DayZ 1.27
DayZ Explorer by KGB
 
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Класс DayZPlayer

Защищенные члены

void DayZPlayerImplement ()
 constructor
 
DayZPlayerImplementAiming GetAimingModel ()
 
DayZPlayerImplementMeleeCombat GetMeleeCombat ()
 
DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic ()
 
DayZPlayerImplementThrowing GetThrowing ()
 
DayZPlayerImplementFallDamage GetFallDamage ()
 
void ~DayZPlayerImplement ()
 
override bool IsEyeZoom ()
 Legacy.
 
override int GetEyeZoomLevel ()
 
override bool IsShootingFromCamera ()
 
void OverrideShootFromCamera (bool pState)
 
bool IsInIronsights ()
 
bool IsInOptics ()
 
override bool IsInThirdPerson ()
 
void SetIsInThirdPerson (bool state)
 
bool IsFireWeaponRaised ()
 
bool IsTryingHoldBreath ()
 
bool IsSprintFull ()
 
void ShowWeaponDebug (bool show)
 
bool IsWeaponDebugEnabled ()
 
void SetFallYDiff (float value)
 
override float GetCurrentWaterLevel ()
 
override void SetCurrentWaterLevel (float pWaterLevel)
 
void SetIronsights (bool value)
 
void SetOptics (bool value)
 
void ExitSights ()
 
void SwitchOptics (ItemOptics optic, bool state)
 
void SetClimbingLadderType (string value)
 
bool CanConsumeStamina (EStaminaConsumers consumer)
 Implementations only! - used on PlayerBase.
 
bool CanStartConsumingStamina (EStaminaConsumers consumer)
 
void DepleteStamina (EStaminaModifiers modifier, float dT=-1)
 
bool IsInVehicle ()
 
bool IsSwimming ()
 
bool IsClimbingLadder ()
 
bool PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0)
 Handle sound event by respective sound handler based on its type.
 
bool PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
 
bool PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0)
 
bool IsFBSymptomPlaying ()
 
float GetDeltaT ()
 
Transport GetTransportCache ()
 Get the transport that was cached when entering unconsciousness.
 
override string GetDebugText ()
 
void TriggerPullPlayerOutOfVehicle ()
 
void TriggerPullPlayerOutOfVehicleImpl ()
 
override void OnVariablesSynchronized ()
 
bool HandleDeath (int pCurrentCommandID)
 
void ResetDeathStartTime ()
 
int GetTypeOfDeath (int pCurrentCommandID)
 
void SendDeathJuncture (int pAnimTypeDeath, float pAnimHitDirDeath)
 
override void EEKilled (Object killer)
 
void ShowDeadScreen (bool show, float duration)
 
override void StopDeathDarkeningEffect ()
 
void SimulateDeath (bool state)
 
void LockControls (bool state)
 
void SetDeathDarknessLevel (float duration, float tick_time)
 
void CompleteWeaponRaise ()
 
void ResetWeaponRaiseProgress ()
 
bool IsWeaponRaiseCompleted ()
 
DayZPlayerInventory GetDayZPlayerInventory ()
 
override void OnInputForRemote (ParamsReadContext ctx)
 
override void OnInputFromServer (ParamsReadContext ctx)
 
void RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false)
 
void RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
 
void SendSoundEvent (EPlayerSoundEventID id)
 
void SendSoundEventEx (EPlayerSoundEventID id, int param=0)
 
override void OnItemInHandsChanged ()
 
WeaponManager GetWeaponManager ()
 
void HandleWeapons (float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)
 
void HandleOptic (notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics)
 
bool IsInFullbodyDamageAnimation ()
 
void EvaluateDamageHit (int pCurrentCommandID)
 Must be ran at the start of CommandHandler before Jump is triggered.
 
bool HandleDamageHit (int pCurrentCommandID)
 
void ResetDamageHitState (bool resetTimer)
 
bool EvaluateDeathAnimation (int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)
 selects animation type and direction based on damage system data
 
