1459 {
1460 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
1461
1462 m_TransportHitRegistered = false;
1463
1464 if (!IsAlive())
1465 {
1466 int animTypeDeath;
1467 float animHitDirDeath;
1469 {
1471 }
1472
1473 if (!m_DeathSyncSent)
1474 {
1475 Man killer = source.GetHierarchyRootPlayer();
1476
1477 if (!m_KillerData)
1478 {
1479 m_KillerData = new KillerData();
1480 m_KillerData.m_Killer = killer;
1481 m_KillerData.m_MurderWeapon = source;
1482 }
1483
1484 if (killer && killer.IsPlayer())
1485 {
1486
1487 if (dmgZone == "Brain")
1488 {
1489 m_KilledByHeadshot = true;
1490 if (m_KillerData.m_Killer == killer)
1491 m_KillerData.m_KillerHiTheBrain = true;
1492 }
1493 }
1494 }
1495 }
1496 else
1497 {
1498 int animType;
1499 float animHitDir;
1500 bool animHitFullbody;
1501 if (
EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
1502 DayZPlayerSyncJunctures.SendDamageHitEx(this, animType, animHitDir, animHitFullbody, damageResult, damageType, source, dmgZone, ammo, modelPos);
1503 else
1504 {
1505 bool skipSoundRequest = false;
1506 if (damageType ==
DamageType.CUSTOM && GetCommand_Fall())
1508
1509 if (!skipSoundRequest)
1511 }
1512 }
1513
1514
1515 if (animHitFullbody)
1516 {
1518 if (hcm)
1520 }
1521 }
DamageType
exposed from C++ (do not change)
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client=false)
DayZPlayerImplementFallDamage GetFallDamage()
void SendDeathJuncture(int pAnimTypeDeath, float pAnimHitDirDeath)
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
bool EvaluateDeathAnimation(int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)
selects animation type and direction based on damage system data
proto native void Cancel()
cancels command melee and goes to HumanCommandMove
class HumanCommandMelee2 HumanCommandFall()
void HumanCommandMelee2()