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Dayz Explorer 1.28.160049
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Protected Member Functions | |
| void | DayZPlayerImplement () |
| constructor | |
| DayZPlayerImplementAiming | GetAimingModel () |
| DayZPlayerImplementMeleeCombat | GetMeleeCombat () |
| DayZPlayerMeleeFightLogic_LightHeavy | GetMeleeFightLogic () |
| DayZPlayerImplementThrowing | GetThrowing () |
| DayZPlayerImplementFallDamage | GetFallDamage () |
| void | ~DayZPlayerImplement () |
| override bool | IsEyeZoom () |
| Legacy. | |
| override int | GetEyeZoomLevel () |
| override bool | IsShootingFromCamera () |
| void | OverrideShootFromCamera (bool pState) |
| bool | IsInIronsights () |
| bool | IsInOptics () |
| override bool | IsInThirdPerson () |
| void | SetIsInThirdPerson (bool state) |
| bool | IsFireWeaponRaised () |
| bool | IsTryingHoldBreath () |
| bool | IsSprintFull () |
| void | ShowWeaponDebug (bool show) |
| bool | IsWeaponDebugEnabled () |
| void | SetFallYDiff (float value) |
| override float | GetCurrentWaterLevel () |
| override void | SetCurrentWaterLevel (float pWaterLevel) |
| void | SetIronsights (bool value) |
| void | SetOptics (bool value) |
| void | ExitSights () |
| void | SwitchOptics (ItemOptics optic, bool state) |
| void | SetClimbingLadderType (string value) |
| bool | CanConsumeStamina (EStaminaConsumers consumer) |
| Implementations only! - used on PlayerBase. | |
| bool | CanStartConsumingStamina (EStaminaConsumers consumer) |
| void | DepleteStaminaEx (EStaminaModifiers modifier, float dT=-1, float coef=1.0) |
| bool | IsInVehicle () |
| bool | IsSwimming () |
| bool | IsClimbingLadder () |
| bool | PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0) |
| Handle sound event by respective sound handler based on its type. | |
| bool | PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false) |
| bool | PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0) |
| bool | IsFBSymptomPlaying () |
| float | GetDeltaT () |
| Transport | GetTransportCache () |
| Get the transport that was cached when entering unconsciousness. | |
| override string | GetDebugText () |
| void | TriggerPullPlayerOutOfVehicle () |
| void | TriggerPullPlayerOutOfVehicleImpl () |
| override void | OnVariablesSynchronized () |
| bool | HandleDeath (int pCurrentCommandID) |
| void | ResetDeathStartTime () |
| int | GetTypeOfDeath (int pCurrentCommandID) |
| void | SendDeathJuncture (int pAnimTypeDeath, float pAnimHitDirDeath) |
| override void | EEKilled (Object killer) |
| void | ShowDeadScreen (bool show, float duration) |
| override void | StopDeathDarkeningEffect () |
| void | SimulateDeath (bool state) |
| void | LockControls (bool state) |
| void | SetDeathDarknessLevel (float duration, float tick_time) |
| void | CompleteWeaponRaise () |
| void | ResetWeaponRaiseProgress () |
| bool | IsWeaponRaiseCompleted () |
| DayZPlayerInventory | GetDayZPlayerInventory () |
| override void | OnInputForRemote (ParamsReadContext ctx) |
| override void | OnInputFromServer (ParamsReadContext ctx) |
| void | RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false) |
| void | RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0) |
| void | SendSoundEvent (EPlayerSoundEventID id) |
| void | SendSoundEventEx (EPlayerSoundEventID id, int param=0) |
| override void | OnItemInHandsChanged () |
| WeaponManager | GetWeaponManager () |
| void | HandleWeapons (float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights) |
| void | HandleOptic (notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics) |
| bool | IsInFullbodyDamageAnimation () |
| void | EvaluateDamageHit (int pCurrentCommandID) |
| Must be ran at the start of CommandHandler before Jump is triggered. | |
| bool | HandleDamageHit (int pCurrentCommandID) |
| void | ResetDamageHitState (bool resetTimer) |
| bool | EvaluateDeathAnimation (int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir) |
| selects animation type and direction based on damage system data | |
| bool | EvaluateDamageHitAnimation (TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody) |
| selects animation type and direction based on damage system data | |
| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| event from damage system | |
