Dayz Explorer 1.29.162510
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dayzplayer.c
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6
7
8// *************************************************************************************
9// ! DayZPlayerCameraResult - camera result -
10// *************************************************************************************
11class DayZPlayerCameraResult
12{
13
14 vector m_CameraTM[4];
15 float m_fFovMultiplier;
16 float m_fFovAbsolute;
17 float m_fNearPlane;
18 float m_fPositionModelSpace;
19 float m_fDistance;
20 float m_fUseHeading;
21 float m_fPredictCollisionRadius;
22
23 int m_iDirectBone;
24 int m_iDirectBoneMode;
25 float m_fInsideCamera;
26 bool m_bUpdateWhenBlendOut;
27 float m_fShootFromCamera;
28 float m_fIgnoreParentRoll;
29 float m_fIgnoreParentPitch;
30 float m_fIgnoreParentYaw;
31 bool m_bUpdateEveryFrame;
32
33 vector m_OwnerTM[4];
34 bool m_bOwnerTMOverride;
35
36 IEntity m_CollisionIgnoreEntity;
37
39 private void DayZPlayerCameraResult()
40 {
41 }
42
44 private void ~DayZPlayerCameraResult()
45 {
46 }
47
48}
49
50// *************************************************************************************
51// ! DayZPlayerCamera - main dayz player camera implement
52// *************************************************************************************
54{
55
57 {
58 m_pPlayer = pPlayer;
59 m_pInput = pInput;
60 }
64 {
65 return true;
66 }
69 void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
70 {
71 }
74 void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
75 {
76 }
83 {
84 return "0 0 0";
85 }
86
88 {
89 return "0 0 0";
90 }
91
93 {
94 return "DayZPlayerCamera";
95 }
96
98 {
99 return -1;
100 }
101
103 {
104 return -1;
105 }
106
108 {
109 return -1;
110 }
111
116
118 {
119 return false;
120 }
121
123 {
124 SpawnCameraShakeProper(1, 1, 15, 4);
125 }
126
127 void SpawnCameraShake(float strength = 1, float radius = 2, float smoothness = 5, float radius_decay_speed = 6)
128 {
129 SpawnCameraShakeProper(strength, radius, smoothness, radius_decay_speed);//done this way in order to avoid duplicating default params which could cause issues under certain circumstances
130 }
131
132 void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed);
133
137
139 void SendRecoilOffsetZ(float offset) {};
140}
141
142
143// *************************************************************************************
144// ! DayZPlayerTypeStepSoundLookupTable - virtual
145// *************************************************************************************
147{
148 SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
149 {
150 return null;
151 }
152}
153
154// *************************************************************************************
155// ! DayZPlayerTypeVoiceSoundLookupTable - virtual
156// *************************************************************************************
157class DayZPlayerTypeVoiceSoundLookupTable
158{
159 SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
161 return null;
162 }
163
165}
166
167// *************************************************************************************
168// ! DayZPlayerTypeAttachmentSoundLookupTable - virtual
169// *************************************************************************************
171{
172 SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
173 {
174 return null;
175 }
176}
177
178class DayZPlayerTypeAnimTable
179{
180 AnimSoundEvent GetSoundEvent(int event_id)
182 return null;
183 }
184}
185
186// *************************************************************************************
187// ! VegetationSound
188// *************************************************************************************
189
190class VegetationSound
191{
192 private ref SoundObjectBuilder m_SoundObjectBuilder;
193 private ref TIntArray m_AnimEventIds;
194
195 void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
196 {
197 m_SoundObjectBuilder = soundObjectBuilder;
198 m_AnimEventIds = animEventIds;
199 }
200
201 SoundObjectBuilder GetSoundObjectBuilder()
202 {
203 return m_SoundObjectBuilder;
204 }
205
206 TIntArray GetAnimEventIds()
207 {
208 return m_AnimEventIds;
209 }
210}
211
212// *************************************************************************************
213// ! DayZPlayerType - DayZPlayer configuration
214// *************************************************************************************
215
218
219class DayZPlayerType : HumanType
220{
222 // item in hands config
223
225 proto native void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
226
227
229 proto native void ResetItemInHandsProfiles();
230
236
238
240 proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
241
243 proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "");
244
248
251
252 proto native int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap);
253
254
257
258
259
261 // camera creators
262
264 proto native void ResetCameraCreators();
265
267 proto native void RegisterCameraCreator(int pCameraID, typename pCameraType);
268
270 proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName);
271
273 proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName);
274
275
277 // global options
278
280 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
281
283 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
284
286 proto native void SetVerticalMinimumAimLimit(float value);
287
289 proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos);
290
292 // bone indices
293
294 proto native int GetHeadBoneIdx();
295
297 // event handling
298
300 proto native void RegisterStepEvent(string pEventType, float pFilterTimeout);
301
303 proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout);
304
306 proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout);
307
308
313
318
323
328
329 void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
330 {
332 }
333
334 DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
335 {
337 }
338
339 void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
340 {
341 m_pSoundTable = pST;
342 }
343
344 DayZPlayerTypeAnimTable GetSoundTable()
345 {
346 return m_pSoundTable;
347 }
348
349 /*
350 void RegisterSoundVoiceTable(DayZPlayerTypeAnimTable pVST)
351 {
352 m_pSoundVoiceTable = pVST;
353 }
354
355 DayZPlayerTypeAnimTable GetSoundVoiceTable()
356 {
357 return m_pSoundVoiceTable;
358 }
359 */
360
365
370
375
380
385
390
395
397 {
398 return m_pNoiseTalk;
399 }
400
405
407 {
408 string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
409
411
412 int soundCount = g_Game.ConfigGetChildrenCount(cfgPath);
413 for(int i = 0; i < soundCount; i++)
414 {
415 string soundName;
416 g_Game.ConfigGetChildName(cfgPath, i, soundName);
417 string soundPath = cfgPath + soundName + " ";
418 AnimSoundEvent soundEvent = new AnimSoundEvent(soundPath);
419 if(soundEvent.IsValid())
420 m_animSoundEventsAttack.Insert(soundEvent);
421 }
422 }
423
425 {
427
428 string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
429 int vegSoundsCount = g_Game.ConfigGetChildrenCount(vegSoundsCfgPath);
430
431 for (int v = 0; v < vegSoundsCount; ++v)
432 {
433 string vegSoundParamName;
434 g_Game.ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
435
436 string soundSet = "";
437 g_Game.ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);
438
439 TIntArray animEventIds = new TIntArray;
440 g_Game.ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);
441
442 SoundParams soundParams = new SoundParams(soundSet);
443
444 if (soundParams.IsValid() && animEventIds.Count() > 0)
445 {
446 m_pVegetationSounds.Insert(new VegetationSound(new SoundObjectBuilder(soundParams), animEventIds));
447 }
448 }
449 }
450
451 AnimSoundEvent GetSoundWeaponEvent(int event_id)
452 {
453 foreach (AnimSoundEvent soundEvent : m_animSoundEventsAttack)
454 {
455 if (soundEvent.m_iID == event_id)
456 return soundEvent;
457 }
458
459 return null;
460 }
461
464 {
466
468 m_DefaultHitComponent = "dmgZone_torso";
471
