Dayz 1.25
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Файл DayZPlayerImplementFallDamage.c

См. исходные тексты.

Структуры данных

class  FallDamageData
 

Функции

void DayZPlayerImplementFallDamage (DayZPlayer pPlayer)
 
float GetHeight ()
 
int GetLandType ()
 
void HandleFallDamage (FallDamageData pData)
 
float Randomize (int pType, float pValue)
 
void AttachBleedingToZonesByHeight (notnull PlayerBase pPlayer)
 
void DamageAttachedGear (notnull PlayerBase pPlayer)
 
void HandleFallDamage (float pHeight)
 
float DamageCoef (float pHeight)
 

Переменные

class FallDamageData FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"
 
static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"
 
static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"
 
static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"
 
const float HEALTH_HEIGHT_LOW = 5
 
const float HEALTH_HEIGHT_HIGH = 14
 
const float SHOCK_HEIGHT_LOW = 3
 
const float SHOCK_HEIGHT_HIGH = 12
 
const float BROKENLEGS_HEIGHT_LOW = 5
 
const float BROKENLEGS_HEIGHT_HIGH = 9
 
const float GLOVES_HEALTH_HEIGHT_LOW = 5
 
const float GLOVES_HEALTH_HEIGHT_HIGH = 15
 
const float SHOES_HEALTH_HEIGHT_LOW = 2
 
const float SHOES_HEALTH_HEIGHT_HIGH = 15
 
const float PANTS_HEALTH_HEIGHT_LOW = 5
 
const float PANTS_HEALTH_HEIGHT_HIGH = 16
 
const float BLEEDINGHANDS_HEIGHT_LOW = 5
 
const float BLEEDINGFEET_HEIGHT_LOW = 3
 
const float BLEEDINGLEGS_HEIGHT_LOW = 10
 
const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05
 
const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1
 
const float RANDOM_THRESHOLD_LEGS_LOW = 0.05
 
const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1
 
const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0
 
const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2
 
const float BLEEDING_CHANCE_HEIGHT_LOW = 3
 
const float BLEEDING_CHANCE_HEIGHT_HIGH = 15
 
static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125
 
static const string BLEEDING_HANDS_SELECTIONS [2] = {"LeftForeArmRoll", "RightForeArmRoll"}
 
static const string BLEEDING_FEET_SELECTIONS [2] = {"LeftFoot", "RightFoot"}
 
static const string BLEEDING_LEGS_SELECTIONS [2] = {"LeftLeg", "RightLeg"}
 
const int DAMAGE_TYPE_GLOBAL = 0
 
const int DAMAGE_TYPE_LEGS = 1
 
const int DAMAGE_TYPE_ATTACHMENTS = 2
 
DayZPlayer m_Player
 
ref FallDamageData m_FallDamageData
 
const string FD_AMMO = "FallDamage"
 ammo type used for damaging
 
const float FD_DMG_FROM_HEIGHT = 2.5
 damage will not be taken into account bellow this HeightToDamage
 
const float FD_MAX_DMG_AT_HEIGHT = 15
 height where player gets 100% damage
 
const float FD_MAX_HEIGHT_LEG_BREAK = 8
 height where legs break most of the time
 

Функции

◆ AttachBleedingToZonesByHeight()

void AttachBleedingToZonesByHeight ( notnull PlayerBase pPlayer)
private
180 {
182
184 BleedingSourcesManagerServer bleedingManager = pPlayer.GetBleedingManagerServer();
185 if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingHandsCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Gloves") == null)
186 {
188 bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_HANDS_SELECTIONS[bleedingSelectionIndex]);
189 }
190
191 if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingFeetCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Feet") == null)
192 {
193
195 bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_FEET_SELECTIONS[bleedingSelectionIndex]);
196 }
197 if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceLegsCoef && m_FallDamageData.m_BleedingLegsCoef == 1.0)
198 {
199
201 bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_LEGS_SELECTIONS[bleedingSelectionIndex]);
202 }
203 }
ref FallDamageData m_FallDamageData
Definition DayZPlayerImplementFallDamage.c:66
static const string BLEEDING_FEET_SELECTIONS[2]
Definition DayZPlayerImplementFallDamage.c:58
static const string BLEEDING_HANDS_SELECTIONS[2]
Definition DayZPlayerImplementFallDamage.c:57
static const string BLEEDING_LEGS_SELECTIONS[2]
Definition DayZPlayerImplementFallDamage.c:59
float GetTime()
Definition NotificationSystem.c:35
Definition EnMath.c:7
Definition EntityAI.c:95
proto native CGame GetGame()
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].
static proto int Randomize(int seed)
Sets the seed for the random number generator.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106

Перекрестные ссылки BLEEDING_FEET_SELECTIONS, BLEEDING_HANDS_SELECTIONS, BLEEDING_LEGS_SELECTIONS, GetGame(), GetTime(), m_FallDamageData, Math::RandomFloatInclusive(), Math::RandomInt() и Math::Randomize().

