24                int boneIndex = 
m_pPlayer.GetBoneIndexByName(
"RightHand_Dummy");
 
   27                m_pPlayer.GetBoneTransformWS(boneIndex, m4);
 
   33                    int deadBodyLifetime = 
GetCEApi().GetCEGlobalInt(
"CleanupLifetimeDeadPlayer");
 
   34                    if (deadBodyLifetime <= 0)
 
   36                        deadBodyLifetime = 3600;
 
   38                    itemInHands.SetLifetime(deadBodyLifetime);
 
 
 
 
   62class DeathEffectTimer 
extends Timer 
   68        PPERequesterBank.GetRequester(PPERequester_DeathDarkening).Stop();
 
 
 
   72#ifdef FEATURE_NETWORK_RECONCILIATION 
   74class DayZPlayerImplementOwnerState : DayZPlayerOwnerState
 
   76    float m_fLastHeadingDiff;
 
   78    protected override event void Write(PawnStateWriter ctx)
 
   82        ctx.Write(m_fLastHeadingDiff);
 
   85    protected override event void Read(PawnStateReader ctx)
 
   89        ctx.Read(m_fLastHeadingDiff);
 
 
   93class DayZPlayerImplementMove : DayZPlayerMove
 
   95    protected override event void Write(PawnMoveWriter ctx, PawnMove prev)
 
   97        super.Write(ctx, prev);
 
  101    protected override event void Read(PawnMoveReader ctx, PawnMove prev)
 
  103        super.Read(ctx, prev);
 
  215        #ifdef PLATFORM_CONSOLE 
  225        RegisterNetSyncVariableBoolSignal(
"m_TriggerPullPlayerOutOfVehicleSynch");
 
 
  228#ifdef FEATURE_NETWORK_RECONCILIATION 
  229    protected override event typename GetOwnerStateType()
 
  231        return DayZPlayerImplementOwnerState;
 
  234    protected override event typename GetMoveType()
 
  236        return DayZPlayerImplementMove;
 
  239    protected override event void ObtainState( PawnOwnerState pState)
 
  241        super.ObtainState(pState);
 
  243        DayZPlayerImplementOwnerState state = DayZPlayerImplementOwnerState.Cast(pState);
 
  245        state.m_fLastHeadingDiff = m_fLastHeadingDiff;
 
  248    protected override event void RewindState(PawnOwnerState pState,  PawnMove pMove, inout NetworkRewindType pRewindType)
 
  250        super.RewindState(pState, pMove, pRewindType);
 
  252        DayZPlayerImplementOwnerState state = DayZPlayerImplementOwnerState.Cast(pState);
 
  254        if (pRewindType != NetworkRewindType.ADDITIVE)
 
  256            m_fLastHeadingDiff = state.m_fLastHeadingDiff;
 
  421        EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
 
  425            optics = weapon.GetAttachedOptics();
 
 
  453                if (optic.HasEnergyManager())
 
  454                    optic.GetCompEM().SwitchOn();
 
  463                if (optic.HasEnergyManager())
 
  464                    optic.GetCompEM().SwitchOff();
 
 
  531        string text = super.GetDebugText();
 
  533        text += 
"IsSimulationDisabled: " + GetIsSimulationDisabled() + 
"\n";
 
 
  558        for (
int i = 0; i < transport.CrewSize(); ++i)
 
  560            if (transport.CrewMember(i) == 
this)
 
  572        transport.CrewGetOut(crewIdx);
 
  579#ifdef FEATURE_NETWORK_RECONCILIATION 
  585                identity.Possess(
this);
 
 
  599        DisableSimulation(
false);
 
 
  620        super.OnVariablesSynchronized();
 
 
  634                PhysicsSetSolid(
true);
 
  637                DayZPlayerVehicleCommandDeathCallback callbackVeh;
 
  676                        keepInLocalSpace = 
true;
 
  690#ifdef FEATURE_NETWORK_RECONCILIATION 
  696                            identity.Possess(
this);
 
  702                DisableSimulation(
false);
 
  703                GetItemAccessor().HideItemInHands(
false);
 
  712                PhysicsSetRagdoll(
true);
 
 
  731        switch (pCurrentCommandID)
 
 
  766        super.EEKilled(killer);
 
 
  779            if (!
GetGame().GetMission().IsPlayerRespawning())
 
  781                message = 
"#dayz_implement_dead";
 
  784            #ifdef PLATFORM_CONSOLE 
 
  813        if (
g_Game.GetMissionState() != DayZGame.MISSION_STATE_GAME)
 
  821            if (m_KilledByHeadshot)
 
 
  861                if (
GetGame().GetUIManager().IsDialogVisible())
 
  873                if (
GetGame().GetUIManager().GetMenu())
 
 
  915        int userDataType = 0;
 
  916        if (!ctx.
Read(userDataType))
 
  918            Error(
"DayZPlayer: OnInputForRemote - cannot read input type");
 
  922        switch (userDataType)
 
  934                Error(
"OnInputForRemote - unknown userDataType=" + userDataType);
 
 
  941        int userDataType = 0;
 
  942        if (!ctx.
Read(userDataType))
 
  944            Error(
"DayZPlayer: OnInputFromServer - cannot read input type");
 
  948        switch (userDataType)
 
  954                Error(
"OnInputFromServer - unknown userDataType=" + userDataType);
 
 
  967        GetItemAccessor().OnItemInHandsChanged();
 
  972            GetItemAccessor().ResetWeaponInHands();
 
 
  991        ItemOptics optic = weapon.GetAttachedOptics();
 
 1001        if (wantedLift != currentLift) 
 
 1011        if (wantedObstruction != currentObstruction)
 
 1015            const float outTime    = 0.150;   
 
 1016            const float inTime     = 0.010;   
 
 1017            const float inTimeLift = 0.100;   
 
 1022                wantedObstruction = 0.0;
 
 1023                smoothTime = inTimeLift;
 
 1028                smoothTime = 
Math.
Lerp(outTime, inTime, t);
 
 1038            #ifdef DIAG_DEVELOPER 
 1046            #ifdef DIAG_DEVELOPER 
 1075                weapon.StepZeroingUpAllMuzzles();
 
 1086                weapon.StepZeroingDownAllMuzzles();
 
 1093                HandleOptic(optic, 
false, pInputs, pExitIronSights);
 
 1099            if (weapon && weapon.IsInOptics())
 
