Dayz Explorer 1.28.160049
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DayZPlayer Class Reference

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< InventoryItemOnDrawOptics2D ()
 
void SetReturnToOptics (bool state)
 
void RunADSTimer ()
 
void StopADSTimer ()
 
void SendCompleteWeaponRaiseJuncture ()
 
void DepleteStamina (EStaminaModifiers modifier, float dT=-1)
 

Protected Attributes

ref DayZPlayerImplementAiming m_AimingModel
 
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
 
ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic
 
ref DayZPlayerImplementSwimming m_Swimming
 
ref DayZPlayerImplementThrowing m_Throwing
 
ref DayZPlayerImplementJumpClimb m_JumpClimb
 
ref DayZPlayerImplementFallDamage m_FallDamage
 
ref PlayerSoundEventHandler m_PlayerSoundEventHandler
 
ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
 
SHumanCommandMoveSettings m_MoveSettings
 
float m_FallYDiff
 
float m_SprintedTime
 
float m_SprintedTimePerStanceMin
 
bool m_SprintFull
 
bool m_IsRaised
 
bool m_ShouldReload
 
bool m_Camera3rdPerson
 
bool m_CameraZoomToggle
 
bool m_bADS
 
bool m_WeaponRaiseCompleted
 measures time from the weapon raise start to complete raise (once per)
 
ECameraZoomType m_CameraEyeZoomLevel
 
bool m_CameraIronsight
 
bool m_CameraOptics
 
bool m_CameraOpticsAimOverride
 
float m_DeathDarkeningCurrentTime
 
bool m_IsTryingHoldBreath
 
bool m_IsShootingFromCamera
 
bool m_PlayerSelected
 
bool m_Suicide
 
bool m_IsUnconscious
 
bool m_ShouldBeUnconscious
 
bool m_IsUnconsciousFalling
 
bool m_UnconsciousDebug
 
int m_LastCommandBeforeUnconscious
 
ref WeaponDebug m_WeaponDebug
 
ref DeathEffectTimer m_DeathEffectTimer
 
ref Timer m_FightEndBlendTimer
 
bool m_ProcessFirearmMeleeHit
 
bool m_ContinueFirearmMelee
 
bool m_LiftWeapon_player
 
float m_ObstructWeapon_player
 
bool m_ProcessLiftWeapon
 
bool m_ProcessLiftWeaponState
 
float m_ProcessObstructWeapon
 
int m_LastSurfaceUnderHash
 
Transport m_TransportCache
 
string m_ClimbingLadderType
 
bool m_isFBsymptomPlaying
 
bool m_HandheldOpticsInUse
 
bool m_ResetADS
 
bool m_ProcessResetADS
 
int m_StepCounter
 
int m_NextVoNNoiseTime
 
ref array< ref SyncHitInfo > m_SyncedHitDataArray
 
ref array< AbstractWavem_PerformedActionSounds
 
bool m_RaiseStarted = false
 
bool m_AimingFinisherStarted = false
 
bool m_IsWeapon
 
bool m_TriggerPullPlayerOutOfVehicleSynch
 
bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
 
int m_PullPlayerOutOfVehicleState = -1
 
int m_ActionSoundCategoryHash
 
float m_dT
 
float m_fObstructionSmooth
 
float m_fObstructionSmoothVelocity [1]
 
int m_DeathAnimType = -2
 
float m_DeathHitDir = 0
 
bool m_DeathJuctureSent = false
 
bool m_DamageHitFullbody = false
 
int m_DamageHitAnimType = -1.0
 
float m_DamageHitDir = 0.0
 
float m_DamageHealth = 0.0
 
const float HIT_INTERVAL_MIN = 0.3
 
float m_HitElapsedTime = HIT_INTERVAL_MIN
 
float m_fLastHeadingDiff = 0
 
float m_LastHeadingAngleBlock
 
float m_LastHeadingAngleBlock2
 
float m_LastHeadingAngle
 
int m_LastBackSoundTime
 
int m_LastBackSoundTime2
 
float m_SoundOffset
 
float m_TestDamageCounter = -1
 
float m_DebugDirectionVal = -180
 VKOSTIK - tady dat 0 misto -1.
 
bool m_DebugTypeVal = false
 
int m_DebugWeaponChangeStage = 0
 
string m_DebugWeaponChangeItem
 
int m_DebugWeaponChangeShowSlot
 
bool m_CameraEyeZoom
 DEPRECATED.
 
ref Timer m_ADSAutomationTimer
 
bool m_ADSTimerLaunched
 
bool m_ProcessWeaponRaiseCompleted
 
bool m_IsFireWeaponRaised
 
bool m_WasIronSight
 

Detailed Description

Definition at line 110 of file dayzplayerimplement.c.

Constructor & Destructor Documentation

◆ ~DayZPlayerImplement()

void DayZPlayer::~DayZPlayerImplement ( )
protected

Definition at line 286 of file dayzplayerimplement.c.

Member Function Documentation

◆ AbortWeaponEvent()

void DayZPlayer::AbortWeaponEvent ( )
protected

Definition at line 1829 of file dayzplayerimplement.c.

◆ AddNoise()

void DayZPlayer::AddNoise ( NoiseParams noisePar,
float noiseMultiplier = 1.0 )
protected

Definition at line 3228 of file dayzplayerimplement.c.

◆ AimingModel()

override bool DayZPlayer::AimingModel ( float pDt,
SDayZPlayerAimingModel pModel )
protected

This Aiming Model

Definition at line 1681 of file dayzplayerimplement.c.

◆ AttenuateSoundIfNecessary()

void DayZPlayer::AttenuateSoundIfNecessary ( SoundObject soundObject)
protected

Definition at line 3849 of file dayzplayerimplement.c.

◆ CameraHandler()

override int DayZPlayer::CameraHandler ( int pCameraMode)
protected

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.

