we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
648 {
650 {
652 {
653 case -1:
654 break;
655 case 0:
657
658 PhysicsSetSolid(true);
659
661 DayZPlayerVehicleCommandDeathCallback callbackVeh;
663 Class.CastTo(callbackVeh.m_pPlayer, this);
664 break;
665 }
666
667 return true;
668 }
669
671 {
673 {
677
679 HumanCommandVehicle hcv = GetCommand_Vehicle();
680 if (hcv)
681 {
684 }
685
686 int seatIndex = -1;
688 {
690 }
691
694
697 {
699 {
700 keepInLocalSpace = true;
702 }
703 else
704 {
706 }
707
709
711 {
713
714#ifdef FEATURE_NETWORK_RECONCILIATION
715 PlayerIdentity identity = GetIdentity();
716
717 if (identity)
718 {
720 identity.Possess(this);
721 }
722#endif
723 }
724 }
725
726 DisableSimulation(false);
727 GetItemAccessor().HideItemInHands(false);
729
730 DayZPlayerCommandDeathCallback callback;
731 Class.CastTo(callback, StartCommand_Death(type,
m_DeathHitDir, DayZPlayerCommandDeathCallback, keepInLocalSpace));
733 }
734 else
735 {
736 PhysicsSetRagdoll(true);
737 }
738
739
740 g_Game.GetWorld().SetVoiceOn(
false,
false);
741
742 return true;
743 }
744
745 return false;
746 }
bool m_ShouldBeUnconscious
int m_PullPlayerOutOfVehicleState
bool m_PullPlayerOutOfVehicleKeepsInLocalSpace
int GetTypeOfDeath(int pCurrentCommandID)
Transport m_TransportCache
proto native Transport GetTransport()
proto native bool IsGettingIn()
proto native bool IsGettingOut()
DayZPlayerConstants
defined in C++