199 {
201
204 {
205 return;
206 }
207
210 {
212 return;
213 }
214 else if (!pCurrentCommandFinished)
215 {
216 return;
217 }
218
219
223
225 if (pCurrentCommandFinished)
226 {
228 DayZInfectedCommandMove moveCommand = StartCommand_Move();
230
231 return;
232 }
233
236 {
237 return;
238 }
239
242 {
243 return;
244 }
245
248 {
249 return;
250 }
251
252 DayZInfectedInputController inputController = GetInputController();
253 if ( inputController )
254 {
255 if (
HandleVault(pCurrentCommandID, inputController, pDt) )
256 {
257 return;
258 }
259
261 {
262 return;
263 }
264
265 if (
FightLogic(pCurrentCommandID, inputController, pDt) )
266 {
267 return;
268 }
269 }
270
273 {
274 return;
275 }
276 }
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
int m_StanceVariation
server / singleplayer properties
bool FightLogic(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
bool HandleVault(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
void HandleOrientation(float pDt, int pCurrentCommandID)
bool HandleDamageHit(int pCurrentCommandID)
bool HandleCrawlTransition(int pCurrentCommandID)
void HandleMove(int pCurrentCommandID)
bool HandleDeath(int pCurrentCommandID)
bool HandleMindStateChange(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)