2677 {
2679 {
2681 if (playerDebug)
2682 {
2683 playerDebug.CommandHandler();
2684
2687 {
2688
2689
2690 int hideSlot;
2691
2693 {
2694
2695
2698
2700 }
2701 }
2703 {
2704
2707 {
2709 {
2711
2712
2714 PlayerBase player = PlayerBase.Cast(this);
2715 EntityAI item_in_hands = player.GetEntityInHands();
2716 if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) &&
g_Game.GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
2717 {
2718 player.PredictiveDropEntity(item_in_hands);
2719 }
2720
2722 {
2723 InventoryLocation dst = new InventoryLocation;
2726 }
2727
2730
2732 }
2733 }
2734 }
2736 {
2739 {
2741 }
2742 }
2743 }
2744 }
2745
2746
2749 {
2751 {
2754
2756 {
2759 }
2760
2762 {
2764 }
2765 else
2766 {
2768 }
2769
2770
2771
2772
2773 }
2774
2776 }
2777
2778
2779#ifndef NO_GUI
2780#ifdef DEVELOPER
2781
2782
2783 {
2785
2788 if (v > 0)
2789 {
2790 ad.SetInjured(v, true);
2791 }
2792
2795 if (v > 0)
2796 {
2797 ad.SetExhaustion(v, true);
2798 }
2799 }
2800#endif
2801#endif
2802
2803 }
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()