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void | DayZPlayerImplement () |
| constructor
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DayZPlayerImplementAiming | GetAimingModel () |
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DayZPlayerImplementMeleeCombat | GetMeleeCombat () |
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DayZPlayerMeleeFightLogic_LightHeavy | GetMeleeFightLogic () |
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DayZPlayerImplementThrowing | GetThrowing () |
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DayZPlayerImplementFallDamage | GetFallDamage () |
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void | ~DayZPlayerImplement () |
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override bool | IsEyeZoom () |
| Legacy.
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override int | GetEyeZoomLevel () |
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override bool | IsShootingFromCamera () |
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void | OverrideShootFromCamera (bool pState) |
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bool | IsInIronsights () |
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bool | IsInOptics () |
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override bool | IsInThirdPerson () |
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void | SetIsInThirdPerson (bool state) |
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bool | IsFireWeaponRaised () |
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bool | IsTryingHoldBreath () |
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bool | IsSprintFull () |
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void | ShowWeaponDebug (bool show) |
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bool | IsWeaponDebugEnabled () |
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void | SetFallYDiff (float value) |
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override float | GetCurrentWaterLevel () |
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override void | SetCurrentWaterLevel (float pWaterLevel) |
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void | SetIronsights (bool value) |
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void | SetOptics (bool value) |
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void | ExitSights () |
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void | SwitchOptics (ItemOptics optic, bool state) |
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void | SetClimbingLadderType (string value) |
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bool | CanConsumeStamina (EStaminaConsumers consumer) |
| Implementations only! - used on PlayerBase.
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bool | CanStartConsumingStamina (EStaminaConsumers consumer) |
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void | DepleteStamina (EStaminaModifiers modifier, float dT=-1) |
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bool | IsInVehicle () |
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bool | IsSwimming () |
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bool | IsClimbingLadder () |
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bool | PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0) |
| Handle sound event by respective sound handler based on its type.
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bool | PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false) |
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bool | PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0) |
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bool | IsFBSymptomPlaying () |
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float | GetDeltaT () |
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Transport | GetTransportCache () |
| Get the transport that was cached when entering unconsciousness.
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override string | GetDebugText () |
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void | TriggerPullPlayerOutOfVehicle () |
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void | TriggerPullPlayerOutOfVehicleImpl () |
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override void | OnVariablesSynchronized () |
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bool | HandleDeath (int pCurrentCommandID) |
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void | ResetDeathStartTime () |
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int | GetTypeOfDeath (int pCurrentCommandID) |
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void | SendDeathJuncture (int pAnimTypeDeath, float pAnimHitDirDeath) |
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override void | EEKilled (Object killer) |
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void | ShowDeadScreen (bool show, float duration) |
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override void | StopDeathDarkeningEffect () |
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void | SimulateDeath (bool state) |
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void | LockControls (bool state) |
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void | SetDeathDarknessLevel (float duration, float tick_time) |
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void | CompleteWeaponRaise () |
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void | ResetWeaponRaiseProgress () |
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bool | IsWeaponRaiseCompleted () |
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DayZPlayerInventory | GetDayZPlayerInventory () |
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override void | OnInputForRemote (ParamsReadContext ctx) |
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override void | OnInputFromServer (ParamsReadContext ctx) |
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void | RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false) |
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void | RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0) |
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void | SendSoundEvent (EPlayerSoundEventID id) |
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void | SendSoundEventEx (EPlayerSoundEventID id, int param=0) |
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override void | OnItemInHandsChanged () |
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WeaponManager | GetWeaponManager () |
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void | HandleWeapons (float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights) |
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void | HandleOptic (notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics) |
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bool | IsInFullbodyDamageAnimation () |
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void | EvaluateDamageHit (int pCurrentCommandID) |
| Must be ran at the start of CommandHandler before Jump is triggered.