474 m_SuitableFinisherHitComponents.Insert("Head");
475
477 //DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_head", 5); // TMP comment out
478 DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_leftArm", 50);
479 DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_torso", 65);
480 DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_rightArm", 50);
481 DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_leftLeg", 40);
482 DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_rightLeg", 40);
483 }
484
486 {
487 string hitComp;
488
489 if (DayZAIHitComponentHelpers.SelectMostProbableHitComponent(m_HitComponentsForAI, hitComp))
490 {
491 return hitComp;
492 }
493
494 return GetDefaultHitComponent();
495 }
496
498 {
500 }
501
506
511
513 {
514 string cfgPath = "CfgVehicles SurvivorBase ";
515
517 m_pNoiseStepStand.LoadFromPath(cfgPath + "NoiseStepStand");
518
520 m_pNoiseStepCrouch.LoadFromPath(cfgPath + "NoiseStepCrouch");
521
523 m_pNoiseStepProne.LoadFromPath(cfgPath + "NoiseStepProne");
524
526 m_pNoiseLandLight.LoadFromPath(cfgPath + "NoiseLandLight");
527
529 m_pNoiseLandHeavy.LoadFromPath(cfgPath + "NoiseLandHeavy");
530
532 m_pNoiseWhisper.LoadFromPath(cfgPath + "NoiseWhisper");
533
535 m_pNoiseTalk.LoadFromPath(cfgPath + "NoiseTalk");
536
538 m_pNoiseShout.LoadFromPath(cfgPath + "NoiseShout");
539
542 }
543
545
547 // global settings
548
551
552
554 // command configs
555
556 // returns command move setting for write - in init phase
558
559 // returns command swim setting for write - in init phase
560 proto native SHumanCommandSwimSettings CommandSwimSettingsW();
561
562 // returns command swim setting for write - in init phase
563 proto native SHumanCommandClimbSettings CommandClimbSettingsW();
564
565
570 ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable;
571 ref DayZPlayerTypeAnimTable m_pSoundTable;
572 //ref DayZPlayerTypeAnimTable m_pSoundVoiceTable;
578
579 // von noises
583
585
588 protected string m_DefaultHitComponent;
590
592
594}
595
596
597// *************************************************************************************
598// ! DayZPlayerConstants - dayz player constants
599// *************************************************************************************
602{
613
614
618
625 /*
626 STANCEIDX_ERECT + STANCEIDX_RAISED = STANCEIDX_RAISEDERECT
627 STANCEIDX_RAISEDCROUCH - STANCEIDX_RAISED = STANCEIDX_CROUCH...
628 */
630
631
639 STANCEMASK_ALL, // STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE | STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE
642
643
649
651
654
662
666
667
672
678
688 // - Type not used for "swimming to death" or "transport to death"
689
693
695 COMMANDID_NONE, // type is int - no command - invalid state
696 COMMANDID_MOVE, // type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
697 COMMANDID_ACTION, // type is int (overridden from C++) - full body action
698 COMMANDID_MELEE, // type is int (overridden from C++) - melee attacks
699 COMMANDID_MELEE2, // type is int (overridden from C++) - melee attacks
700 COMMANDID_FALL, // type is int (overridden from C++) - falling
701 COMMANDID_DEATH, // type is int (overridden from C++) - dead
702 COMMANDID_DAMAGE, // type is int (overridden from C++) - fullbody damage
703 COMMANDID_LADDER, // type is int (overridden from C++) - ladder
704 COMMANDID_UNCONSCIOUS, // type is int (overridden from C++) - unconscious
705 COMMANDID_SWIM, // type is int (overridden from C++) - swimming
706 COMMANDID_VEHICLE, // type is int (overridden from C++) - vehicle
707 COMMANDID_CLIMB, // type is int (overridden from C++) - climb
708 COMMANDID_SCRIPT, // type is int (overridden from C++) - all scripted commands
709
710
712 COMMANDID_MOD_LOOKAT, // look at - always on
713 COMMANDID_MOD_WEAPONS, // weapons - always on
714 COMMANDID_MOD_ACTION, // action - additive action
715 COMMANDID_MOD_DAMAGE, // damage - additive damage
716
717
718
719
723
730
731
733
736
738
741 CMD_ACTIONMOD_DRINK = 0, // erc,cro [end, end2]
742 CMD_ACTIONMOD_EAT = 1, // erc,cro [end, end2]
743 CMD_ACTIONMOD_EMPTY_VESSEL = 2, // erc,cro [end]
744 CMD_ACTIONMOD_CATCHRAIN = 3, // erc,cro [end]
745 CMD_ACTIONMOD_VIEWCOMPASS = 7, // erc,cro [end]
746 CMD_ACTIONMOD_ITEM_TUNE = 9, // erc,cro [end]
747 CMD_ACTIONMOD_GIVEL = 10, // erc,cro [end]
748 CMD_ACTIONMOD_GIVER = 11, // erc,cro [end]
749 CMD_ACTIONMOD_SHAVE = 12, // erc,cro [end]
750 CMD_ACTIONMOD_FILLMAG = 13, // erc,cro [end]
751 CMD_ACTIONMOD_EMPTYMAG = 14, // erc,cro [end]
752 CMD_ACTIONMOD_OPENITEM = 15, // erc,cro [end]
753 CMD_ACTIONMOD_TAKETEMPSELF = 18, // erc,cro [end]
754 CMD_ACTIONMOD_VIEWMAP = 19, // erc,cro [end]
755 CMD_ACTIONMOD_RAISEITEM = 20, // erc,cro [end]
756 CMD_ACTIONMOD_SEARCHINVENTORY = 21, // erc,cro [end]
757 CMD_ACTIONMOD_CRAFTING = 22, // erc,cro [end]
758 CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23, // erc,cro [end, end2]
759 CMD_ACTIONMOD_COVERHEAD_SELF = 24, // erc,cro [end, end2]
760 CMD_ACTIONMOD_COVERHEAD_TARGET = 25, // erc,cro [end, end2]
764 CMD_ACTIONMOD_BLOODTEST = 254, // erc,cro [end]
765 CMD_ACTIONMOD_BLOODTESTOTHER = 255, // erc,cro [end]
766
767 // onetime
771 CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
774 CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
775 CMD_ACTIONMOD_OPENLID = 507, // erc,cro
776 CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
777 CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
778 CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
790 CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
791 CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
796 CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
797 CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
798 CMD_ACTIONMOD_HEATPACK = 529, // erc,cro
799
800
801
804
805
806
809
810 CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
811 CMD_ACTIONFB_EAT = 1, // pne [end, end2]
812 CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
813 CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
814 CMD_ACTIONFB_GIVEL = 10, // pne [end]
815 CMD_ACTIONFB_GIVER = 11, // pne [end]
816 CMD_ACTIONFB_FILLMAG = 13, // pne [end]
817 CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
818 CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
819 CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
822 CMD_ACTIONFB_WRING = 54, // cro [end]
823 CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
824 CMD_ACTIONFB_CPR = 57, // cro [end]
825 CMD_ACTIONFB_BANDAGE = 58, // cro [end]
826 CMD_ACTIONFB_CRAFTING = 59, // cro [end]
827 CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
828 CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
829 CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
830 CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
831 CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
833 CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
834 CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
836 CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
837 CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
838 CMD_ACTIONFB_VOMIT = 72, // cro [end]
839 CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
840 CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
841 CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
842 CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
843 CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
844 CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
845 CMD_ACTIONFB_OPENITEM = 83, // pne [end]
846 CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
847 CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
848 CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
849 CMD_ACTIONFB_DIG = 88, // erc [end, end2]
850 CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
851 CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
852 CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
853 CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