| override bool | HeadingModel (float pDt, SDayZPlayerHeadingModel pModel) |
| is replayed after correction when 'NetworkRewindType.REPLAY' is used | |
| override bool | AimingModel (float pDt, SDayZPlayerAimingModel pModel) |
| bool | ProcessJumpOrClimb (float pDt, int pCurrentCommandID) |
| bool | CanJump () |
| bool | CanClimb (int climbType, SHumanCommandClimbResult climbRes) |
| void | OnJumpStart () |
| void | OnJumpEnd (int pLandType=0) |
| void | StopHandEvent () |
| void | StopWeaponEvent () |
| void | AbortWeaponEvent () |
| void | HandleADS () |
| void | HandleView () |
| bool | ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| bool | ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| bool | ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| override void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| void | HideClothing (ItemOptics optic, bool state) |
| void | CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| override int | CameraHandler (int pCameraMode) |
| void | OnMovementChanged () |
| Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc.. | |
| void | OnSprintStart () |
| void | OnSprintEnd () |
| void | OnInputUserDataReceived (ParamsReadContext ctx) |
| bool | OnInputUserDataProcess (int userDataType, ParamsReadContext ctx) |
| void | OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx) |
| AnimBootsType | GetBootsType () |
| AnimUpperBodyType | GetBodyAttachmentType () |
| AnimBackType | GetBackAttachmentType () |
| AnimRangedWeaponType | GetShoulderAttachmentType () |
| string | GetSurfaceType (SurfaceAnimationBone limbType) |
| AbstractWave | PlaySound (SoundObject so, SoundObjectBuilder sob) |
| void | AddNoise (NoiseParams noisePar, float noiseMultiplier=1.0) |
| void | OnStepEvent (string pEventType, string pUserString, int pUserInt) |
| void | OnSoundEvent (string pEventType, string pUserString, int pUserInt) |
| void | OnParticleEvent (string pEventType, string pUserString, int pUserInt) |
| void | ProcessWeaponEvent (string pEventType, string pUserString, int pUserInt) |
| void | ProcessAttachmentEvent (string pEventType, string pUserString, int pUserInt) |
| void | SetVariablesLadderSoundObjectBuilder (SoundObjectBuilder soundObjectBuilder) |
| void | ProcessSoundEvent (string pEventType, string pUserString, int pUserInt) |
| AbstractWave | ProcessVoiceEvent (string pEventType, string pUserString, int pUserInt) |
| void | ProcessFeetDamageServer (int pUserInt) |
| bool | CheckForTakeItem (EntityAI item) |
| bool | CheckForDropItem (EntityAI item) |
| bool | CheckForRespawn (EntityAI item) |
| bool | IsLanded (int pCurrentCommandID) |
| bool | OnLand (int pCurrentCommandID, FallDamageData fallDamageData) |
| bool | IsAlreadyInFallingCommand (int pCurrentCommandID) |
| void | OverrideSlidePoseAngle (float value) |
| movement sliding override, originally for FB gestures | |
| float | GetSlidePoseAngle () |
| void | CheckAnimationOverrides () |
| bool | IsPlayerSelected () |
| bool | IsRestrained () |
| bool | IsInFBEmoteState () |
| Checks if fullbody animation or specific locked state is active in emote manager. | |
| void | SetSuicide (bool state) |
| bool | CommitedSuicide () |
| void | OnLadder (float delta_time, HumanMovementState pState) |
| called every command handler tick when player is on ladder | |
| void | EOnContact (IEntity other, Contact extra) |
| void | AttenuateSoundIfNecessary (SoundObject soundObject) |
| void | CheckLiftWeapon () |
| void | ProcessLiftWeapon () |
| void | SetHandheldOpticsInUse (bool state) |
| bool | IsHandheldOpticsInUse () |
| bool | IsLiftWeapon () |
| float | GetWeaponObstruction () |
| bool | IsWeaponObstructionBlockingADS () |
| bool | IsRaised () |
| bool | IsFighting () |
| bool | CanPickupHeavyItem (notnull EntityAI item) |
| -------------— Checks if player can pick up heavy item ----------------------— | |
| bool | CanPickupHeavyItemSwap (notnull EntityAI item1, notnull EntityAI item2) |
| override array< InventoryItem > | OnDrawOptics2D () |
| void | SetReturnToOptics (bool state) |
| void | RunADSTimer () |
| void | StopADSTimer () |
| void | SendCompleteWeaponRaiseJuncture () |
| void | DepleteStamina (EStaminaModifiers modifier, float dT=-1) |
Definition at line 110 of file dayzplayerimplement.c.
