См. определение в файле EmoteManager.c строка 274
275 {
276
278 return;
279
281 {
283 {
284 m_Player.GetHumanInventory().CreateInHands(
"SurrenderDummyItem");
285 }
287 }
288
289 int gestureSlot = 0;
290 #ifndef SERVER
292 #endif
293
295 {
297 {
299 }
300
302 {
304 }
310 else
312 }
314 {
316 {
318 }
320 {
322 }
323
326 }
327
329 {
331 }
333 {
334 bool uiGesture = false;
335 if (!
GetGame().IsDedicatedServer())
336 {
338
340 {
342 }
343
345 {
347 }
348 }
349
351 {
353 {
355 {
357 }
358 else
359 {
360 return;
361 }
362 }
364 {
366 }
368 {
370 {
372 {
374 }
376 {
378 }
380 {
382 }
384 }
385 else
386 {
388 }
389 }
391 {
393 }
395 {
397 }
398 }
399
401 {
403 }
404
406 {
408 }
409
411 {
413 }
414
416 {
418 }
419 }
420
421 else
422 {
424 {
426 }
427
429 {
431 }
433 {
435 return;
436 }
437
439 {
441 m_Player.GetItemInHands().DeleteSafe();
442 return;
443 }
444
446 {
448 return;
449 }
450
452 {
454 }
455
457 {
459 }
461 {
463 }
464 }
465 }
const int CALLBACK_CMD_END
void CreateEmoteCBFromMenu(int id, bool interrupts_same=false)
const int CALLBACK_CMD_INVALID
int m_DeferredEmoteExecution
void InterruptCallbackCommand()
void PlaySurrenderInOut(bool state)
int DetermineGestureIndex()
bool m_GestureInterruptInput
void ClearSurrenderState()
clears surrender state only
const int CALLBACK_CMD_INSTACANCEL
void SetEmoteLockState(bool state)
ref EmoteLauncher m_MenuEmote
bool InterruptGestureCheck()
bool InterruptWaterCheck()
const int CALLBACK_CMD_GESTURE_INTERRUPT
HumanInputController m_HIC
void EndCallbackCommand()
bool m_InstantCancelEmote
bool m_bEmoteIsRequestPending
void SendEmoteRequestSync(int id)
proto native UIManager GetUIManager()
static const int FORCE_NONE
bool IsMenuOpen(int id)
Returns true if menu with specific ID is opened (see MenuID)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
const int ID_EMOTE_SUICIDE
const int ID_EMOTE_THUMBDOWN
Перекрестные ссылки CALLBACK_CMD_END, CALLBACK_CMD_GESTURE_INTERRUPT, CALLBACK_CMD_INSTACANCEL, CALLBACK_CMD_INVALID, ClearSurrenderState(), CommitSuicide(), CreateEmoteCBFromMenu(), DetermineGestureIndex(), EndCallbackCommand(), EmoteLauncher::FORCE_NONE, GetGame(), CGame::GetUIManager(), EmoteConstants::ID_EMOTE_RPS, EmoteConstants::ID_EMOTE_RPS_P, EmoteConstants::ID_EMOTE_RPS_R, EmoteConstants::ID_EMOTE_RPS_S, EmoteConstants::ID_EMOTE_SUICIDE, EmoteConstants::ID_EMOTE_THUMB, EmoteConstants::ID_EMOTE_THUMBDOWN, InterruptCallbackCommand(), InterruptGestureCheck(), InterruptWaterCheck(), UIManager::IsMenuOpen(), m_bEmoteIsPlaying, m_bEmoteIsRequestPending, m_Callback, m_CancelEmote, m_CurrentGestureID, m_DeferredEmoteExecution, m_EmoteLockState, m_GestureInterruptInput, m_HIC, m_InstantCancelEmote, m_IsSurrendered, m_ItemToBeCreated, m_LastMask, m_MenuEmote, m_Player, m_RPSOutcome, MENU_GESTURES, OnEmoteEnd(), PlayEmote(), PlaySurrenderInOut(), SendEmoteRequestSync() и SetEmoteLockState().