do not process rotations ! Подробнее...
Защищенные члены | |
| proto native DayZAnimalInputController | GetInputController () |
| proto native void | StartCommand_Death (int pType, int pDirection) |
| proto native void | StartCommand_Move () |
| proto native void | StartCommand_Jump () |
| proto native void | StartCommand_Attack () |
| proto native void | StartCommand_Hit (int pType, int pDirection) |
| proto native DayZAnimalCommandScript | StartCommand_Script (DayZAnimalCommandScript pInfectedCommand) |
| scripted commands | |
| proto native DayZAnimalCommandScript | StartCommand_ScriptInst (typename pCallbackClass) |
| proto native DayZAnimalCommandScript | GetCommand_Script () |
| proto native void | SignalAIAttackStarted () |
| proto native void | SignalAIAttackEnded () |
| void | DayZAnimal () |
| override bool | IsHealthVisible () |
| override bool | IsAnimal () |
| override bool | IsInventoryVisible () |
| override int | GetHideIconMask () |
| void | CommandHandler (float dt, int currentCommandID, bool currentCommandFinished) |
| bool | HandleDeath (int currentCommandID, DayZAnimalInputController inputController) |
| bool | HandleDamageHit (int currentCommandID) |
| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| void | QueueDamageHit (int type, int direction) |
| bool | ComputeDamageHitParams (EntityAI source, string dmgZone, string ammo, out int type, out int direction) |
| float | ComputeHitDirectionAngleDeg (EntityAI source) |
| int | TranslateHitAngleDegToDirectionIndex (float angleDeg) |
| int | FindComponentDirectionOffset (string component) |
| void | EOnContact (IEntity other, Contact extra) |
| void | RegisterHitComponentsForAI () |
| register hit components for AI melee (used by attacking AI) | |
| override string | GetHitComponentForAI () |
| override string | GetDefaultHitComponent () |
| override string | GetDefaultHitPositionComponent () |
| override vector | GetDefaultHitPosition () |
| vector | SetDefaultHitPosition (string pSelection) |
| float | ConvertNonlethalDamage (float damage, DamageType damageType) |
Защищенные данные | |
| ref array< ref DayZAIHitComponent > | m_HitComponentsForAI |
| Melee hit components (AI targeting) | |
| string | m_DefaultHitComponent |
| string | m_DefaultHitPositionComponent |
| vector | m_DefaultHitPosition |
| bool | m_DamageHitToProcess = false |
| int | m_DamageHitType = 0 |
| int | m_DamageHitDirection = 0 |
do not process rotations !
См. определение в файле DayZAnimal.c строка 653