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Dayz Explorer 1.29.162510
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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) |
| bool | CanStartConsumingStamina (EStaminaConsumers consumer) |
| void | DepleteStaminaEx (EStaminaModifiers modifier, float dT=-1, float coef=1.0) |
| override CachedEquipmentStorage | GetCachedEquipment () |
| 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 | StopSoundEvent (EPlayerSoundEventID id, 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 () |
| void | DeathDropHandEntity () |
| 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 | RequestSoundEventStop (EPlayerSoundEventID id, bool from_server_and_client=false, int param=EPlayerSoundEventParam.STOP_PLAYBACK) |
| 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 | SyncDeferredEventToRemotes () |
| 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) |
Static Protected Attributes | |
| static const int | DEAD_SCREEN_DELAY = 1000 |
Definition at line 86 of file dayzplayerimplement.c.
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Definition at line 264 of file dayzplayerimplement.c.
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Definition at line 1855 of file dayzplayerimplement.c.
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Definition at line 3204 of file dayzplayerimplement.c.
This Aiming Model
Definition at line 1707 of file dayzplayerimplement.c.
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Definition at line 3832 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 2811 of file dayzplayerimplement.c.
Definition at line 1805 of file dayzplayerimplement.c.
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Definition at line 1769 of file dayzplayerimplement.c.
-------------— Checks if player can pick up heavy item ----------------------—
Definition at line 3870 of file dayzplayerimplement.c.
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Definition at line 3875 of file dayzplayerimplement.c.
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Definition at line 3782 of file dayzplayerimplement.c.
Definition at line 3678 of file dayzplayerimplement.c.
Player respawn
Definition at line 3696 of file dayzplayerimplement.c.
anti-cheat condition
Definition at line 3667 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 2271 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 2676 of file dayzplayerimplement.c.
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Definition at line 3801 of file dayzplayerimplement.c.
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Definition at line 911 of file dayzplayerimplement.c.
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constructor
Definition at line 170 of file dayzplayerimplement.c.
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Definition at line 605 of file dayzplayerimplement.c.
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Definition at line 3971 of file dayzplayerimplement.c.
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event from damage system
Definition at line 1547 of file dayzplayerimplement.c.
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Definition at line 786 of file dayzplayerimplement.c.
Phx contact event
Definition at line 3814 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 1335 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 1469 of file dayzplayerimplement.c.
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selects animation type and direction based on damage system data
direction
Definition at line 1440 of file dayzplayerimplement.c.
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Definition at line 3179 of file dayzplayerimplement.c.
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Definition at line 254 of file dayzplayerimplement.c.
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Get the transport that was cached when entering unconsciousness.
Definition at line 506 of file dayzplayerimplement.c.
Definition at line 753 of file dayzplayerimplement.c.
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Definition at line 1003 of file dayzplayerimplement.c.
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This is main command logic
artificial Auto-ADS delay
if !raised if sprinting
Definition at line 1870 of file dayzplayerimplement.c.
Definition at line 1393 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 647 of file dayzplayerimplement.c.
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Definition at line 1231 of file dayzplayerimplement.c.
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3rd person camera
Definition at line 2002 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 1619 of file dayzplayerimplement.c.
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Definition at line 2660 of file dayzplayerimplement.c.
Definition at line 3760 of file dayzplayerimplement.c.
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Definition at line 475 of file dayzplayerimplement.c.
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Legacy.
Definition at line 269 of file dayzplayerimplement.c.
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Definition at line 486 of file dayzplayerimplement.c.
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Definition at line 309 of file dayzplayerimplement.c.
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Definition at line 3852 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 1329 of file dayzplayerimplement.c.
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Definition at line 289 of file dayzplayerimplement.c.
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Definition at line 926 of file dayzplayerimplement.c.
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Definition at line 874 of file dayzplayerimplement.c.
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Definition at line 2259 of file dayzplayerimplement.c.
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ModOverrides
Definition at line 2249 of file dayzplayerimplement.c.
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Definition at line 2254 of file dayzplayerimplement.c.
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Called when 2D optics are about to be drawn.
Definition at line 3886 of file dayzplayerimplement.c.
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Definition at line 937 of file dayzplayerimplement.c.
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Definition at line 963 of file dayzplayerimplement.c.
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Definition at line 2996 of file dayzplayerimplement.c.
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Input userdata
Definition at line 2984 of file dayzplayerimplement.c.
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Definition at line 988 of file dayzplayerimplement.c.
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Definition at line 1841 of file dayzplayerimplement.c.
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Definition at line 1837 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 3744 of file dayzplayerimplement.c.
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Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
Definition at line 2944 of file dayzplayerimplement.c.
Definition at line 3408 of file dayzplayerimplement.c.
Definition at line 3347 of file dayzplayerimplement.c.
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Definition at line 2966 of file dayzplayerimplement.c.
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Definition at line 2957 of file dayzplayerimplement.c.
Event Processing
Definition at line 3215 of file dayzplayerimplement.c.
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SyncJunctures
Definition at line 3039 of file dayzplayerimplement.c.
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Definition at line 595 of file dayzplayerimplement.c.
