1548 {
1549 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
1550
1551 m_TransportHitRegistered = false;
1552
1553 if (!IsAlive())
1554 {
1555 int animTypeDeath;
1556 float animHitDirDeath;
1558 {
1560 }
1561
1562 if (!m_DeathSyncSent)
1563 {
1564 Man killer = source.GetHierarchyRootPlayer();
1565
1566 if (!m_KillerData)
1567 {
1568 m_KillerData = new KillerData();
1569 m_KillerData.m_Killer = killer;
1570 m_KillerData.m_MurderWeapon = source;
1571 }
1572
1573 if (killer && killer.IsPlayer())
1574 {
1575
1576 if (dmgZone == "Brain")
1577 {
1578 m_KilledByHeadshot = true;
1579 if (m_KillerData.m_Killer == killer)
1580 m_KillerData.m_KillerHiTheBrain = true;
1581 }
1582 }
1583 }
1584 }
1585 else
1586 {
1587 int animType;
1588 float animHitDir;
1589 bool animHitFullbody;
1590 if (
EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
1591 DayZPlayerSyncJunctures.SendDamageHitEx(this, animType, animHitDir, animHitFullbody, damageResult, damageType, source, dmgZone, ammo, modelPos);
1592 else
1593 {
1594 bool skipSoundRequest = false;
1595 if (damageType ==
DamageType.CUSTOM && GetCommand_Fall())
1597
1598 if (!skipSoundRequest)
1600 }
1601 }
1602
1603
1604 if (animHitFullbody)
1605 {
1607 if (hcm)
1609 }
1610 }
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()