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 }
309 }
311 {
313 {
315 }
317 {
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320
323 }
324
326 {
328 }
330 {
331 bool uiGesture = false;
332 if (!
GetGame().IsDedicatedServer())
333 {
335
337 {
339 }
340
342 {
344 }
345 }
346
348 {
350 {
352 {
354 }
355 else
356 {
357 return;
358 }
359 }
361 {
363 }
365 {
367 {
369 {
371 }
373 {
375 }
377 {
379 }
381 }
382 else
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385 }
386 }
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395 }
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398 {
400 }
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410 }
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416 }
417
418 else
419 {
421 {
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424
426 {
428 }
430 {
432 return;
433 }
434
436 {
438 m_Player.GetItemInHands().DeleteSafe();
439 return;
440 }
441
443 {
446 return;
447 }
448
450 {
452 }
453
455 {
457 }
459 {
461 }
462 }
463 }
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
const int CALLBACK_CMD_INSTACANCEL
void EndSurrenderRequest(SurrenderData data=null)
directly force-ends surrender state from outside of normal flow
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, CommitSuicide(), CreateEmoteCBFromMenu(), DetermineGestureIndex(), EndCallbackCommand(), EndSurrenderRequest(), 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().