◆ CanClimb()

bool DayZPlayer::CanClimb ( int climbType,
SHumanCommandClimbResult climbRes )
protected

Definition at line 1779 of file dayzplayerimplement.c.

◆ CanConsumeStamina()

bool DayZPlayer::CanConsumeStamina ( EStaminaConsumers consumer)
protected

Implementations only! - used on PlayerBase.

Definition at line 480 of file dayzplayerimplement.c.

◆ CanJump()

bool DayZPlayer::CanJump ( )
protected

Definition at line 1743 of file dayzplayerimplement.c.

◆ CanPickupHeavyItem()

bool DayZPlayer::CanPickupHeavyItem ( notnull EntityAI item)
protected

-------------— Checks if player can pick up heavy item ----------------------—

Definition at line 3887 of file dayzplayerimplement.c.

◆ CanPickupHeavyItemSwap()

bool DayZPlayer::CanPickupHeavyItemSwap ( notnull EntityAI item1,
notnull EntityAI item2 )
protected

Definition at line 3892 of file dayzplayerimplement.c.

◆ CanStartConsumingStamina()

bool DayZPlayer::CanStartConsumingStamina ( EStaminaConsumers consumer)
protected

Definition at line 481 of file dayzplayerimplement.c.

◆ CheckAnimationOverrides()

void DayZPlayer::CheckAnimationOverrides ( )
protected

Definition at line 3799 of file dayzplayerimplement.c.

◆ CheckForDropItem()

bool DayZPlayer::CheckForDropItem ( EntityAI item)
protected

Definition at line 3695 of file dayzplayerimplement.c.

◆ CheckForRespawn()

bool DayZPlayer::CheckForRespawn ( EntityAI item)
protected

Player respawn

Definition at line 3713 of file dayzplayerimplement.c.

◆ CheckForTakeItem()

bool DayZPlayer::CheckForTakeItem ( EntityAI item)
protected

anti-cheat condition

Definition at line 3684 of file dayzplayerimplement.c.

◆ CheckLiftWeapon()

void DayZPlayer::CheckLiftWeapon ( )
protected

◆ CommandHandler()

override void DayZPlayer::CommandHandler ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

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.

◆ CommandHandlerDebug()

void DayZPlayer::CommandHandlerDebug ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

debug handling of adding commands

set item in hands

fuj

start show

damage test

Definition at line 2642 of file dayzplayerimplement.c.

◆ CommitedSuicide()

bool DayZPlayer::CommitedSuicide ( )
protected

Definition at line 3818 of file dayzplayerimplement.c.

◆ CompleteWeaponRaise()

void DayZPlayer::CompleteWeaponRaise ( )
protected

Definition at line 887 of file dayzplayerimplement.c.

◆ DayZPlayerImplement()

void DayZPlayer::DayZPlayerImplement ( )
protected

constructor

Definition at line 194 of file dayzplayerimplement.c.

◆ DepleteStamina()

void DayZPlayer::DepleteStamina ( EStaminaModifiers modifier,
float dT = -1 )
protected

Definition at line 3997 of file dayzplayerimplement.c.

◆ DepleteStaminaEx()

void DayZPlayer::DepleteStaminaEx ( EStaminaModifiers modifier,
float dT = -1,
float coef = 1.0 )
protected

Definition at line 482 of file dayzplayerimplement.c.

◆ EEHitBy()

override void DayZPlayer::EEHitBy ( TotalDamageResult damageResult,
int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos,
float speedCoef )
protected

event from damage system

Definition at line 1521 of file dayzplayerimplement.c.

◆ EEKilled()

override void DayZPlayer::EEKilled ( Object killer)
protected

Definition at line 762 of file dayzplayerimplement.c.

◆ EOnContact()

void DayZPlayer::EOnContact ( IEntity other,
Contact extra )
protected

Phx contact event

Definition at line 3831 of file dayzplayerimplement.c.

◆ EvaluateDamageHit()

void DayZPlayer::EvaluateDamageHit ( int pCurrentCommandID)
protected

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.

◆ EvaluateDamageHitAnimation()

bool DayZPlayer::EvaluateDamageHitAnimation ( TotalDamageResult pDamageResult,
int pDamageType,
EntityAI pSource,
string pComponent,
string pAmmoType,
vector pModelPos,
out int pAnimType,
out float pAnimHitDir,
out bool pAnimHitFullbody )
protected

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.

◆ EvaluateDeathAnimation()

bool DayZPlayer::EvaluateDeathAnimation ( int pDamageType,
EntityAI pSource,
string pAmmoType,
out int pAnimType,
out float pAnimHitDir )
protected

selects animation type and direction based on damage system data

direction

Definition at line 1414 of file dayzplayerimplement.c.

◆ ExitSights()

void DayZPlayer::ExitSights ( )
protected

Definition at line 418 of file dayzplayerimplement.c.

◆ GetAimingModel()

DayZPlayerImplementAiming DayZPlayer::GetAimingModel ( )
protected

Definition at line 261 of file dayzplayerimplement.c.

◆ GetBackAttachmentType()

AnimBackType DayZPlayer::GetBackAttachmentType ( )
protected

Definition at line 3131 of file dayzplayerimplement.c.

◆ GetBodyAttachmentType()

AnimUpperBodyType DayZPlayer::GetBodyAttachmentType ( )
protected

Definition at line 3100 of file dayzplayerimplement.c.

◆ GetBootsType()

AnimBootsType DayZPlayer::GetBootsType ( )
protected

Definition at line 3082 of file dayzplayerimplement.c.

◆ GetCurrentWaterLevel()

override float DayZPlayer::GetCurrentWaterLevel ( )
protected

Definition at line 372 of file dayzplayerimplement.c.

◆ GetDayZPlayerInventory()

DayZPlayerInventory DayZPlayer::GetDayZPlayerInventory ( )
protected

Definition at line 907 of file dayzplayerimplement.c.

