DayZ 1.27
DayZ Explorer by KGB
 
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Класс DayZInfected

Защищенные члены

void ZombieBase ()
 
void Init ()
 
override void OnVariablesSynchronized ()
 synced variable(s) handler
 
override void EOnInit (IEntity other, int extra)
 
override bool IsZombie ()
 
override bool IsDanger ()
 
override bool IsZombieMilitary ()
 
bool IsMale ()
 
override bool CanBeBackstabbed ()
 
override AnimBootsType GetBootsType ()
 
override bool CanBeSkinned ()
 
override bool IsHealthVisible ()
 
override bool IsRefresherSignalingViable ()
 
override bool IsSelfAdjustingTemperature ()
 
override string GetHitComponentForAI ()
 returns hit component for attacking AI
 
override string GetDefaultHitComponent ()
 returns default hit component (fallback)
 
override vector GetDefaultHitPosition ()
 
vector SetDefaultHitPosition (string pSelection)
 
override array< stringGetSuitableFinisherHitComponents ()
 returns suitable hit components for finisher attacks; DEPRECATED
 
int GetMindStateSynced ()
 
int GetOrientationSynced ()
 returns rounded zombie yaw for sync purposes
 
void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
void CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
void HandleMove (int pCurrentCommandID)
 
void HandleOrientation (float pDt, int pCurrentCommandID)
 
bool HandleDeath (int pCurrentCommandID)
 
bool EvaluateDeathAnimationEx (EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir)
 
bool EvaluateDeathAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType, out float pAnimHitDir)
 
int GetVaultType (float height)
 
bool HandleVault (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
 
bool HandleMindStateChange (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
 
void HandleSoundEvents ()
 
AbstractWave ProcessVoiceFX (string pSoundSetName)
 
override void OnSoundVoiceEvent (int event_id, string event_user_string)
 
void ProcessSoundVoiceEvent (AnimSoundVoiceEvent sound_event, out AbstractWave aw)
 
bool FightLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
 
bool ChaseAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
 
bool FightAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
 
int GetAttackPitch (EntityAI target)
 
bool HandleCrawlTransition (int pCurrentCommandID)
 
bool EvaluateCrawlTransitionAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType)
 
bool HandleDamageHit (int pCurrentCommandID)
 
bool EvaluateDamageHitAnimation (EntityAI pSource, string pComponent, string pAmmoType, out bool pHeavyHit, out int pAnimType, out float pAnimHitDir)
 selects animation type and direction based on damage system data
 
float ComputeHitDirectionAngle (EntityAI pSource)
 
float ComputeHitDirectionAngleEx (EntityAI pSource, int invertHitDir=0)
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override void EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
 
void DebugSound (string s)
 sound debug messages
 
void EOnContact (IEntity other, Contact extra)
 
override bool CanReceiveAttachment (EntityAI attachment, int slotId)
 
override vector GetCenter ()
 
override bool IsBeingBackstabbed ()
 returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
 
override void SetBeingBackstabbed (int backstabType)
 
bool IsCrawling ()
 returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
 
void OnRecoverFromDeath ()
 
override void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
 
override bool IsManagingArrows ()
 
override ArrowManagerBase GetArrowManager ()
 

Защищенные данные

int m_StanceVariation = 0
 server / singleplayer properties
 
int m_LastMindState = -1
 
float m_LastMovementSpeed = -1
 
bool m_KnuckleLand = false
 
float m_KnuckleOutTimer = 0
 
int m_MindState = -1
 
int m_OrientationLocal = -1
 
int m_OrientationSynced = -1
 
float m_OrientationTimer
 
float m_MovementSpeed = -1
 
vector m_DefaultHitPosition
 
float m_DeltaTime
 
AbstractWave m_LastSoundVoiceAW
 
ref InfectedSoundEventHandler m_InfectedSoundEventHandler
 
ref array< Objectm_AllTargetObjects
 
ref array< typenamem_TargetableObjects
 
bool m_IsCrawling
 
bool m_FinisherInProgress = false
 
ref ArrowManagerBase m_ArrowManager
 
float m_DamageHitDirection = 0
 
int m_DeathType = 0
 
int m_ActiveVaultType = -1
 
EntityAI m_ActualTarget = null
 
float m_AttackCooldownTime = 0
 
DayZInfectedAttackType m_ActualAttackType = null
 
int m_CrawlTransition = -1
 
bool m_DamageHitToProcess = false
 
bool m_DamageHitHeavy = false
 
int m_DamageHitType = 0
 
float m_ShockDamage = 0
 
const float HIT_INTERVAL_MIN = 0.3
 
float m_HitElapsedTime = HIT_INTERVAL_MIN
 

Закрытые данные

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
 

Подробное описание

См. определение в файле ZombieBase.c строка 1