1522 {
1523 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
1524
1525 m_TransportHitRegistered = false;
1526
1527 if (!IsAlive())
1528 {
1529 int animTypeDeath;
1530 float animHitDirDeath;
1532 {
1534 }
1535
1536 if (!m_DeathSyncSent)
1537 {
1538 Man killer = source.GetHierarchyRootPlayer();
1539
1540 if (!m_KillerData)
1541 {
1542 m_KillerData = new KillerData();
1543 m_KillerData.m_Killer = killer;
1544 m_KillerData.m_MurderWeapon = source;
1545 }
1546
1547 if (killer && killer.IsPlayer())
1548 {
1549
1550 if (dmgZone == "Brain")
1551 {
1552 m_KilledByHeadshot = true;
1553 if (m_KillerData.m_Killer == killer)
1554 m_KillerData.m_KillerHiTheBrain = true;
1555 }
1556 }
1557 }
1558 }
1559 else
1560 {
1561 int animType;
1562 float animHitDir;
1563 bool animHitFullbody;
1564 if (
EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
1565 DayZPlayerSyncJunctures.SendDamageHitEx(this, animType, animHitDir, animHitFullbody, damageResult, damageType, source, dmgZone, ammo, modelPos);
1566 else
1567 {
1568 bool skipSoundRequest = false;
1569 if (damageType ==
DamageType.CUSTOM && GetCommand_Fall())
1571
1572 if (!skipSoundRequest)
1574 }
1575 }
1576
1577
1578 if (animHitFullbody)
1579 {
1581 if (hcm)
1583 }
1584 }
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()