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Definition at line 286 of file dayzplayerimplement.c.
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Definition at line 1829 of file dayzplayerimplement.c.
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Definition at line 3228 of file dayzplayerimplement.c.
This Aiming Model
Definition at line 1681 of file dayzplayerimplement.c.
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Definition at line 3849 of file dayzplayerimplement.c.
This is main camera selection logic
ironsights
get movement state
VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT m_MovementState.m_iMovement = 0 (idle)
COMMANDID_ACTION returns stance right - ERECT/CROUCH
melee camera - not melee - stays in stance camera
special handling to allow the camera to fully blend before transitioning to the raised one
Definition at line 2777 of file dayzplayerimplement.c.
Definition at line 1779 of file dayzplayerimplement.c.
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Implementations only! - used on PlayerBase.
Definition at line 480 of file dayzplayerimplement.c.
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Definition at line 1743 of file dayzplayerimplement.c.
-------------— Checks if player can pick up heavy item ----------------------—
Definition at line 3887 of file dayzplayerimplement.c.
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Definition at line 3892 of file dayzplayerimplement.c.
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Definition at line 481 of file dayzplayerimplement.c.
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Definition at line 3799 of file dayzplayerimplement.c.
Definition at line 3695 of file dayzplayerimplement.c.
Player respawn
Definition at line 3713 of file dayzplayerimplement.c.
anti-cheat condition
Definition at line 3684 of file dayzplayerimplement.c.
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This is main command logic
handle all Camera changes, switch + zoom
handle death with high priority
check for water depth while getting out and start swimming if necessary this also handles the last frame of the vehicle command hence it doens't need separate check on pCurrentCommandFinished
handle finished commands
default behaviour after finish is to start move
debug test script command !PSOVIS
Sprint attack limiting - player has to be in full sprint for at least 0.5s
If we are not in fall command then something else is currently running and we can safely continue here, otherwise terminate here
throwing handling
melee
Definition at line 2237 of file dayzplayerimplement.c.
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debug handling of adding commands
set item in hands
fuj
start show
damage test
Definition at line 2642 of file dayzplayerimplement.c.
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Definition at line 3818 of file dayzplayerimplement.c.
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Definition at line 887 of file dayzplayerimplement.c.
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constructor
Definition at line 194 of file dayzplayerimplement.c.
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Definition at line 3997 of file dayzplayerimplement.c.
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Definition at line 482 of file dayzplayerimplement.c.
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event from damage system
Definition at line 1521 of file dayzplayerimplement.c.
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Definition at line 762 of file dayzplayerimplement.c.
Phx contact event
Definition at line 3831 of file dayzplayerimplement.c.
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Must be ran at the start of CommandHandler before Jump is triggered.
Reset damage hit to prevent animation from playing unnecessarily when it is already cancelled out
ignore hit impacts in prone (for now)
Definition at line 1310 of file dayzplayerimplement.c.
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selects animation type and direction based on damage system data
impact from infected attack will be light only
play full body when these coponents were hit
skip evaluation of dmg hit animation
direction
Definition at line 1443 of file dayzplayerimplement.c.
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selects animation type and direction based on damage system data
direction
Definition at line 1414 of file dayzplayerimplement.c.
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Definition at line 418 of file dayzplayerimplement.c.
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Definition at line 3794 of file dayzplayerimplement.c.
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Definition at line 3203 of file dayzplayerimplement.c.
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Definition at line 276 of file dayzplayerimplement.c.
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Get the transport that was cached when entering unconsciousness.
Definition at line 524 of file dayzplayerimplement.c.
Definition at line 729 of file dayzplayerimplement.c.
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Definition at line 978 of file dayzplayerimplement.c.
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This is main command logic
artificial Auto-ADS delay
if !raised if sprinting
Definition at line 1838 of file dayzplayerimplement.c.
Definition at line 1367 of file dayzplayerimplement.c.
