DayZ 1.27
DayZ Explorer by KGB
 
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◆ EEHitBy()

override void DayZInfected::EEHitBy ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
inlineprotected

Events from damage system

См. определение в файле ZombieBase.c строка 969

970 {
971 super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef);
972
973 m_TransportHitRegistered = false;
974
975 if ( !IsAlive() )
976 {
977 ZombieHitData data = new ZombieHitData;
978 data.m_Component = component;
979 data.m_DamageZone = dmgZone;
980 data.m_AmmoType = ammo;
982 }
983 else
984 {
985 int crawlTransitionType = -1;
986 if ( EvaluateCrawlTransitionAnimation(source, dmgZone, ammo, crawlTransitionType) )
987 {
988 m_CrawlTransition = crawlTransitionType;
989 return;
990 }
991
993 {
994 if ( dmgZone )
995 m_ShockDamage = damageResult.GetDamage( dmgZone, "Shock" );
997 return;
998 }
999 }
1000 }
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
int m_CrawlTransition
Определения ZombieBase.c:797
bool m_DamageHitHeavy
Определения ZombieBase.c:848
int m_DamageHitType
Определения ZombieBase.c:849
bool EvaluateCrawlTransitionAnimation(EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType)
Определения ZombieBase.c:814
float m_DamageHitDirection
Определения ZombieBase.c:346
bool EvaluateDeathAnimationEx(EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir)
Определения ZombieBase.c:363
float m_ShockDamage
Определения ZombieBase.c:850
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
Определения ZombieBase.c:890
bool m_DamageHitToProcess
Определения ZombieBase.c:846
int m_DeathType
Определения ZombieBase.c:347
proto native float GetDamage(string zoneName, string healthType)

Перекрестные ссылки component, EvaluateCrawlTransitionAnimation(), EvaluateDamageHitAnimation(), EvaluateDeathAnimationEx(), TotalDamageResult::GetDamage(), m_CrawlTransition, m_DamageHitDirection, m_DamageHitHeavy, m_DamageHitToProcess, m_DamageHitType, m_DeathType и m_ShockDamage.