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| void | ZombieBase () |
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| void | Init () |
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| override void | OnVariablesSynchronized () |
| | synced variable(s) handler
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| override void | EOnInit (IEntity other, int extra) |
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| override bool | IsZombie () |
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| override bool | IsDanger () |
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| override bool | IsZombieMilitary () |
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| bool | IsMale () |
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| override bool | CanBeBackstabbed () |
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| override AnimBootsType | GetBootsType () |
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| override bool | CanBeSkinned () |
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| override bool | IsHealthVisible () |
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| override bool | IsRefresherSignalingViable () |
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| override bool | IsSelfAdjustingTemperature () |
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| override string | GetHitComponentForAI () |
| | returns hit component for attacking AI
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| override string | GetDefaultHitComponent () |
| | returns default hit component (fallback)
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| override vector | GetDefaultHitPosition () |
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| vector | SetDefaultHitPosition (string pSelection) |
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| override array< string > | GetSuitableFinisherHitComponents () |
| | returns suitable hit components for finisher attacks; DEPRECATED
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| int | GetMindStateSynced () |
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| int | GetOrientationSynced () |
| | returns rounded zombie yaw for sync purposes
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| void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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| void | CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
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| void | HandleMove (int pCurrentCommandID) |
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| void | HandleOrientation (float pDt, int pCurrentCommandID) |
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| bool | HandleDeath (int pCurrentCommandID) |
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| bool | EvaluateDeathAnimationEx (EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir) |
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| bool | EvaluateDeathAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType, out float pAnimHitDir) |
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| int | GetVaultType (float height) |
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| bool | HandleVault (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
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| bool | HandleMindStateChange (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
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| void | HandleSoundEvents () |
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| AbstractWave | ProcessVoiceFX (string pSoundSetName) |
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| override void | OnSoundVoiceEvent (int event_id, string event_user_string) |
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| void | ProcessSoundVoiceEvent (AnimSoundVoiceEvent sound_event, out AbstractWave aw) |
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| bool | FightLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
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| bool | ChaseAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
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| bool | FightAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
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| int | GetAttackPitch (EntityAI target) |
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| bool | HandleCrawlTransition (int pCurrentCommandID) |
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| bool | EvaluateCrawlTransitionAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType) |
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| bool | HandleDamageHit (int pCurrentCommandID) |
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| 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
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| float | ComputeHitDirectionAngle (EntityAI pSource) |
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| float | ComputeHitDirectionAngleEx (EntityAI pSource, int invertHitDir=0) |
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| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
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| override void | EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos) |
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| void | DebugSound (string s) |
| | sound debug messages
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| void | EOnContact (IEntity other, Contact extra) |
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| override bool | CanReceiveAttachment (EntityAI attachment, int slotId) |
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| override vector | GetCenter () |
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| override bool | IsBeingBackstabbed () |
| | returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
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| override void | SetBeingBackstabbed (int backstabType) |
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| bool | IsCrawling () |
| | returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
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| void | OnRecoverFromDeath () |
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| override void | AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS) |
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| override bool | IsManagingArrows () |
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| override ArrowManagerBase | GetArrowManager () |
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См. определение в файле ZombieBase.c строка 1