◆ GetDebugText()

override string DayZPlayer::GetDebugText ( )
protected

Definition at line 529 of file dayzplayerimplement.c.

◆ GetDeltaT()

float DayZPlayer::GetDeltaT ( )
protected

Definition at line 509 of file dayzplayerimplement.c.

◆ GetEyeZoomLevel()

override int DayZPlayer::GetEyeZoomLevel ( )
protected

Definition at line 296 of file dayzplayerimplement.c.

◆ GetFallDamage()

DayZPlayerImplementFallDamage DayZPlayer::GetFallDamage ( )
protected

Definition at line 281 of file dayzplayerimplement.c.

◆ GetMeleeCombat()

DayZPlayerImplementMeleeCombat DayZPlayer::GetMeleeCombat ( )
protected

Definition at line 266 of file dayzplayerimplement.c.

◆ GetMeleeFightLogic()

DayZPlayerMeleeFightLogic_LightHeavy DayZPlayer::GetMeleeFightLogic ( )
protected

Definition at line 271 of file dayzplayerimplement.c.

◆ GetShoulderAttachmentType()

AnimRangedWeaponType DayZPlayer::GetShoulderAttachmentType ( )
protected

Definition at line 3153 of file dayzplayerimplement.c.

◆ GetSlidePoseAngle()

float DayZPlayer::GetSlidePoseAngle ( )
protected

Definition at line 3794 of file dayzplayerimplement.c.

◆ GetSurfaceType()

string DayZPlayer::GetSurfaceType ( SurfaceAnimationBone limbType)
protected

Definition at line 3203 of file dayzplayerimplement.c.

◆ GetThrowing()

DayZPlayerImplementThrowing DayZPlayer::GetThrowing ( )
protected

Definition at line 276 of file dayzplayerimplement.c.

◆ GetTransportCache()

Transport DayZPlayer::GetTransportCache ( )
protected

Get the transport that was cached when entering unconsciousness.

Definition at line 524 of file dayzplayerimplement.c.

◆ GetTypeOfDeath()

int DayZPlayer::GetTypeOfDeath ( int pCurrentCommandID)
protected

Definition at line 729 of file dayzplayerimplement.c.

◆ GetWeaponManager()

WeaponManager DayZPlayer::GetWeaponManager ( )
protected

Definition at line 978 of file dayzplayerimplement.c.

◆ GetWeaponObstruction()

float DayZPlayer::GetWeaponObstruction ( )
protected

◆ HandleADS()

void DayZPlayer::HandleADS ( )
protected

This is main command logic

artificial Auto-ADS delay

if !raised if sprinting

Definition at line 1838 of file dayzplayerimplement.c.

◆ HandleDamageHit()

bool DayZPlayer::HandleDamageHit ( int pCurrentCommandID)
protected

Definition at line 1367 of file dayzplayerimplement.c.

◆ HandleDeath()

bool DayZPlayer::HandleDeath ( int pCurrentCommandID)
protected

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.

◆ HandleOptic()

void DayZPlayer::HandleOptic ( notnull ItemOptics optic,
bool inHands,
HumanInputController pInputs,
out bool pExitOptics )
protected

Definition at line 1206 of file dayzplayerimplement.c.

◆ HandleView()

void DayZPlayer::HandleView ( )
protected

3rd person camera

Definition at line 1968 of file dayzplayerimplement.c.

◆ HandleWeapons()

void DayZPlayer::HandleWeapons ( float pDt,
Entity pInHands,
HumanInputController pInputs,
out bool pExitIronSights )
protected

HandleWeapons

fire

Definition at line 984 of file dayzplayerimplement.c.

◆ HeadingModel()

override bool DayZPlayer::HeadingModel ( float pDt,
SDayZPlayerHeadingModel pModel )
protected

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.

◆ HideClothing()

void DayZPlayer::HideClothing ( ItemOptics optic,
bool state )
protected

Definition at line 2626 of file dayzplayerimplement.c.

◆ IsAlreadyInFallingCommand()

bool DayZPlayer::IsAlreadyInFallingCommand ( int pCurrentCommandID)
protected

Definition at line 3777 of file dayzplayerimplement.c.

◆ IsClimbingLadder()

bool DayZPlayer::IsClimbingLadder ( )
protected

Definition at line 494 of file dayzplayerimplement.c.

◆ IsEyeZoom()

override bool DayZPlayer::IsEyeZoom ( )
protected

Legacy.

Definition at line 291 of file dayzplayerimplement.c.

◆ IsFBSymptomPlaying()

bool DayZPlayer::IsFBSymptomPlaying ( )
protected

Definition at line 504 of file dayzplayerimplement.c.

◆ IsFighting()

bool DayZPlayer::IsFighting ( )
protected

◆ IsFireWeaponRaised()

bool DayZPlayer::IsFireWeaponRaised ( )
protected

Definition at line 331 of file dayzplayerimplement.c.

◆ IsHandheldOpticsInUse()

bool DayZPlayer::IsHandheldOpticsInUse ( )
protected

Definition at line 3869 of file dayzplayerimplement.c.

◆ IsInFBEmoteState()

bool DayZPlayer::IsInFBEmoteState ( )
protected

Checks if fullbody animation or specific locked state is active in emote manager.

◆ IsInFullbodyDamageAnimation()

bool DayZPlayer::IsInFullbodyDamageAnimation ( )
protected

Definition at line 1304 of file dayzplayerimplement.c.

◆ IsInIronsights()

bool DayZPlayer::IsInIronsights ( )
protected

Definition at line 311 of file dayzplayerimplement.c.

◆ IsInOptics()

bool DayZPlayer::IsInOptics ( )
protected

Definition at line 316 of file dayzplayerimplement.c.