Используется в HandleFallDamage().

◆ DamageAttachedGear()

void DamageAttachedGear ( notnull PlayerBase pPlayer)
private
206 {
207 EntityAI gloves = pPlayer.FindAttachmentBySlotName("Gloves");
208 if (gloves)
209 gloves.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, gloves.WorldToModel(gloves.GetPosition()), m_FallDamageData.m_GlovesHealthCoef);
210
211 EntityAI shoes = pPlayer.FindAttachmentBySlotName("Feet");
212 if (shoes)
213 shoes.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, shoes.WorldToModel(shoes.GetPosition()), m_FallDamageData.m_ShoesHealthCoef);
214
215 EntityAI pants = pPlayer.FindAttachmentBySlotName("Legs");
216 if (pants)
217 pants.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, pants.WorldToModel(pants.GetPosition()), m_FallDamageData.m_PantsHealthCoef);
218 }
static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS
Definition DayZPlayerImplementFallDamage.c:24
static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT
Definition DayZPlayerImplementFallDamage.c:23
Definition Building.c:6

Перекрестные ссылки FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS и m_FallDamageData.

Используется в HandleFallDamage().

◆ DamageCoef()

float DamageCoef ( float pHeight)
private

◆ DayZPlayerImplementFallDamage()

void DayZPlayerImplementFallDamage ( DayZPlayer pPlayer)
private
74 {
77
78 #ifdef DIAG_DEVELOPER
80 #endif
81 }
DayZPlayer m_Player
Definition DayZPlayerImplementFallDamage.c:65
Definition DayZPlayerImplementFallDamage.c:2

Перекрестные ссылки m_FallDamageData и m_Player.

Используется в DayZPlayer::CommandHandler(), DayZPlayer::DayZPlayerImplement() и PluginBase::PlayerHitBy().

◆ GetHeight()

float GetHeight ( )
private
84 {
85 return m_FallDamageData.m_Height;
86 }

Перекрестные ссылки m_FallDamageData.

◆ GetLandType()

int GetLandType ( )
private
89 {
90 return m_FallDamageData.m_LandType;
91 }

Перекрестные ссылки m_FallDamageData.

◆ HandleFallDamage() [1/2]

void HandleFallDamage ( FallDamageData pData)
private
94 {
96
99 m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1);
100
102 m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1);
103
105 m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef);
106 m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1);
107
108 m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height);
109 m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1);
110
111 m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height);
112 m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1);
113
114 m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height);
115 m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1);
116
118 m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef);
119 m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1);
120
122 m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef);
123 m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1);
124
126 m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef);
127 m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1);
128
130 m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7);
131
132 m_FallDamageData.m_BleedingChanceLegsCoef = 0.15;
133
134 if (GetGame().IsServer())
135 {
137 if (playerBase)
138 {
141 playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef);
142 }
143
144 vector posMS = m_Player.WorldToModel(m_Player.GetPosition());
145
146 m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, posMS, m_FallDamageData.m_HealthCoef);
147 m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, posMS, m_FallDamageData.m_ShockCoef);
148
149 if (playerBase)
150 playerBase.ForceUpdateInjuredState();
151 }
152 }
DamageType
exposed from C++ (do not change)
Definition DamageSystem.c:11
class FallDamageData FALL_DAMAGE_AMMO_HEALTH
void DamageAttachedGear(notnull PlayerBase pPlayer)
Definition DayZPlayerImplementFallDamage.c:205
const float BLEEDINGFEET_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:42
const float BLEEDING_CHANCE_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:52
const float BLEEDINGLEGS_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:43
const float SHOES_HEALTH_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:37
const float HEALTH_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:26
const float PANTS_HEALTH_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:39
const float GLOVES_HEALTH_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:34
static const string FALL_DAMAGE_AMMO_SHOCK
Definition DayZPlayerImplementFallDamage.c:21
const float BROKENLEGS_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:31
const float SHOCK_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:30
const float BLEEDINGHANDS_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:41
void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer)
Definition DayZPlayerImplementFallDamage.c:179
const int DAMAGE_TYPE_LEGS
Definition DayZPlayerImplementFallDamage.c:62
const float GLOVES_HEALTH_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:35
const int DAMAGE_TYPE_GLOBAL
Definition DayZPlayerImplementFallDamage.c:61
const float SHOES_HEALTH_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:36
const float PANTS_HEALTH_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:38
static const float BROKENLEGS_HEALTH_DAMAGE_MAX
Definition DayZPlayerImplementFallDamage.c:55
const int DAMAGE_TYPE_ATTACHMENTS
Definition DayZPlayerImplementFallDamage.c:63
const float SHOCK_HEIGHT_LOW
Definition DayZPlayerImplementFallDamage.c:29
const float BROKENLEGS_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:32
float Randomize(int pType, float pValue)
Definition DayZPlayerImplementFallDamage.c:154
const float BLEEDING_CHANCE_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:53
const float HEALTH_HEIGHT_HIGH
Definition DayZPlayerImplementFallDamage.c:27
Definition PlayerBaseClient.c:2
Definition EnConvert.c:106
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...

