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Dayz Explorer 1.28.160049
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Protected Member Functions | |
| void | ZombieBase () |
| void | Init () |
| override void | OnVariablesSynchronized () |
| synced variable(s) handler | |
| override void | EOnInit (IEntity other, int extra) |
| override bool | IsZombie () |
| override bool | IsDanger () |
| override bool | IsZombieMilitary () |
| bool | IsMale () |
| override bool | CanBeBackstabbed () |
| override AnimBootsType | GetBootsType () |
| override bool | CanBeSkinned () |
| override bool | IsHealthVisible () |
| override bool | IsRefresherSignalingViable () |
| override bool | IsSelfAdjustingTemperature () |
| override string | GetHitComponentForAI () |
| returns hit component for attacking AI | |
| override string | GetDefaultHitComponent () |
| returns default hit component (fallback) | |
| override vector | GetDefaultHitPosition () |
| vector | SetDefaultHitPosition (string pSelection) |
| override array< string > | GetSuitableFinisherHitComponents () |
| returns suitable hit components for finisher attacks; DEPRECATED | |
| int | GetMindStateSynced () |
| int | GetOrientationSynced () |
| returns rounded zombie yaw for sync purposes | |
| void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| void | CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| void | HandleMove (int pCurrentCommandID) |
| void | HandleOrientation (float pDt, int pCurrentCommandID) |
| bool | HandleDeath (int pCurrentCommandID) |
| bool | EvaluateDeathAnimationEx (EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir) |
| bool | EvaluateDeathAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType, out float pAnimHitDir) |
| int | GetVaultType (float height) |
| bool | HandleVault (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
| bool | HandleMindStateChange (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
| void | HandleSoundEvents () |
| AbstractWave | ProcessVoiceFX (string pSoundSetName) |
| override void | OnSoundVoiceEvent (int event_id, string event_user_string) |
| void | ProcessSoundVoiceEvent (AnimSoundVoiceEvent sound_event, out AbstractWave aw) |
| bool | FightLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
| bool | ChaseAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
| bool | FightAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
| int | GetAttackPitch (EntityAI target) |
| bool | HandleCrawlTransition (int pCurrentCommandID) |
| bool | EvaluateCrawlTransitionAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType) |
| bool | HandleDamageHit (int pCurrentCommandID) |
| bool | EvaluateDamageHitAnimation (EntityAI pSource, string pComponent, string pAmmoType, out bool pHeavyHit, out int pAnimType, out float pAnimHitDir) |
| selects animation type and direction based on damage system data | |
| float | ComputeHitDirectionAngle (EntityAI pSource) |
| float | ComputeHitDirectionAngleEx (EntityAI pSource, int invertHitDir=0) |
| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| override void | EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos) |
| void | DebugSound (string s) |
| sound debug messages | |
| void | EOnContact (IEntity other, Contact extra) |
| override bool | CanReceiveAttachment (EntityAI attachment, int slotId) |
| override vector | GetCenter () |
| override bool | IsBeingBackstabbed () |
| returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides | |
| override void | SetBeingBackstabbed (int backstabType) |
| bool | IsCrawling () |
| returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable) | |
| void | OnRecoverFromDeath () |
| override void | AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS) |
| override bool | IsManagingArrows () |
| override ArrowManagerBase | GetArrowManager () |
Definition at line 1 of file zombiebase.c.
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Definition at line 1093 of file zombiebase.c.
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Definition at line 123 of file zombiebase.c.
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Definition at line 134 of file zombiebase.c.
Definition at line 1033 of file zombiebase.c.
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do not attack players in vehicle - hotfix
target is outside the targeting cone; skip attack
Definition at line 676 of file zombiebase.c.
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CommandHandler
for mods
handle death
movement handler (just for sync now)
handle finished commands
default behaviour after finish is to start move
for mods
crawl transition
damage hits
Definition at line 198 of file zombiebase.c.
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CommandHandlerDebug
Definition at line 283 of file zombiebase.c.
Definition at line 917 of file zombiebase.c.
Definition at line 938 of file zombiebase.c.
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sound debug messages
Definition at line 1008 of file zombiebase.c.
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Events from damage system
Definition at line 969 of file zombiebase.c.
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Definition at line 1002 of file zombiebase.c.
Phx contact event
Definition at line 1018 of file zombiebase.c.
Definition at line 92 of file zombiebase.c.
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Definition at line 814 of file zombiebase.c.
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selects animation type and direction based on damage system data
heavy hit
anim type
direction
shock GetDamage
Definition at line 890 of file zombiebase.c.