854 CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
855 CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
856 CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
857 CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
858 CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
859 CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
860 CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
861 CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
862 CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
863 CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
865 CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
866 CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
867 CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
868 CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
869 CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
870 CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
871 CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
872 CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
874 CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
875 CMD_ACTIONFB_SHOVEL_DIG = 117, // cro [end, end2]
877 CMD_ACTIONFB_PATCHING_TIRE = 119, // cro [end]
882 CMD_ACTIONFB_BREAKING_STICK = 124, // cro [end]
884 CMD_ACTIONFB_EATING_SNOW = 126, // cro [end]
886 CMD_ACTIONFB_DIGGIN_WORMS = 128, // erc,cro [end]
887
888
889
890 // onetime
906 CMD_ACTIONFB_POKE = 515, // cro
909 CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
918
919 CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
920
930
931
935
936 // looping actions
939
940 // onetime actions
948
949
950
951
956 CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
957 CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
958 CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
959 CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
960 CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
961 CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
962 CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
963 CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
964 CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
965 CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
966 CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
967 CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
968 CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
969 CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
970 CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
971
972 CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
973
974 CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
975 CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
976 CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
977
978
979 // onetime
980 CMD_GESTUREMOD_THROAT = 1100, // erc,cro
981 CMD_GESTUREMOD_CLAP = 1101, // erc,cro
982 CMD_GESTUREMOD_DABBING = 1102, // erc,cro
983 CMD_GESTUREMOD_MOVE = 1103, // erc,cro
984 CMD_GESTUREMOD_DOWN = 1104, // erc,cro
985 CMD_GESTUREMOD_COME = 1105, // erc,cro
986 CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
987 CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
988 CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
989 CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
990 CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
991 CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
995
998 CMD_GESTUREFB_GREETING = 1000, // pne [end]
999 CMD_GESTUREFB_POINT = 1001, // pne [end]
1000 CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
1001 CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
1002 CMD_GESTUREFB_SILENCE = 1004, // pne [end]
1003 CMD_GESTUREFB_TAUNT = 1005, // pne [end]
1004 CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
1005 CMD_GESTUREFB_HEART = 1007, // pne [end]
1006 CMD_GESTUREFB_WATCHING = 1009, // pne [end]
1007 CMD_GESTUREFB_HOLD = 1010, // pne [end]
1008 CMD_GESTUREFB_LISTENING = 1011, // pne [end]
1009 CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
1010 CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
1011 CMD_GESTUREFB_OKAY = 1014, // pne [end]
1012
1013 CMD_GESTUREFB_SALUTE = 1050, // erc [end]
1014 CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
1015 CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
1016 CMD_GESTUREFB_SOS = 1053, // erc [end]
1017 CMD_GESTUREFB_SITA = 1054, // cro [end]
1018 CMD_GESTUREFB_SITB = 1055, // cro [end]
1019 CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
1020 CMD_GESTUREFB_KNEEL = 1057, // cro [end]
1021
1022 // onetime
1024 CMD_GESTUREFB_MOVE = 1103, // pne
1025 CMD_GESTUREFB_DOWN = 1104, // pne
1026 CMD_GESTUREFB_COME = 1105, // pne
1029 CMD_GESTUREFB_DANCE = 1109, // erc
1032 CMD_GESTUREFB_SHRUG = 1112, // pne
1033 CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
1034 CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
1036
1037
1047
1048
1053 CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1054 CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1055 CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1056 CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1057 CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1058 CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1059 CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1060 CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1061 CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1062 CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1063 CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1064
1065 // 32767 is totaly MAXIMAL index !!!!!
1066
1068
1080
1081// *************************************************************************************
1082// ! DayZPlayer - mainly for logic and camera
1083// *************************************************************************************
1084class SDayZPlayerHeadingModel
1085{
1086 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_...
1087 int m_iCurrentCommandID; //[in] - Current Main Command ID
1088 float m_fOrientationAngle; //[in/out] - horizontal model orientation (where you face) - in rad
1089 float m_fHeadingAngle; //[in/out] - horizontal aim angle (where you aim) - in rad
1090
1092 private void SDayZPlayerHeadingModel() {}
1093 private void ~SDayZPlayerHeadingModel() {}
1094}
1095
1096
1097// *************************************************************************************
1098// ! DayZPlayer - mainly for logic and camera
1099// *************************************************************************************
1100class SDayZPlayerAimingModel
1101{
1102 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
1103 int m_iCurrentCommandID; //[in] - Current Main Command ID
1104 float m_fCurrentAimX; //[in] - horizontal aim angle - in degrees
1105 float m_fCurrentAimY; //[in] - vertical aim angle - in degrees
1106
1107 float m_fAimXCamOffset; //[out] - camera (angle) offset modifier
1108 float m_fAimYCamOffset; //[out] - camera (angle) offset modifier
1109 float m_fAimXHandsOffset; //[out] - hands offset modifier
1110 float m_fAimYHandsOffset; //[out] - hands offset modifier
1111 float m_fAimXMouseShift; //[out] - shift like mouse does
1112 float m_fAimYMouseShift; //[out] - shift like mouse does
1113 float m_fCamPosOffsetX; //[out] - camera (position) offset modifier
1114 float m_fCamPosOffsetY; //[out] - camera (position) offset modifier
1115 float m_fCamPosOffsetZ; //[out] - camera (position) offset modifier
1116
1118 private void SDayZPlayerAimingModel() {}
1119 private void ~SDayZPlayerAimingModel() {}
1120}
1121
1122#ifdef FEATURE_NETWORK_RECONCILIATION
1123
1124class DayZPlayerOwnerState : AnimPhysOwnerState
1125{
1126 proto native void SetHeading(float value);
1127 proto native float GetHeading();
1128
1129 proto native void SetHeadingVelocity(float value);
1130 proto native float GetHeadingVelocity();
1131
1132 proto native void SetHeadingVelocityAlign(float value);