 1101                weapon.ExitOptics();
 
 1125            bool autofire = weapon.GetCurrentModeAutoFire(weapon.GetCurrentMuzzle()) && weapon.IsChamberEjectable(weapon.GetCurrentMuzzle());
 
 1126            int burst = weapon.GetCurrentModeBurstSize(weapon.GetCurrentMuzzle());
 
 1127            int burst_count = weapon.GetBurstCount();
 
 1128            if (!autofire && (burst < 2 || burst_count < 1))
 
 1135            else if (autofire || burst > 1)
 
 1137#ifdef DIAG_DEVELOPER 
 1139                if (burst_option == 0)
 
 1144                        if (autofire || burst_count < burst)
 
 1151                        weapon.ResetBurstCount();   
 
 1153#ifdef DIAG_DEVELOPER 
 1155                else if (burst_option == 1)
 
 1157                    if (burst > 1 && burst_count == burst)
 
 1159                        weapon.ResetBurstCount();   
 
 1161                    else if (burst > 1 && burst_count < burst)
 
 1178        #ifdef PLATFORM_CONSOLE 
 1181            if (!weapon.IsWaitingForActionFinish() && !
IsFighting())
 
 1183                int muzzle_index = weapon.GetCurrentMuzzle();
 
 1185                if (weapon.IsChamberFiredOut(muzzle_index))
 
 1187                    if (weapon.CanProcessWeaponEvents())
 
 1192                            pExitIronSights = 
true;
 
 
 1216        bool controllerPressIn;
 
 1217        bool controllerPressOut;
 
 1221            weapon = 
Weapon_Base.Cast(optic.GetHierarchyParent());
 
 1222            FOVcount = optic.GetStepFOVCount();
 
 1223            controllerPressIn = input.
SyncedPress_ID(UAZoomInOpticsControllerHelper);
 
 1229                optic.SetStepFOVIndex(0);
 
 1233                if (controllerPressIn) 
 
 1235                    if (!optic.StepFOVUp())
 
 1239                            optic.SetStepFOVIndex(0); 
 
 1242                        if (weapon && weapon.CanEnterIronsights()) 
 
 1258            weapon = 
Weapon_Base.Cast(optic.GetHierarchyParent());
 
 1259            FOVcount = optic.GetStepFOVCount();
 
 1260            controllerPressOut = input.
SyncedPress_ID(UAZoomOutOpticsControllerHelper);
 
 1263                if (!optic.StepFOVDown())
 
 1265                    if (controllerPressOut)
 
 1267                        if (FOVcount > 0 && (!weapon || !weapon.CanEnterIronsights()))
 
 1269                            optic.SetStepFOVIndex(FOVcount - 1); 
 
 1273                    if (weapon && weapon.CanEnterIronsights())
 
 1285                    optic.SetStepFOVIndex(FOVcount - 1); 
 
 
 1322        SyncHitInfo greatest_hit;
 
 1330            if (IsAlive() && !IsUnconscious() && data.m_HasSource && 
GetGame().GetMission().GetHud() && 
GetGame().
GetPlayer() == 
this) 
 
 1343                greatest_hit = data;
 
 1346            else if (data.m_Fullbody) 
 
 1348                greatest_hit = data;
 
 
 1423        vector targetDirection = GetDirection();
 
 1426        targetDirection[1] = 0;
 
 1427        toSourceDirection[1] = 0;
 
 1432        float cosFi = 
vector.
Dot(targetDirection, toSourceDirection);
 
 1433        vector cross = targetDirection * toSourceDirection;
 
 1437            pAnimHitDir = -pAnimHitDir;
 
 
 1445        int invertHitDir = 0; 
 
 1448        pAnimHitFullbody = 
false; 
 
 1451        switch (pDamageType)
 
 1461                    pAnimHitFullbody = 
true;
 
 1465                int impactBehaviour = 0;
 
 1467                if (!IsUnconscious() && GetHealth(
"", 
"Shock") > 25)
 
 1470                    if (pComponent == 
"Torso" || pComponent == 
"Head")
 
 1475                        if ((fireDamage > 80.0 || shockDamage > 40.0) && impactBehaviour == 1)
 
 1476                            pAnimHitFullbody = 
true;
 
 1488                    pAnimHitFullbody = 
true;
 
 1496        vector targetDirection = GetDirection();
 
 1499        targetDirection[1] = 0;
 
 1500        toSourceDirection[1] = 0;
 
 1505        float cosFi = 
vector.
Dot(targetDirection, toSourceDirection);
 
 1506        vector cross = targetDirection * toSourceDirection;
 
 1511        if (invertHitDir > 0)
 
 1515            pAnimHitDir = -pAnimHitDir;
 
 
 1523        super.EEHitBy(damageResult, damageType, source, 
component, dmgZone, ammo, modelPos, speedCoef);
 
 1525        m_TransportHitRegistered = 
false;
 
 1530            float animHitDirDeath;
 
 1536            if (!m_DeathSyncSent) 
 
 1538                Man killer = source.GetHierarchyRootPlayer();
 
 1543                    m_KillerData.m_Killer = killer;
 
 1544                    m_KillerData.m_MurderWeapon = source;
 
 1547                if (killer && killer.IsPlayer())
 
 1550                    if (dmgZone == 
"Brain")
 
 1552                        m_KilledByHeadshot = 
true;
 
 1553                        if (m_KillerData.m_Killer == killer)
 
 1554                            m_KillerData.m_KillerHiTheBrain = 
true;
 
 1563            bool animHitFullbody;
 
 1564            if (
EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
 
 1568                bool skipSoundRequest = 
false;
 
 1569                if (damageType == 
DamageType.CUSTOM && GetCommand_Fall())
 
 1572                if (!skipSoundRequest)
 
 1578        if (animHitFullbody)
 
 
 1638        if (actMenuValue != 0)
 
 1668        if (IsUnconscious() || (GetCommand_Move() && GetCommand_Move().
IsLeavingUncon()))
 
 
 1751        if (
IsRaised() && GetInputInterface().SyncedPress(
"UAGetOverControllerHelper")) 
 
 
 1779    bool CanClimb(
int climbType, SHumanCommandClimbResult climbRes)
 
 1787        if (
IsRaised() && GetInputInterface().SyncedPress(
"UAGetOverControllerHelper")) 
 
