868{
870 {
872 m_InputActionName = "EmoteGreeting";
877 m_HideItemInHands = false;
878 }
879}
880
882{
884 {
885 m_ID = EmoteConstants.ID_EMOTE_SOS;
886 m_InputActionName = "EmoteSOS";
887 m_StanceMaskAdditive = 0;
889 m_AdditiveCallbackUID = 0;
891 m_HideItemInHands = true;
892 }
893
895 {
897 }
898}
899
901{
903 {
904 m_ID = EmoteConstants.ID_EMOTE_HEART;
905 m_InputActionName = "EmoteHeart";
910 m_HideItemInHands = true;
911 }
912
914 {
916 }
917}
918
920{
922 {
923 m_ID = EmoteConstants.ID_EMOTE_TAUNT;
924 m_InputActionName = "EmoteTaunt";
929 m_HideItemInHands = false;
930 }
931}
932
934{
937 {
938 m_ID = EmoteConstants.ID_EMOTE_LYINGDOWN;
939 m_InputActionName = "EmoteLyingDown";
940 m_StanceMaskAdditive = 0;
942 m_AdditiveCallbackUID = 0;
944 m_HideItemInHands = true;
945 }
946
948 {
951 return false;
953 }
954}
955
957{
959 {
960 m_ID = EmoteConstants.ID_EMOTE_TAUNTKISS;
961 m_InputActionName = "EmoteTauntKiss";
966 m_HideItemInHands = false;
967 }
968}
969
971{
973 {
974 m_ID = EmoteConstants.ID_EMOTE_POINT;
975 m_InputActionName = "EmotePoint";
980 m_HideItemInHands = false;
981 }
982}
983
985{
987 {
988 m_ID = EmoteConstants.ID_EMOTE_TAUNTELBOW;
989 m_InputActionName = "EmoteTauntElbow";
991 m_StanceMaskFullbody = 0;
993 m_FullbodyCallbackUID = 0;
994 m_HideItemInHands = true;
995 }
996
998 {
1000 }
1001}
1002
1004{
1006 {
1007 m_ID = EmoteConstants.ID_EMOTE_THUMB;
1008 m_InputActionName = "EmoteThumb";
1013 m_HideItemInHands = false;
1014 }
1015}
1016
1018{
1020 {
1021 m_ID = EmoteConstants.ID_EMOTE_THUMBDOWN;
1022 m_InputActionName = "EmoteThumbDown";
1027 m_HideItemInHands = false;
1028 }
1029}
1030
1032{
1034 {
1035 m_ID = EmoteConstants.ID_EMOTE_THROAT;
1036 m_InputActionName = "EmoteThroat";
1041 m_HideItemInHands = false;
1042 }
1043}
1044
1046{
1048 {
1049 m_ID = EmoteConstants.ID_EMOTE_DANCE;
1050 m_InputActionName = "EmoteDance";
1051 m_StanceMaskAdditive = 0;
1053 m_AdditiveCallbackUID = 0;
1055 m_HideItemInHands = true;
1056 }
1057
1059 {
1061 return false;
1062
1064 }
1065}
1066
1068{
1070 {
1071 m_ID = EmoteConstants.ID_EMOTE_SALUTE;
1072 m_InputActionName = "EmoteSalute";
1073 m_StanceMaskAdditive = 0;
1075 m_AdditiveCallbackUID = 0;
1077 m_HideItemInHands = true;
1078 }
1079
1081 {
1083 }
1084}
1085
1087{
1089 {
1090 m_ID = EmoteConstants.ID_EMOTE_TIMEOUT;
1091 m_InputActionName = "EmoteTimeout";
1096 m_HideItemInHands = true;
1097 }
1098
1100 {
1102 }
1103}
1104
1106{
1108 {
1109 m_ID = EmoteConstants.ID_EMOTE_DABBING;
1110
1112 m_StanceMaskFullbody = 0;
1114 m_FullbodyCallbackUID = 0;
1115 m_HideItemInHands = true;
1116 }
1117}
1118
1120{
1122 {
1123 m_ID = EmoteConstants.ID_EMOTE_FACEPALM;
1124 m_InputActionName = "EmoteFacepalm";
1126 m_StanceMaskFullbody = 0;
1128 m_FullbodyCallbackUID = 0;
1129 m_HideItemInHands = false;
1130 }
1131}
1132
1134{
1136 {
1137 m_ID = EmoteConstants.ID_EMOTE_CLAP;
1138 m_InputActionName = "EmoteClap";
1140 m_StanceMaskFullbody = 0;
1142 m_FullbodyCallbackUID = 0;
1143 m_HideItemInHands = true;
1144 }
1145
1147 {
1149 }
1150}
1151
1153{
1155 {
1156 m_ID = EmoteConstants.ID_EMOTE_SILENT;
1157 m_InputActionName = "EmoteSilent";