Перекрестные ссылки AttachBleedingToZonesByHeight(), BLEEDING_CHANCE_HEIGHT_HIGH, BLEEDING_CHANCE_HEIGHT_LOW, BLEEDINGFEET_HEIGHT_LOW, BLEEDINGHANDS_HEIGHT_LOW, BLEEDINGLEGS_HEIGHT_LOW, BROKENLEGS_HEALTH_DAMAGE_MAX, BROKENLEGS_HEIGHT_HIGH, BROKENLEGS_HEIGHT_LOW, Math::Clamp(), DAMAGE_TYPE_ATTACHMENTS, DAMAGE_TYPE_GLOBAL, DAMAGE_TYPE_LEGS, DamageAttachedGear(), FALL_DAMAGE_AMMO_HEALTH, FALL_DAMAGE_AMMO_SHOCK, GetGame(), GLOVES_HEALTH_HEIGHT_HIGH, GLOVES_HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, HEALTH_HEIGHT_LOW, Math::InverseLerp(), m_FallDamageData, m_Player, PANTS_HEALTH_HEIGHT_HIGH, PANTS_HEALTH_HEIGHT_LOW, Randomize(), SHOCK_HEIGHT_HIGH, SHOCK_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH и SHOES_HEALTH_HEIGHT_LOW.

◆ HandleFallDamage() [2/2]

void HandleFallDamage ( float pHeight)
private

◆ Randomize()

float Randomize ( int pType,
float pValue )
private
155 {
157
158 int randomizedSign = -1;
159 if (Math.RandomIntInclusive(1, 2) % 2 == 1)
160 randomizedSign = 1;
161
162 float randomizationValue = 0;
163 switch (pType)
164 {
167 break;
168 case DAMAGE_TYPE_LEGS:
170 break;
173 break;
174 }
175
177 }
const float RANDOM_THRESHOLD_HEALTH_LOW
Definition DayZPlayerImplementFallDamage.c:45
const float RANDOM_THRESHOLD_LEGS_LOW
Definition DayZPlayerImplementFallDamage.c:47
const float RANDOM_THRESHOLD_HEALTH_HIGH
Definition DayZPlayerImplementFallDamage.c:46
const float RANDOM_THRESHOLD_LEGS_HIGH
Definition DayZPlayerImplementFallDamage.c:48
const float RANDOM_THRESHOLD_ATTACHMENTS_LOW
Definition DayZPlayerImplementFallDamage.c:49
const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH
Definition DayZPlayerImplementFallDamage.c:50
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54

Перекрестные ссылки DAMAGE_TYPE_ATTACHMENTS, DAMAGE_TYPE_GLOBAL, DAMAGE_TYPE_LEGS, GetGame(), GetTime(), RANDOM_THRESHOLD_ATTACHMENTS_HIGH, RANDOM_THRESHOLD_ATTACHMENTS_LOW, RANDOM_THRESHOLD_HEALTH_HIGH, RANDOM_THRESHOLD_HEALTH_LOW, RANDOM_THRESHOLD_LEGS_HIGH, RANDOM_THRESHOLD_LEGS_LOW, Math::RandomFloatInclusive(), Math::RandomIntInclusive() и Math::Randomize().

Используется в HandleFallDamage().

Переменные

◆ BLEEDING_CHANCE_HEIGHT_HIGH

const float BLEEDING_CHANCE_HEIGHT_HIGH = 15
private

Используется в HandleFallDamage().

◆ BLEEDING_CHANCE_HEIGHT_LOW

const float BLEEDING_CHANCE_HEIGHT_LOW = 3
private

Используется в HandleFallDamage().

◆ BLEEDING_FEET_SELECTIONS

const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"}
staticprivate
58{"LeftFoot", "RightFoot"};

Используется в AttachBleedingToZonesByHeight().

◆ BLEEDING_HANDS_SELECTIONS

const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"}
staticprivate
57{"LeftForeArmRoll", "RightForeArmRoll"};

Используется в AttachBleedingToZonesByHeight().

◆ BLEEDING_LEGS_SELECTIONS

const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"}
staticprivate
59{"LeftLeg", "RightLeg"};

Используется в AttachBleedingToZonesByHeight().

◆ BLEEDINGFEET_HEIGHT_LOW

const float BLEEDINGFEET_HEIGHT_LOW = 3
private

Используется в HandleFallDamage().