 1799            if (
Class.
CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
 
 1801            if (
Class.
CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
 
 1803            if (
Class.
CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
 
 
 1849        bool bADSToggle = 
false;
 
 1850        bool exitSights = 
false;
 
 1857        if (playerPB.IsRolling())
 
 1896        if (bADSToggle && !GetCommand_Melee2() && !
GetThrowing().IsThrowingModeEnabled())
 
 1898            if (hia.IsItemInHandsWeapon() && playerPB.GetItemInHands() && playerPB.GetItemInHands().IsWeapon() && playerPB.GetWeaponManager() && !playerPB.GetWeaponManager().IsRunning())
 
 1901                ItemOptics optic = weapon.GetAttachedOptics();
 
 1902                bool switchToADS = 
false;
 
 1903                bool canUseIronsights = weapon.CanEnterIronsights();
 
 1904                bool canUseOptics = optic != NULL;
 
 1906                if (canUseIronsights || canUseOptics)
 
 1914                    switchToADS = 
false;
 
 1922                else if (switchToADS) 
 
 1925                    if (weapon.GetWasIronSight() && !canUseIronsights)
 
 1927                        weapon.SetWasIronSight(
false);
 
 1929                    else if (!weapon.GetWasIronSight() && !canUseOptics)
 
 1931                        weapon.SetWasIronSight(
true);
 
 1934                    if (weapon.GetWasIronSight())
 
 1939                    else if (!weapon.GetWasIronSight() || (!canUseIronsights && canUseOptics))
 
 
 1992        if (
GetGame().GetWorld().Is3rdPersonDisabled())
 
 2042            float headingAngle = MiscGameplayFunctions.GetHeadingAngle(
this);
 
 2045            float headingAngleDiff = 0.0;
 
 2056            if (headingAngleDiff > 0.2)
 
 2060                float timefilterconstant = 400 - (headingAngleDiff * 100);
 
 2064                    float volume = headingAngleDiff / 0.5;
 
 2080                    string soundSetName = 
"Cloth_Body_longmove_TShirt_Soundset";
 
 2082                    string bodyClothName = 
"";
 
 2086                        bodyClothName = attachment.GetAttachmentSoundType();
 
 2089                    if (bodyClothName != 
"")
 
 2091                        string path = 
"CfgSoundTables CfgAttachmentSoundTables Cloth_Body_Longmove_LookupTable";
 
 2094                        for (
int i = 0; i < soundCount; i++)
 
 2099                            if (
name == bodyClothName)
 
 2103                                soundSetName = stringArray.Get(0);
 
 2113                    if (soundObjectBuilder != NULL)
 
 2115                        SoundObject soundObject = soundObjectBuilder.BuildSoundObject();
 
 2117                        if (soundObject != NULL)
 
 2123                            wave.SetVolumeRelative(volume);
 
 2133                    float volume2 = headingAngleDiff * 2;
 
 2149                    string soundSetName2 = 
"walkProne_noHS_asphalt_ext_Char_SoundSet";
 
 2152                    if (surfaceType != 
"")
 
 2154                        string movementSurfaceType = 
"walkProne_" + surfaceType;
 
 2156                        string path2 = 
"CfgSoundTables CfgStepSoundTables walkProne_noHS_Char_LookupTable";
 
 2159                        for (
int i2 = 0; i2 < soundCount2; i2++)
 
 2164                            if (name2 == movementSurfaceType)
 
 2168                                soundSetName2 = stringArray2.Get(0);
 
 2170                                delete stringArray2;
 
 2178                    if (soundObjectBuilder2 != NULL)
 
 2180                        SoundObject soundObject2 = soundObjectBuilder2.BuildSoundObject();
 
 2182                        if (soundObject2 != NULL)
 
 2188                            wave2.SetVolumeRelative(volume2);            
 
 
 2237    override void CommandHandler(
float pDt, 
int pCurrentCommandID, 
bool pCurrentCommandFinished)
 
 2241        vector playerPosition = PhysicsGetPositionWS();
 
 2244        GetHumanInventory().Update(pDt);
 
 2252        EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
 
 2256        bool isWeapon       = entityInHands && entityInHands.IsInherited(
Weapon);
 
 2258        bool updateAimingMdfr = 
false;
 
 2262            updateAimingMdfr = 
true;
 
 2267            updateAimingMdfr = 
true;
 
 2271        if (updateAimingMdfr)
 
 2273            if (isRaisedNow && isWeapon)
 
 2289                bool exitIronSights = 
false;
 
 2294                bool exitOptic = 
false;
 
 2322                if ( 
m_Swimming.CheckSwimmingStart( waterLevel ) )
 
 2327                    StartCommand_Swim();
 
 2334        if (pCurrentCommandFinished)
 
 2350            if (PhysicsIsFalling(
true))
 
 2352                StartCommand_Fall(0);
 
 2360                StartCommand_Swim();
 
 2364            StartCommand_Move();
 
 2366            if (GetHumanInventory().GetEntityInHands())
 
 2461                    OnLand(pCurrentCommandID, fallDamageData);
 
 2462                    npar = type.GetNoiseParamsLandLight();
 
 2465                else if (fallDamageData.
m_Height < 3.0)
 
 2472                    OnLand(pCurrentCommandID, fallDamageData);
 
 2473                    npar = type.GetNoiseParamsLandLight();
 
 2476                else if (fallDamageData.
m_Height < 5.0)
 
 2479                    OnLand(pCurrentCommandID, fallDamageData);
 
 2480                    npar = type.GetNoiseParamsLandHeavy();
 
 2486                    OnLand(pCurrentCommandID, fallDamageData);
 
 2487                    npar = type.GetNoiseParamsLandHeavy();
 
 2493                    OnPlayerRecievedHit();
 
 2506        else if (PhysicsIsFalling(
false)) 
 
 2509            StartCommand_Fall(0);
 
 2526                hcls.m_fFwMaxDistance = 3;
 
 2528                hcls.m_fFwMaxDistance = 1.2;
 
 2530            SHumanCommandClimbResult    ret;
 
 2556        if (amplitude > 0.1 || force)
 
 2559                ad.SetTalking(
true);
 
 2576                        case VoiceLevelWhisper:
 
 2577                            vonpar = pt.GetNoiseParamsWhisper();
 
