2711 {
2713 {
2715 if (playerDebug)
2716 {
2717 playerDebug.CommandHandler();
2718
2721 {
2722
2723
2724 int hideSlot;
2725
2727 {
2728
2729
2732
2734 }
2735 }
2737 {
2738
2741 {
2743 {
2745
2746
2748 PlayerBase player = PlayerBase.Cast(this);
2749 EntityAI item_in_hands = player.GetEntityInHands();
2750 if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) &&
g_Game.GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
2751 {
2752 player.PredictiveDropEntity(item_in_hands);
2753 }
2754
2756 {
2757 InventoryLocation dst = new InventoryLocation;
2760 }
2761
2764
2766 }
2767 }
2768 }
2770 {
2773 {
2775 }
2776 }
2777 }
2778 }
2779
2780
2783 {
2785 {
2788
2790 {
2793 }
2794
2796 {
2798 }
2799 else
2800 {
2802 }
2803
2804
2805
2806
2807 }
2808
2810 }
2811
2812
2813#ifndef NO_GUI
2814#ifdef DEVELOPER
2815
2816
2817 {
2819
2822 if (v > 0)
2823 {
2824 ad.SetInjured(v, true);
2825 }
2826
2829 if (v > 0)
2830 {
2831 ad.SetExhaustion(v, true);
2832 }
2833 }
2834#endif
2835#endif
2836
2837 }
proto native void SpawnEntity(string sClassName, vector vPos, float fRange, int iCount)
Spawn an entity through CE.
const int ECE_IN_INVENTORY
void PluginDayzPlayerDebug()
PluginManager GetPluginManager()
Returns registred plugin by class type, better is to use global funtion GetPlugin(typename plugin_typ...
float m_TestDamageCounter
int m_DebugWeaponChangeShowSlot
string m_DebugWeaponChangeItem
int m_DebugWeaponChangeStage
float m_DebugDirectionVal
VKOSTIK - tady dat 0 misto -1.
proto native bool IsActionFinished()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native int IsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
DayZPlayerConstants
defined in C++
void HumanCommandWeapons()
class HumanCommandWeapons HumanCommandAdditives()