◆ IsInThirdPerson()

override bool DayZPlayer::IsInThirdPerson ( )
protected

Definition at line 321 of file dayzplayerimplement.c.

◆ IsInVehicle()

bool DayZPlayer::IsInVehicle ( )
protected

Definition at line 484 of file dayzplayerimplement.c.

◆ IsLanded()

bool DayZPlayer::IsLanded ( int pCurrentCommandID)
protected

Definition at line 3746 of file dayzplayerimplement.c.

◆ IsLiftWeapon()

bool DayZPlayer::IsLiftWeapon ( )
protected

◆ IsPlayerSelected()

bool DayZPlayer::IsPlayerSelected ( )
protected

Definition at line 3803 of file dayzplayerimplement.c.

◆ IsRaised()

bool DayZPlayer::IsRaised ( )
protected

Definition at line 3878 of file dayzplayerimplement.c.

◆ IsRestrained()

bool DayZPlayer::IsRestrained ( )
protected

◆ IsShootingFromCamera()

override bool DayZPlayer::IsShootingFromCamera ( )
protected

Definition at line 301 of file dayzplayerimplement.c.

◆ IsSprintFull()

bool DayZPlayer::IsSprintFull ( )
protected

Definition at line 345 of file dayzplayerimplement.c.

◆ IsSwimming()

bool DayZPlayer::IsSwimming ( )
protected

Definition at line 489 of file dayzplayerimplement.c.

◆ IsTryingHoldBreath()

bool DayZPlayer::IsTryingHoldBreath ( )
protected

Definition at line 340 of file dayzplayerimplement.c.

◆ IsWeaponDebugEnabled()

bool DayZPlayer::IsWeaponDebugEnabled ( )
protected

Definition at line 362 of file dayzplayerimplement.c.

◆ IsWeaponObstructionBlockingADS()

bool DayZPlayer::IsWeaponObstructionBlockingADS ( )
protected

◆ IsWeaponRaiseCompleted()

bool DayZPlayer::IsWeaponRaiseCompleted ( )
protected

Definition at line 902 of file dayzplayerimplement.c.

◆ LockControls()

void DayZPlayer::LockControls ( bool state)
protected

Definition at line 850 of file dayzplayerimplement.c.

◆ ModCommandHandlerAfter()

bool DayZPlayer::ModCommandHandlerAfter ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

Definition at line 2225 of file dayzplayerimplement.c.

◆ ModCommandHandlerBefore()

bool DayZPlayer::ModCommandHandlerBefore ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

ModOverrides

Definition at line 2215 of file dayzplayerimplement.c.

◆ ModCommandHandlerInside()

bool DayZPlayer::ModCommandHandlerInside ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

Definition at line 2220 of file dayzplayerimplement.c.

◆ OnDrawOptics2D()

override array< InventoryItem > DayZPlayer::OnDrawOptics2D ( )
protected

Called when 2D optics are about to be drawn.

Returns
Collection of optics to be drawn. Draws the provided optics when of ItemOptics type. Draws optic of current muzzle when of Weapon_Base type.

Definition at line 3903 of file dayzplayerimplement.c.

◆ OnInputForRemote()

override void DayZPlayer::OnInputForRemote ( ParamsReadContext ctx)
protected

Definition at line 913 of file dayzplayerimplement.c.

◆ OnInputFromServer()

override void DayZPlayer::OnInputFromServer ( ParamsReadContext ctx)
protected

Definition at line 939 of file dayzplayerimplement.c.

◆ OnInputUserDataProcess()

bool DayZPlayer::OnInputUserDataProcess ( int userDataType,
ParamsReadContext ctx )
protected

Definition at line 3020 of file dayzplayerimplement.c.

◆ OnInputUserDataReceived()

void DayZPlayer::OnInputUserDataReceived ( ParamsReadContext ctx)
protected

Input userdata

Definition at line 3008 of file dayzplayerimplement.c.

◆ OnItemInHandsChanged()

override void DayZPlayer::OnItemInHandsChanged ( )
protected

Definition at line 963 of file dayzplayerimplement.c.

◆ OnJumpEnd()

void DayZPlayer::OnJumpEnd ( int pLandType = 0)
protected

Definition at line 1815 of file dayzplayerimplement.c.

◆ OnJumpStart()

void DayZPlayer::OnJumpStart ( )
protected

Definition at line 1811 of file dayzplayerimplement.c.

◆ OnLadder()

void DayZPlayer::OnLadder ( float delta_time,
HumanMovementState pState )
protected

called every command handler tick when player is on ladder

◆ OnLand()

bool DayZPlayer::OnLand ( int pCurrentCommandID,
FallDamageData fallDamageData )
protected

Definition at line 3761 of file dayzplayerimplement.c.

◆ OnMovementChanged()

void DayZPlayer::OnMovementChanged ( )
protected

Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..

Definition at line 2910 of file dayzplayerimplement.c.

◆ OnParticleEvent()

void DayZPlayer::OnParticleEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Definition at line 3426 of file dayzplayerimplement.c.

◆ OnSoundEvent()

void DayZPlayer::OnSoundEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Definition at line 3371 of file dayzplayerimplement.c.

◆ OnSprintEnd()

void DayZPlayer::OnSprintEnd ( )
protected

Definition at line 2990 of file dayzplayerimplement.c.

◆ OnSprintStart()

void DayZPlayer::OnSprintStart ( )
protected

Definition at line 2981 of file dayzplayerimplement.c.

◆ OnStepEvent()

void DayZPlayer::OnStepEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Event Processing

Definition at line 3239 of file dayzplayerimplement.c.

◆ OnSyncJuncture()

void DayZPlayer::OnSyncJuncture ( int pJunctureID,
ParamsReadContext pCtx )
protected

SyncJunctures

Definition at line 3063 of file dayzplayerimplement.c.