 2579                        case VoiceLevelTalk:
 
 2580                            vonpar = pt.GetNoiseParamsTalk();
 
 2582                        case VoiceLevelShout:
 
 2583                            vonpar = pt.GetNoiseParamsShout();
 
 2593                ad.SetTalking(
false);
 
 2605            m_Throwing.HandleThrowing(hic, hcw, entityInHands, pDt);
 
 
 2649                playerDebug.CommandHandler();
 
 2681                            EntityAI item_in_hands = player.GetHumanInventory().GetEntityInHands();
 
 2682                            if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) && 
GetGame().
GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
 
 2684                                player.PredictiveDropEntity(item_in_hands);
 
 2756                ad.SetInjured(v, 
true);
 
 2763                ad.SetExhaustion(v, 
true);
 
 
 2783            EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
 
 2786                optics = weapon.GetAttachedOptics();
 
 2787            else if (entityInHands)
 
 2833                    return transport.Get3rdPersonCameraType();
 
 
 2994            #ifdef PLATFORM_CONSOLE 
 2995            if (
GetUApi().GetInputByID(UAVoiceModifierHelper).LocalValue() == 0)
 
 
 3010        int userDataTypeParam = 0;
 
 3011        if (!ctx.
Read(userDataTypeParam))
 
 3013            Error(
"DayZPlayerImplement: cannot read input type");
 
 
 3030            if (ctx.
Read(target))
 
 3036            if (ctx.
Read(hitPos))
 
 3041            int hitZoneIdx = -1;
 
 3042            if (ctx.
Read(hitZoneIdx))
 
 3047            int finisherType = -1;
 
 3048            if (ctx.
Read(finisherType))
 
 
 3065        switch (pJunctureID)
 
 3073                SyncHitInfo data = 
new SyncHitInfo;
 
 
 3087            switch (boots.GetAttachmentSoundType())
 
 
 3105            switch (attachment.GetAttachmentSoundType())
 
 3108                    return AnimUpperBodyType.NylonJacket;
 
 3110                    return AnimUpperBodyType.TShirt;
 
 3112                    return AnimUpperBodyType.WoolShirt;
 
 3114                    return AnimUpperBodyType.HeavyJacket; 
 
 3115                case "LeatherJacket":
 
 3116                    return AnimUpperBodyType.LeatherJacket;
 
 3118                    return AnimUpperBodyType.Coat;
 
 3119                case "ChemlonDress":
 
 3120                    return AnimUpperBodyType.ChemlonDress;
 
 3122                    return AnimUpperBodyType.Ghillie;
 
 3124                    return AnimUpperBodyType.Chainmail;
 
 3128        return AnimUpperBodyType.None;
 
 
 3136            switch (back.GetAttachmentSoundType())
 
 3139                    return AnimBackType.Small;
 
 3141                    return AnimBackType.Military;
 
 3143                    return AnimBackType.Outdoor;
 
 3145                    return AnimBackType.Ghillie; 
 
 3149        return AnimBackType.None;
 
 
 3158        AnimRangedWeaponType shoulderAttType = AnimRangedWeaponType.None;
 
 3159        AnimRangedWeaponType meleeAttType = AnimRangedWeaponType.None;
 
 3161        if (shoulderAttachment)
 
 3163            switch (shoulderAttachment.GetAttachmentSoundType())
 
 3167                    shoulderAttType = AnimRangedWeaponType.Shotgun;
 
 3172                    shoulderAttType = AnimRangedWeaponType.Rifle;
 
 3177        if (meleeAttachment)
 
 3179            switch (meleeAttachment.GetAttachmentSoundType())
 
 3183                    meleeAttType = AnimRangedWeaponType.Shotgun;
 
 3188                    meleeAttType = AnimRangedWeaponType.Rifle;
 
 3194        if (shoulderAttType == AnimRangedWeaponType.Shotgun || meleeAttType == AnimRangedWeaponType.Shotgun)
 
 3195            return AnimRangedWeaponType.Shotgun;
 
 3197        if (shoulderAttType == AnimRangedWeaponType.Rifle || meleeAttType == AnimRangedWeaponType.Rifle)
 
 3198            return AnimRangedWeaponType.Rifle;
 
 3200        return AnimRangedWeaponType.None;
 
 
 3208        g_Game.SurfaceUnderObjectByBoneCorrectedLiquid(
this, limbType, surfaceType, liquidType);
 
 
 3230        if (noisePar != null)
 
 
 3244        GetMovementState(state);
 
 3252            if (pUserInt % 2 == 1)
 
 3255                if (surface.
Length() == 0)
 
 3261                if (surface.
Length() == 0)
 
 3265            if (surface.
Length() != 0)
 
 3273                if (stepParticleID > 0)
 
 3284            if (surface2.
Length() != 0)
 
 3292            orientation = 
Vector(0, 0, 0);
 
 3295            excludedObjects.Insert(
this);
 
 3298            if (
GetGame().IsBoxCollidingGeometry(
GetPosition(), orientation, edgeLength, ObjIntersectView, ObjIntersectNone, excludedObjects, collidedObjects))
 
 3300                for (
int i = 0; i < collidedObjects.Count(); ++i)
 
 3306                    if (colObject && colObject.HasPlayerCollisionSound())
 
 3308                        for (
int j = 0; j < type.GetVegetationSounds().
Count(); ++j)
 
 3317                                if (vegSoundObject != NULL)
 
 3320                                    PlaySound(vegSoundObject, vegSoundObjectBuilder);
 
 3332            SoundObject soundObject = soundBuilder.BuildSoundObject();
 
 3333            if (soundObject != NULL)
 
 3345            float noiseMultiplier = 0;
 
 3349                noiseParams = type.GetNoiseParamsStand();
 
 3351                noiseParams = type.GetNoiseParamsCrouch();
 
 3353                noiseParams = type.GetNoiseParamsProne();
 
 3356                Debug.
Log(
string.Format(
"Wrong stance, id: %1 using backup with stand stance (id: 0)", state.
m_iStanceIdx));
 
 3357                noiseParams = type.GetNoiseParamsStand();
 
 3362            AddNoise(noiseParams, noiseMultiplier);
 
 
 3375        if (pEventType == 
"Sound")
 
 3380                if (eventReplaceID > 0)
 
 3389        else if (pEventType == 
"SoundWeapon")
 
