688 {
691
693 {
694 if (weapon.CanFire())
695 {
698 weapon.ProcessWeaponEvent(weapon_event);
701 {
703 if (helm &&
GetGame().IsServer())
704 {
705 float damage = helm.GetMaxHealth("","");
706 helm.AddHealth("","", -damage/2);
707 }
710 {
712 }
713 }
714 }
715 else
716 {
717 if (!weapon.IsDamageDestroyed())
718 {
719 weapon.ProcessWeaponEvent(weapon_event);
720 }
722 }
723 }
724 else if (
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().ConfigIsExisting(
"suicideAnim"))
725 {
731 }
732 else
733 {
735 }
736 }
PluginAdminLog m_AdminLog
override ScriptCallQueue GetCallQueue(int call_category)
proto void Call(func fn, void param1=NULL, void param2=NULL, void param3=NULL, void param4=NULL, void param5=NULL, void param6=NULL, void param7=NULL, void param8=NULL, void param9=NULL)
adds call into the queue with given parameters and arguments (arguments are held in memory until the ...
signalize mechanism manipulation
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
const int EMOTE_SUICIDE_SIMULATION_END
const int EMOTE_SUICIDE_BLEED
const int EMOTE_SUICIDE_DEATH