◆ OnVariablesSynchronized()

override void DayZPlayer::OnVariablesSynchronized ( )
protected

Definition at line 613 of file dayzplayerimplement.c.

◆ OverrideShootFromCamera()

void DayZPlayer::OverrideShootFromCamera ( bool pState)
protected

Definition at line 306 of file dayzplayerimplement.c.

◆ OverrideSlidePoseAngle()

void DayZPlayer::OverrideSlidePoseAngle ( float value)
protected

movement sliding override, originally for FB gestures

Definition at line 3783 of file dayzplayerimplement.c.

◆ PlaySound()

AbstractWave DayZPlayer::PlaySound ( SoundObject so,
SoundObjectBuilder sob )
protected

Sounds

Definition at line 3218 of file dayzplayerimplement.c.

◆ PlaySoundEvent()

bool DayZPlayer::PlaySoundEvent ( EPlayerSoundEventID id,
bool from_anim_system = false,
bool is_from_server = false )
protected

Definition at line 501 of file dayzplayerimplement.c.

◆ PlaySoundEventEx()

bool DayZPlayer::PlaySoundEventEx ( EPlayerSoundEventID id,
bool from_anim_system = false,
bool is_from_server = false,
int param = 0 )
protected

Definition at line 502 of file dayzplayerimplement.c.

◆ PlaySoundEventType()

bool DayZPlayer::PlaySoundEventType ( ESoundEventType soundType,
int soundEventID,
int param = 0 )
protected

Handle sound event by respective sound handler based on its type.

Definition at line 500 of file dayzplayerimplement.c.

◆ ProcessAttachmentEvent()

void DayZPlayer::ProcessAttachmentEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Definition at line 3489 of file dayzplayerimplement.c.

◆ ProcessFeetDamageServer()

void DayZPlayer::ProcessFeetDamageServer ( int pUserInt)
protected

◆ ProcessJumpOrClimb()

bool DayZPlayer::ProcessJumpOrClimb ( float pDt,
int pCurrentCommandID )
protected

Jump / Climb

Definition at line 1724 of file dayzplayerimplement.c.

◆ ProcessLiftWeapon()

void DayZPlayer::ProcessLiftWeapon ( )
protected

◆ ProcessSoundEvent()

void DayZPlayer::ProcessSoundEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Definition at line 3553 of file dayzplayerimplement.c.

◆ ProcessVoiceEvent()

AbstractWave DayZPlayer::ProcessVoiceEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Definition at line 3595 of file dayzplayerimplement.c.

◆ ProcessWeaponEvent()

void DayZPlayer::ProcessWeaponEvent ( string pEventType,
string pUserString,
int pUserInt )
protected

Definition at line 3432 of file dayzplayerimplement.c.

◆ RequestSoundEvent()

void DayZPlayer::RequestSoundEvent ( EPlayerSoundEventID id,
bool from_server_and_client = false )
protected

◆ RequestSoundEventEx()

void DayZPlayer::RequestSoundEventEx ( EPlayerSoundEventID id,
bool from_server_and_client = false,
int param = 0 )
protected

◆ ResetDamageHitState()

void DayZPlayer::ResetDamageHitState ( bool resetTimer)
protected

Definition at line 1402 of file dayzplayerimplement.c.

◆ ResetDeathStartTime()

void DayZPlayer::ResetDeathStartTime ( )
protected

Definition at line 724 of file dayzplayerimplement.c.

◆ ResetWeaponRaiseProgress()

void DayZPlayer::ResetWeaponRaiseProgress ( )
protected

Definition at line 896 of file dayzplayerimplement.c.

◆ RunADSTimer()

void DayZPlayer::RunADSTimer ( )
protected

◆ SendCompleteWeaponRaiseJuncture()

void DayZPlayer::SendCompleteWeaponRaiseJuncture ( )
protected

◆ SendDeathJuncture()

void DayZPlayer::SendDeathJuncture ( int pAnimTypeDeath,
float pAnimHitDirDeath )
protected

Definition at line 753 of file dayzplayerimplement.c.

◆ SendSoundEvent()

void DayZPlayer::SendSoundEvent ( EPlayerSoundEventID id)
protected

◆ SendSoundEventEx()

void DayZPlayer::SendSoundEventEx ( EPlayerSoundEventID id,
int param = 0 )
protected

◆ SetClimbingLadderType()

void DayZPlayer::SetClimbingLadderType ( string value)
protected

Definition at line 474 of file dayzplayerimplement.c.

◆ SetCurrentWaterLevel()

override void DayZPlayer::SetCurrentWaterLevel ( float pWaterLevel)
protected

Definition at line 377 of file dayzplayerimplement.c.

◆ SetDeathDarknessLevel()

void DayZPlayer::SetDeathDarknessLevel ( float duration,
float tick_time )
protected

◆ SetFallYDiff()

void DayZPlayer::SetFallYDiff ( float value)
protected

Definition at line 367 of file dayzplayerimplement.c.

◆ SetHandheldOpticsInUse()

void DayZPlayer::SetHandheldOpticsInUse ( bool state)
protected

Definition at line 3864 of file dayzplayerimplement.c.

◆ SetIronsights()

void DayZPlayer::SetIronsights ( bool value)
protected

Definition at line 382 of file dayzplayerimplement.c.

◆ SetIsInThirdPerson()

void DayZPlayer::SetIsInThirdPerson ( bool state)
protected

Definition at line 326 of file dayzplayerimplement.c.

◆ SetOptics()

void DayZPlayer::SetOptics ( bool value)
protected

Definition at line 402 of file dayzplayerimplement.c.

◆ SetReturnToOptics()

void DayZPlayer::SetReturnToOptics ( bool state)
protected

◆ SetSuicide()

void DayZPlayer::SetSuicide ( bool state)
protected

Definition at line 3813 of file dayzplayerimplement.c.