1133 proto native float GetHeadingVelocityAlign();
1134
1135 proto native void SetHeadingTargetAlignVelocity(vector value);
1136 proto native void GetHeadingTargetAlignVelocity(out vector value);
1137
1138};
1139
1140class DayZPlayerMove : AnimPhysMove
1141{
1142 proto native void SetHeading(float value);
1143 proto native float GetHeading();
1144
1146 proto native void UpdateParent(DayZPlayer player);
1147
1149 proto native bool WasParentUpdated();
1150
1151};
1152
1153#endif
1154
1155// *************************************************************************************
1156// ! DayZPlayer - mainly for logic and camera
1157// *************************************************************************************
1158class DayZPlayer extends Human
1159{
1160 const int SIMPLE_SELECTION_MELEE_RIFLE = 0;
1161 const int SIMPLE_SELECTION_MELEE_MELEE = 1;
1162 const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2;
1163 const int SIMPLE_SELECTION_SHOULDER_MELEE = 3;
1164
1167
1170
1172
1173 override string GetDebugName()
1174 {
1175 string res = super.GetDebugName();
1176 res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
1177 return res;
1178 }
1179
1183
1184 bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel);
1185
1186
1188
1190
1191 bool AimingModel(float pDt, SDayZPlayerAimingModel pModel);
1192
1193
1194
1196
1202
1203 void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
1204
1206
1210 int CameraHandler(int pCameraMode);
1211
1212
1214
1217
1219 proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation);
1220
1222 proto native int GetCurrentPerItemCameraUD();
1223
1224 proto native bool IsCameraBlending();
1225
1226
1228
1230 proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat);
1231 proto native void AnimSetFloat(int pVar, float pFlt);
1232 proto native void AnimSetInt(int pVar, int pInt);
1233 proto native void AnimSetBool(int pVar, bool pBool);
1234
1236
1241 proto native int Random();
1242
1248 proto native float RandomRange(int pRange);
1249
1254 proto native float Random01();
1255
1268
1271
1273 proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos);
1275 proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos);
1276
1279
1281 proto native void ReleaseNetworkControls();
1282
1284
1285 proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx);
1287
1289
1290
1292 //static proto native bool IsEntityDayZPlayer(IEntity pEntity);
1293
1295 proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer);
1296
1298 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
1299
1301 proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
1302
1304 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
1305
1307 proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
1308
1310 proto native void SetVerticalMinimumAimLimit(float value);
1311
1312 void SetCurrentWaterLevel(float pWaterLevel);
1314
1315
1317
1318
1324 proto native bool IsPlayerInStance(int pStanceMask); // STANCEMASK_ERECT | STANCEMASK_CROUCH
1325
1326
1329
1331
1333 proto native float IsPlayerSpeaking();
1334
1336 {
1337 /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1338 EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1339 bool boo;
1340
1341 if ( melee )
1342 {
1343 boo = melee.IsWeapon();
1344 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1345 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1346 }
1347 if ( shoulder )
1348 {
1349 boo = shoulder.IsWeapon();
1350 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1351 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1352 }
1353 }
1354
1357 {
1359 if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1360 {
1361 HumanCommandMove cm = GetCommand_Move();
1362 if (cm)
1363 {
1364 cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1365 }
1366 }
1367 }
1368
1369 void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
1370 {
1373 }
1374
1375 void OnThrowingModeChange(bool change_to_enabled){}
1376
1378 {
1379 if (!m_OnDeathStart)
1381
1382 return m_OnDeathStart;
1383 }
1384
1385 override void OnCommandDeathStart()
1386 {
1387 if (m_OnDeathStart)
1388 m_OnDeathStart.Invoke(this);
1389 }
1390}
1391
PlayerSpawnPreset slotName
Super root of all classes in Enforce script.
Definition enscript.c:11
override bool IsShootingFromCamera()
override bool IsEyeZoom()
Legacy.
override float GetCurrentWaterLevel()
override void SetCurrentWaterLevel(float pWaterLevel)
override int CameraHandler(int pCameraMode)
override int GetEyeZoomLevel()
override bool IsInThirdPerson()
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
is replayed after correction when 'NetworkRewindType.REPLAY' is used
override void OnInputForRemote(ParamsReadContext ctx)
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
override void OnInputFromServer(ParamsReadContext ctx)
InventoryLocation.
ScriptInvoker Class provide list of callbacks usage:
Definition tools.c:116
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
EClientKicked
SoundObjectBuilder GetSoundBuilder(int parameterHash)
AnimBootsType
@ DEBUG_SHOWDEBUGPLUGIN
DayZGame g_Game
Definition dayzgame.c:3942
NoiseParams GetNoiseParamsTalk()
Definition dayzplayer.c:396
vector GetAdditiveAngles()
Definition dayzplayer.c:87
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
float m_fHeadingAngle
float GetCurrentRoll()
Definition dayzplayer.c:107
proto native bool IsCameraBlending()
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
float GetCurrentYaw()
Definition dayzplayer.c:97
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler).
void DayZPlayerType()
Definition dayzplayer.c:512
override void OnCommandDeathStart()
enum DayZPlayerInstanceType m_iCamMode
proto native void AnimSetBool(int pVar, bool pBool)
void ~DayZPlayerType()
override string GetDebugName()
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
void SpawnDiagCameraShake()
Definition dayzplayer.c:122
ref NoiseParams m_pNoiseShout
Definition dayzplayer.c:582
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight)
returns look limits for a player
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
NoiseParams GetNoiseParamsShout()
Definition dayzplayer.c:401
ref array< ref VegetationSound > m_pVegetationSounds
Definition dayzplayer.c:584
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting).
Definition dayzplayer.c:587
ref array< string > m_SuitableFinisherHitComponents
Definition dayzplayer.c:591
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
vector GetBaseAngles()
Definition dayzplayer.c:82
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
Definition dayzplayer.c:568
ref NoiseParams m_pNoiseStepStand
Definition dayzplayer.c:573
enum DayZPlayerConstants SetDefaultItemInHandsProfile
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
Definition dayzplayer.c:463
array< ref VegetationSound > GetVegetationSounds()
Definition dayzplayer.c:361
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
string GetDefaultHitComponent()
Definition dayzplayer.c:497
bool CanFreeLook()
this overrides freelook for cameras
Definition dayzplayer.c:63
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
AnimSoundEvent GetSoundWeaponEvent(int event_id)
Definition dayzplayer.c:451
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
Definition dayzplayer.c:309
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enab...
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
Definition dayzplayer.c:329
int m_iCurrentCommandID
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
Definition dayzplayer.c:127
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
Definition dayzplayer.c:319
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
Definition dayzplayer.c:334
DayZPlayerInstanceType
defined in C++
@ INSTANCETYPE_REMOTE
client instance && controlled
@ INSTANCETYPE_AI_SERVER
client instance && other player
@ INSTANCETYPE_SERVER
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
@ INSTANCETYPE_CLIENT
server instance
@ INSTANCETYPE_AI_REMOTE
temporary!
