we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
624 {
626 {
628 {
629 case -1:
630 break;
631 case 0:
633
634 PhysicsSetSolid(true);
635
637 DayZPlayerVehicleCommandDeathCallback callbackVeh;
639 Class.CastTo(callbackVeh.m_pPlayer, this);
640 break;
641 }
642
643 return true;
644 }
645
647 {
649 {
653
655 HumanCommandVehicle hcv = GetCommand_Vehicle();
656 if (hcv)
657 {
660 }
661
662 int seatIndex = -1;
664 {
666 }
667
670
673 {
675 {
676 keepInLocalSpace = true;
678 }
679 else
680 {
682 }
683
685
687 {
689
690#ifdef FEATURE_NETWORK_RECONCILIATION
691 PlayerIdentity identity = GetIdentity();
692
693 if (identity)
694 {
696 identity.Possess(this);
697 }
698#endif
699 }
700 }
701
702 DisableSimulation(false);
703 GetItemAccessor().HideItemInHands(false);
705
706 DayZPlayerCommandDeathCallback callback;
707 Class.CastTo(callback, StartCommand_Death(type,
m_DeathHitDir, DayZPlayerCommandDeathCallback, keepInLocalSpace));
709 }
710 else
711 {
712 PhysicsSetRagdoll(true);
713 }
714
715
717
718 return true;
719 }
720
721 return false;
722 }
proto native World GetWorld()
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()
proto void SetVoiceOn(bool listening, bool toggled=false)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()