1564 {
1565 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
1566
1567 m_TransportHitRegistered = false;
1568
1569 if (!IsAlive())
1570 {
1571 int animTypeDeath;
1572 float animHitDirDeath;
1574 {
1576 }
1577
1578 if (!m_DeathSyncSent)
1579 {
1580 Man killer = source.GetHierarchyRootPlayer();
1581
1582 if (!m_KillerData)
1583 {
1584 m_KillerData = new KillerData();
1585 m_KillerData.m_Killer = killer;
1586 m_KillerData.m_MurderWeapon = source;
1587 }
1588
1589 if (killer && killer.IsPlayer())
1590 {
1591
1592 if (dmgZone == "Brain")
1593 {
1594 m_KilledByHeadshot = true;
1595 if (m_KillerData.m_Killer == killer)
1596 m_KillerData.m_KillerHiTheBrain = true;
1597 }
1598 }
1599 }
1600 }
1601 else
1602 {
1603 int animType;
1604 float animHitDir;
1605 bool animHitFullbody;
1606 if (
EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
1607 DayZPlayerSyncJunctures.SendDamageHitEx(this, animType, animHitDir, animHitFullbody, damageResult, damageType, source, dmgZone, ammo, modelPos);
1608 else
1609 {
1610 bool skipSoundRequest = false;
1611 if (damageType ==
DamageType.CUSTOM && GetCommand_Fall())
1613
1614 if (!skipSoundRequest)
1616 }
1617 }
1618
1619
1620 if (animHitFullbody)
1621 {
1623 if (hcm)
1625 }
1626 }
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()