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bool | HandleDamageHit (int pCurrentCommandID) |
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void | ResetDamageHitState (bool resetTimer) |
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bool | EvaluateDeathAnimation (int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir) |
| selects animation type and direction based on damage system data
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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
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override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| event from damage system
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override bool | HeadingModel (float pDt, SDayZPlayerHeadingModel pModel) |
| is replayed after correction when 'NetworkRewindType.REPLAY' is used
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override bool | AimingModel (float pDt, SDayZPlayerAimingModel pModel) |
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bool | ProcessJumpOrClimb (float pDt, int pCurrentCommandID) |
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bool | CanJump () |
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bool | CanClimb (int climbType, SHumanCommandClimbResult climbRes) |
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void | OnJumpStart () |
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void | OnJumpEnd (int pLandType=0) |
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void | StopHandEvent () |
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void | StopWeaponEvent () |
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void | AbortWeaponEvent () |
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void | HandleADS () |
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void | HandleView () |
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bool | ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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bool | ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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bool | ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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override void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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void | HideClothing (ItemOptics optic, bool state) |
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void | CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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override int | CameraHandler (int pCameraMode) |
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void | OnMovementChanged () |
| Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
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void | OnSprintStart () |
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void | OnSprintEnd () |
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void | OnInputUserDataReceived (ParamsReadContext ctx) |
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bool | OnInputUserDataProcess (int userDataType, ParamsReadContext ctx) |
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void | OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx) |
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AnimBootsType | GetBootsType () |
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AnimUpperBodyType | GetBodyAttachmentType () |
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AnimBackType | GetBackAttachmentType () |
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AnimRangedWeaponType | GetShoulderAttachmentType () |
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string | GetSurfaceType (SurfaceAnimationBone limbType) |
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AbstractWave | PlaySound (SoundObject so, SoundObjectBuilder sob) |
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void | AddNoise (NoiseParams noisePar, float noiseMultiplier=1.0) |
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void | OnStepEvent (string pEventType, string pUserString, int pUserInt) |
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void | OnSoundEvent (string pEventType, string pUserString, int pUserInt) |
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void | OnParticleEvent (string pEventType, string pUserString, int pUserInt) |
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void | ProcessWeaponEvent (string pEventType, string pUserString, int pUserInt) |
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void | ProcessAttachmentEvent (string pEventType, string pUserString, int pUserInt) |
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void | SetVariablesLadderSoundObjectBuilder (SoundObjectBuilder soundObjectBuilder) |
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void | ProcessSoundEvent (string pEventType, string pUserString, int pUserInt) |
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AbstractWave | ProcessVoiceEvent (string pEventType, string pUserString, int pUserInt) |
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void | ProcessFeetDamageServer (int pUserInt) |
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bool | CheckForTakeItem (EntityAI item) |
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bool | CheckForDropItem (EntityAI item) |
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bool | CheckForRespawn (EntityAI item) |
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bool | IsLanded (int pCurrentCommandID) |
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bool | OnLand (int pCurrentCommandID, FallDamageData fallDamageData) |
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bool | IsAlreadyInFallingCommand (int pCurrentCommandID) |
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void | OverrideSlidePoseAngle (float value) |
| movement sliding override, originally for FB gestures
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float | GetSlidePoseAngle () |
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void | CheckAnimationOverrides () |
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bool | IsPlayerSelected () |
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bool | IsRestrained () |
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bool | IsInFBEmoteState () |
| Checks if fullbody animation or specific locked state is active in emote manager.
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void | SetSuicide (bool state) |
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bool | CommitedSuicide () |
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void | OnLadder (float delta_time, HumanMovementState pState) |
| called every command handler tick when player is on ladder
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void | EOnContact (IEntity other, Contact extra) |
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void | AttenuateSoundIfNecessary (SoundObject soundObject) |
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void | CheckLiftWeapon () |
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void | ProcessLiftWeapon () |
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void | SetHandheldOpticsInUse (bool state) |
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bool | IsHandheldOpticsInUse () |
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bool | IsLiftWeapon () |
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bool | IsRaised () |
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bool | IsFighting () |
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bool | CanPickupHeavyItem (notnull EntityAI item) |
| -------------— Checks if player can pick up heavy item ----------------------—
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bool | CanPickupHeavyItemSwap (notnull EntityAI item1, notnull EntityAI item2) |
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void | SetReturnToOptics (bool state) |
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void | RunADSTimer () |
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void | StopADSTimer () |
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void | SendCompleteWeaponRaiseJuncture () |
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См. определение в файле DayZPlayerImplement.c строка 110