2577 {
2579 {
2581 if (playerDebug)
2582 {
2583 playerDebug.CommandHandler();
2584
2587 {
2588
2589
2590 int hideSlot;
2591
2593 {
2594
2595
2598
2600 }
2601 }
2603 {
2604
2607 {
2609 {
2611
2612
2614 PlayerBase player = PlayerBase.Cast(this);
2615 EntityAI item_in_hands = player.GetHumanInventory().GetEntityInHands();
2616 if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) &&
GetGame().
GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
2617 {
2618 player.PredictiveDropEntity(item_in_hands);
2619 }
2620
2622 {
2623 InventoryLocation dst = new InventoryLocation;
2626 }
2627
2630
2632 }
2633 }
2634 }
2636 {
2639 {
2641 }
2642 }
2643 }
2644 }
2645
2646
2649 {
2651 {
2654
2656 {
2659 }
2660
2662 {
2664 }
2665 else
2666 {
2668 }
2669
2670
2671
2672
2673 }
2674
2676 }
2677
2678
2679#ifndef NO_GUI
2680#ifdef DEVELOPER
2681
2682
2683 {
2685
2688 if (v > 0)
2689 {
2690 ad.SetInjured(v, true);
2691 }
2692
2695 if (v > 0)
2696 {
2697 ad.SetExhaustion(v, true);
2698 }
2699 }
2700#endif
2701#endif
2702
2703 }
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++
proto native CGame GetGame()
void HumanCommandWeapons()
class HumanCommandWeapons HumanCommandAdditives()