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
bool IsCamera3rdRaised()
Definition dayzplayer.c:117
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
@ STANCEMASK_ERECT
stance masks
Definition dayzplayer.c:633
@ CMD_ACTIONMOD_ATTACHSCOPE
Definition dayzplayer.c:786
@ CMD_ACTIONFB_VIEWCOMPASS
Definition dayzplayer.c:857
@ CMD_ACTIONFB_FILLMAG
Definition dayzplayer.c:816
@ CMD_GESTUREFB_COME
@ CMD_GESTUREMOD_LISTENING
Definition dayzplayer.c:967
@ ROTATION_ENABLE
Definition dayzplayer.c:653
@ CMD_GESTUREMOD_TAUNTELBOW
Definition dayzplayer.c:987
@ CMD_GESTUREMOD_POINT
Definition dayzplayer.c:957
@ CMD_GESTUREFB_GREETING
Definition dayzplayer.c:998
@ CMD_ACTIONMOD_CRAFTING
Definition dayzplayer.c:757
@ CMD_ACTIONFB_FILLBOTTLEPOND
Definition dayzplayer.c:858
@ CMD_ACTIONMOD_STOPENGINE
Definition dayzplayer.c:945
@ CMD_ACTIONFB_ITEM_OFF
Definition dayzplayer.c:898
@ CMD_ACTIONFB_DRINKSIP
Definition dayzplayer.c:903
@ DEBUG_ENABLETALKING
option for showing talk command
Definition dayzplayer.c:612
@ CMD_GESTUREMOD_SURRENDEROUT
Definition dayzplayer.c:994
@ CMD_ACTIONMOD_OPENLID
Definition dayzplayer.c:775
@ CMD_SUICIDEFB_PISTOL
@ MELEE_LIGHT
melee hit type
Definition dayzplayer.c:664
@ CMD_ACTIONFB_CUTBARK
Definition dayzplayer.c:862
@ CMD_ACTIONFB_TURN_VALVE
Definition dayzplayer.c:873
@ CMD_GESTUREFB_LOOKOPTICS
Definition dayzplayer.c:865
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
Definition dayzplayer.c:726
@ CMD_ACTIONFB_FILLING_CONTAINER_SNOW
Definition dayzplayer.c:885
@ CMD_ACTIONFB_INJECTIONTARGET
Definition dayzplayer.c:902
@ CMD_TRAILER_WAKE_UP
@ CMD_ACTIONFB_FISHING
Definition dayzplayer.c:823
@ CMD_ACTIONFB_SPRAYPLANT
Definition dayzplayer.c:830
@ CMD_GESTUREFB_LYINGDOWN
@ CMD_ACTIONMOD_RAISEITEM
Definition dayzplayer.c:755
@ CMD_ACTIONFB_STOP_ALARM
Definition dayzplayer.c:914
@ CMD_ACTIONMOD_INTERACTONCE
Definition dayzplayer.c:789
@ CMD_ACTIONMOD_EAT_TABLET
Definition dayzplayer.c:797
@ CMD_ACTIONFB_PLACING_HEAVY
Definition dayzplayer.c:859
@ CMD_ACTIONFB_SET_ALARM
Definition dayzplayer.c:874
@ CMD_ACTIONFB_VIEWMAP
Definition dayzplayer.c:856
@ CMD_ACTIONFB_SHOVEL_DIG
Definition dayzplayer.c:875
@ CMD_ACTIONMOD_ATTACHBARREL
Definition dayzplayer.c:787
@ CMD_GESTUREMOD_TAUNT
Definition dayzplayer.c:961
@ DEBUG_TURNSLIDE
over turn slides / clamps
Definition dayzplayer.c:607
@ CMD_ACTIONFB_WRING
Definition dayzplayer.c:822
@ CMD_ACTIONMOD_ITEM_OFF
Definition dayzplayer.c:778
@ CMD_ACTIONFB_RESTRAINTARGET
Definition dayzplayer.c:840
@ CMD_ACTIONFB_HACKBUSH
Definition dayzplayer.c:846
@ STANCEIDX_ERECT
Definition dayzplayer.c:619
@ STANCEMASK_PRONE
Definition dayzplayer.c:635
@ STANCEIDX_RAISEDPRONE
Definition dayzplayer.c:624
@ CMD_GESTUREMOD_HOLD
Definition dayzplayer.c:966
@ CMD_TRAILER_MASK_02
Definition dayzplayer.c:925
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Definition dayzplayer.c:904
@ CMD_GESTUREFB_SHAKEHEAD
@ CMD_ACTIONFB_DIGGIN_WORMS
Definition dayzplayer.c:886
@ CMD_ACTIONFB_EAT_TABLET
Definition dayzplayer.c:916
@ STANCEIDX_RAISEDCROUCH
Definition dayzplayer.c:623
@ CMD_ACTIONFB_LICKBATTERY
Definition dayzplayer.c:893
@ CMD_GESTUREFB_TAUNTKISS
@ COMMANDID_MOVE
Definition dayzplayer.c:696
@ CMD_TRAILER_MASK_DALLAS
Definition dayzplayer.c:927
@ CMD_ACTIONMOD_STOP_ALARM
Definition dayzplayer.c:795
@ CMD_ACTIONFB_ATTACHBARREL
Definition dayzplayer.c:908
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
Definition dayzplayer.c:880
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Definition dayzplayer.c:610
@ MOVEMENTIDX_RUN
Definition dayzplayer.c:659
@ CMD_GESTUREFB_SILENCE
@ CMD_ACTIONFB_UNPINGRENAGE
Definition dayzplayer.c:896
@ STANCEMASK_CROUCH
Definition dayzplayer.c:634
@ CMD_ACTIONFB_BANDAGE
Definition dayzplayer.c:825
@ CMD_ACTIONMOD_BLOODTESTOTHER
Definition dayzplayer.c:765
@ COMMANDID_MOD_DAMAGE
Definition dayzplayer.c:715
@ CMD_ACTIONFB_POKE
Definition dayzplayer.c:906
@ CMD_GESTUREMOD_SURRENDERIN
Definition dayzplayer.c:993
@ VEHICLESEAT_PASSENGER_R
Definition dayzplayer.c:677
@ CMD_GESTUREMOD_TAUNTKISS
Definition dayzplayer.c:986
@ CMD_ACTIONFB_DEPLOY_2HD
Definition dayzplayer.c:853
@ CMD_ACTIONFB_HEATPACK
Definition dayzplayer.c:917
@ CMD_ACTIONFB_SALINEBLOODBAG
Definition dayzplayer.c:836
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Definition dayzplayer.c:942
@ CMD_ACTIONMOD_LICKBATTERY
Definition dayzplayer.c:770
@ CMD_SUICIDEFB_UNARMED
@ CMD_ACTIONFB_EAT
Definition dayzplayer.c:811
@ CMD_GESTUREFB_SITA
@ CMD_GESTUREFB_SHRUG
@ CMD_ACTIONFB_CRAFTING
Definition dayzplayer.c:826
@ CMD_ACTIONMOD_GIVEL
Definition dayzplayer.c:747
@ CMD_ACTIONMOD_COVERHEAD_SELF
Definition dayzplayer.c:759
@ COMMANDID_SWIM
Definition dayzplayer.c:705
@ CMD_ACTIONFB_DRINKPOND
Definition dayzplayer.c:818
@ MOVEMENT_SPRINT
0x4
Definition dayzplayer.c:648
@ CMD_ACTIONMOD_BATONRETRACT
Definition dayzplayer.c:780
@ CMD_ACTIONFB_DRINKWELL
Definition dayzplayer.c:819
@ CMD_GESTUREFB_KNEEL
@ CMD_GESTUREFB_POINT
Definition dayzplayer.c:999
@ CMD_GESTUREMOD_TIMEOUT
Definition dayzplayer.c:962
@ CMD_ACTIONFB_EATING_SNOW
Definition dayzplayer.c:884
@ CMD_GESTUREMOD_MOVE
Definition dayzplayer.c:983
@ CMD_ACTIONFB_DEPLOY_1HD
Definition dayzplayer.c:854
@ CMD_ACTIONFB_VOMIT
Definition dayzplayer.c:838
@ MELEE_HEAVY
Definition dayzplayer.c:665
@ COMMANDID_LADDER
Definition dayzplayer.c:703
@ CMD_GESTUREMOD_SURRENDER
Definition dayzplayer.c:992
@ VEHICLESEAT_PASSENGER_L
Definition dayzplayer.c:676
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:868
