2643 {
2645 {
2647 if (playerDebug)
2648 {
2649 playerDebug.CommandHandler();
2650
2653 {
2654
2655
2656 int hideSlot;
2657
2659 {
2660
2661
2664
2666 }
2667 }
2669 {
2670
2673 {
2675 {
2677
2678
2680 PlayerBase player = PlayerBase.Cast(this);
2681 EntityAI item_in_hands = player.GetHumanInventory().GetEntityInHands();
2682 if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) &&
GetGame().
GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
2683 {
2684 player.PredictiveDropEntity(item_in_hands);
2685 }
2686
2688 {
2689 InventoryLocation dst = new InventoryLocation;
2692 }
2693
2696
2698 }
2699 }
2700 }
2702 {
2705 {
2707 }
2708 }
2709 }
2710 }
2711
2712
2715 {
2717 {
2720
2722 {
2725 }
2726
2728 {
2730 }
2731 else
2732 {
2734 }
2735
2736
2737
2738
2739 }
2740
2742 }
2743
2744
2745#ifndef NO_GUI
2746#ifdef DEVELOPER
2747
2748
2749 {
2751
2754 if (v > 0)
2755 {
2756 ad.SetInjured(v, true);
2757 }
2758
2761 if (v > 0)
2762 {
2763 ad.SetExhaustion(v, true);
2764 }
2765 }
2766#endif
2767#endif
2768
2769 }
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()