1162 m_HideItemInHands = false;
1163 }
1164}
1165
1167{
1169 {
1170 m_ID = EmoteConstants.ID_EMOTE_WATCHING;
1171 m_InputActionName = "EmoteWatching";
1176 m_HideItemInHands = false;
1177 }
1178}
1179
1181{
1183 {
1184 m_ID = EmoteConstants.ID_EMOTE_HOLD;
1185 m_InputActionName = "EmoteHold";
1190 m_HideItemInHands = false;
1191 }
1192}
1193
1195{
1197 {
1198 m_ID = EmoteConstants.ID_EMOTE_LISTENING;
1199 m_InputActionName = "EmoteListening";
1204 m_HideItemInHands = false;
1205 }
1206}
1207
1209{
1211 {
1212 m_ID = EmoteConstants.ID_EMOTE_POINTSELF;
1213 m_InputActionName = "EmotePointSelf";
1218 m_HideItemInHands = false;
1219 }
1220}
1221
1223{
1225 {
1226 m_ID = EmoteConstants.ID_EMOTE_LOOKATME;
1227 m_InputActionName = "EmoteLookAtMe";
1232 m_HideItemInHands = false;
1233 }
1234}
1235
1237{
1239 {
1240 m_ID = EmoteConstants.ID_EMOTE_TAUNTTHINK;
1241 m_InputActionName = "EmoteTauntThink";
1246 m_HideItemInHands = false;
1247 }
1248}
1249
1251{
1253 {
1254 m_ID = EmoteConstants.ID_EMOTE_MOVE;
1255 m_InputActionName = "EmoteMove";
1260 m_HideItemInHands = false;
1261 }
1262}
1263
1265{
1267 {
1268 m_ID = EmoteConstants.ID_EMOTE_DOWN;
1269 m_InputActionName = "EmoteGetDown";
1274 m_HideItemInHands = false;
1275 }
1276}
1277
1279{
1281 {
1282 m_ID = EmoteConstants.ID_EMOTE_COME;
1283 m_InputActionName = "EmoteCome";
1288 m_HideItemInHands = false;
1289 }
1290}
1291
1292
1294{
1296 {
1297 m_ID = EmoteConstants.ID_EMOTE_SURRENDER;
1298 m_InputActionName = "EmoteSurrender";
1299 m_HideItemInHands = false;
1300 }
1301
1303 {
1304 Transport transportEnt;
1305 return !
m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,
m_Player.PhysicsGetFloorEntity());
1306 }
1307
1308 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1309 {
1311 return true;
1312 }
1313
1314 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1315 {
1316 bool surrenderTargetState = !
m_Player.GetEmoteManager().m_IsSurrendered;
1317 if (!surrenderTargetState &&
m_Player.GetItemInHands())
1318 {
1319 m_Player.GetItemInHands().DeleteSafe();
1320 }
1321
1322 m_Player.GetEmoteManager().PlaySurrenderInOut(surrenderTargetState);
1323
1324 return true;
1325 }
1326}
1327
1329{
1331 {
1332 m_ID = EmoteConstants.ID_EMOTE_CAMPFIRE;
1333 m_InputActionName = "EmoteCampfireSit";
1334 m_StanceMaskAdditive = 0;
1336 m_AdditiveCallbackUID = 0;
1338 m_HideItemInHands = true;
1339 }
1340
1342 {
1344 }
1345}
1346
1348{
1350 {
1351 m_ID = EmoteConstants.ID_EMOTE_SITA;
1352 m_InputActionName = "EmoteSitA";
1353 m_StanceMaskAdditive = 0;
1355 m_AdditiveCallbackUID = 0;
1357 m_HideItemInHands = false;
1358 }
1359}
1360
1362{
1364 {
1365 m_ID = EmoteConstants.ID_EMOTE_SITB;
1366 m_InputActionName = "EmoteSitB";
1367 m_StanceMaskAdditive = 0;
1369 m_AdditiveCallbackUID = 0;
1371 m_HideItemInHands = false;
1372 }
1373
1375 {
1377 }
1378}
1379
1381{
1383 {
1384 m_ID = EmoteConstants.ID_EMOTE_RPS;
1385 m_InputActionName = "EmoteRPSRandom";
1387 m_StanceMaskFullbody = 0;
1389 m_FullbodyCallbackUID = 0;
1390 m_HideItemInHands = false;
1391 }
1392}
1393
1395{
1397 {
1398 m_ID = EmoteConstants.ID_EMOTE_RPS_R;
1399 m_InputActionName = "EmoteRPSRock";
1401 m_StanceMaskFullbody = 0;
