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Dayz Explorer 1.28.160049
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Go to the source code of this file.
Enumerations | |
| enum | EFightLogicCooldownCategory { EVADE = 0 } |
| Light / Heavy punches. More... | |
Functions | |
| void | DayZPlayerMeleeFightLogic_LightHeavy (DayZPlayerImplement player) |
| void | Init (DayZPlayerImplement player) |
| void | ~DayZPlayerMeleeFightLogic_LightHeavy () |
| bool | IsInBlock () |
| void | SetBlock (bool block) |
| bool | IsEvading () |
| bool | GetCurrentHitType () |
| bool | CanFight () |
| void | RegisterCooldowns () |
| EMeleeHitType | GetAttackTypeFromInputs (HumanInputController pInputs) |
| EMeleeHitType | GetAttackTypeByWeaponAttachments (EntityAI pEntity) |
| float | GetAttackTypeByDistanceToTarget (EntityAI pTarget, EMeleeTargetType pTargetType=EMeleeTargetType.ALIGNABLE) |
| bool | HandleFightLogic (int pCurrentCommandID, HumanInputController pInputs, EntityAI pEntityInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| bool | HandleHitEvent (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| Handle the event that our melee hit something. | |
| bool | HandleInitialFirearmMelee (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| NOTE: Only singular (or first) hits, combo attacks are handled in combo. | |
| bool | HandleInitialMeleeErc (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| First attack in raised erc (light or heavy if modifier is used). Also added support for finishers. | |
| bool | HandleProneKick (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| kick from raised pne | |
| bool | HandleSprintAttack (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| sprint attack in erc stance | |
| bool | HandleComboHit (int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack) |
| combo hits - when we are already in Melee command and clicking UseButton | |
| void | EvaluateHit (InventoryItem weapon) |
| void | EvaluateHit_Player (InventoryItem weapon, Object target) |
| void | EvaluateHit_Infected (InventoryItem weapon, Object target) |
| bool | EvaluateFinisherAttack (InventoryItem weapon, Object target) |
| Check and evaluate stealth kill, if applicable. | |
| void | EvaluateHit_Common (InventoryItem weapon, Object target, bool forcedDummy=false, int forcedWeaponMode=-1) |
| void | EvaluateHit_NonAlignableObjects (InventoryItem weapon, Object target) |
| bool | WeaponDestroyedCheck (InventoryItem weapon, out string ammo) |
| void | GetTargetData (out EntityAI target, out EMeleeTargetType targetType) |
| bool | DummyHitSelector (EMeleeHitType hitType, out string ammoType) |
| evaluation of hit player vs. player | |
| bool | IsBehindEntity (int angle, DayZPlayer source, Object target) |
| DEPRECATED - moved into DayZPlayerImplementMeleeCombat. | |
| void | SetCooldown (float time, EFightLogicCooldownCategory cooldownCategory) |
| void | ResetCooldown (EFightLogicCooldownCategory cooldownCategory) |
| void | EnableControls () |
| void | DisableControls () |
| void | DamageHands (DayZPlayer DZPlayer, ClothingBase gloves, InventoryItem itemInHands) |
| int | DetermineFinisherAnimation (int finisher_type) |
| Picks a specific finisher animation. Not used for mounted bayonet stabs. | |
| string | DetermineFinisherAmmo (int finisher_type) |
| Picks a specific finisher ammo fot the hit type. This gets synchronized and guides further behaviour of the target. | |
| bool | IsShortDistance (EntityAI pTarget, float pDistanceSq) |
| int | GetFinisherType (InventoryItem weapon, EntityAI target) |
| bool | IsHitTypeFinisher (int type) |
| int | DetermineSpecificFinisherType (ItemBase weapon, int component) |
Variables | |
| enum EFightLogicCooldownCategory | EVADE_COOLDOWN = 0.5 |
| cooldown timers settings | |
| const float | CLOSE_TARGET_DISTANCE = 1.5 |
| const string | DUMMY_LIGHT_AMMO = "Dummy_Light" |
| dummy ammo types | |
| const string | DUMMY_HEAVY_AMMO = "Dummy_Heavy" |
| PlayerBase | m_Player |
| ref DayZPlayerImplementMeleeCombat | m_MeleeCombat |
| EMeleeHitType | m_HitType |
| ref map< int, ref Timer > | m_CooldownTimers |
| Mission | m_Mission |
| bool | m_IsInBlock |
| bool | m_IsEvading |
| bool | m_IsInComboRange |
| bool | m_WasPreviousHitProcessed |
| DayZPlayerImplement | m_DZPlayer |
| bool | m_IsFinisher |
Light / Heavy punches.
| Enumerator | |
|---|---|
| EVADE | |
Definition at line 2 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 73 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 818 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 31 of file dayzplayermeleefightlogic_lightheavy.c.
Picks a specific finisher ammo fot the hit type. This gets synchronized and guides further behaviour of the target.
Definition at line 920 of file dayzplayermeleefightlogic_lightheavy.c.
Picks a specific finisher animation. Not used for mounted bayonet stabs.