Can't pull a body out of a car that is in water, don't need to handle that
player looks to be dead now, not unconscious
we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
Definition at line 623 of file dayzplayerimplement.c.
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Definition at line 1206 of file dayzplayerimplement.c.
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3rd person camera
Definition at line 1968 of file dayzplayerimplement.c.
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is replayed after correction when 'NetworkRewindType.REPLAY' is used
on ladder - do nothing
if it's standing from prone on back
Definition at line 1593 of file dayzplayerimplement.c.
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Definition at line 2626 of file dayzplayerimplement.c.
Definition at line 3777 of file dayzplayerimplement.c.
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Definition at line 494 of file dayzplayerimplement.c.
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Legacy.
Definition at line 291 of file dayzplayerimplement.c.
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Definition at line 504 of file dayzplayerimplement.c.
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Definition at line 331 of file dayzplayerimplement.c.
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Definition at line 3869 of file dayzplayerimplement.c.
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Checks if fullbody animation or specific locked state is active in emote manager.
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Definition at line 1304 of file dayzplayerimplement.c.
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Definition at line 311 of file dayzplayerimplement.c.
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Definition at line 902 of file dayzplayerimplement.c.
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Definition at line 850 of file dayzplayerimplement.c.
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Definition at line 2225 of file dayzplayerimplement.c.
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ModOverrides
Definition at line 2215 of file dayzplayerimplement.c.
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Definition at line 2220 of file dayzplayerimplement.c.
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Called when 2D optics are about to be drawn.
ItemOptics type. Draws optic of current muzzle when of Weapon_Base type. Definition at line 3903 of file dayzplayerimplement.c.
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Definition at line 913 of file dayzplayerimplement.c.
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Definition at line 939 of file dayzplayerimplement.c.
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Definition at line 3020 of file dayzplayerimplement.c.
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Input userdata
Definition at line 3008 of file dayzplayerimplement.c.
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Definition at line 963 of file dayzplayerimplement.c.
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Definition at line 1815 of file dayzplayerimplement.c.
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Definition at line 1811 of file dayzplayerimplement.c.
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called every command handler tick when player is on ladder
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Definition at line 3761 of file dayzplayerimplement.c.
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Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
Definition at line 2910 of file dayzplayerimplement.c.
Definition at line 3426 of file dayzplayerimplement.c.
Definition at line 3371 of file dayzplayerimplement.c.
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Definition at line 2990 of file dayzplayerimplement.c.
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Definition at line 2981 of file dayzplayerimplement.c.
Event Processing
Definition at line 3239 of file dayzplayerimplement.c.
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SyncJunctures
Definition at line 3063 of file dayzplayerimplement.c.
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Definition at line 613 of file dayzplayerimplement.c.
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Definition at line 306 of file dayzplayerimplement.c.
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movement sliding override, originally for FB gestures
Definition at line 3783 of file dayzplayerimplement.c.
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Sounds
Definition at line 3218 of file dayzplayerimplement.c.
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Definition at line 501 of file dayzplayerimplement.c.
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Definition at line 502 of file dayzplayerimplement.c.
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Handle sound event by respective sound handler based on its type.
Definition at line 500 of file dayzplayerimplement.c.
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Definition at line 3489 of file dayzplayerimplement.c.
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Jump / Climb
Definition at line 1724 of file dayzplayerimplement.c.
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Definition at line 3553 of file dayzplayerimplement.c.
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Definition at line 3595 of file dayzplayerimplement.c.
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Definition at line 1402 of file dayzplayerimplement.c.
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Definition at line 3864 of file dayzplayerimplement.c.
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Definition at line 3813 of file dayzplayerimplement.c.
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Definition at line 3520 of file dayzplayerimplement.c.
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Definition at line 811 of file dayzplayerimplement.c.
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Definition at line 802 of file dayzplayerimplement.c.
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Definition at line 1819 of file dayzplayerimplement.c.
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Definition at line 1824 of file dayzplayerimplement.c.
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Definition at line 447 of file dayzplayerimplement.c.
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we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
Definition at line 544 of file dayzplayerimplement.c.
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Reset the cooldown so simulation doesn't automatically get re-disabled
Synced to re-enable simulation on client as the death processing sets disable simulation to local only
Handle own client animation freeze
Definition at line 593 of file dayzplayerimplement.c.