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
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 event from damage system
 
override bool HeadingModel (float pDt, SDayZPlayerHeadingModel pModel)
 is replayed after correction when 'NetworkRewindType.REPLAY' is used
 
override bool AimingModel (float pDt, SDayZPlayerAimingModel pModel)
 
bool ProcessJumpOrClimb (float pDt, int pCurrentCommandID)
 
bool CanJump ()
 
bool CanClimb (int climbType, SHumanCommandClimbResult climbRes)
 
void OnJumpStart ()
 
void OnJumpEnd (int pLandType=0)
 
void StopHandEvent ()
 
void StopWeaponEvent ()
 
void AbortWeaponEvent ()
 
void HandleADS ()
 
void HandleView ()
 
bool ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
override void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
void HideClothing (ItemOptics optic, bool state)
 
void CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
override int CameraHandler (int pCameraMode)
 
void OnMovementChanged ()
 Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
 
void OnSprintStart ()
 
void OnSprintEnd ()
 
void OnInputUserDataReceived (ParamsReadContext ctx)
 
bool OnInputUserDataProcess (int userDataType, ParamsReadContext ctx)
 
void OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx)
 
AnimBootsType GetBootsType ()
 
AnimUpperBodyType GetBodyAttachmentType ()
 
AnimBackType GetBackAttachmentType ()
 
AnimRangedWeaponType GetShoulderAttachmentType ()
 
string GetSurfaceType (SurfaceAnimationBone limbType)
 
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
 
void AddNoise (NoiseParams noisePar, float noiseMultiplier=1.0)
 
void OnStepEvent (string pEventType, string pUserString, int pUserInt)
 
void OnSoundEvent (string pEventType, string pUserString, int pUserInt)
 
void OnParticleEvent (string pEventType, string pUserString, int pUserInt)
 
void ProcessWeaponEvent (string pEventType, string pUserString, int pUserInt)
 
void ProcessAttachmentEvent (string pEventType, string pUserString, int pUserInt)
 
void SetVariablesLadderSoundObjectBuilder (SoundObjectBuilder soundObjectBuilder)
 
void ProcessSoundEvent (string pEventType, string pUserString, int pUserInt)
 
AbstractWave ProcessVoiceEvent (string pEventType, string pUserString, int pUserInt)
 
void ProcessFeetDamageServer (int pUserInt)
 
bool CheckForTakeItem (EntityAI item)
 
bool CheckForDropItem (EntityAI item)
 
bool CheckForRespawn (EntityAI item)
 
bool IsLanded (int pCurrentCommandID)
 
bool OnLand (int pCurrentCommandID, FallDamageData fallDamageData)
 
bool IsAlreadyInFallingCommand (int pCurrentCommandID)
 
void OverrideSlidePoseAngle (float value)
 movement sliding override, originally for FB gestures
 
float GetSlidePoseAngle ()
 
void CheckAnimationOverrides ()
 
bool IsPlayerSelected ()
 
bool IsRestrained ()
 
bool IsInFBEmoteState ()
 Checks if fullbody animation or specific locked state is active in emote manager.
 
void SetSuicide (bool state)
 
bool CommitedSuicide ()
 
void OnLadder (float delta_time, HumanMovementState pState)
 called every command handler tick when player is on ladder
 
void EOnContact (IEntity other, Contact extra)
 
void AttenuateSoundIfNecessary (SoundObject soundObject)
 
void CheckLiftWeapon ()
 
void ProcessLiftWeapon ()
 
void SetHandheldOpticsInUse (bool state)
 
bool IsHandheldOpticsInUse ()
 
bool IsLiftWeapon ()
 
bool IsRaised ()
 
bool IsFighting ()
 
bool CanPickupHeavyItem (notnull EntityAI item)
 -------------— Checks if player can pick up heavy item ----------------------—
 
bool CanPickupHeavyItemSwap (notnull EntityAI item1, notnull EntityAI item2)
 
void SetReturnToOptics (bool state)
 
void RunADSTimer ()
 
void StopADSTimer ()
 
void SendCompleteWeaponRaiseJuncture ()
 

Защищенные данные

ref DayZPlayerImplementAiming m_AimingModel
 
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
 
ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic
 
ref DayZPlayerImplementSwimming m_Swimming
 
ref DayZPlayerImplementThrowing m_Throwing
 
ref DayZPlayerImplementJumpClimb m_JumpClimb
 
ref DayZPlayerImplementFallDamage m_FallDamage
 
ref PlayerSoundEventHandler m_PlayerSoundEventHandler
 
ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
 
SHumanCommandMoveSettings m_MoveSettings
 
float m_FallYDiff
 
float m_SprintedTime
 
float m_SprintedTimePerStanceMin
 
bool m_SprintFull
 
bool m_IsRaised
 
bool m_ShouldReload
 
bool m_Camera3rdPerson
 
bool m_CameraZoomToggle
 
bool m_bADS
 
bool m_WeaponRaiseCompleted
 measures time from the weapon raise start to complete raise (once per)
 