◆ SetVariablesLadderSoundObjectBuilder()

void DayZPlayer::SetVariablesLadderSoundObjectBuilder ( SoundObjectBuilder soundObjectBuilder)
protected

Definition at line 3520 of file dayzplayerimplement.c.

◆ ShowDeadScreen()

void DayZPlayer::ShowDeadScreen ( bool show,
float duration )
protected

Definition at line 769 of file dayzplayerimplement.c.

◆ ShowWeaponDebug()

void DayZPlayer::ShowWeaponDebug ( bool show)
protected

Definition at line 350 of file dayzplayerimplement.c.

◆ SimulateDeath()

void DayZPlayer::SimulateDeath ( bool state)
protected

Definition at line 811 of file dayzplayerimplement.c.

◆ StopADSTimer()

void DayZPlayer::StopADSTimer ( )
protected

◆ StopDeathDarkeningEffect()

override void DayZPlayer::StopDeathDarkeningEffect ( )
protected

Definition at line 802 of file dayzplayerimplement.c.

◆ StopHandEvent()

void DayZPlayer::StopHandEvent ( )
protected

Definition at line 1819 of file dayzplayerimplement.c.

◆ StopWeaponEvent()

void DayZPlayer::StopWeaponEvent ( )
protected

Definition at line 1824 of file dayzplayerimplement.c.

◆ SwitchOptics()

void DayZPlayer::SwitchOptics ( ItemOptics optic,
bool state )
protected

Definition at line 447 of file dayzplayerimplement.c.

◆ TriggerPullPlayerOutOfVehicle()

void DayZPlayer::TriggerPullPlayerOutOfVehicle ( )
protected

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.

◆ TriggerPullPlayerOutOfVehicleImpl()

void DayZPlayer::TriggerPullPlayerOutOfVehicleImpl ( )
protected

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.

Member Data Documentation

◆ HIT_INTERVAL_MIN

const float DayZPlayer::HIT_INTERVAL_MIN = 0.3
protected

Definition at line 1301 of file dayzplayerimplement.c.

◆ m_ActionSoundCategoryHash

int DayZPlayer::m_ActionSoundCategoryHash
protected

Definition at line 186 of file dayzplayerimplement.c.

◆ m_ADSAutomationTimer

ref Timer DayZPlayer::m_ADSAutomationTimer
protected

Definition at line 3988 of file dayzplayerimplement.c.

◆ m_ADSTimerLaunched

bool DayZPlayer::m_ADSTimerLaunched
protected

Definition at line 3989 of file dayzplayerimplement.c.

◆ m_AimingFinisherStarted

bool DayZPlayer::m_AimingFinisherStarted = false
protected

Definition at line 177 of file dayzplayerimplement.c.

◆ m_AimingModel

ref DayZPlayerImplementAiming DayZPlayer::m_AimingModel
protected

Definition at line 117 of file dayzplayerimplement.c.

◆ m_bADS

bool DayZPlayer::m_bADS
protected

Definition at line 135 of file dayzplayerimplement.c.

◆ m_Camera3rdPerson

bool DayZPlayer::m_Camera3rdPerson
protected

Definition at line 133 of file dayzplayerimplement.c.

◆ m_CameraEyeZoom

bool DayZPlayer::m_CameraEyeZoom
protected

DEPRECATED.

Definition at line 3987 of file dayzplayerimplement.c.

◆ m_CameraEyeZoomLevel

ECameraZoomType DayZPlayer::m_CameraEyeZoomLevel
protected

Definition at line 138 of file dayzplayerimplement.c.

◆ m_CameraIronsight

bool DayZPlayer::m_CameraIronsight
protected

Definition at line 139 of file dayzplayerimplement.c.

◆ m_CameraOptics

bool DayZPlayer::m_CameraOptics
protected

Definition at line 140 of file dayzplayerimplement.c.

◆ m_CameraOpticsAimOverride

bool DayZPlayer::m_CameraOpticsAimOverride
protected

Definition at line 141 of file dayzplayerimplement.c.

◆ m_CameraZoomToggle

bool DayZPlayer::m_CameraZoomToggle
protected

Definition at line 134 of file dayzplayerimplement.c.

◆ m_ClimbingLadderType

string DayZPlayer::m_ClimbingLadderType
protected

Definition at line 165 of file dayzplayerimplement.c.

◆ m_ContinueFirearmMelee

bool DayZPlayer::m_ContinueFirearmMelee
protected

Definition at line 157 of file dayzplayerimplement.c.

◆ m_DamageHealth

float DayZPlayer::m_DamageHealth = 0.0
protected

Definition at line 1299 of file dayzplayerimplement.c.

◆ m_DamageHitAnimType

int DayZPlayer::m_DamageHitAnimType = -1.0
protected

Definition at line 1297 of file dayzplayerimplement.c.

◆ m_DamageHitDir

float DayZPlayer::m_DamageHitDir = 0.0
protected

Definition at line 1298 of file dayzplayerimplement.c.

◆ m_DamageHitFullbody

bool DayZPlayer::m_DamageHitFullbody = false
protected

HandleDamageHit

Definition at line 1296 of file dayzplayerimplement.c.

◆ m_DeathAnimType

int DayZPlayer::m_DeathAnimType = -2
protected

HandleDeath

Definition at line 519 of file dayzplayerimplement.c.

◆ m_DeathDarkeningCurrentTime

float DayZPlayer::m_DeathDarkeningCurrentTime
protected

Definition at line 143 of file dayzplayerimplement.c.

◆ m_DeathEffectTimer

ref DeathEffectTimer DayZPlayer::m_DeathEffectTimer
protected

Definition at line 154 of file dayzplayerimplement.c.

◆ m_DeathHitDir

float DayZPlayer::m_DeathHitDir = 0
protected

Definition at line 520 of file dayzplayerimplement.c.