Definition at line 901 of file dayzplayermeleefightlogic_lightheavy.c.
Definition at line 958 of file dayzplayermeleefightlogic_lightheavy.c.
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evaluation of hit player vs. player
in case of kick (on back or push from erc) change the ammo type to dummy
Definition at line 770 of file dayzplayermeleefightlogic_lightheavy.c.
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Check and evaluate stealth kill, if applicable.
Definition at line 645 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 577 of file dayzplayermeleefightlogic_lightheavy.c.
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check if we need to use dummy hit
normal hit with applied damage to targeted component
play hit animation for dummy hits
override hit pos by pos defined in type
Definition at line 660 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 637 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 705 of file dayzplayermeleefightlogic_lightheavy.c.
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Melee Hit/Impact modifiers
if the oponnent is in Melee Block shift the damage down
Definition at line 604 of file dayzplayermeleefightlogic_lightheavy.c.
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target in short distance - in place attack
target is far from the player - forward movement attack
Definition at line 120 of file dayzplayermeleefightlogic_lightheavy.c.
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use stabbing if the bayonet/knife is attached to firearm
Definition at line 100 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 90 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 68 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 948 of file dayzplayermeleefightlogic_lightheavy.c.
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default
nullify target for nonalignable objects (big objects)
Definition at line 746 of file dayzplayermeleefightlogic_lightheavy.c.
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combo hits - when we are already in Melee command and clicking UseButton
select if the next attack will be light or heavy (based on input/attachment modifier)
no suitable attack - skip that
No combos for the finisher command
wait for the previous hit commit before hitting again if the next attack is heavy and the previous wasn't - otherwise the previous light attack will turn into heavy
targetting
continue 'combo' - left hand attacks
broken legs shock
stamina depletion per attack
Definition at line 504 of file dayzplayermeleefightlogic_lightheavy.c.
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Check if we need to damage
Actually pressing a button to start a melee attack
do not perform attacks when blocking
if the item in hands cannot be used as melee weapon
Currently not performing any attacks, so here we start the initial
melee with firearm
first attack in raised erc (light or heavy if modifier is used). Also added support for finishers
kick from raised pne
sprint attack in erc stance
combo hits - when we are already in Melee command and clicking UseButton
evade and blocking logic
evades in raised erc stance while moving
not enough stamina to do evades
stand up when crouching and raised pressed
blocks in raised erc/pro stance (bare hand or with melee weapon only)
Definition at line 137 of file dayzplayermeleefightlogic_lightheavy.c.
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Handle the event that our melee hit something.
Check if we need to damage
on anim event Hit received
re-target (enemy can have moved out of range or disappeared)
evaluate hit - selection of cfg 'ammo' type
Definition at line 282 of file dayzplayermeleefightlogic_lightheavy.c.
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NOTE: Only singular (or first) hits, combo attacks are handled in combo.
don't allow bash to interfere with actions like chambering or ejecting bullets
perform firearm melee from raised erect or continue with attack after character stand up from crouch
exit if there is no suitable attack
char stand up when performing firearm melee from crouch
Definition at line 337 of file dayzplayermeleefightlogic_lightheavy.c.
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First attack in raised erc (light or heavy if modifier is used). Also added support for finishers.
Definition at line 386 of file dayzplayermeleefightlogic_lightheavy.c.
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kick from raised pne
check if player is on back (situation where the player is raised in prone and on back is not in anim graph)
Definition at line 452 of file dayzplayermeleefightlogic_lightheavy.c.
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sprint attack in erc stance
targetting
command
Definition at line 482 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 36 of file dayzplayermeleefightlogic_lightheavy.c.
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DEPRECATED - moved into DayZPlayerImplementMeleeCombat.
Definition at line 787 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 63 of file dayzplayermeleefightlogic_lightheavy.c.
Definition at line 953 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 53 of file dayzplayermeleefightlogic_lightheavy.c.
Definition at line 938 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 84 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 805 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 58 of file dayzplayermeleefightlogic_lightheavy.c.
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stops currently running cooldown timer (for specific category)
param for ResetCooldown
Definition at line 792 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 722 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 51 of file dayzplayermeleefightlogic_lightheavy.c.
| const float CLOSE_TARGET_DISTANCE = 1.5 |
Definition at line 13 of file dayzplayermeleefightlogic_lightheavy.c.
| const string DUMMY_HEAVY_AMMO = "Dummy_Heavy" |
Definition at line 17 of file dayzplayermeleefightlogic_lightheavy.c.
| const string DUMMY_LIGHT_AMMO = "Dummy_Light" |
dummy ammo types
Definition at line 16 of file dayzplayermeleefightlogic_lightheavy.c.
| enum EFightLogicCooldownCategory EVADE_COOLDOWN = 0.5 |
cooldown timers settings
Definition at line 22 of file dayzplayermeleefightlogic_lightheavy.c.
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DEPRECATED
Definition at line 945 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 21 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 26 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 946 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 25 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 28 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 20 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 23 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 19 of file dayzplayermeleefightlogic_lightheavy.c.
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Definition at line 29 of file dayzplayermeleefightlogic_lightheavy.c.