DayZ 1.26
DayZ Explorer by KGB
|
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 int | DEAD_SCREEN_DELAY = 1000 |
static const float | DEFAULT_DYING_TIME = 2.5 |
DEPRECATED. | |
static const float | DYING_PROGRESSION_TIME = 0.05 |
how long does it take to full death screen [s] | |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
This Aiming Model
Перекрестные ссылки m_MovementState.
|
inlineprotected |
This is main camera selection logic
ironsights
get movement state
VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT m_MovementState.m_iMovement = 0 (idle)
COMMANDID_ACTION returns stance right - ERECT/CROUCH
melee camera - not melee - stays in stance camera
special handling to allow the camera to fully blend before transitioning to the raised one
Перекрестные ссылки Class::CastTo(), DayZPlayerCameras::DAYZCAMERA_1ST, DayZPlayerCameras::DAYZCAMERA_1ST_UNCONSCIOUS, DayZPlayerCameras::DAYZCAMERA_1ST_VEHICLE, DayZPlayerCameras::DAYZCAMERA_3RD_CLIMB, DayZPlayerCameras::DAYZCAMERA_3RD_CRO, DayZPlayerCameras::DAYZCAMERA_3RD_CRO_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED_MELEE, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_SPR, DayZPlayerCameras::DAYZCAMERA_3RD_JUMP, DayZPlayerCameras::DAYZCAMERA_3RD_PRO, DayZPlayerCameras::DAYZCAMERA_3RD_PRO_RAISED, DayZPlayerCameras::DAYZCAMERA_IRONSIGHTS, DayZPlayerCameras::DAYZCAMERA_OPTICS, GetParent() и m_MovementState.
|
inlineprotected |
Перекрестные ссылки Class::CastTo() и m_MovementState.
|
inlineprotected |
Implementations only! - used on PlayerBase.
Используется в GetAttackTypeByWeaponAttachments(), GetAttackTypeFromInputs() и HandleFightLogic().
|
inlineprotected |
Перекрестные ссылки DayZPlayerUtils(), HumanCommandSwim() и m_MovementState.
-------------— Checks if player can pick up heavy item ----------------------—
Перекрестные ссылки DayZPlayerUtils().
|
inlineprotected |
|
inlineprotected |
Player respawn
anti-cheat condition
|
protected |
|
inlineprotected |
This is main command logic
handle all Camera changes, switch + zoom
handle death with high priority
check for water depth while getting out and start swimming if necessary this also handles the last frame of the vehicle command hence it doens't need separate check on pCurrentCommandFinished
handle finished commands
default behaviour after finish is to start move
debug test script command !PSOVIS
Sprint attack limiting - player has to be in full sprint for at least 0.5s
If we are not in fall command then something else is currently running and we can safely continue here, otherwise terminate here
throwing handling
melee
Перекрестные ссылки AddNoise(), DayZPlayerImplementFallDamage(), DayZPlayerType(), HumanCommandClimb::DoClimbTest(), ForceStandUpForHeavyItems(), PlayerConstants::FULL_SPRINT_DELAY_DEFAULT, GetDayZPlayerType(), DiagMenu::GetEngineValue(), GetGame(), GetInstanceType(), NoiseAIEvaluate::GetNoiseReduction(), GetUApi(), HumanCommandAdditives(), HumanCommandFall(), IsPlayerSpeaking(), m_MovementState, ModCommandHandlerAfter(), ModCommandHandlerBefore(), ModCommandHandlerInside(), NoiseParams() и SHumanCommandClimbSettings().
|
inlineprotected |
debug handling of adding commands
set item in hands
fuj
start show
damage test
Перекрестные ссылки ECE_IN_INVENTORY, DiagMenu::GetEngineRangeValue(), GetGame(), GetPlayer(), GetPluginManager(), HumanCommandAdditives(), PluginDayzPlayerDebug(), RF_DEFAULT и SpawnEntity().
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
constructor
Перекрестные ссылки DayZPlayerImplementFallDamage(), DayZPlayerImplementMeleeCombat(), DayZPlayerMeleeFightLogic_LightHeavy(), PlayerConstants::FULL_SPRINT_DELAY_DEFAULT, GetGame() и m_MeleeCombat.
|
inlineprotected |
Используется в HandleComboHit(), HandleFightLogic(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick() и HandleSprintAttack().
|
inlineprotected |
event from damage system
Перекрестные ссылки component, HumanCommandFall() и DayZPlayerSyncJunctures::SendDamageHitEx().
Phx contact event
Перекрестные ссылки GetGame() и GetParent().
Must be ran at the start of CommandHandler before Jump is triggered.