◆ m_DeathJuctureSent

bool DayZPlayer::m_DeathJuctureSent = false
protected

Definition at line 521 of file dayzplayerimplement.c.

◆ m_DebugDirectionVal

float DayZPlayer::m_DebugDirectionVal = -180
protected

VKOSTIK - tady dat 0 misto -1.

Definition at line 2634 of file dayzplayerimplement.c.

◆ m_DebugTypeVal

bool DayZPlayer::m_DebugTypeVal = false
protected

Definition at line 2635 of file dayzplayerimplement.c.

◆ m_DebugWeaponChangeItem

string DayZPlayer::m_DebugWeaponChangeItem
protected

Definition at line 2638 of file dayzplayerimplement.c.

◆ m_DebugWeaponChangeShowSlot

int DayZPlayer::m_DebugWeaponChangeShowSlot
protected

Definition at line 2639 of file dayzplayerimplement.c.

◆ m_DebugWeaponChangeStage

int DayZPlayer::m_DebugWeaponChangeStage = 0
protected

Definition at line 2637 of file dayzplayerimplement.c.

◆ m_dT

float DayZPlayer::m_dT
protected

Definition at line 188 of file dayzplayerimplement.c.

◆ m_FallDamage

ref DayZPlayerImplementFallDamage DayZPlayer::m_FallDamage
protected

Definition at line 123 of file dayzplayerimplement.c.

◆ m_FallYDiff

float DayZPlayer::m_FallYDiff
protected

Definition at line 127 of file dayzplayerimplement.c.

◆ m_FightEndBlendTimer

ref Timer DayZPlayer::m_FightEndBlendTimer
protected

Definition at line 155 of file dayzplayerimplement.c.

◆ m_fLastHeadingDiff

float DayZPlayer::m_fLastHeadingDiff = 0
protected

This HeadingModel

Definition at line 1590 of file dayzplayerimplement.c.

◆ m_fObstructionSmooth

float DayZPlayer::m_fObstructionSmooth
protected

Definition at line 190 of file dayzplayerimplement.c.

◆ m_fObstructionSmoothVelocity

float DayZPlayer::m_fObstructionSmoothVelocity[1]
protected

Definition at line 191 of file dayzplayerimplement.c.

◆ m_HandheldOpticsInUse

bool DayZPlayer::m_HandheldOpticsInUse
protected

Definition at line 167 of file dayzplayerimplement.c.

◆ m_HitElapsedTime

float DayZPlayer::m_HitElapsedTime = HIT_INTERVAL_MIN
protected

Definition at line 1302 of file dayzplayerimplement.c.

◆ m_isFBsymptomPlaying

bool DayZPlayer::m_isFBsymptomPlaying
protected

Definition at line 166 of file dayzplayerimplement.c.

◆ m_IsFireWeaponRaised

bool DayZPlayer::m_IsFireWeaponRaised
protected

Definition at line 3991 of file dayzplayerimplement.c.

◆ m_IsRaised

bool DayZPlayer::m_IsRaised
protected

Definition at line 131 of file dayzplayerimplement.c.

◆ m_IsShootingFromCamera

bool DayZPlayer::m_IsShootingFromCamera
protected

Definition at line 145 of file dayzplayerimplement.c.

◆ m_IsTryingHoldBreath

bool DayZPlayer::m_IsTryingHoldBreath
protected

Definition at line 144 of file dayzplayerimplement.c.

◆ m_IsUnconscious

bool DayZPlayer::m_IsUnconscious
protected

Definition at line 148 of file dayzplayerimplement.c.

◆ m_IsUnconsciousFalling

bool DayZPlayer::m_IsUnconsciousFalling
protected

Definition at line 150 of file dayzplayerimplement.c.

◆ m_IsWeapon

bool DayZPlayer::m_IsWeapon
protected

Definition at line 178 of file dayzplayerimplement.c.

◆ m_JumpClimb

ref DayZPlayerImplementJumpClimb DayZPlayer::m_JumpClimb
protected

Definition at line 122 of file dayzplayerimplement.c.

◆ m_LastBackSoundTime

int DayZPlayer::m_LastBackSoundTime
protected

Definition at line 2204 of file dayzplayerimplement.c.

◆ m_LastBackSoundTime2

int DayZPlayer::m_LastBackSoundTime2
protected

Definition at line 2205 of file dayzplayerimplement.c.

◆ m_LastCommandBeforeUnconscious

int DayZPlayer::m_LastCommandBeforeUnconscious
protected

Definition at line 152 of file dayzplayerimplement.c.

◆ m_LastHeadingAngle

float DayZPlayer::m_LastHeadingAngle
protected

Definition at line 2203 of file dayzplayerimplement.c.

◆ m_LastHeadingAngleBlock

float DayZPlayer::m_LastHeadingAngleBlock
protected

Definition at line 2201 of file dayzplayerimplement.c.

◆ m_LastHeadingAngleBlock2

float DayZPlayer::m_LastHeadingAngleBlock2
protected

Definition at line 2202 of file dayzplayerimplement.c.

◆ m_LastSurfaceUnderHash

int DayZPlayer::m_LastSurfaceUnderHash
protected

Definition at line 163 of file dayzplayerimplement.c.

◆ m_LiftWeapon_player

bool DayZPlayer::m_LiftWeapon_player
protected

Definition at line 158 of file dayzplayerimplement.c.

◆ m_MeleeCombat

ref DayZPlayerImplementMeleeCombat DayZPlayer::m_MeleeCombat
protected

Definition at line 118 of file dayzplayerimplement.c.

◆ m_MeleeFightLogic

ref DayZPlayerMeleeFightLogic_LightHeavy DayZPlayer::m_MeleeFightLogic
protected

Definition at line 119 of file dayzplayerimplement.c.

