we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
651 {
653 {
655 {
656 case -1:
657 break;
658 case 0:
660
661 PhysicsSetSolid(true);
662
664 DayZPlayerVehicleCommandDeathCallback callbackVeh;
666 Class.CastTo(callbackVeh.m_pPlayer, this);
667 break;
668 }
669
670 return true;
671 }
672
674 {
676 {
680
682 HumanCommandVehicle hcv = GetCommand_Vehicle();
683 if (hcv)
684 {
687 }
688
689 int seatIndex = -1;
691 {
693 }
694
697
700 {
702 {
703 keepInLocalSpace = true;
705 }
706 else
707 {
709 }
710
712
714 {
716
717#ifdef FEATURE_NETWORK_RECONCILIATION
718 PlayerIdentity identity = GetIdentity();
719
720 if (identity)
721 {
723 identity.Possess(this);
724 }
725#endif
726 }
727
729 if (motorbike)
730 {
731 motorbike.FallOver();
732 }
733 }
734
735 DisableSimulation(false);
736 GetItemAccessor().HideItemInHands(false);
738
739 DayZPlayerCommandDeathCallback callback;
740 Class.CastTo(callback, StartCommand_Death(type,
m_DeathHitDir, DayZPlayerCommandDeathCallback, keepInLocalSpace));
742 }
743 else
744 {
745 PhysicsSetSimpleDeath(true);
746 }
747
748
749 g_Game.GetWorld().SetVoiceOn(
false,
false);
750
751 return true;
752 }
753
754 return false;
755 }
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++