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Definition at line 363 of file zombiebase.c.
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do not attack players in vehicle - hotfix
target is outside the targeting cone; skip attack
Definition at line 717 of file zombiebase.c.
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player is in block stance and facing the infected
infected is playing heavy attack - decrease the dmg to light
override hit pos by pos defined in type
infected is playing light attack - do not send damage, play animation instead
override hit pos by pos defined in type
Definition at line 607 of file zombiebase.c.
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Definition at line 1138 of file zombiebase.c.
no default hit pos fallback
Definition at line 762 of file zombiebase.c.
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Definition at line 129 of file zombiebase.c.
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Definition at line 1042 of file zombiebase.c.
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returns default hit component (fallback)
Definition at line 161 of file zombiebase.c.
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Definition at line 166 of file zombiebase.c.
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returns hit component for attacking AI
Definition at line 155 of file zombiebase.c.
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Definition at line 182 of file zombiebase.c.
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returns rounded zombie yaw for sync purposes
Definition at line 188 of file zombiebase.c.
returns suitable hit components for finisher attacks; DEPRECATED
Definition at line 177 of file zombiebase.c.
Definition at line 401 of file zombiebase.c.
Definition at line 799 of file zombiebase.c.
Definition at line 855 of file zombiebase.c.
Definition at line 349 of file zombiebase.c.
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Mind state change
Definition at line 450 of file zombiebase.c.
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HandleMove
Definition at line 297 of file zombiebase.c.
HandleOrientation
Definition at line 314 of file zombiebase.c.
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Sound (client only)
no sound handler - bail out
infected is dead
stop all sounds
Definition at line 487 of file zombiebase.c.
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Definition at line 413 of file zombiebase.c.
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sets default hit position and cache it here (mainly for impact particles)
client only
Definition at line 48 of file zombiebase.c.
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returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
Definition at line 1048 of file zombiebase.c.
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returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
Definition at line 1078 of file zombiebase.c.
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Definition at line 108 of file zombiebase.c.
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Definition at line 139 of file zombiebase.c.
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Definition at line 118 of file zombiebase.c.
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Definition at line 1133 of file zombiebase.c.
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Definition at line 144 of file zombiebase.c.
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Definition at line 149 of file zombiebase.c.
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Definition at line 103 of file zombiebase.c.
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Definition at line 113 of file zombiebase.c.
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Definition at line 1084 of file zombiebase.c.
stop state sound when playing anim SoundVoice
stop playing of old SoundVoice from anim (if any)
play new SoundVoice from anim
Definition at line 550 of file zombiebase.c.
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synced variable(s) handler
Definition at line 80 of file zombiebase.c.
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Definition at line 577 of file zombiebase.c.
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Definition at line 526 of file zombiebase.c.
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Definition at line 1053 of file zombiebase.c.
Definition at line 171 of file zombiebase.c.
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Definition at line 43 of file zombiebase.c.
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Definition at line 852 of file zombiebase.c.
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HandleVault
Definition at line 399 of file zombiebase.c.
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Definition at line 605 of file zombiebase.c.
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Combat
Definition at line 603 of file zombiebase.c.
Definition at line 29 of file zombiebase.c.
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Definition at line 38 of file zombiebase.c.
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Definition at line 604 of file zombiebase.c.
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Crawl transition
Definition at line 797 of file zombiebase.c.
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HandleDeath
Definition at line 346 of file zombiebase.c.
Definition at line 848 of file zombiebase.c.
Damage hits
Definition at line 846 of file zombiebase.c.
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Definition at line 849 of file zombiebase.c.
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Definition at line 347 of file zombiebase.c.
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Definition at line 23 of file zombiebase.c.
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Definition at line 24 of file zombiebase.c.
Definition at line 36 of file zombiebase.c.
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Definition at line 853 of file zombiebase.c.
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Definition at line 27 of file zombiebase.c.
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Definition at line 34 of file zombiebase.c.
Definition at line 14 of file zombiebase.c.
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Definition at line 15 of file zombiebase.c.
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Definition at line 11 of file zombiebase.c.
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Definition at line 12 of file zombiebase.c.
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Definition at line 26 of file zombiebase.c.
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Definition at line 17 of file zombiebase.c.
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Definition at line 21 of file zombiebase.c.
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Definition at line 18 of file zombiebase.c.
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Definition at line 19 of file zombiebase.c.
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Definition at line 20 of file zombiebase.c.
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Definition at line 850 of file zombiebase.c.
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server / singleplayer properties
Definition at line 10 of file zombiebase.c.
Definition at line 30 of file zombiebase.c.