 3394                if (eventReplaceID > 0)
 
 3403        else if (pEventType == 
"SoundAttachment")
 
 3407        else if (pEventType == 
"SoundVoice")
 
 3422            Debug.
Log(
"OnSoundEvent: Unknown sound event \"" + pEventType + 
"\"");
 
 
 3435        AnimSoundEvent soundEvent = null;
 
 3439        EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
 
 3440        if (entityInHands && entityInHands.IsInherited(
ItemBase))
 
 3444            if (item.HasQuantity())
 
 3445                quantity = (
float)item.GetQuantity() / (item.GetQuantityMax() - item.GetQuantityMin());
 
 3450        if (soundEvent == null)
 
 3453            soundEvent = type.GetSoundWeaponEvent(pUserInt);
 
 3456        if (soundEvent != null)
 
 3458            if (!
GetGame().IsDedicatedServer())
 
 3463                    builder.AddVariable(
"quantity", quantity);
 
 3464                    builder.AddVariable(
"interior", IsSoundInsideBuilding());
 
 3466                    SoundObject soundObject = builder.BuildSoundObject();
 
 3467                    if (soundObject != NULL)
 
 3472                        if (pUserString == 
"StopOnAnimEnd")
 
 
 3495        pUserString.
Split(
",", attachments);
 
 3496        for (
int i = 0; i < attachments.Count(); i++)
 
 3498            int attachmentHash = -1;
 
 3499            if (attachments[i] == 
"shoulder")
 
 3501            else if (attachments[i] == 
"body")
 
 3503            else if (attachments[i] == 
"back")
 
 3508            if (soundBuilder != NULL)
 
 3510                SoundObject soundObject = soundBuilder.BuildSoundObject();
 
 3511                if (soundObject != NULL)
 
 
 3524            soundObjectBuilder.AddVariable(
"laddertype", 1);
 
 3528            soundObjectBuilder.AddVariable(
"laddertype", 0);
 
 3535            soundObjectBuilder.AddVariable(
"bare", 1);
 
 3536            soundObjectBuilder.AddVariable(
"sneakers", 0);
 
 3537            soundObjectBuilder.AddVariable(
"boots", 0);
 
 3541            soundObjectBuilder.AddVariable(
"bare", 0);
 
 3542            soundObjectBuilder.AddVariable(
"sneakers", 1);
 
 3543            soundObjectBuilder.AddVariable(
"boots", 0);
 
 3547            soundObjectBuilder.AddVariable(
"bare", 0);
 
 3548            soundObjectBuilder.AddVariable(
"sneakers", 0);
 
 3549            soundObjectBuilder.AddVariable(
"boots", 1);
 
 
 3556        DayZPlayerTypeAnimTable table = type.GetSoundTable();
 
 3557        AnimSoundEvent soundEvent;
 
 3560            soundEvent = table.GetSoundEvent(pUserInt);
 
 3563        if (soundEvent != NULL)
 
 3565            if (!
GetGame().IsDedicatedServer())
 
 3568                if (GetCommand_Ladder())
 
 3572                objectBuilder.AddEnvSoundVariables(
GetPosition());
 
 3574                SoundObject soundObject = objectBuilder.BuildSoundObject();
 
 3575                if (soundObject != NULL)
 
 3580                    if (pUserString == 
"StopOnAnimEnd")
 
 3587                if (soundEvent.m_NoiseParams != NULL)
 
 
 3609        if (mask || head_gear)
 
 3611            string category_mask;
 
 3612            string category_headgear;
 
 3615            int priority_headgear;
 
 3619                category_mask = mask.ConfigGetString(
"soundVoiceType");
 
 3620                priority_mask = mask.ConfigGetInt(
"soundVoicePriority");
 
 3624                category_headgear = head_gear.ConfigGetString(
"soundVoiceType");
 
 3625                priority_headgear = head_gear.ConfigGetInt(
"soundVoicePriority");
 
 3628            if (priority_headgear >= priority_mask && category_headgear != 
"")
 
 3630                category = category_headgear;
 
 3634                category = category_mask;
 
 3649            int maleVoiceType = 0;
 
 3650            int femaleVoiceType = 0;
 
 3651            if (player.IsMale())
 
 3653                maleVoiceType = player.GetVoiceType();
 
 3657                femaleVoiceType = player.GetVoiceType();
 
 3660            soundBuilder.AddVariable(
"male", maleVoiceType);
 
 3661            soundBuilder.AddVariable(
"female", femaleVoiceType);
 
 3664            SoundObject soundObject = soundBuilder.BuildSoundObject();
 
 3665            if (soundObject != NULL)
 
 3668                wave = 
PlaySound(soundObject, soundBuilder);
 
 
 3687        bool unconscious = IsUnconscious(); 
 
 3690        if (ib && (
PlayerBase.DEBUG_INVENTORY_ACCESS || !IsAlive() || restrained || unconscious || ib.CanBeMovedOverride()))
 
 
 3719        if (!IsAlive() || player.IsUnconscious())
 
 
 3729        super.OnRPC(sender, rpc_type, ctx);
 
 3731        if (rpc_type == 
ERPCs.RPC_DAYZPLAYER_DEBUGSERVERWALK)
 
 3733            Print(
"ERPCs.RPC_DAYZPLAYER_DEBUGSERVERWALK");
 
 3735            Param1<bool> rp = 
new Param1<bool>(
false);
 
 3738            GetInputController().OverrideMovementSpeed(rp.param1, 1);
 
 3739            GetInputController().OverrideAimChangeX(rp.param1, 0.01);
 
 3754                return fall.PhysicsLanded();
 
 
 3790            StartCommand_Move(); 
 
 
 3844                RegisterTransportHit(transport);
 
 
 3916                preferredOptics = opticsInHands;
 
 3923                    preferredOptics = weaponInHands.GetAttachedOptics();
 
 3932            optics.Insert(preferredOptics);
 
 3940            if (!blockedByOptics && 
PlayerBase.Cast(
this).IsNVGWorking())
 
 3942                NVGoggles nvg = NVGoggles.Cast(nvAttachment);
 
 
 3963        if (FindAttachmentBySlotName(
"Eyewear") && FindAttachmentBySlotName(
"Eyewear").FindAttachmentBySlotName(
"NVG"))
 