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Definition at line 1301 of file dayzplayerimplement.c.
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Definition at line 186 of file dayzplayerimplement.c.
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Definition at line 3988 of file dayzplayerimplement.c.
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Definition at line 3989 of file dayzplayerimplement.c.
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Definition at line 135 of file dayzplayerimplement.c.
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Definition at line 133 of file dayzplayerimplement.c.
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DEPRECATED.
Definition at line 3987 of file dayzplayerimplement.c.
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Definition at line 138 of file dayzplayerimplement.c.
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Definition at line 139 of file dayzplayerimplement.c.
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Definition at line 1299 of file dayzplayerimplement.c.
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Definition at line 1297 of file dayzplayerimplement.c.
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Definition at line 1298 of file dayzplayerimplement.c.
HandleDamageHit
Definition at line 1296 of file dayzplayerimplement.c.
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HandleDeath
Definition at line 519 of file dayzplayerimplement.c.
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Definition at line 143 of file dayzplayerimplement.c.
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Definition at line 154 of file dayzplayerimplement.c.
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Definition at line 520 of file dayzplayerimplement.c.
Definition at line 521 of file dayzplayerimplement.c.
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VKOSTIK - tady dat 0 misto -1.
Definition at line 2634 of file dayzplayerimplement.c.
Definition at line 2635 of file dayzplayerimplement.c.
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Definition at line 2638 of file dayzplayerimplement.c.
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Definition at line 2639 of file dayzplayerimplement.c.
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Definition at line 2637 of file dayzplayerimplement.c.
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Definition at line 155 of file dayzplayerimplement.c.
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This HeadingModel
Definition at line 1590 of file dayzplayerimplement.c.
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Definition at line 190 of file dayzplayerimplement.c.
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Definition at line 163 of file dayzplayerimplement.c.
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Definition at line 158 of file dayzplayerimplement.c.
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Definition at line 118 of file dayzplayerimplement.c.
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Definition at line 119 of file dayzplayerimplement.c.
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Definition at line 126 of file dayzplayerimplement.c.
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Definition at line 171 of file dayzplayerimplement.c.
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Definition at line 159 of file dayzplayerimplement.c.
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Definition at line 173 of file dayzplayerimplement.c.
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Definition at line 146 of file dayzplayerimplement.c.
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Definition at line 124 of file dayzplayerimplement.c.
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Definition at line 156 of file dayzplayerimplement.c.
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Definition at line 160 of file dayzplayerimplement.c.
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Definition at line 161 of file dayzplayerimplement.c.
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Definition at line 162 of file dayzplayerimplement.c.
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Definition at line 169 of file dayzplayerimplement.c.
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Definition at line 3990 of file dayzplayerimplement.c.
Definition at line 184 of file dayzplayerimplement.c.
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Definition at line 185 of file dayzplayerimplement.c.
Definition at line 176 of file dayzplayerimplement.c.
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Definition at line 125 of file dayzplayerimplement.c.
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Definition at line 168 of file dayzplayerimplement.c.
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Definition at line 149 of file dayzplayerimplement.c.
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Definition at line 132 of file dayzplayerimplement.c.
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Definition at line 2206 of file dayzplayerimplement.c.
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Definition at line 128 of file dayzplayerimplement.c.
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Definition at line 129 of file dayzplayerimplement.c.
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Definition at line 130 of file dayzplayerimplement.c.
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Definition at line 170 of file dayzplayerimplement.c.
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Definition at line 147 of file dayzplayerimplement.c.
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Definition at line 120 of file dayzplayerimplement.c.
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Definition at line 172 of file dayzplayerimplement.c.
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This is Debug functionality
Definition at line 2633 of file dayzplayerimplement.c.
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Definition at line 121 of file dayzplayerimplement.c.
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Definition at line 164 of file dayzplayerimplement.c.
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Definition at line 183 of file dayzplayerimplement.c.
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Definition at line 151 of file dayzplayerimplement.c.
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Definition at line 3992 of file dayzplayerimplement.c.
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Definition at line 153 of file dayzplayerimplement.c.
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measures time from the weapon raise start to complete raise (once per)
Definition at line 137 of file dayzplayerimplement.c.