
1341}
1342
1344{
1346 {
1347 m_ID = EmoteConstants.ID_EMOTE_SITB;
1348 m_InputActionName = "EmoteSitB";
1349 m_StanceMaskAdditive = 0;
1351 m_AdditiveCallbackUID = 0;
1353 m_HideItemInHands = false;
1354 }
1355
1357 {
1359 }
1360}
1361
1363{
1365 {
1366 m_ID = EmoteConstants.ID_EMOTE_RPS;
1367 m_InputActionName = "EmoteRPSRandom";
1369 m_StanceMaskFullbody = 0;
1371 m_FullbodyCallbackUID = 0;
1372 m_HideItemInHands = false;
1373 }
1374}
1375
1377{
1379 {
1380 m_ID = EmoteConstants.ID_EMOTE_RPS_R;
1381 m_InputActionName = "EmoteRPSRock";
1383 m_StanceMaskFullbody = 0;
1385 m_FullbodyCallbackUID = 0;
1386 m_HideItemInHands = false;
1387 }
1388}
1389
1391{
1393 {
1394 m_ID = EmoteConstants.ID_EMOTE_RPS_P;
1395 m_InputActionName = "EmoteRPSPaper";
1397 m_StanceMaskFullbody = 0;
1399 m_FullbodyCallbackUID = 0;
1400 m_HideItemInHands = false;
1401 }
1402}
1403
1405{
1407 {
1408 m_ID = EmoteConstants.ID_EMOTE_RPS_S;
1409 m_InputActionName = "EmoteRPSScisors";
1411 m_StanceMaskFullbody = 0;
1413 m_FullbodyCallbackUID = 0;
1414 m_HideItemInHands = false;
1415 }
1416}
1417
1419{
1421 {
1422 m_ID = EmoteConstants.ID_EMOTE_NOD;
1423 m_InputActionName = "EmoteNod";
1428 m_HideItemInHands = false;
1429 }
1430}
1431
1433{
1435 {
1436 m_ID = EmoteConstants.ID_EMOTE_SHAKE;
1437 m_InputActionName = "EmoteShake";
1442 m_HideItemInHands = false;
1443 }
1444}
1445
1447{
1449 {
1450 m_ID = EmoteConstants.ID_EMOTE_SHRUG;
1451 m_InputActionName = "EmoteShrug";
1456 m_HideItemInHands = false;
1457 }
1458}
1459
1461{
1463 {
1464 m_ID = EmoteConstants.ID_EMOTE_SUICIDE;
1465 m_InputActionName = "EmoteSuicide";
1466 m_StanceMaskAdditive = 0;
1467 m_StanceMaskFullbody = 0;
1468 m_AdditiveCallbackUID = 0;
1469 m_FullbodyCallbackUID = 0;
1470 m_HideItemInHands = false;
1471 }
1472
1473 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1474 {
1475 is_fullbody = true;
1476 callback_ID = -1;
1477 stancemask = 0;
1478 string suicideStr;
1480 weapon =
m_Player.GetItemInHands();
1481 if (weapon)
1482 {
1483 if (weapon.ConfigIsExisting("suicideAnim"))
1484 {
1485 suicideStr = weapon.ConfigGetString("suicideAnim");
1486 }
1487
1488 if (weapon.IsKindOf("Pistol_Base"))
1489 {
1492
1493 }
1494 else if (Weapon_Base.Cast(weapon))
1495 {
1498
1499 }
1500 else
1501 {
1502 switch (suicideStr)
1503 {
1504 case "onehanded":
1507 break;
1508
1509 case "fireaxe":
1512 break;
1513
1514 case "pitchfork":
1517 break;
1518
1519 case "sword":
1522 break;
1523
1524 case "spear":
1527 break;
1528
1529 case "woodaxe":
1532 break;
1533
1534 case "sickle":
1537 break;
1538
1539 case "hoe":
1542 break;
1543 }
1544 }
1545 }
1546 if (callback_ID > -1)
1547 {
1548 return true;
1549 }
1550 return false;
1551 }
1552
1554 {
1556
1557 if (!itemInHands.CanBeUsedForSuicide())
1558 {
1559 return false;
1560 }
1561
1562 return super.EmoteCondition(stancemask);
1563 }
1564
1566 {
1567 int state = callback.GetState();
1569 return false;
1570
1571 return super.CanBeCanceledNormally(callback);;
1572 }
1573
1575 {
1576 if (callback_ID > -1)
1577 {
1580 }
1581 }
1582
1584 {
1586 }
1587}
1588
1590{
1592 {
1593 m_ID = EmoteConstants.ID_EMOTE_VOMIT;
1594 m_InputActionName = "EmoteVomit";
1599 m_HideItemInHands = false;
1600 }
1601
1603 {
1605 }
1606
1607 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1608 {
1610 {
1611 SymptomBase symptom =
m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1612
1613 if ( symptom )
1614 {
1615 symptom.
SetDuration(Math.RandomIntInclusive(4,8));
1616 }
1617 }
1618
1619 m_Player.GetEmoteManager().SetEmoteLockState(
false);
1620
1621 return true;
1622 }
1623}
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()