 3965            entity = FindAttachmentBySlotName(
"Eyewear").FindAttachmentBySlotName(
"NVG");
 
 3967        else if (FindAttachmentBySlotName(
"Headgear") && FindAttachmentBySlotName(
"Headgear").FindAttachmentBySlotName(
"NVG"))
 
 3969            entity = FindAttachmentBySlotName(
"Headgear").FindAttachmentBySlotName(
"NVG");
 
 
 3975#ifdef DIAG_DEVELOPER 
 3978        return Weapon_Base.Cast(GetHumanInventory().CreateInHands(type));
 
 
void syncDebugPrint(string s)
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
override event void Read(PawnStateReader ctx)
override event void Write(PawnStateWriter ctx)
proto native CEApi GetCEApi()
Get the CE API.
proto native void SpawnEntity(string sClassName, vector vPos, float fRange, int iCount)
Spawn an entity through CE.
const int ECE_IN_INVENTORY
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
DamageType
exposed from C++ (do not change)
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
proto native void ResetDeathCooldown()
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
void DayZPlayerImplementFallDamage(DayZPlayer pPlayer)
void DayZPlayerImplementMeleeCombat(DayZPlayerImplement player)
void DayZPlayerMeleeFightLogic_LightHeavy(DayZPlayerImplement player)
void DayZPlayerUtils()
cannot be instantiated
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
bool IsProcessing()
returns true when FP is heating or cooling
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier=1.0)
class NoiseSystem NoiseParams()
void ParticleManager(ParticleManagerSettings settings)
Constructor (ctor)
void PlayerSoundEventHandler(PlayerBase player)
override void OnRPC(ParamsReadContext ctx)
void PluginDayzPlayerDebug()
PluginManager GetPluginManager()
Returns registred plugin by class type, better is to use global funtion GetPlugin(typename plugin_typ...
void ReplaceSoundEventHandler(PlayerBase player)
proto native UIManager GetUIManager()
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
proto native NoiseSystem GetNoiseSystem()
proto native World GetWorld()
override ScriptCallQueue GetCallQueue(int call_category)
proto native AbstractSoundScene GetSoundScene()
proto native int ConfigGetInt(string path)
Get int value from config on path.
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto native int GetVoiceLevel(Object player=null)
Get voice level of VoN (on both client and server) (VoiceLevelWhisper = 0, VoiceLevelNormal = 1,...
proto int GetTime()
returns mission time in milliseconds
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
proto native Input GetInput()
proto native Mission GetMission()
Super root of all classes in Enforce script.
void ProcessSoundEvent(string pEventType, string pUserString, int pUserInt)
void DepleteStamina(EStaminaModifiers modifier, float dT=-1)
bool IsWeaponDebugEnabled()
EntityAI GetNVEntityAttached()
void ResetWeaponRaiseProgress()
void SendSoundEventEx(EPlayerSoundEventID id, int param=0)
DayZPlayerImplementThrowing GetThrowing()
void LockControls(bool state)
override void StopDeathDarkeningEffect()
override bool IsShootingFromCamera()
bool m_IsUnconsciousFalling
bool m_HandheldOpticsInUse
ref PlayerSoundEventHandler m_PlayerSoundEventHandler
void OverrideShootFromCamera(bool pState)
WeaponManager GetWeaponManager()
void SendCompleteWeaponRaiseJuncture()
AnimBackType GetBackAttachmentType()
void ShowDeadScreen(bool show, float duration)
void OverrideSlidePoseAngle(float value)
movement sliding override, originally for FB gestures
bool IsWeaponRaiseCompleted()
ref DayZPlayerImplementJumpClimb m_JumpClimb
bool m_WeaponRaiseCompleted
measures time from the weapon raise start to complete raise (once per)
bool IsTryingHoldBreath()
void ResetDamageHitState(bool resetTimer)
void SetFallYDiff(float value)
bool IsLanded(int pCurrentCommandID)
void CompleteWeaponRaise()
float m_SprintedTimePerStanceMin
void OnSoundEvent(string pEventType, string pUserString, int pUserInt)
void ShowWeaponDebug(bool show)
bool m_ShouldBeUnconscious
void SetIronsights(bool value)
ref array< AbstractWave > m_PerformedActionSounds
void TriggerPullPlayerOutOfVehicle()
ref Timer m_ADSAutomationTimer
bool IsFBSymptomPlaying()
AbstractWave ProcessVoiceEvent(string pEventType, string pUserString, int pUserInt)
bool CheckForRespawn(EntityAI item)
override bool IsEyeZoom()
Legacy.
bool m_IsShootingFromCamera
void ProcessAttachmentEvent(string pEventType, string pUserString, int pUserInt)
void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
float GetSlidePoseAngle()
void OnParticleEvent(string pEventType, string pUserString, int pUserInt)
void ~DayZPlayerImplement()
bool HandleDamageHit(int pCurrentCommandID)
override array< InventoryItem > OnDrawOptics2D()
void SetIsInThirdPerson(bool state)
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
void SetSuicide(bool state)
bool m_CameraOpticsAimOverride
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
void HandleWeapons(float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)
ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic
void EOnContact(IEntity other, Contact extra)
void CheckAnimationOverrides()
AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)
bool IsWeaponObstructionBlockingADS()
bool ProcessJumpOrClimb(float pDt, int pCurrentCommandID)
bool m_IsFireWeaponRaised
ref DayZPlayerImplementAiming m_AimingModel
void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client=false)
bool m_ProcessLiftWeaponState
string GetSurfaceType(SurfaceAnimationBone limbType)
ref DeathEffectTimer m_DeathEffectTimer
void SetClimbingLadderType(string value)
static const float DEFAULT_DYING_TIME
ref DayZPlayerImplementThrowing m_Throwing
override float GetCurrentWaterLevel()
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
void HideClothing(ItemOptics optic, bool state)
bool CanPickupHeavyItemSwap(notnull EntityAI item1, notnull EntityAI item2)
override void SetCurrentWaterLevel(float pWaterLevel)
void TriggerPullPlayerOutOfVehicleImpl()
bool m_ContinueFirearmMelee
float m_fObstructionSmooth
bool m_TriggerPullPlayerOutOfVehicleSynch
bool IsAlreadyInFallingCommand(int pCurrentCommandID)
int m_LastCommandBeforeUnconscious
bool IsInFBEmoteState()
Checks if fullbody animation or specific locked state is active in emote manager.
bool CanConsumeStamina(EStaminaConsumers consumer)
Implementations only! - used on PlayerBase.
bool OnLand(int pCurrentCommandID, FallDamageData fallDamageData)
float m_TestDamageCounter
override void OnItemInHandsChanged()