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Definition at line 284 of file dayzplayerimplement.c.
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movement sliding override, originally for FB gestures
Definition at line 3766 of file dayzplayerimplement.c.
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Sounds
Definition at line 3194 of file dayzplayerimplement.c.
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Definition at line 482 of file dayzplayerimplement.c.
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Definition at line 483 of file dayzplayerimplement.c.
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Handle sound event by respective sound handler based on its type.
Definition at line 481 of file dayzplayerimplement.c.
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Definition at line 3471 of file dayzplayerimplement.c.
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Jump / Climb
Definition at line 1750 of file dayzplayerimplement.c.
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Definition at line 3535 of file dayzplayerimplement.c.
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Definition at line 1850 of file dayzplayerimplement.c.
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Definition at line 425 of file dayzplayerimplement.c.
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Definition at line 1861 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 526 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 575 of file dayzplayerimplement.c.
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Definition at line 3960 of file dayzplayerimplement.c.
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Definition at line 1326 of file dayzplayerimplement.c.
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Definition at line 109 of file dayzplayerimplement.c.
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DEPRECATED.
Definition at line 3961 of file dayzplayerimplement.c.
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Definition at line 114 of file dayzplayerimplement.c.
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Definition at line 1322 of file dayzplayerimplement.c.
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Definition at line 1323 of file dayzplayerimplement.c.
HandleDamageHit
Definition at line 1321 of file dayzplayerimplement.c.
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HandleDeath
Definition at line 501 of file dayzplayerimplement.c.
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Definition at line 119 of file dayzplayerimplement.c.
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Definition at line 130 of file dayzplayerimplement.c.
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Definition at line 502 of file dayzplayerimplement.c.
Definition at line 503 of file dayzplayerimplement.c.
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VKOSTIK - tady dat 0 misto -1.
Definition at line 2668 of file dayzplayerimplement.c.
Definition at line 2669 of file dayzplayerimplement.c.
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Definition at line 2672 of file dayzplayerimplement.c.
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Definition at line 2673 of file dayzplayerimplement.c.
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Definition at line 2671 of file dayzplayerimplement.c.
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Definition at line 131 of file dayzplayerimplement.c.
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This HeadingModel
Definition at line 1616 of file dayzplayerimplement.c.
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Definition at line 166 of file dayzplayerimplement.c.
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Definition at line 98 of file dayzplayerimplement.c.
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Definition at line 2238 of file dayzplayerimplement.c.
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Definition at line 2239 of file dayzplayerimplement.c.
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Definition at line 128 of file dayzplayerimplement.c.
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Definition at line 2237 of file dayzplayerimplement.c.
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Definition at line 2235 of file dayzplayerimplement.c.
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Definition at line 2236 of file dayzplayerimplement.c.
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Definition at line 139 of file dayzplayerimplement.c.
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Definition at line 134 of file dayzplayerimplement.c.
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Definition at line 94 of file dayzplayerimplement.c.
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Definition at line 95 of file dayzplayerimplement.c.
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Definition at line 102 of file dayzplayerimplement.c.
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Definition at line 147 of file dayzplayerimplement.c.
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Definition at line 135 of file dayzplayerimplement.c.
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Definition at line 149 of file dayzplayerimplement.c.
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Definition at line 122 of file dayzplayerimplement.c.
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Definition at line 100 of file dayzplayerimplement.c.
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Definition at line 132 of file dayzplayerimplement.c.
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Definition at line 136 of file dayzplayerimplement.c.
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Definition at line 137 of file dayzplayerimplement.c.
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Definition at line 138 of file dayzplayerimplement.c.
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Definition at line 145 of file dayzplayerimplement.c.
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Definition at line 3964 of file dayzplayerimplement.c.
Definition at line 160 of file dayzplayerimplement.c.
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Definition at line 161 of file dayzplayerimplement.c.
Definition at line 152 of file dayzplayerimplement.c.
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Definition at line 101 of file dayzplayerimplement.c.
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Definition at line 144 of file dayzplayerimplement.c.
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Definition at line 125 of file dayzplayerimplement.c.
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Definition at line 108 of file dayzplayerimplement.c.
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Definition at line 2240 of file dayzplayerimplement.c.
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Definition at line 104 of file dayzplayerimplement.c.
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Definition at line 105 of file dayzplayerimplement.c.
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Definition at line 106 of file dayzplayerimplement.c.
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Definition at line 146 of file dayzplayerimplement.c.
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Definition at line 123 of file dayzplayerimplement.c.
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Definition at line 96 of file dayzplayerimplement.c.
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Definition at line 148 of file dayzplayerimplement.c.
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This is Debug functionality
Definition at line 2667 of file dayzplayerimplement.c.
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Definition at line 97 of file dayzplayerimplement.c.
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Definition at line 140 of file dayzplayerimplement.c.
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Definition at line 159 of file dayzplayerimplement.c.
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Definition at line 127 of file dayzplayerimplement.c.
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Definition at line 3966 of file dayzplayerimplement.c.
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Definition at line 129 of file dayzplayerimplement.c.
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measures time from the weapon raise start to complete raise (once per)
Definition at line 113 of file dayzplayerimplement.c.