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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 | DepleteStaminaEx (EStaminaModifiers modifier, float dT=-1, float coef=1.0) |
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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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| float | GetWeaponObstruction () |
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| bool | IsWeaponObstructionBlockingADS () |
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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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| override array< InventoryItem > | OnDrawOptics2D () |
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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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| void | DepleteStamina (EStaminaModifiers modifier, float dT=-1) |
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См. определение в файле DayZPlayerImplement.c строка 110