Reset damage hit to prevent animation from playing unnecessarily when it is already cancelled out
ignore hit impacts in prone (for now)
Перекрестные ссылки GetGame(), GetPlayer(), PlayerConstants::HEAVY_HIT_THRESHOLD и m_MovementState.
|
inlineprotected |
selects animation type and direction based on damage system data
impact from infected attack will be light only
play full body when these coponents were hit
skip evaluation of dmg hit animation
direction
Перекрестные ссылки Math::Acos(), vector::Dot(), GetGame(), GetPosition, m_MovementState и Math::RAD2DEG.
|
inlineprotected |
selects animation type and direction based on damage system data
direction
Перекрестные ссылки Math::Acos(), vector::Dot(), GetGame(), GetPosition и Math::RAD2DEG.
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
Используется в InterruptWaterCheck().
|
inlineprotected |
Используется в ActionPossibilityCheck() и CanPlayEmote().
Перекрестные ссылки GetParent().
Используется в DayZPlayerCameraBase(), HoldBreathFOVEffect() и StdFovUpdate().
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
Перекрестные ссылки GetDayZPlayerType().
|
inlineprotected |
Перекрестные ссылки g_Game.
Используется в ReplaceSoundEventBase::SelectSoundID().
|
inlineprotected |
Используется в ActionPossibilityCheck() и CanPlayEmote().
|
inlineprotected |
Get the transport that was cached when entering unconsciousness.
|
inlineprotected |
|
inlineprotected |
This is main command logic
artificial Auto-ADS delay
if !raised if sprinting
Перекрестные ссылки HumanItemAccessor(), IsProcessing() и m_MovementState.
Can't pull a body out of a car that is in water, don't need to handle that
player looks to be dead now, not unconscious
we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
Перекрестные ссылки Class::CastTo(), g_Game и GetGame().
|
inlineprotected |
|
inlineprotected |
3rd person camera
Перекрестные ссылки Math::AbsFloat(), Math::AbsInt(), GetGame(), GetPosition, IsPlayerInStance(), m_MovementState, name, path, SetVerticalMinimumAimLimit(), SoundObject() и SoundObjectBuilder().
|
inlineprotected |
HandleWeapons
fire
Перекрестные ссылки Class::CastTo(), GetGame(), m_MovementState и PlayerConstants::WEAPON_RAISE_BLEND_DELAY.
|
inlineprotected |
is replayed after correction when 'NetworkRewindType.REPLAY' is used
on ladder - do nothing
if it's standing from prone on back
Перекрестные ссылки DayZPlayerImplementHeading::ClampHeading(), DiagMenu::GetEngineValue(), HumanItemAccessor(), IsLeavingUncon(), m_MovementState, DayZPlayerImplementHeading::NoHeading() и DayZPlayerImplementHeading::RotateOrient().
|
inlineprotected |
|
inlineprotected |
Перекрестные ссылки m_MovementState.
Используется в CanPlayEmote().
|
inlineprotected |
|
protected |
Используется в CanPlayEmote() и HandleInitialFirearmMelee().
|
inlineprotected |
Перекрестные ссылки m_MovementState.
|
inlineprotected |
|
protected |
Checks if fullbody animation or specific locked state is active in emote manager.
|
inlineprotected |
|
inlineprotected |
Используется в SelectCrossHair() и ScriptedWidgetEventHandler::Update().
|
inlineprotected |
Используется в SelectCrossHair().
|
inlineprotected |
Перекрестные ссылки GetParent() и m_MovementState.
Перекрестные ссылки HumanCommandFall().
|
protected |
|
inlineprotected |
Используется в ScriptedWidgetEventHandler::GetActionManager(), GetActionManager(), Update() и ScriptedWidgetEventHandler::Update().
|
inlineprotected |
|
protected |
Используется в CanPlayEmote() и Update().
Используется в OnEmoteEnd() и StdFovUpdate().
|
inlineprotected |
Используется в HandleFightLogic().
|
inlineprotected |
Перекрестные ссылки m_MovementState.
Используется в CanPlayEmote().
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
Перекрестные ссылки GetGame(), INPUT_DEVICE_GAMEPAD, INPUT_DEVICE_KEYBOARD и INPUT_DEVICE_MOUSE.
|
inlineprotected |
|
inlineprotected |
ModOverrides
|
inlineprotected |
|
inlineprotected |
Перекрестные ссылки Error(), INPUT_UDT_HAND_REMOTE_EVENT, INPUT_UDT_INVENTORY и INPUT_UDT_WEAPON_REMOTE_EVENT.
|
inlineprotected |
Перекрестные ссылки Error() и INPUT_UDT_INVENTORY.
|
inlineprotected |
Перекрестные ссылки INPUT_UDT_MELEE_TARGET, m_MeleeCombat и vector::Zero.
|
inlineprotected |
Input userdata
Перекрестные ссылки Error() и OnInputUserDataProcess().
