DayZ 1.28
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EmoteClasses.c
См. документацию.
1
3{
5 {
7 m_InputActionName = "EmoteGreeting";
8 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
10 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
11 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
12 m_HideItemInHands = false;
13 }
14}
15
16class EmoteSOS extends EmoteBase
17{
18 void EmoteSOS()
19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }
28
29 override bool EmoteCondition(int stancemask)
30 {
31 return !m_Player.GetItemInHands();
32 }
33}
34
35class EmoteHeart extends EmoteBase
36{
38 {
40 m_InputActionName = "EmoteHeart";
41 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
43 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
44 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
45 m_HideItemInHands = true;
46 }
47
48 override bool EmoteCondition(int stancemask)
49 {
50 return !m_Player.GetItemInHands();
51 }
52}
53
54class EmoteTaunt extends EmoteBase
55{
56 void EmoteTaunt()
57 {
59 m_InputActionName = "EmoteTaunt";
60 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
61 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
62 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
63 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
64 m_HideItemInHands = false;
65 }
66}
67
69{
70 protected const float WATER_DEPTH = 0.15;
72 {
74 m_InputActionName = "EmoteLyingDown";
76 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
78 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
79 m_HideItemInHands = true;
80 }
81
82 override bool EmoteCondition(int stancemask)
83 {
84 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
85 if (water_info[0] >= WATER_DEPTH) //is player able to lay down without "drowning"?
86 return false;
87 return !m_Player.GetItemInHands();
88 }
89}
90
91class EmoteTauntKiss extends EmoteBase
92{
93 void EmoteTauntKiss()
94 {
96 m_InputActionName = "EmoteTauntKiss";
97 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
98 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
99 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
100 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
101 m_HideItemInHands = false;
102 }
103}
104
106{
108 {
110 m_InputActionName = "EmotePoint";
111 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
112 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
113 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
114 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
115 m_HideItemInHands = false;
116 }
117}
118
119class EmoteTauntElbow extends EmoteBase
120{
121 void EmoteTauntElbow()
124 m_InputActionName = "EmoteTauntElbow";
125 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
126 m_StanceMaskFullbody = 0;
127 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
128 m_FullbodyCallbackUID = 0;
129 m_HideItemInHands = true;
130 }
131
132 override bool EmoteCondition(int stancemask)
133 {
134 return !m_Player.GetItemInHands();
135 }
136}
137
139{
141 {
143 m_InputActionName = "EmoteThumb";
144 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
145 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
146 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
147 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
148 m_HideItemInHands = false;
149 }
150}
151
152class EmoteThumbDown extends EmoteBase
153{
154 void EmoteThumbDown()
157 m_InputActionName = "EmoteThumbDown";
158 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
159 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
160 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
161 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
162 m_HideItemInHands = false;
163 }
164}
165
167{
169 {
171 m_InputActionName = "EmoteThroat";
172 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
173 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
174 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
175 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
176 m_HideItemInHands = false;
177 }
178}
179
180class EmoteDance extends EmoteBase
181{
182 void EmoteDance()
185 m_InputActionName = "EmoteDance";
186 m_StanceMaskAdditive = 0;
187 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
188 m_AdditiveCallbackUID = 0;
189 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
190 m_HideItemInHands = true;
191 }
192
193 override bool EmoteCondition(int stancemask)
194 {
195 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
196 return false;
197
198 return !m_Player.GetItemInHands();
199 }
200}
201
203{
205 {
207 m_InputActionName = "EmoteSalute";
209 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
211 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
212 m_HideItemInHands = true;
213 }
214
215 override bool EmoteCondition(int stancemask)
216 {
217 return !m_Player.GetItemInHands();
218 }
219}
220
221class EmoteTimeout extends EmoteBase
222{
223 void EmoteTimeout()
226 m_InputActionName = "EmoteTimeout";
227 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
228 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