ECameraZoomType m_CameraEyeZoomLevel
 
bool m_CameraIronsight
 
bool m_CameraOptics
 
bool m_CameraOpticsAimOverride
 
float m_DeathDarkeningCurrentTime
 
bool m_IsTryingHoldBreath
 
bool m_IsShootingFromCamera
 
bool m_PlayerSelected
 
bool m_Suicide
 
bool m_IsUnconscious
 
bool m_ShouldBeUnconscious
 
bool m_IsUnconsciousFalling
 
bool m_UnconsciousDebug
 
int m_LastCommandBeforeUnconscious
 
ref WeaponDebug m_WeaponDebug
 
ref DeathEffectTimer m_DeathEffectTimer
 
ref Timer m_FightEndBlendTimer
 
bool m_ProcessFirearmMeleeHit
 
bool m_ContinueFirearmMelee
 
bool m_LiftWeapon_player
 
bool m_ProcessLiftWeapon
 
bool m_ProcessLiftWeaponState
 
int m_LastSurfaceUnderHash
 
Transport m_TransportCache
 
string m_ClimbingLadderType
 
bool m_isFBsymptomPlaying
 
bool m_HandheldOpticsInUse
 
bool m_ResetADS
 
bool m_ProcessResetADS
 
int m_StepCounter
 
int m_NextVoNNoiseTime
 
ref array< ref SyncHitInfo > m_SyncedHitDataArray
 
ref array< AbstractWavem_PerformedActionSounds
 
bool m_RaiseStarted = false
 
bool m_AimingFinisherStarted = false
 
bool m_IsWeapon
 
bool m_TriggerPullPlayerOutOfVehicleSynch
 
bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
 
int m_PullPlayerOutOfVehicleState = -1
 
int m_ActionSoundCategoryHash
 
float m_dT
 
int m_DeathAnimType = -2
 
float m_DeathHitDir = 0
 
bool m_DeathJuctureSent = false
 
bool m_DamageHitFullbody = false
 
int m_DamageHitAnimType = -1.0
 
float m_DamageHitDir = 0.0
 
float m_DamageHealth = 0.0
 
const float HIT_INTERVAL_MIN = 0.3
 
float m_HitElapsedTime = HIT_INTERVAL_MIN
 
float m_fLastHeadingDiff = 0
 
float m_LastHeadingAngleBlock
 
float m_LastHeadingAngleBlock2
 
float m_LastHeadingAngle
 
int m_LastBackSoundTime
 
int m_LastBackSoundTime2
 
float m_SoundOffset
 
float m_TestDamageCounter = -1
 
float m_DebugDirectionVal = -180
 VKOSTIK - tady dat 0 misto -1.
 
bool m_DebugTypeVal = false
 
int m_DebugWeaponChangeStage = 0
 
string m_DebugWeaponChangeItem
 
int m_DebugWeaponChangeShowSlot
 
bool m_CameraEyeZoom
 DEPRECATED.
 
ref Timer m_ADSAutomationTimer
 
bool m_ADSTimerLaunched
 
bool m_ProcessWeaponRaiseCompleted
 
bool m_IsFireWeaponRaised
 
bool m_WasIronSight
 

Статические защищенные данные

static const int DEAD_SCREEN_DELAY = 1000
 

Закрытые данные

ref HumanMovementState m_MovementState = new HumanMovementState()
 time step for gradual update of dead screen visibilibty up to full visbility [s]
 
float m_WeaponRaiseTime
 
float m_CurrentWaterLevel
 
bool m_WasInVehicle
 

Закрытые статические данные

static const float DEFAULT_DYING_TIME = 2.5
 
static const float DYING_PROGRESSION_TIME = 0.05
 how long does it take to full death screen [s]
 

Подробное описание

См. определение в файле DayZPlayerImplement.c строка 110