static const int DEAD_SCREEN_DELAY
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
override int CameraHandler(int pCameraMode)
int m_DebugWeaponChangeShowSlot
override int GetEyeZoomLevel()
Transport GetTransportCache()
Get the transport that was cached when entering unconsciousness.
string m_DebugWeaponChangeItem
bool CanStartConsumingStamina(EStaminaConsumers consumer)
bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
override bool IsInThirdPerson()
void ProcessFeetDamageServer(int pUserInt)
int m_PullPlayerOutOfVehicleState
void SetVariablesLadderSoundObjectBuilder(SoundObjectBuilder soundObjectBuilder)
DayZPlayerImplementMeleeCombat GetMeleeCombat()
void SetHandheldOpticsInUse(bool state)
ref array< ref SyncHitInfo > m_SyncedHitDataArray
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
DayZPlayerImplementFallDamage GetFallDamage()
ref WeaponDebug m_WeaponDebug
float m_LastHeadingAngleBlock
void OnLadder(float delta_time, HumanMovementState pState)
called every command handler tick when player is on ladder
void AttenuateSoundIfNecessary(SoundObject soundObject)
bool m_ProcessWeaponRaiseCompleted
void EvaluateDamageHit(int pCurrentCommandID)
Must be ran at the start of CommandHandler before Jump is triggered.
void OnMovementChanged()
Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc....
bool CanClimb(int climbType, SHumanCommandClimbResult climbRes)
bool m_PullPlayerOutOfVehicleKeepsInLocalSpace
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
is replayed after correction when 'NetworkRewindType.REPLAY' is used
void SetOptics(bool value)
int m_DebugWeaponChangeStage
bool IsInFullbodyDamageAnimation()
void SetReturnToOptics(bool state)
ref Timer m_FightEndBlendTimer
bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param=0)
Handle sound event by respective sound handler based on its type.
float m_LastHeadingAngleBlock2
bool m_isFBsymptomPlaying
override void OnInputForRemote(ParamsReadContext ctx)
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
event from damage system
override void EEKilled(Object killer)
string m_ClimbingLadderType
float m_ProcessObstructWeapon
float m_DebugDirectionVal
VKOSTIK - tady dat 0 misto -1.
AnimRangedWeaponType GetShoulderAttachmentType()
bool m_AimingFinisherStarted
void CommandHandlerDebug(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
int GetTypeOfDeath(int pCurrentCommandID)
ref HumanMovementState m_MovementState
time step for gradual update of dead screen visibilibty up to full visbility [s]
ref DayZPlayerImplementFallDamage m_FallDamage
int m_ActionSoundCategoryHash
void SendDeathJuncture(int pAnimTypeDeath, float pAnimHitDirDeath)
bool IsHandheldOpticsInUse()
bool m_CameraEyeZoom
DEPRECATED.
override void OnVariablesSynchronized()
int m_LastSurfaceUnderHash
AnimBootsType GetBootsType()
float GetWeaponObstruction()
bool m_IsTryingHoldBreath
void SimulateDeath(bool state)
DayZPlayerInventory GetDayZPlayerInventory()
bool EvaluateDamageHitAnimation(TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody)
selects animation type and direction based on damage system data
static const float DYING_PROGRESSION_TIME
how long does it take to full death screen [s]
bool IsFireWeaponRaised()
bool HandleDeath(int pCurrentCommandID)
float m_ObstructWeapon_player
const float HIT_INTERVAL_MIN
void DayZPlayerImplement()
constructor
bool CheckForTakeItem(EntityAI item)
override string GetDebugText()
AnimUpperBodyType GetBodyAttachmentType()
void ProcessWeaponEvent(string pEventType, string pUserString, int pUserInt)
bool CanPickupHeavyItem(notnull EntityAI item)
-------------— Checks if player can pick up heavy item ----------------------—
bool m_ProcessFirearmMeleeHit
SHumanCommandMoveSettings m_MoveSettings
void OnJumpEnd(int pLandType=0)
void AddNoise(NoiseParams noisePar, float noiseMultiplier=1.0)
DayZPlayerImplementAiming GetAimingModel()
float m_DeathDarkeningCurrentTime
bool PlaySoundEventEx(EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0)
bool CheckForDropItem(EntityAI item)
void HandleOptic(notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics)
bool EvaluateDeathAnimation(int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)
selects animation type and direction based on damage system data
float m_CurrentWaterLevel
void OnStepEvent(string pEventType, string pUserString, int pUserInt)
void ResetDeathStartTime()
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic()
void SendSoundEvent(EPlayerSoundEventID id)
float m_fObstructionSmoothVelocity[1]
void SwitchOptics(ItemOptics optic, bool state)
void OnInputUserDataReceived(ParamsReadContext ctx)
override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
override void OnInputFromServer(ParamsReadContext ctx)
ref DayZPlayerImplementSwimming m_Swimming
void SetDeathDarknessLevel(float duration, float tick_time)
void DepleteStaminaEx(EStaminaModifiers modifier, float dT=-1, float coef=1.0)
ECameraZoomType m_CameraEyeZoomLevel
Transport m_TransportCache
static const int DAYZCAMERA_OPTICS
optics
static const int DAYZCAMERA_1ST
1st person camera
static const int DAYZCAMERA_3RD_PRO_RAISED
3rd - laying raised
static const int DAYZCAMERA_3RD_CLIMB
climb / vault
static const int DAYZCAMERA_3RD_CRO_RAISED
3rd - crouch
static const int DAYZCAMERA_3RD_ERC_SPR
3rd - standing sprint
static const int DAYZCAMERA_3RD_PRO
3rd - laying
static const int DAYZCAMERA_3RD_ERC
3rd - standing
static const int DAYZCAMERA_IRONSIGHTS
ironsights camera
static const int DAYZCAMERA_3RD_CRO
3rd - crouch
static const int DAYZCAMERA_3RD_ERC_RAISED
3rd - standing raised
static const int DAYZCAMERA_1ST_UNCONSCIOUS
unconscious
static const int DAYZCAMERA_3RD_ERC_RAISED_MELEE
3rd - laying raised
static const int DAYZCAMERA_1ST_VEHICLE
vehicle 1st person
static const int DAYZCAMERA_3RD_JUMP
jump
override void OnSimulationEnd()
override bool ShouldSimulationBeDisabled()
at which point does the stabilization start to get affected
static bool NoHeading(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff)
static bool RotateOrient(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff)
static bool ClampHeading(float pDt, SDayZPlayerHeadingModel pModel, out float pLastHeadingDiff)
static void SendDamageHitEx(DayZPlayer pPlayer, int pType, float pHitDir, bool pFullbody, TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos)
static const int SJ_DEATH
static bool ReadDamageHitParamsEx(ParamsReadContext pCtx, out SyncHitInfo pData)
static void SendDeath(DayZPlayer pPlayer, int pType, float pHitDir)