◆ BLEEDINGHANDS_HEIGHT_LOW

const float BLEEDINGHANDS_HEIGHT_LOW = 5
private

Используется в HandleFallDamage().

◆ BLEEDINGLEGS_HEIGHT_LOW

const float BLEEDINGLEGS_HEIGHT_LOW = 10
private

Используется в HandleFallDamage().

◆ BROKENLEGS_HEALTH_DAMAGE_MAX

const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125
staticprivate

Используется в HandleFallDamage().

◆ BROKENLEGS_HEIGHT_HIGH

const float BROKENLEGS_HEIGHT_HIGH = 9
private

Используется в HandleFallDamage().

◆ BROKENLEGS_HEIGHT_LOW

const float BROKENLEGS_HEIGHT_LOW = 5
private

Используется в HandleFallDamage().

◆ DAMAGE_TYPE_ATTACHMENTS

const int DAMAGE_TYPE_ATTACHMENTS = 2
private

Используется в HandleFallDamage() и Randomize().

◆ DAMAGE_TYPE_GLOBAL

const int DAMAGE_TYPE_GLOBAL = 0
private

Используется в HandleFallDamage() и Randomize().

◆ DAMAGE_TYPE_LEGS

const int DAMAGE_TYPE_LEGS = 1
private

Используется в HandleFallDamage() и Randomize().

◆ FALL_DAMAGE_AMMO_HEALTH

class FallDamageData FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"

Используется в HandleFallDamage().

◆ FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT

const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"
static

Используется в DamageAttachedGear().

◆ FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS

const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"
static

Используется в DamageAttachedGear().

◆ FALL_DAMAGE_AMMO_SHOCK

const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"
static

Используется в HandleFallDamage().

◆ FD_AMMO

const string FD_AMMO = "FallDamage"
private

ammo type used for damaging

DEPRECATED

◆ FD_DMG_FROM_HEIGHT

const float FD_DMG_FROM_HEIGHT = 2.5
private

damage will not be taken into account bellow this HeightToDamage

◆ FD_MAX_DMG_AT_HEIGHT

const float FD_MAX_DMG_AT_HEIGHT = 15
private

height where player gets 100% damage

◆ FD_MAX_HEIGHT_LEG_BREAK

const float FD_MAX_HEIGHT_LEG_BREAK = 8
private

height where legs break most of the time

◆ GLOVES_HEALTH_HEIGHT_HIGH

const float GLOVES_HEALTH_HEIGHT_HIGH = 15
private

Используется в HandleFallDamage().

◆ GLOVES_HEALTH_HEIGHT_LOW

const float GLOVES_HEALTH_HEIGHT_LOW = 5
private

Используется в HandleFallDamage().

◆ HEALTH_HEIGHT_HIGH

const float HEALTH_HEIGHT_HIGH = 14

Используется в HandleFallDamage().

◆ HEALTH_HEIGHT_LOW

const float HEALTH_HEIGHT_LOW = 5

Используется в HandleFallDamage().

◆ m_FallDamageData

◆ m_Player

DayZPlayer m_Player
private

◆ PANTS_HEALTH_HEIGHT_HIGH

const float PANTS_HEALTH_HEIGHT_HIGH = 16
private

Используется в HandleFallDamage().

◆ PANTS_HEALTH_HEIGHT_LOW

const float PANTS_HEALTH_HEIGHT_LOW = 5
private

Используется в HandleFallDamage().

◆ RANDOM_THRESHOLD_ATTACHMENTS_HIGH

const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2
private

Используется в Randomize().

◆ RANDOM_THRESHOLD_ATTACHMENTS_LOW

const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0
private

Используется в Randomize().

◆ RANDOM_THRESHOLD_HEALTH_HIGH

const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1
private

Используется в Randomize().

◆ RANDOM_THRESHOLD_HEALTH_LOW

const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05
private

Используется в Randomize().

◆ RANDOM_THRESHOLD_LEGS_HIGH

const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1
private

Используется в Randomize().

◆ RANDOM_THRESHOLD_LEGS_LOW

const float RANDOM_THRESHOLD_LEGS_LOW = 0.05
private

Используется в Randomize().

◆ SHOCK_HEIGHT_HIGH

const float SHOCK_HEIGHT_HIGH = 12
private

Используется в HandleFallDamage().

◆ SHOCK_HEIGHT_LOW

const float SHOCK_HEIGHT_LOW = 3
private

Используется в HandleFallDamage().

◆ SHOES_HEALTH_HEIGHT_HIGH

const float SHOES_HEALTH_HEIGHT_HIGH = 15
private

Используется в HandleFallDamage().

◆ SHOES_HEALTH_HEIGHT_LOW

const float SHOES_HEALTH_HEIGHT_LOW = 2
private

Используется в HandleFallDamage().