DayZ 1.27
DayZ Explorer by KGB
 
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Файл EmoteManager.c

См. исходные тексты.

Структуры данных

class  EmoteCB
 
class  EmoteLauncher
 
class  SurrenderData
 

Функции

void EmoteManager (PlayerBase player)
 
void ~EmoteManager ()
 
void ConstructData ()
 
void SetGesture (int id)
 
int GetGesture ()
 
int DetermineGestureIndex ()
 
bool DetermineEmoteData (EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody)
 Also includes a stance check for FB callbacks.
 
void Update (float deltaT)
 
void OnEmoteEnd ()
 
bool OnInputUserDataProcess (int userDataType, ParamsReadContext ctx)
 
void OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx)
 
void OnCallbackEnd ()
 
void AfterStoreLoad ()
 
bool PlayEmote (int id)
 
void CreateEmoteCallback (typename callbacktype, int id, int mask, bool fullbody)
 
void HideItemInHands ()
 
void ShowItemInHands ()
 
void RequestCommitSuicide ()
 
void CommitSuicide ()
 
void KillPlayer ()
 
void LogSuicide ()
 
void CreateEmoteCBFromMenu (int id, bool interrupts_same=false)
 
EmoteLauncher GetEmoteLauncher ()
 
void InterruptCallbackCommand ()
 
void EndCallbackCommand ()
 
void SendEmoteRequestSync (int id)
 
bool IsControllsLocked ()
 
bool CanPlayEmote (int id)
 
bool CanPlayEmoteClientCheck (int id)
 
void PlaySurrenderInOut (bool state)
 
void SetEmoteLockState (bool state)
 
void CheckEmoteLockedState ()
 
void EndSurrenderRequest (SurrenderData data=null)
 directly force-ends surrender state from outside of normal flow
 
void ServerRequestEmoteCancel ()
 
bool InterruptGestureCheck ()
 
bool InterruptWaterCheck ()
 
bool IsEmotePlaying ()
 
map< int, ref EmoteBaseGetNameEmoteMap ()
 
void CreateBleedingEffect (int Callback_ID)
 
void PickEmote (int gestureslot)
 Deprecated.
 
void End ()
 called on surrender end request end
 
void ChainedDropAndKillPlayerLambda (EntityAI old_item, string new_item_type, PlayerBase player)
 
override void Execute (HumanInventoryWithFSM fsm_to_notify=null)
 

Переменные

class EmoteLauncher m_Player
 
ItemBase m_item
 
EmoteCB m_Callback
 
HumanInputController m_HIC
 
ref array< stringm_InterruptInputs
 
ref array< UAInputm_InterruptInputDirect
 
ref InventoryLocation m_HandInventoryLocation
 
ref EmoteLauncher m_MenuEmote
 
bool m_bEmoteIsRequestPending
 
bool m_bEmoteIsPlaying
 
bool m_IsSurrendered
 
bool m_ItemToBeCreated
 
bool m_CancelEmote
 
bool m_InstantCancelEmote
 
bool m_GestureInterruptInput
 
bool m_ItemToHands
 
bool m_ItemIsOn
 
bool m_MouseButtonPressed
 
bool m_PlayerDies
 
bool m_controllsLocked
 
bool m_InventoryAccessLocked
 
bool m_EmoteLockState
 
int m_DeferredEmoteExecution
 
int m_GestureID
 
int m_PreviousGestureID
 
int m_CurrentGestureID
 
int m_LastMask
 
int m_RPSOutcome
 
int m_InterruptInputsCount
 
const int CALLBACK_CMD_INVALID = -1
 
const int CALLBACK_CMD_END = -2
 
const int CALLBACK_CMD_GESTURE_INTERRUPT = -3
 
const int CALLBACK_CMD_INSTACANCEL = -4
 
PluginAdminLog m_AdminLog
 
ref Timer m_ReservationTimer
 
ref map< int, ref EmoteBasem_NameEmoteMap
 
ref array< ref EmoteBasem_EmoteClassArray
 
ref array< intm_EmoteIDs
 
ref array< intm_EmoteInputIDs
 
SHumanCommandSwimSettings m_HumanSwimSettings