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 1310
1311 {
1314
1316 {
1317 return;
1318 }
1319
1320
1321 SyncHitInfo data;
1322 SyncHitInfo greatest_hit;
1324 {
1327
1328
1329 #ifndef SERVER
1330 if (IsAlive() && !IsUnconscious() && data.m_HasSource &&
GetGame().GetMission().GetHud() &&
GetGame().
GetPlayer() ==
this)
1331 {
1334 {
1335 float rel =
m_DamageHealth / (GetMaxHealth(
"",
"Health") * PlayerConstants.HEAVY_HIT_THRESHOLD);
1337 }
1338 }
1339 #endif
1340
1341 if (!greatest_hit)
1342 {
1343 greatest_hit = data;
1344 }
1345
1346 else if (data.m_Fullbody)
1347 {
1348 greatest_hit = data;
1349 }
1350 }
1351
1354
1357 {
1358 return;
1359 }
1360
1361
1365 }
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().