Используется в Execute(), NetSyncCurrentStateID(), OnAfterStoreLoad() и TurnItemIntoItemLambda::OnSuccess().
|
inlineprotected |
|
protected |
called every command handler tick when player is on ladder
|
inlineprotected |
Перекрестные ссылки HumanCommandFall().
|
inlineprotected |
Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
Перекрестные ссылки m_MovementState.
Перекрестные ссылки GetInstanceType() и Debug::Log().
|
inlineprotected |
Перекрестные ссылки GetInstanceType() и GetUApi().
|
inlineprotected |
Перекрестные ссылки GetInstanceType() и GetUApi().
Event Processing
Перекрестные ссылки AddNoise(), PlayerConstants::CHECK_EVERY_N_STEP, Count, DayZPlayerType(), GetDayZPlayerType(), GetGame(), NoiseAIEvaluate::GetNoiseMultiplier(), NoiseAIEvaluate::GetNoiseReduction(), GetPlayer(), GetPosition, Surface::GetStepsParticleID(), string::Hash(), string::Length(), Debug::Log(), NoiseParams(), ParticleManager(), PlaySound(), SoundObject() и Vector().
|
inlineprotected |
SyncJunctures
Перекрестные ссылки DayZPlayerSyncJunctures::ReadDamageHitParamsEx(), DayZPlayerSyncJunctures::ReadDeathParams(), DayZPlayerSyncJunctures::SJ_DAMAGE_HIT и DayZPlayerSyncJunctures::SJ_DEATH.
Используется в EmoteBase::OnBeforeStandardCallbackCreated() и OnEmoteEnd().
movement sliding override, originally for FB gestures
Перекрестные ссылки GetDayZPlayerType().
|
inlineprotected |
|
inlineprotected |
Используется в InjurySoundHandlerBase::PlaySound() и StaminaSoundHandlerBase::Update().
|
inlineprotected |
Используется в PlaySound().
|
inlineprotected |
Handle sound event by respective sound handler based on its type.
Перекрестные ссылки DayZPlayerType(), GetDayZPlayerType(), PlaySound() и SoundObject().
Jump / Climb
|
protected |
Перекрестные ссылки DayZPlayerType(), GetDayZPlayerType(), GetGame(), NoiseAIEvaluate::GetNoiseReduction(), GetPosition, PlaySound() и SoundObject().
|
inlineprotected |
Перекрестные ссылки DayZPlayerType(), GetDayZPlayerType(), PlaySound() и SoundObject().
Используется в Play().
Перекрестные ссылки AddNoise(), Class::CastTo(), DayZPlayerType(), GetDayZPlayerType(), GetGame(), NoiseAIEvaluate::GetNoiseReduction(), PlaySound() и SoundObject().
|
protected |
|
protected |
Используется в DrowningMdfr::PlayDrowningSound().
|
inlineprotected |
Перекрестные ссылки ResetDeathCooldown().
|
inlineprotected |
|
protected |
|
protected |
Перекрестные ссылки DayZPlayerSyncJunctures::SendDeath().
|
protected |
|
protected |
Используется в DayZPlayerImplementSwimming::HandleSwimming().
Используется в CommitSuicide() и EmoteBase::OnCallbackEnd().
|
inlineprotected |
Перекрестные ссылки CALL_CATEGORY_GUI, GetGame() и OnlineServices::SetMultiplayState().
|
protected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
|
inlineprotected |
we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
Перекрестные ссылки Class::CastTo(), GetGame() и GetParent().
|
inlineprotected |
Reset the cooldown so simulation doesn't automatically get re-disabled
Synced to re-enable simulation on client as the death processing sets disable simulation to local only
Handle own client animation freeze
Перекрестные ссылки GetInstanceType() и ResetDeathCooldown().
how long does it take to full death screen [s]
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
private |
|
protected |
|
protected |
|
protected |
|
protected |
HandleDeath
|
protected |
|
protected |
|
protected |
|
protected |
VKOSTIK - tady dat 0 misto -1.
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
This HeadingModel
|
protected |
|
protected |
|
protected |
Используется в SmptAnimMetaBase::Play() и SmptAnimMetaBase::~SmptAnimMetaFB().
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
private |
time step for gradual update of dead screen visibilibty up to full visbility [s]
cached ptr for movement state
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
private |
|
protected |
|
protected |
|
protected |
measures time from the weapon raise start to complete raise (once per)
|
private |