229 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
230 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
231 m_HideItemInHands = true;
232 }
233
234 override bool EmoteCondition(int stancemask)
235 {
236 return !m_Player.GetItemInHands();
237 }
238}
239
241{
243 {
245 //m_InputActionName = "EmoteDabbing";
246 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
248 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
250 m_HideItemInHands = true;
251 }
252}
253
254class EmoteFacepalm extends EmoteBase
255{
256 void EmoteFacepalm()
259 m_InputActionName = "EmoteFacepalm";
260 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
261 m_StanceMaskFullbody = 0;
262 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
263 m_FullbodyCallbackUID = 0;
264 m_HideItemInHands = false;
265 }
266}
267
268class EmoteClap extends EmoteBase
269{
271 {
273 m_InputActionName = "EmoteClap";
274 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
276 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
278 m_HideItemInHands = true;
279 }
280
281 override bool EmoteCondition(int stancemask)
282 {
283 return !m_Player.GetItemInHands();
284 }
285}
286
287class EmoteSilent extends EmoteBase
288{
289 void EmoteSilent()
292 m_InputActionName = "EmoteSilent";
293 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
294 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
295 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
296 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
297 m_HideItemInHands = false;
298 }
299}
300
302{
304 {
306 m_InputActionName = "EmoteWatching";
307 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
308 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
309 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
310 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
311 m_HideItemInHands = false;
312 }
313}
314
315class EmoteHold extends EmoteBase
316{
317 void EmoteHold()
320 m_InputActionName = "EmoteHold";
321 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
322 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
323 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
324 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
325 m_HideItemInHands = false;
326 }
327}
328
330{
332 {
334 m_InputActionName = "EmoteListening";
335 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
336 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
337 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
338 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
339 m_HideItemInHands = false;
340 }
341}
342
343class EmotePointSelf extends EmoteBase
344{
345 void EmotePointSelf()
348 m_InputActionName = "EmotePointSelf";
349 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
350 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
351 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
352 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
353 m_HideItemInHands = false;
354 }
355}
356
358{
360 {
362 m_InputActionName = "EmoteLookAtMe";
363 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
364 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
365 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
366 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
367 m_HideItemInHands = false;
368 }
369}
370
371class EmoteTauntThink extends EmoteBase
372{
373 void EmoteTauntThink()
376 m_InputActionName = "EmoteTauntThink";
377 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
378 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
379 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
380 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
381 m_HideItemInHands = false;
382 }
383}
384
385class EmoteMove extends EmoteBase
386{
388 {
390 m_InputActionName = "EmoteMove";
391 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
392 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
393 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
394 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
395 m_HideItemInHands = false;
396 }
397}
398
399class EmoteGetDown extends EmoteBase
400{
401 void EmoteGetDown()
404 m_InputActionName = "EmoteGetDown";
405 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
406 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
407 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
408 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
409 m_HideItemInHands = false;
410 }
411}
412
413class EmoteCome extends EmoteBase
414{
416 {
418 m_InputActionName = "EmoteCome";
419 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
420 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
421 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
422 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
423 m_HideItemInHands = false;
424 }
425}
426
427//Handled directly via EmoteManager!
428class EmoteSurrender extends EmoteBase
429{
430 void EmoteSurrender()
433 m_InputActionName = "EmoteSurrender";
434 m_HideItemInHands = false;
435 }
436
437 override bool EmoteCondition(int stancemask)