@ STANCEIDX_CROUCH
Definition dayzplayer.c:620
@ CMD_GESTUREFB_POINTSELF
@ CMD_GESTUREMOD_DABBING
Definition dayzplayer.c:982
@ COMMANDID_MELEE
Definition dayzplayer.c:698
@ CMD_ACTIONFB_UNRESTRAINTARGET
Definition dayzplayer.c:839
@ CMD_GESTUREFB_SURRENDEROUT
@ CMD_ACTIONMOD_SHAVE
Definition dayzplayer.c:749
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Definition dayzplayer.c:943
@ CMD_SUICIDEFB_PITCHFORK
@ DEBUG_MENU
dayz player debug menu in enfusion
Definition dayzplayer.c:606
@ DEBUG_SHOWINJURY
menu for showing injuries
Definition dayzplayer.c:609
@ CMD_ACTIONMOD_LIGHTFLARE
Definition dayzplayer.c:771
@ COMMANDID_NONE
unconscious -> death - while in water
Definition dayzplayer.c:695
@ CMD_ACTIONFB_DIG
Definition dayzplayer.c:849
@ MOVEMENT_WALK
0x1
Definition dayzplayer.c:646
@ CMD_ACTIONFB_TAKETEMPSELF
Definition dayzplayer.c:848
@ CMD_ACTIONMOD_STARTENGINE
Definition dayzplayer.c:937
@ CMD_ACTIONFB_LIGHTFLARE
Definition dayzplayer.c:894
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Definition dayzplayer.c:842
@ CMD_ACTIONMOD_EAT_PILL
Definition dayzplayer.c:796
@ CMD_ACTIONFB_EMPTY_VESSEL
Definition dayzplayer.c:844
@ CMD_ACTIONINT_RPS_ROCK
Definition dayzplayer.c:974
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Definition dayzplayer.c:791
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Definition dayzplayer.c:712
@ CMD_GESTUREFB_TIMEOUT
@ CMD_GESTUREFB_THUMB
@ CMD_ACTIONFB_ATTACHSCOPE
Definition dayzplayer.c:907
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Definition dayzplayer.c:788
@ CMD_ACTIONMOD_ITEM_ON
Definition dayzplayer.c:777
@ CMD_ACTIONFB_PICKUP_HANDS
Definition dayzplayer.c:891
@ CMD_GESTUREMOD_SILENCE
Definition dayzplayer.c:960
@ CMD_ACTIONFB_DROPITEM_HANDS
Definition dayzplayer.c:919
@ CMD_ACTIONFB_PATCHING_SEWING
Definition dayzplayer.c:879
@ CMD_ACTIONFB_ITEM_ON
Definition dayzplayer.c:897
@ CMD_ACTIONFB_GIVER
Definition dayzplayer.c:815
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Definition dayzplayer.c:782
@ CMD_ACTIONFB_MORPHINE
Definition dayzplayer.c:900
@ CMD_GESTUREFB_HEART
@ CMD_ACTIONFB_CATCHRAIN
Definition dayzplayer.c:812
@ CMD_SUICIDEFB_1HD
@ CMD_TRAILER_MASK_HOXTON
Definition dayzplayer.c:928
@ CMD_ACTIONFB_RESTRAINSELF
Definition dayzplayer.c:869
@ COMMANDID_FALL
Definition dayzplayer.c:700
@ CMD_GESTUREMOD_COME
Definition dayzplayer.c:985
@ CMD_GESTUREMOD_RPS
Definition dayzplayer.c:972
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Definition dayzplayer.c:793
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Definition dayzplayer.c:762
@ CMD_ACTIONFB_BLOWFIREPLACE
Definition dayzplayer.c:855
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
Definition dayzplayer.c:687
@ ROTATION_DISABLE
0x8
Definition dayzplayer.c:652
@ CMD_ACTIONMOD_FISHINGRODRETRACT
Definition dayzplayer.c:783
@ CMD_SUICIDEFB_SPEAR
@ CMD_SUICIDEFB_WOODAXE
@ CMD_ACTIONFB_LITCHEMLIGHT
Definition dayzplayer.c:895
@ MOVEMENTIDX_SPRINT
Definition dayzplayer.c:660
@ CMD_ACTIONFB_PRESS_TRIGGER
Definition dayzplayer.c:911
@ CMD_ACTIONFB_VEHICLE_PUSH
Definition dayzplayer.c:876
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Definition dayzplayer.c:944
@ CMD_GESTUREFB_TAUNTTHINK
@ CMD_GESTUREMOD_WATCHING
Definition dayzplayer.c:965
@ CMD_ACTIONMOD_DRINK
animations constants
Definition dayzplayer.c:741
@ CMD_ACTIONFB_OPENITEM_ONCE
Definition dayzplayer.c:905
@ COMMANDID_MELEE2
Definition dayzplayer.c:699
@ CMD_GESTUREMOD_THUMB
Definition dayzplayer.c:958
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
Definition dayzplayer.c:881
@ CMD_TRAILER_WALK_AWAY
@ CMD_ACTIONMOD_EAT
Definition dayzplayer.c:742
@ VEHICLECLASS_CAR
vehicle classes
Definition dayzplayer.c:669
@ STANCEMASK_RAISEDPRONE
Definition dayzplayer.c:638
@ CMD_GESTUREFB_WATCHING
@ CMD_SUICIDEFB_FIREAXE
@ CMD_GESTUREMOD_CLAP
Definition dayzplayer.c:981
@ CMD_ACTIONMOD_BLOODTEST
Definition dayzplayer.c:764
@ CMD_ACTIONMOD_UNPINGRENAGE
Definition dayzplayer.c:773
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
Definition dayzplayer.c:729
@ CMD_ACTIONMOD_FILLMAG
Definition dayzplayer.c:750
@ STANCEMASK_RAISEDERECT
Definition dayzplayer.c:636
@ CMD_GESTUREFB_HOLD
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Definition dayzplayer.c:941
@ CMD_GESTUREFB_DOWN
@ COMMANDID_ACTION
Definition dayzplayer.c:697
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
Definition dayzplayer.c:683
@ CMD_ACTIONMOD_FOLDITEM_ONCE
Definition dayzplayer.c:792
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
Definition dayzplayer.c:682
@ CMD_ACTIONFB_LOWER_FLAG
Definition dayzplayer.c:913
@ CMD_TRAILER_WOUNDED
@ CMD_SUICIDEFB_SICKLE
@ COMMANDID_MOD_WEAPONS
Definition dayzplayer.c:713
@ CMD_ACTIONINT_RPS_SCISSORS
Definition dayzplayer.c:976
@ CMD_GESTUREFB_SITB
@ CMD_GESTUREMOD_HEART
Definition dayzplayer.c:963
@ COMMANDID_SCRIPT
Definition dayzplayer.c:708
@ CMD_ACTIONFB_PLACING_1HD
Definition dayzplayer.c:861
@ CMD_ACTIONMOD_SET_ALARM
Definition dayzplayer.c:761
@ CMD_ACTIONFB_MINEROCK
Definition dayzplayer.c:866
@ CMD_GESTUREFB_THROAT
@ STANCEMASK_RAISED
Definition dayzplayer.c:641
@ CMD_ACTIONFB_RESTRAIN
Definition dayzplayer.c:909
@ STANCEMASK_ALL
Definition dayzplayer.c:639
@ CMD_ACTIONFB_CPR
Definition dayzplayer.c:824
@ MOVEMENT_RUN
0x2
Definition dayzplayer.c:647
@ CMD_ACTIONFB_PATCHING_TIRE
Definition dayzplayer.c:877
@ CMD_TRAILER_WALKIE_TALKIE
@ CMD_ACTIONFB_DIGMANIPULATE
Definition dayzplayer.c:851
@ CMD_ACTIONFB_HANDCUFFTARGET
