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 1335
1336 {
1339
1341 {
1342 return;
1343 }
1344
1345
1346 SyncHitInfo data;
1347 SyncHitInfo greatest_hit;
1349 for (int i = 0; i < nSyncedHitDataArray; ++i)
1350 {
1353
1354
1355 #ifndef SERVER
1356 if (IsAlive() && !IsUnconscious() && data.m_HasSource &&
g_Game.GetMission().GetHud() &&
g_Game.GetPlayer() ==
this)
1357 {
1360 {
1361 float rel =
m_DamageHealth / (GetMaxHealth(
"",
"Health") * PlayerConstants.HEAVY_HIT_THRESHOLD);
1363 }
1364 }
1365 #endif
1366
1367 if (!greatest_hit)
1368 {
1369 greatest_hit = data;
1370 }
1371
1372 else if (data.m_Fullbody)
1373 {
1374 greatest_hit = data;
1375 }
1376 }
1377
1380
1383 {
1384 return;
1385 }
1386
1387
1391 }
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.