438 {
439 Transport transportEnt; //standing on a Transport-type object...
440 return !m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,m_Player.PhysicsGetFloorEntity());
441 }
442
443 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
444 {
445 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
446 return true;
447 }
448
449 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
450 {
451 bool surrenderTargetState = !m_Player.GetEmoteManager().m_IsSurrendered;
452 if (!surrenderTargetState && m_Player.GetItemInHands())
453 {
454 m_Player.GetItemInHands().DeleteSafe();
455 }
456
457 m_Player.GetEmoteManager().PlaySurrenderInOut(surrenderTargetState);
458
459 return true;
460 }
461}
462
464{
466 {
468 m_InputActionName = "EmoteCampfireSit";
470 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
472 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
473 m_HideItemInHands = true;
474 }
475
476 override bool EmoteCondition(int stancemask)
477 {
478 return !m_Player.GetItemInHands();
479 }
480}
481
482class EmoteSitA extends EmoteBase
483{
484 void EmoteSitA()
487 m_InputActionName = "EmoteSitA";
488 m_StanceMaskAdditive = 0;
489 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
490 m_AdditiveCallbackUID = 0;
491 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
492 m_HideItemInHands = false;
493 }
494}
495
496class EmoteSitB extends EmoteBase
497{
499 {
501 m_InputActionName = "EmoteSitB";
503 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
505 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
506 m_HideItemInHands = false;
507 }
508
509 override bool EmoteCondition(int stancemask)
510 {
511 return !m_Player.GetItemInHands();
512 }
513}
514
515class EmoteRPSRandom extends EmoteBase
516{
517 void EmoteRPSRandom()
520 m_InputActionName = "EmoteRPSRandom";
521 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
522 m_StanceMaskFullbody = 0;
523 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
524 m_FullbodyCallbackUID = 0;
525 m_HideItemInHands = false;
526 }
527}
528
530{
532 {
534 m_InputActionName = "EmoteRPSRock";
535 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
537 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
539 m_HideItemInHands = false;
540 }
541}
542
543class EmoteRPSPaper extends EmoteBase
544{
545 void EmoteRPSPaper()
548 m_InputActionName = "EmoteRPSPaper";
549 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
550 m_StanceMaskFullbody = 0;
551 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
552 m_FullbodyCallbackUID = 0;
553 m_HideItemInHands = false;
554 }
555}
556
558{
560 {
562 m_InputActionName = "EmoteRPSScisors";
563 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
565 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
567 m_HideItemInHands = false;
568 }
569}
570
571class EmoteNod extends EmoteBase
572{
573 void EmoteNod()
576 m_InputActionName = "EmoteNod";
577 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
578 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
579 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
580 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
581 m_HideItemInHands = false;
582 }
583}
584
586{
588 {
590 m_InputActionName = "EmoteShake";
591 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
592 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
593 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
594 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
595 m_HideItemInHands = false;
596 }
597}
598
599class EmoteShrug extends EmoteBase
600{
601 void EmoteShrug()
604 m_InputActionName = "EmoteShrug";
605 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
606 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
607 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
608 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
609 m_HideItemInHands = false;
610 }
611}
612
614{
625
626 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
627 {
628 is_fullbody = true;
629 callback_ID = -1;
630 stancemask = 0;
631 string suicideStr;
632 ItemBase weapon;
633 weapon = m_Player.GetItemInHands();
634 if (weapon)
635 {
636 if (weapon.ConfigIsExisting("suicideAnim"))
637 {
638 suicideStr = weapon.ConfigGetString("suicideAnim");
639 }
640
641 if (weapon.IsKindOf("Pistol_Base"))
642 {
643 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
644 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
645 //m_Player.OverrideShootFromCamera(false);
646 }
647 else if (Weapon_Base.Cast(weapon)) //long firearms
648 {
649 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
650 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
651 //m_Player.OverrideShootFromCamera(false);
652 }
653 else
654 {