Definition dayzplayer.c:899
@ CMD_ACTIONFB_BREAKING_STICK
Definition dayzplayer.c:882
@ CMD_ACTIONMOD_PRESS_TRIGGER
Definition dayzplayer.c:794
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Definition dayzplayer.c:803
@ CMD_ACTIONMOD_ITEM_TUNE
Definition dayzplayer.c:746
@ CMD_SUICIDEFB_RIFLE
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
Definition dayzplayer.c:878
@ CMD_ACTIONFB_WASHHANDSPOND
Definition dayzplayer.c:834
@ CMD_GESTUREMOD_GREETING
Definition dayzplayer.c:956
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Definition dayzplayer.c:784
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
Definition dayzplayer.c:725
@ STANCEMASK_NOTRAISED
Definition dayzplayer.c:640
@ CMD_ACTIONFB_INJECTION
Definition dayzplayer.c:901
@ MOVEMENT_IDLE
movements - masks
Definition dayzplayer.c:645
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Definition dayzplayer.c:781
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Definition dayzplayer.c:835
@ CMD_GESTUREMOD_SHAKEHEAD
Definition dayzplayer.c:990
@ COMMANDID_VEHICLE
Definition dayzplayer.c:706
@ CMD_ACTIONFB_CHECKPULSE
Definition dayzplayer.c:841
@ COMMANDID_CLIMB
Definition dayzplayer.c:707
@ CMD_ACTIONFB_RAISEITEM
Definition dayzplayer.c:867
@ CMD_GESTUREFB_NODHEAD
@ CMD_ACTIONFB_FILLBOTTLEWELL
Definition dayzplayer.c:820
@ CMD_ACTIONMOD_GIVER
Definition dayzplayer.c:748
@ CMD_ACTIONFB_STARTFIRE
Definition dayzplayer.c:831
@ CMD_GESTUREFB_LOOKATME
@ CMD_ACTIONFB_DISASSEMBLE
Definition dayzplayer.c:871
@ CMD_ACTIONFB_VIEWNOTE
Definition dayzplayer.c:863
@ CMD_GESTUREFB_DANCE
@ CMD_TRAILER_MASK
Definition dayzplayer.c:924
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Definition dayzplayer.c:728
@ MOVEMENTIDX_WALK
Definition dayzplayer.c:658
@ CMD_GESTUREFB_TAUNT
@ CMD_ACTIONMOD_TOOTHORN
Definition dayzplayer.c:938
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Definition dayzplayer.c:769
@ CMD_ACTIONFB_EMPTYMAG
Definition dayzplayer.c:817
@ CMD_SUICIDEFB_SWORD
@ CMD_TRAILER_MASK_WOLF
Definition dayzplayer.c:929
@ CMD_ACTIONFB_INTERACT
Definition dayzplayer.c:827
@ COMMANDID_DEATH
Definition dayzplayer.c:701
@ CMD_GESTUREFB_SALUTE
@ CMD_ACTIONFB_DRINK
Definition dayzplayer.c:810
@ CMD_GESTUREMOD_LOOKATME
Definition dayzplayer.c:969
@ CMD_ACTIONFB_FIREESTINGUISHER
Definition dayzplayer.c:821
@ CMD_GESTUREMOD_THROAT
Definition dayzplayer.c:980
@ CMD_ACTIONMOD_CATCHRAIN
Definition dayzplayer.c:744
@ CMD_ACTIONMOD_BATONEXTEND
Definition dayzplayer.c:779
@ CMD_TRAILER_DEAD_BODY
@ DEATH_UNCON_ON_LAND
falling -> death
Definition dayzplayer.c:686
@ STANCEMASK_RAISEDCROUCH
Definition dayzplayer.c:637
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:758
@ COMMANDID_MOD_ACTION
Definition dayzplayer.c:714
@ CMD_GESTUREMOD_TAUNTTHINK
Definition dayzplayer.c:988
@ CMD_GESTUREMOD_POINTSELF
Definition dayzplayer.c:968
@ CMD_ACTIONMOD_VIEWMAP
Definition dayzplayer.c:754
@ CMD_ACTIONMOD_EMPTYMAG
Definition dayzplayer.c:751
@ CMD_ACTIONMOD_EMPTY_VESSEL
Definition dayzplayer.c:743
@ CMD_ACTIONFB_OPENITEM
Definition dayzplayer.c:845
@ CMD_ACTIONFB_RAISE_FLAG
Definition dayzplayer.c:912
@ CMD_TRAILER_DEAD
@ VEHICLECLASS_BOAT
Definition dayzplayer.c:671
@ CMD_ACTIONFB_STITCHUPSELF
Definition dayzplayer.c:837
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Definition dayzplayer.c:611
@ VEHICLESEAT_DRIVER
vehicle seats
Definition dayzplayer.c:674
@ CMD_ACTIONFB_WASHHANDSWELL
Definition dayzplayer.c:833
@ MOVEMENTIDX_SLIDE
movement idx
Definition dayzplayer.c:656
@ CMD_SUICIDEFB_HOE
@ CMD_GESTUREMOD_FACEPALM
Definition dayzplayer.c:964
@ MOVEMENTIDX_CROUCH_RUN
Definition dayzplayer.c:661
@ VEHICLESEAT_CODRIVER
Definition dayzplayer.c:675
@ CMD_ACTIONMOD_LITCHEMLIGHT
Definition dayzplayer.c:772
@ CMD_ACTIONMOD_OPENITEM
Definition dayzplayer.c:752
@ COMMANDID_DAMAGE
Definition dayzplayer.c:702
@ CMD_ACTIONMOD_TAKETEMPSELF
Definition dayzplayer.c:753
@ CMD_ACTIONMOD_HEADLIGHT
Definition dayzplayer.c:947
@ CMD_ACTIONMOD_VIEWCOMPASS
Definition dayzplayer.c:745
@ CMD_GESTUREFB_SURRENDERIN
@ CMD_ACTIONFB_ANIMALSKINNING
Definition dayzplayer.c:832
@ CMD_ACTIONMOD_OPENITEM_ONCE
Definition dayzplayer.c:785
@ CMD_ACTIONMOD_HEATPACK
Definition dayzplayer.c:798
@ CMD_GESTUREMOD_OKAY
Definition dayzplayer.c:970
@ CMD_ACTIONMOD_COVERHEAD_TARGET
Definition dayzplayer.c:760
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
Definition dayzplayer.c:727
@ CMD_ACTIONFB_EAT_PILL
Definition dayzplayer.c:915
@ CMD_ACTIONFB_PICKUP_INVENTORY
Definition dayzplayer.c:892
@ CMD_ACTIONFB_HACKTREE
Definition dayzplayer.c:847
@ DEATH_FALL
swimming -> death
Definition dayzplayer.c:685
@ CMD_TRAILER_MASK_CHAINS
Definition dayzplayer.c:926
@ CMD_ACTIONMOD_PICKUP_HANDS
Definition dayzplayer.c:768
@ STANCEIDX_RAISED
Definition dayzplayer.c:629
@ CMD_GESTUREFB_SOS
@ CMD_ACTIONMOD_DROPITEM_HANDS
Definition dayzplayer.c:802
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Definition dayzplayer.c:763
@ CMD_GESTUREFB_THUMBDOWN
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
Definition dayzplayer.c:681
@ CMD_ACTIONINT_RPS_PAPER
Definition dayzplayer.c:975
@ CMD_ACTIONFB_FLAME_REPAIR
Definition dayzplayer.c:872
@ CMD_GESTUREMOD_NODHEAD
Definition dayzplayer.c:989
@ CMD_ACTIONFB_COLLECTBLOODSELF
Definition dayzplayer.c:843
@ CMD_ACTIONMOD_SHIFTGEAR
Definition dayzplayer.c:946
@ CMD_ACTIONFB_ITEM_TUNE
Definition dayzplayer.c:813
@ CMD_ACTIONMOD_CLOSELID
Definition dayzplayer.c:776
@ CMD_ACTIONFB_DEPLOY_HEAVY
Definition dayzplayer.c:852
