686 {
689
691 {
692 if (weapon.CanFire())
693 {
696 weapon.ProcessWeaponEvent(weapon_event);
699 {
701 if (helm &&
GetGame().IsServer())
702 {
703 float damage = helm.GetMaxHealth("","");
704 helm.AddHealth("","", -damage/2);
705 }
708 {
710 }
711 }
712 }
713 else
714 {
715 if (!weapon.IsDamageDestroyed())
716 {
717 weapon.ProcessWeaponEvent(weapon_event);
718 }
720 }
721 }
722 else if (
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().ConfigIsExisting(
"suicideAnim"))
723 {
729 }
730 else
731 {
733 }
734 }
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