655 switch (suicideStr)
656 {
657 case "onehanded":
658 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
659 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
660 break;
661
662 case "fireaxe":
663 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
664 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
665 break;
666
667 case "pitchfork":
668 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
669 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
670 break;
671
672 case "sword":
673 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
674 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
675 break;
676
677 case "spear":
678 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
679 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
680 break;
681
682 case "woodaxe":
683 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
684 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
685 break;
686
687 case "sickle":
688 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
689 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
690 break;
691
692 case "hoe":
693 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
694 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
695 break;
696 }
697 }
698 }
699 if (callback_ID > -1)
700 {
701 return true;
702 }
703 return false;
704 }
705
706 override bool EmoteCondition(int stancemask)
707 {
708 ItemBase itemInHands = m_Player.GetItemInHands();
709
710 if (!itemInHands.CanBeUsedForSuicide())
711 {
712 return false;
713 }
714
715 return super.EmoteCondition(stancemask);
716 }
717
718 override bool CanBeCanceledNormally(notnull EmoteCB callback)
719 {
720 int state = callback.GetState();
721 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
722 return false;
723
724 return super.CanBeCanceledNormally(callback);;
725 }
726
727 override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
728 {
729 if (callback_ID > -1)
730 {
731 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
732 m_Player.OverrideShootFromCamera(false);
733 }
734 }
735
736 override void OnCallbackEnd()
737 {
738 m_Player.SetSuicide(false);
739 }
740}
741
742class EmoteVomit extends EmoteBase
743{
744 void EmoteVomit()
747 m_InputActionName = "EmoteVomit";
748 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
749 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
750 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
751 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
752 m_HideItemInHands = false;
753 }
754
755 override bool EmoteCondition(int stancemask)
756 {
757 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
758 }
759
760 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
761 {
762 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
763 {
764 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
765
766 if ( symptom )
767 {
768 symptom.SetDuration(Math.RandomIntInclusive(4,8));
769 }
770 }
771
772 m_Player.GetEmoteManager().SetEmoteLockState(false);
773
774 return true;
775 }
776}
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:51
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:601
class EmoteListening extends EmoteBase EmotePointSelf()
Определения EmoteClasses.c:345
void EmotePoint()
Определения EmoteClasses.c:122
void EmoteGreeting()
Определения EmoteClasses.c:19
class EmoteSitB extends EmoteBase EmoteRPSRandom()
Определения EmoteClasses.c:517
class EmoteMove extends EmoteBase EmoteGetDown()
Определения EmoteClasses.c:401
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
Определения EmoteClasses.c:545
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:573
class EmoteSuicide extends EmoteBase EmoteVomit()
Определения EmoteClasses.c:744
void EmoteLookAtMe()
Определения EmoteClasses.c:374
void EmoteThroat()
Определения EmoteClasses.c:183
void EmoteSuicide()
Определения EmoteClasses.c:745
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:518
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
Определения EmoteClasses.c:373
void EmoteCampfireSit()
Определения EmoteClasses.c:485
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:574
void EmoteRPSRock()
Определения EmoteClasses.c:546
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:602
class EmoteDabbing extends EmoteBase EmoteFacepalm()
Определения EmoteClasses.c:256
class EmoteCampfireSit extends EmoteBase EmoteSitA()
Определения EmoteClasses.c:484
class EmoteCome extends EmoteBase EmoteSurrender()
Определения EmoteClasses.c:430
DayZPlayer m_Player
Определения Hand_Events.c:42
void EmoteThumb()
Определения EmoteClasses.c:140
bool m_HideItemInHands
Определения EmoteBase.c:10
int m_ID
Определения EmoteBase.c:4
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Определения EmoteBase.c:39