1403 m_FullbodyCallbackUID = 0;
1404 m_HideItemInHands = false;
1405 }
1406}
1407
1409{
1411 {
1412 m_ID = EmoteConstants.ID_EMOTE_RPS_P;
1413 m_InputActionName = "EmoteRPSPaper";
1415 m_StanceMaskFullbody = 0;
1417 m_FullbodyCallbackUID = 0;
1418 m_HideItemInHands = false;
1419 }
1420}
1421
1423{
1425 {
1426 m_ID = EmoteConstants.ID_EMOTE_RPS_S;
1427 m_InputActionName = "EmoteRPSScisors";
1429 m_StanceMaskFullbody = 0;
1431 m_FullbodyCallbackUID = 0;
1432 m_HideItemInHands = false;
1433 }
1434}
1435
1437{
1439 {
1440 m_ID = EmoteConstants.ID_EMOTE_NOD;
1441 m_InputActionName = "EmoteNod";
1446 m_HideItemInHands = false;
1447 }
1448}
1449
1451{
1453 {
1454 m_ID = EmoteConstants.ID_EMOTE_SHAKE;
1455 m_InputActionName = "EmoteShake";
1460 m_HideItemInHands = false;
1461 }
1462}
1463
1465{
1467 {
1468 m_ID = EmoteConstants.ID_EMOTE_SHRUG;
1469 m_InputActionName = "EmoteShrug";
1474 m_HideItemInHands = false;
1475 }
1476}
1477
1479{
1481 {
1482 m_ID = EmoteConstants.ID_EMOTE_SUICIDE;
1483 m_InputActionName = "EmoteSuicide";
1484 m_StanceMaskAdditive = 0;
1485 m_StanceMaskFullbody = 0;
1486 m_AdditiveCallbackUID = 0;
1487 m_FullbodyCallbackUID = 0;
1488 m_HideItemInHands = false;
1489 }
1490
1491 override bool DetermineOverride(out
int callback_ID, out
int stancemask, out
bool is_fullbody)
1492 {
1493 is_fullbody = true;
1494 callback_ID = -1;
1495 stancemask = 0;
1496 string suicideStr;
1498 weapon =
m_Player.GetItemInHands();
1499 if (weapon)
1500 {
1501 if (weapon.ConfigIsExisting("suicideAnim"))
1502 {
1503 suicideStr = weapon.ConfigGetString("suicideAnim");
1504 }
1505
1506 if (weapon.IsKindOf("Pistol_Base"))
1507 {
1510
1511 }
1512 else if (Weapon_Base.Cast(weapon))
1513 {
1516
1517 }
1518 else
1519 {
1520 switch (suicideStr)
1521 {
1522 case "onehanded":
1525 break;
1526
1527 case "fireaxe":
1530 break;
1531
1532 case "pitchfork":
1535 break;
1536
1537 case "sword":
1540 break;
1541
1542 case "spear":
1545 break;
1546
1547 case "woodaxe":
1550 break;
1551
1552 case "sickle":
1555 break;
1556
1557 case "hoe":
1560 break;
1561 }
1562 }
1563 }
1564 if (callback_ID > -1)
1565 {
1566 return true;
1567 }
1568 return false;
1569 }
1570
1572 {
1574
1575 if (!itemInHands.CanBeUsedForSuicide())
1576 {
1577 return false;
1578 }
1579
1580 return super.EmoteCondition(stancemask);
1581 }
1582
1584 {
1585 int state = callback.GetState();
1587 return false;
1588
1589 return super.CanBeCanceledNormally(callback);;
1590 }
1591
1593 {
1594 if (callback_ID > -1)
1595 {
1598 }
1599 }
1600
1602 {
1604 }
1605}
1606
1608{
1610 {
1611 m_ID = EmoteConstants.ID_EMOTE_VOMIT;
1612 m_InputActionName = "EmoteVomit";
1617 m_HideItemInHands = false;
1618 }
1619
1621 {
1623 }
1624
1625 override bool EmoteStartOverride(
typename callbacktype,
int id,
int mask,
bool fullbody)
1626 {
1628 {
1629 SymptomBase symptom =
m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1630
1631 if ( symptom )
1632 {
1633 symptom.
SetDuration(Math.RandomIntInclusive(4,8));
1634 }
1635 }
1636
1637 m_Player.GetEmoteManager().SetEmoteLockState(
false);
1638
1639 return true;
1640 }
1641}
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()