static const int SJ_DAMAGE_HIT
static bool ReadDeathParams(ParamsReadContext pCtx, out int pType, out float pHitDir)
SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
override SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
void SetVehicleCommand(HumanCommandVehicle hcv)
void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
proto static native bool DoClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
proto native bool IsFinisher()
proto native void Cancel()
cancels command melee and goes to HumanCommandMove
proto native float GetCurrentMovementSpeed()
0,1,2..3 idle, walk, run, sprint
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native bool IsChangingStance()
returns true if character is changing stance
proto native bool IsWakingUp()
proto native bool IsInWater()
proto native bool IsOnLand()
proto native Transport GetTransport()
proto native bool IsGettingIn()
proto native void ProcessLeaveEvents()
proto native bool WasGearChange()
proto native bool IsGettingOut()
proto native bool IsActionFinished()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native void LiftWeapon(bool pState)
command for lifting weapon near obstacles (works only when weapon is raised)
proto native void ObstructWeapon(float pState01)
command for obstruction weapon near obstacles
proto native float GetWeaponObstruction()
return obstruction value
proto native bool IsWeaponLifted()
return if lifting weapon is active
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native void SetADS(bool pState)
sets head tilt to optics
proto native int IsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native EntityAI GetEntityInHands()
inventory for plain man/human
HumanInventory... with FSM (synchronous, no anims)
bool m_bJumpAllowed
default false
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
int m_iStanceIdx
current command's id
AnimSoundEvent GetSoundEvent(int event_id)
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
provides access to slot configuration
proto native bool StepZeroingUp()
sets zeroing to next defined (respective to current) value in zeroing config array
proto native bool ExitOptics()
switches out of optics mode (if possible)
bool IsUsingOptics2DModel()
Returns whether this ItemOptics uses the 2D optics model.
proto native bool IsInOptics()
is weapon in optics mode or not
proto native bool IsUsingWeaponIronsightsOverride()
is optics using ironsights override settings or not
proto native bool EnterOptics()
switches to optics mode if possible
proto native bool StepZeroingDown()
sets zeroing to previous (respective to current) defined value in zeroing config array
static bool IsSyncLogEnable()
static void PlayVegetationCollideParticles(Object object, DayZPlayerImplement player)
static float GetNoiseMultiplier(DayZPlayerImplement playerImplement)
static float GetNoiseReduction(Weather weather)
proto void AddNoise(EntityAI source_entity, NoiseParams noise_params, float external_strenght_multiplier=1.0)
static void SetMultiplayState(bool state)
static const float WEAPON_RAISE_BLEND_DELAY
static const float FULL_SPRINT_DELAY_DEFAULT
static const float HEAVY_HIT_THRESHOLD
static const int CHECK_EVERY_N_STEP
The class that will be instanced (moddable)
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto void CallLater(func fn, int delay=0, bool repeat=false, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
proto bool Read(void value_in)
static int GetStepsParticleID(string surface_name)
proto native float GetHighestDamage(string healthType)
Native class for boats - handles physics simulation.
proto native bool SyncedPress_ID(int action, bool check_focus=true)
Returns true just in frame, when action was invoked (button was pressed)
proto native void ScreenFadeOut(float duration)
void ShowUICursor(bool visible)
proto native void CloseDialog()
proto native void ScreenFadeIn(float duration, string text, int backgroundColor, int textColor)
SoundObjectBuilder GetSoundObjectBuilder()
TIntArray GetAnimEventIds()
script counterpart to engine's class Weapon
proto native bool Is3rdPersonDisabled()
proto void SetVoiceOn(bool listening, bool toggled=false)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
proto float Normalize()
Normalizes vector. Returns length.
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
void SDayZPlayerHeadingModel()
cannot be created from script
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
DayZPlayerInstanceType
defined in C++
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
int GetEyeZoomLevel()
returns eye zoom level, uses ECameraZoomType values
proto native bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
Serializer ParamsReadContext
proto native CGame GetGame()
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
array< string > TStringArray
EntityEvent
Entity events for event-mask, or throwing event from code.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float Acos(float c)
Returns angle in radians from cosinus.
static proto int AbsInt(int i)
Returns absolute value.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static const float RAD2DEG
static proto float AbsFloat(float f)
Returns absolute value.
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.
proto native AbstractWave Play3D(SoundObject soundObject, SoundObjectBuilder soundBuilder)
proto native void SetSoundVolume(float vol, float time)
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
class JsonUndergroundAreaTriggerData GetPosition
class SoundObject SoundParams(string name)
proto native void SetSpeechExVolume(float vol, float time)
proto native void SetPosition(vector position)
Note: Sets the position locally if parented, retrieves globally with the sound offset.
proto native void SetVOIPVolume(float vol, float time)
proto native void SetKind(WaveKind kind)
proto native void SetRadioVolume(float vol, float time)
proto native void SetMusicVolume(float vol, float time)
proto native int Length()
Returns length of string.
proto native int Hash()
Returns hash of string.
void Split(string sample, out array< string > output)
Splits string into array of strings separated by 'sample'.
class HumanCommandLadder HumanCommandSwim()
class HumanCommandMelee2 HumanCommandFall()
proto native bool IsLeavingUncon()
return true if character transitions out of uncon
class HumanCommandWeapons HumanCommandAdditives()
class SHumanGlobalSettings SHumanCommandMoveSettings()
class SHumanCommandSwimSettings SHumanCommandClimbSettings()