DayZ 1.26
DayZ Explorer by KGB
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const float | TARGET_CONE_ANGLE_CHASE = 20 |
const float | TARGET_CONE_ANGLE_FIGHT = 30 |
const float | ORIENTATION_SYNC_THRESHOLD = 30 |
const float | SHOCK_TO_STUN_MULTIPLIER = 2.82 |
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Перекрестные ссылки AddChild(), CachedObjectsArrays::ARRAY_STRING, GetBoneIndexByName(), Math3D::MatrixInvMultiply4(), Math3D::MatrixOrthogonalize4(), Math::RAD2DEG и Math3D::YawPitchRollMatrix().
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do not attack players in vehicle - hotfix
target is outside the targeting cone; skip attack
Перекрестные ссылки DayZPlayerUtils(), vector::Distance(), GetPosition, m_AllTargetObjects, DayZInfectedAttackType::m_Cooldown, DayZInfectedAttackType::m_Distance, DayZInfectedAttackType::m_Subtype, m_TargetableObjects и DayZInfectedAttackType::m_Type.
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CommandHandler
for mods
handle death
movement handler (just for sync now)
handle finished commands
default behaviour after finish is to start move
for mods
crawl transition
damage hits
Перекрестные ссылки ModCommandHandlerAfter(), ModCommandHandlerBefore() и ModCommandHandlerInside().
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CommandHandlerDebug
Перекрестные ссылки GetPluginManager().
Перекрестные ссылки Math::Acos(), vector::Dot(), GetPosition и Math::RAD2DEG.
Перекрестные ссылки Math::Acos(), vector::Dot(), GetPosition и Math::RAD2DEG.
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Events from damage system
Перекрестные ссылки component.
Перекрестные ссылки GetGame() и Math::RandomInt().
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Перекрестные ссылки vector::Dot() и GetPosition.
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selects animation type and direction based on damage system data
heavy hit
anim type
direction
shock GetDamage
Перекрестные ссылки GetGame().
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anim type
direction
add some impulse if needed
Перекрестные ссылки dBodyApplyImpulse() и GetGame().
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do not attack players in vehicle - hotfix
target is outside the targeting cone; skip attack
Перекрестные ссылки GameConstants::AI_ATTACKSPEED, DayZPlayerUtils(), vector::Distance(), GetPosition, m_AllTargetObjects, DayZInfectedAttackType::m_Cooldown, DayZInfectedAttackType::m_Distance, DayZInfectedAttackType::m_Subtype, m_TargetableObjects и DayZInfectedAttackType::m_Type.
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player is in block stance and facing the infected
infected is playing heavy attack - decrease the dmg to light
override hit pos by pos defined in type
infected is playing light attack - do not send damage, play animation instead
override hit pos by pos defined in type
Перекрестные ссылки Math::AbsFloat(), GameConstants::AI_MAX_BLOCKABLE_ANGLE, Math3D::AngleFromPosition(), vector::DistanceSq(), EntityAI::GetMeleeTargetType(), GetPosition, DayZInfectedAttackType::m_AmmoType, DayZInfectedAttackType::m_Distance, DayZInfectedAttackType::m_IsHeavy и Math::RAD2DEG.
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Перекрестные ссылки m_ArrowManager.
no default hit pos fallback
Перекрестные ссылки Math::AbsFloat(), GetPosition и vector::Zero.
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Перекрестные ссылки GetBoneIndexByName().
returns default hit component (fallback)
returns hit component for attacking AI
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returns rounded zombie yaw for sync purposes
returns suitable hit components for finisher attacks; DEPRECATED
Перекрестные ссылки Math::RandomIntInclusive().
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Mind state change
HandleMove
Перекрестные ссылки Math::AbsFloat().
HandleOrientation
Перекрестные ссылки Math::AbsInt(), Math::Atan2(), Math::Cos(), Math::DEG2RAD, GetOrientation(), Math::NormalizeAngle(), Math::RAD2DEG, Math::Round() и Math::Sin().
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Sound (client only)
no sound handler - bail out
infected is dead
stop all sounds
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sets default hit position and cache it here (mainly for impact particles)
client only
Перекрестные ссылки GetDefaultHitPositionComponent(), GetGame(), InfectedSoundEventHandler(), m_AllTargetObjects, m_ArrowManager и m_TargetableObjects.
returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
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returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
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stop state sound when playing anim SoundVoice
stop playing of old SoundVoice from anim (if any)
play new SoundVoice from anim
Перекрестные ссылки AbstractWave::Stop().
synced variable(s) handler
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Перекрестные ссылки GetGame(), NoiseAIEvaluate::GetNoiseReduction(), GetPosition, PlaySound() и SoundObject().
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Перекрестные ссылки GetGame(), PlaySound(), SoundObject() и SoundObjectBuilder().
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Перекрестные ссылки Init().
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HandleVault
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Crawl transition
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HandleDeath
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server / singleplayer properties