◆ m_MoveSettings

SHumanCommandMoveSettings DayZPlayer::m_MoveSettings
protected

Definition at line 126 of file dayzplayerimplement.c.

◆ m_NextVoNNoiseTime

int DayZPlayer::m_NextVoNNoiseTime
protected

Definition at line 171 of file dayzplayerimplement.c.

◆ m_ObstructWeapon_player

float DayZPlayer::m_ObstructWeapon_player
protected

Definition at line 159 of file dayzplayerimplement.c.

◆ m_PerformedActionSounds

ref array<AbstractWave> DayZPlayer::m_PerformedActionSounds
protected

Definition at line 173 of file dayzplayerimplement.c.

◆ m_PlayerSelected

bool DayZPlayer::m_PlayerSelected
protected

Definition at line 146 of file dayzplayerimplement.c.

◆ m_PlayerSoundEventHandler

ref PlayerSoundEventHandler DayZPlayer::m_PlayerSoundEventHandler
protected

Definition at line 124 of file dayzplayerimplement.c.

◆ m_ProcessFirearmMeleeHit

bool DayZPlayer::m_ProcessFirearmMeleeHit
protected

Definition at line 156 of file dayzplayerimplement.c.

◆ m_ProcessLiftWeapon

bool DayZPlayer::m_ProcessLiftWeapon
protected

Definition at line 160 of file dayzplayerimplement.c.

◆ m_ProcessLiftWeaponState

bool DayZPlayer::m_ProcessLiftWeaponState
protected

Definition at line 161 of file dayzplayerimplement.c.

◆ m_ProcessObstructWeapon

float DayZPlayer::m_ProcessObstructWeapon
protected

Definition at line 162 of file dayzplayerimplement.c.

◆ m_ProcessResetADS

bool DayZPlayer::m_ProcessResetADS
protected

Definition at line 169 of file dayzplayerimplement.c.

◆ m_ProcessWeaponRaiseCompleted

bool DayZPlayer::m_ProcessWeaponRaiseCompleted
protected

Definition at line 3990 of file dayzplayerimplement.c.

◆ m_PullPlayerOutOfVehicleKeepsInLocalSpace

bool DayZPlayer::m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
protected

Definition at line 184 of file dayzplayerimplement.c.

◆ m_PullPlayerOutOfVehicleState

int DayZPlayer::m_PullPlayerOutOfVehicleState = -1
protected

Definition at line 185 of file dayzplayerimplement.c.

◆ m_RaiseStarted

bool DayZPlayer::m_RaiseStarted = false
protected

Definition at line 176 of file dayzplayerimplement.c.

◆ m_ReplaceSoundEventHandler

ref ReplaceSoundEventHandler DayZPlayer::m_ReplaceSoundEventHandler
protected

Definition at line 125 of file dayzplayerimplement.c.

◆ m_ResetADS

bool DayZPlayer::m_ResetADS
protected

Definition at line 168 of file dayzplayerimplement.c.

◆ m_ShouldBeUnconscious

bool DayZPlayer::m_ShouldBeUnconscious
protected

Definition at line 149 of file dayzplayerimplement.c.

◆ m_ShouldReload

bool DayZPlayer::m_ShouldReload
protected

Definition at line 132 of file dayzplayerimplement.c.

◆ m_SoundOffset

float DayZPlayer::m_SoundOffset
protected

Definition at line 2206 of file dayzplayerimplement.c.

◆ m_SprintedTime

float DayZPlayer::m_SprintedTime
protected

Definition at line 128 of file dayzplayerimplement.c.

◆ m_SprintedTimePerStanceMin

float DayZPlayer::m_SprintedTimePerStanceMin
protected

Definition at line 129 of file dayzplayerimplement.c.

◆ m_SprintFull

bool DayZPlayer::m_SprintFull
protected

Definition at line 130 of file dayzplayerimplement.c.

◆ m_StepCounter

int DayZPlayer::m_StepCounter
protected

Definition at line 170 of file dayzplayerimplement.c.

◆ m_Suicide

bool DayZPlayer::m_Suicide
protected

Definition at line 147 of file dayzplayerimplement.c.

◆ m_Swimming

ref DayZPlayerImplementSwimming DayZPlayer::m_Swimming
protected

Definition at line 120 of file dayzplayerimplement.c.

◆ m_SyncedHitDataArray

ref array<ref SyncHitInfo> DayZPlayer::m_SyncedHitDataArray
protected

Definition at line 172 of file dayzplayerimplement.c.

◆ m_TestDamageCounter

float DayZPlayer::m_TestDamageCounter = -1
protected

This is Debug functionality

Definition at line 2633 of file dayzplayerimplement.c.

◆ m_Throwing

ref DayZPlayerImplementThrowing DayZPlayer::m_Throwing
protected

Definition at line 121 of file dayzplayerimplement.c.

◆ m_TransportCache

Transport DayZPlayer::m_TransportCache
protected

Definition at line 164 of file dayzplayerimplement.c.

◆ m_TriggerPullPlayerOutOfVehicleSynch

bool DayZPlayer::m_TriggerPullPlayerOutOfVehicleSynch
protected

Definition at line 183 of file dayzplayerimplement.c.

◆ m_UnconsciousDebug

bool DayZPlayer::m_UnconsciousDebug
protected

Definition at line 151 of file dayzplayerimplement.c.

◆ m_WasIronSight

bool DayZPlayer::m_WasIronSight
protected

Definition at line 3992 of file dayzplayerimplement.c.

◆ m_WeaponDebug

ref WeaponDebug DayZPlayer::m_WeaponDebug
protected

Definition at line 153 of file dayzplayerimplement.c.

◆ m_WeaponRaiseCompleted

bool DayZPlayer::m_WeaponRaiseCompleted
protected

measures time from the weapon raise start to complete raise (once per)

Definition at line 137 of file dayzplayerimplement.c.


The documentation for this class was generated from the following file: