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)
См. определение в файле DayZPlayerImplement.c строка 1247
1248 {
1251
1253 {
1254 return;
1255 }
1256
1257
1258 SyncHitInfo data;
1259 SyncHitInfo greatest_hit;
1261 {
1264
1265
1266 #ifndef SERVER
1267 if (IsAlive() && !IsUnconscious() && data.m_HasSource &&
GetGame().GetMission().GetHud() &&
GetGame().
GetPlayer() ==
this)
1268 {
1271 {
1272 float rel =
m_DamageHealth / (GetMaxHealth(
"",
"Health") * PlayerConstants.HEAVY_HIT_THRESHOLD);
1274 }
1275 }
1276 #endif
1277
1278 if (!greatest_hit)
1279 {
1280 greatest_hit = data;
1281 }
1282
1283 else if (data.m_Fullbody)
1284 {
1285 greatest_hit = data;
1286 }
1287 }
1288
1291
1294 {
1295 return;
1296 }
1297
1298
1302 }
proto native Mission GetMission()
ref array< ref SyncHitInfo > m_SyncedHitDataArray
ref HumanMovementState m_MovementState
time step for gradual update of dead screen visibilibty up to full visbility [s]
void SpawnHitDirEffect(DayZPlayer player, float hit_direction, float intensity_max)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
Перекрестные ссылки GetGame(), Mission::GetHud(), CGame::GetMission(), GetPlayer(), PlayerConstants::HEAVY_HIT_THRESHOLD, m_DamageHealth, m_DamageHitAnimType, m_DamageHitDir, m_DamageHitFullbody, m_MovementState, m_SyncedHitDataArray и Hud::SpawnHitDirEffect().