@ CMD_GESTUREMOD_DOWN
Definition dayzplayer.c:984
@ CMD_GESTUREFB_CAMPFIRE
@ CMD_ACTIONMOD_ATTACHITEM
Definition dayzplayer.c:790
@ CMD_GESTUREMOD_THUMBDOWN
Definition dayzplayer.c:959
@ CMD_ACTIONFB_SEARCHINVENTORY
Definition dayzplayer.c:864
@ CMD_GESTUREFB_LISTENING
@ CMD_GESTUREFB_OKAY
@ CMD_GESTUREFB_MOVE
@ CMD_ACTIONFB_GIVEL
Definition dayzplayer.c:814
@ CMD_ACTIONFB_PICKUP_HEAVY
Definition dayzplayer.c:910
@ MOVEMENTIDX_IDLE
Definition dayzplayer.c:657
@ CMD_ACTIONFB_PLACING_2HD
Definition dayzplayer.c:860
@ STANCEIDX_PRONE
Definition dayzplayer.c:621
@ CMD_GESTUREMOD_SHRUG
Definition dayzplayer.c:991
@ CMD_ACTIONFB_ASSEMBLE
Definition dayzplayer.c:870
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
Definition dayzplayer.c:684
@ CMD_GESTUREFB_SURRENDER
@ CMD_ACTIONMOD_SEARCHINVENTORY
Definition dayzplayer.c:756
@ VEHICLECLASS_HELI
Definition dayzplayer.c:670
@ CMD_ACTIONMOD_OPENDOORFW
Definition dayzplayer.c:774
@ DEATH_DEFAULT
death types
Definition dayzplayer.c:680
@ CMD_ACTIONFB_DIGUPCACHE
Definition dayzplayer.c:850
@ CMD_ACTIONFB_CLEANING_WEAPON
Definition dayzplayer.c:883
@ CMD_GESTUREFB_DABBING
@ COMMANDID_UNCONSCIOUS
Definition dayzplayer.c:704
@ CMD_ACTIONFB_FORCEFEED
Definition dayzplayer.c:828
@ STANCEIDX_RAISEDERECT
Definition dayzplayer.c:622
@ CMD_ACTIONFB_BANDAGETARGET
Definition dayzplayer.c:829
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
proto native void ResetCameraCreators()
resets camera creators
proto native SHumanGlobalSettings GetGlobalSettingsW()
returns Human global settings for DayZPlayer
ref NoiseParams m_pNoiseLandHeavy
Definition dayzplayer.c:577
void LoadSoundWeaponEvent()
Definition dayzplayer.c:406
string m_DefaultHitComponent
Definition dayzplayer.c:588
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
ref NoiseParams m_pNoiseStepProne
Definition dayzplayer.c:575
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
Definition dayzplayer.c:139
DayZPlayer m_pPlayer
data
Definition dayzplayer.c:135
float m_fOrientationAngle
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
Definition dayzplayer.c:570
HumanInputController m_pInput
human input
Definition dayzplayer.c:136
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
ref DayZPlayerTypeAnimTable m_pSoundTable
Definition dayzplayer.c:571
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
Definition dayzplayer.c:569
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
ref ScriptInvoker m_OnDeathStart
invokers
float GetCurrentPitch()
Definition dayzplayer.c:102
proto native void AnimSetFloat(int pVar, float pFlt)
proto native int GetCurrentPerItemCameraUD()
gets current camera
proto native void AnimSetInt(int pVar, int pInt)
proto native bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
string GetDefaultHitPositionComponent()
Definition dayzplayer.c:502
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
Definition dayzplayer.c:339
ScriptInvoker GetOnDeathStart()
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
ref NoiseParams m_pNoiseTalk
Definition dayzplayer.c:581
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
proto native int Random()
-------------— deterministic random numbers ---------------------—
proto native int GetHeadBoneIdx()
ref NoiseParams m_pNoiseStepCrouch
Definition dayzplayer.c:574
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
string GetCameraName()
Definition dayzplayer.c:92
proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight)
returns aim limits for a player
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
Definition dayzplayer.c:180
string m_DefaultHitPositionComponent
Definition dayzplayer.c:589
void OnThrowingModeChange(bool change_to_enabled)
proto native void ResetItemInHandsProfiles()
reset profiles
string GetHitComponentForAI()
Definition dayzplayer.c:485
NoiseParams GetNoiseParamsWhisper()
Definition dayzplayer.c:391
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
Definition dayzplayer.c:324
ref NoiseParams m_pNoiseLandLight
Definition dayzplayer.c:576
ref NoiseParams m_pNoiseWhisper
Definition dayzplayer.c:580
NoiseParams GetNoiseParamsLandLight()
Definition dayzplayer.c:381
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
NoiseParams GetNoiseParamsStand()
Definition dayzplayer.c:366
NoiseParams GetNoiseParamsCrouch()
Definition dayzplayer.c:371
NoiseParams GetNoiseParams(int eventId)
NoiseParams GetNoiseParamsProne()
Definition dayzplayer.c:376
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
Definition dayzplayer.c:56
vector GetCurrentOrientation()
Definition dayzplayer.c:112
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
Definition dayzplayer.c:593
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
NoiseParams GetNoiseParamsLandHeavy()
Definition dayzplayer.c:386
array< string > GetSuitableFinisherHitComponents()
Definition dayzplayer.c:507
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
Definition dayzplayer.c:314
DayZPlayerTypeAnimTable GetSoundTable()
Definition dayzplayer.c:344
void LoadVegetationSounds()
Definition dayzplayer.c:424
Serializer ParamsReadContext
Definition gameplay.c:15
Serializer ParamsWriteContext
Definition gameplay.c:16
array< int > TIntArray
Definition enscript.c:714
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
class SoundObject SoundParams(string name)
void OnUpdate()
Definition tools.c:349
class SHumanGlobalSettings SHumanCommandMoveSettings()
class NoiseSystem NoiseParams()
Definition noise.c:15
void CommandHandler()
void OnActivate()