void EmoteLookAtMe()
Определения EmoteClasses.c:359
const float WATER_DEPTH
Определения EmoteClasses.c:70
void EmoteListening()
Определения EmoteClasses.c:331
void EmoteRPSScisors()
Определения EmoteClasses.c:559
void EmoteSuicide()
Определения EmoteClasses.c:615
void EmotePoint()
Определения EmoteClasses.c:107
int m_StanceMaskFullbody
Определения EmoteBase.c:7
int m_StanceMaskAdditive
Определения EmoteBase.c:6
void EmoteClap()
Определения EmoteClasses.c:270
void EmoteSalute()
Определения EmoteClasses.c:204
PlayerBase m_Player
Определения EmoteBase.c:3
void EmoteCampfireSit()
Определения EmoteClasses.c:465
void EmoteCome()
Определения EmoteClasses.c:415
int m_FullbodyCallbackUID
Определения EmoteBase.c:9
override bool CanBeCanceledNormally(notnull EmoteCB callback)
Определения EmoteClasses.c:718
void EmoteLyingDown()
Определения EmoteClasses.c:71
int m_AdditiveCallbackUID
Определения EmoteBase.c:8
override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
Определения EmoteClasses.c:727
void EmoteRPSRock()
Определения EmoteClasses.c:531
void EmoteSitB()
Определения EmoteClasses.c:498
override bool EmoteCondition(int stancemask)
Определения EmoteClasses.c:48
void EmoteDabbing()
Определения EmoteClasses.c:242
void EmoteWatching()
Определения EmoteClasses.c:303
string m_InputActionName
Определения EmoteBase.c:5
void EmoteMove()
Определения EmoteClasses.c:387
void EmoteHeart()
Определения EmoteClasses.c:37
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Определения EmoteClasses.c:626
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Определения EmoteBase.c:47
void EmoteThroat()
Определения EmoteClasses.c:168
void EmoteGreeting()
Определения EmoteClasses.c:4
void EmoteShake()
Определения EmoteClasses.c:587
bool EmoteCondition(int stancemask)
Определения EmoteBase.c:12
override void OnCallbackEnd()
Определения EmoteClasses.c:736
Определения EmoteBase.c:2
Определения EmoteManager.c:2
void SetDuration(float duration)
Определения StateBase.c:80
shorthand
Определения BoltActionRifle_Base.c:6
Определения EnConvert.c:106
DayZPlayerInstanceType
defined in C++
Определения dayzplayer.c:1068
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
const int ID_EMOTE_LOOKATME
Определения 3_Game/constants.c:388
const int ID_EMOTE_TIMEOUT
Определения 3_Game/constants.c:378
const int ID_EMOTE_SHRUG
Определения 3_Game/constants.c:398
const int ID_EMOTE_VOMIT
Определения 3_Game/constants.c:400
const int ID_EMOTE_RPS_P
Определения 3_Game/constants.c:394
const int ID_EMOTE_CAMPFIRE
Определения 3_Game/constants.c:372
const int ID_EMOTE_RPS
Определения 3_Game/constants.c:383
const int ID_EMOTE_SURRENDER
Определения 3_Game/constants.c:399
const int ID_EMOTE_CLAP
Определения 3_Game/constants.c:379
const int ID_EMOTE_FACEPALM
Определения 3_Game/constants.c:366
const int ID_EMOTE_SITA
Определения 3_Game/constants.c:373
const int ID_EMOTE_POINT
Определения 3_Game/constants.c:380
const int ID_EMOTE_DOWN
Определения 3_Game/constants.c:391
const int ID_EMOTE_THUMB
Определения 3_Game/constants.c:368
const int ID_EMOTE_SILENT
Определения 3_Game/constants.c:381
const int ID_EMOTE_MOVE
Определения 3_Game/constants.c:390
const int ID_EMOTE_POINTSELF
Определения 3_Game/constants.c:387
const int ID_EMOTE_SHAKE
Определения 3_Game/constants.c:397
const int ID_EMOTE_LISTENING
Определения 3_Game/constants.c:386
const int ID_EMOTE_TAUNT
Определения 3_Game/constants.c:363
const int ID_EMOTE_DANCE
Определения 3_Game/constants.c:371
const int ID_EMOTE_WATCHING
Определения 3_Game/constants.c:384
const int ID_EMOTE_RPS_S
Определения 3_Game/constants.c:395
const int ID_EMOTE_GREETING
Определения 3_Game/constants.c:360
const int ID_EMOTE_THROAT
Определения 3_Game/constants.c:369
const int ID_EMOTE_SUICIDE
Определения 3_Game/constants.c:370
const int ID_EMOTE_NOD
Определения 3_Game/constants.c:396
const int ID_EMOTE_HEART
Определения 3_Game/constants.c:362
const int ID_EMOTE_COME
Определения 3_Game/constants.c:392
const int ID_EMOTE_SOS
Определения 3_Game/constants.c:361
const int ID_EMOTE_TAUNTTHINK
Определения 3_Game/constants.c:389
const int ID_EMOTE_RPS_R
Определения 3_Game/constants.c:393
const int ID_EMOTE_SALUTE
Определения 3_Game/constants.c:382
const int ID_EMOTE_HOLD
Определения 3_Game/constants.c:385
const int ID_EMOTE_SITB
Определения 3_Game/constants.c:374
const int ID_EMOTE_LYINGDOWN
Определения 3_Game/constants.c:364
const int ID_EMOTE_TAUNTKISS
Определения 3_Game/constants.c:365
const int ID_EMOTE_THUMBDOWN
Определения 3_Game/constants.c:375
const int ID_EMOTE_TAUNTELBOW
Определения 3_Game/constants.c:367
const int ID_EMOTE_DABBING
Определения 3_Game/constants.c:377
class HumanCommandLadder HumanCommandSwim()
Определения human.c:673