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 1349
1350 {
1353
1355 {
1356 return;
1357 }
1358
1359
1360 SyncHitInfo data;
1361 SyncHitInfo greatest_hit;
1363 for (int i = 0; i < nSyncedHitDataArray; ++i)
1364 {
1367
1368
1369 #ifndef SERVER
1370 if (IsAlive() && !IsUnconscious() && data.m_HasSource &&
g_Game.GetMission().GetHud() &&
g_Game.GetPlayer() ==
this)
1371 {
1373 #ifndef NO_GUI
1375 {
1376 float rel =
m_DamageHealth / (GetMaxHealth(
"",
"Health") * PlayerConstants.HEAVY_HIT_THRESHOLD);
1378 }
1379 #endif
1380 }
1381 #endif
1382
1383 if (!greatest_hit)
1384 {
1385 greatest_hit = data;
1386 }
1387
1388 else if (data.m_Fullbody)
1389 {
1390 greatest_hit = data;
1391 }
1392 }
1393
1396
1399 {
1400 return;
1401 }
1402
1403
1407 }
ref array< ref SyncHitInfo > m_SyncedHitDataArray
ref HumanMovementState m_MovementState
time step for gradual update of dead screen visibilibty up to full visbility [s]
DayZPlayerConstants
defined in C++
Перекрестные ссылки g_Game, PlayerConstants::HEAVY_HIT_THRESHOLD, m_DamageHealth, m_DamageHitAnimType, m_DamageHitDir, m_DamageHitFullbody, m_MovementState и m_SyncedHitDataArray.