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 611