16 m_player.RequestHandAnimationStateRefresh();
19 bool CancelCondition()
24 bool IsEmoteCallback()
26 return IsGestureCallback();
29 override void OnAnimationEvent(
int pEventID)
48 m_Manager.CreateBleedingEffect(m_callbackID);
58 itemInHands.GetTransform(m4);
68 override bool IsGestureCallback()
76 static const int FORCE_NONE = 0;
77 static const int FORCE_DIFFERENT = 1;
78 static const int FORCE_ALL = 2;
208 for (
int i = 0; i < count; i++)
237 for (
int i = 0; i < count; ++i)
274 void Update(
float deltaT)
284 m_Player.GetHumanInventory().CreateInHands(
"SurrenderDummyItem");
334 bool uiGesture =
false;
335 if (!
GetGame().IsDedicatedServer())
441 m_Player.GetItemInHands().DeleteSafe();
510 if (ctx.Read(gestureID))
513 if (ctx.Read(random))
523 pCtx.Write(gestureID);
540 pCtx.Read(gesture_id);
584 if (
m_Player.GetItemInHands() && SurrenderDummyItem.Cast(
m_Player.GetItemInHands()))
625 ErrorEx(
"EmoteManager | DetermineEmoteData failed!");
648 else if (
m_Player.IsPlayerInStance(mask))
694 if (weapon.CanFire())
698 weapon.ProcessWeaponEvent(weapon_event);
703 if (helm &&
GetGame().IsServer())
705 float damage = helm.GetMaxHealth(
"",
"");
706 helm.AddHealth(
"",
"", -damage/2);
717 if (!weapon.IsDamageDestroyed())
719 weapon.ProcessWeaponEvent(weapon_event);
724 else if (
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().ConfigIsExisting(
"suicideAnim"))
827 bool canProceed =
true;
853 else if (!
GetGame().IsMultiplayer())
897 if (item.IsHeavyBehaviour() &&
id !=
EmoteConstants.ID_EMOTE_SURRENDER)
903 SurrenderDummyItem sda;
904 if (
m_Player.IsItemsToDelete() &&
Class.CastTo(sda,item) && !sda.IsSetForDeletion())
929 HumanCommandMove cm =
m_Player.GetCommand_Move();
934 if (cm.IsChangingStance())
1004 m_Player.PhysicalPredictiveDropItem(item);
1035 m_Player.SetInventorySoftLock(state);
1063 m_Player.GetActionManager().EnableActions(
true);
1071 m_Player.GetActionManager().EnableActions(
false);
1078 if (!
m_Player.GetItemInHands() || (
m_Player.GetItemInHands() && !SurrenderDummyItem.Cast(
m_Player.GetItemInHands())))
1103 SurrenderDummyItem dummyItem = SurrenderDummyItem.Cast(
m_Player.GetItemInHands());
1105 dummyItem.DeleteSafe();
1197 switch (Callback_ID)
1200 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Neck");
1204 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll");
1208 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Spine2");
1212 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Spine2");
1216 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Head");
1220 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll");
1255 old_item.GetTransform(mtx);
1256 gnd.SetGround(old_item, mtx);
1258 OverrideNewLocation(gnd);
1263 if (PrepareLocations())
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
drops weapon in hands to ground and then calls kill
Super root of all classes in Enforce script.
DayZPlayerImplementThrowing GetThrowing()
override bool IsShootingFromCamera()
void OverrideShootFromCamera(bool pState)
WeaponManager GetWeaponManager()
void SetSuicide(bool state)
override float GetCurrentWaterLevel()
override void OnItemInHandsChanged()
DayZPlayerInventory GetDayZPlayerInventory()
bool EmoteFBStanceCheck(int stancemask)
Checks for valid stance mask.
bool CanBeCanceledNormally(notnull EmoteCB callback)
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
int GetAdditiveCallbackUID()
int GetFullbodyCallbackUID()
int GetStanceMaskAdditive()
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
int GetStanceMaskFullbody()
bool EmoteCondition(int stancemask)
void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
bool GetHideItemInHands()
bool m_InterruptsSameIDEmote
void EmoteLauncher(int emoteID, bool interrupts_same)
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
HumanInventory... with FSM (synchronous, no anims)
The class that will be instanced (moddable)
base class for transformation operations (creating one item from another)
Serialization general interface. Serializer API works with:
signalize mechanism manipulation
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
override void OnCallbackEnd()
void ChainedDropAndKillPlayerLambda(EntityAI old_item, string new_item_type, PlayerBase player)
ref Timer m_ReservationTimer
ref array< int > m_EmoteInputIDs
const int CALLBACK_CMD_END
void ForceSurrenderState(bool state)
void RequestCommitSuicide()
int m_InterruptInputsCount
void CheckEmoteLockedState()
void EmoteManager(PlayerBase player)
void CreateEmoteCBFromMenu(int id, bool interrupts_same=false)
const int CALLBACK_CMD_INVALID
ref array< string > m_InterruptInputs
bool CanPlayEmoteClientCheck(int id)
ref array< int > m_EmoteIDs
bool CanPlayEmote(int id)
int m_DeferredEmoteExecution
PluginAdminLog m_AdminLog
ref InventoryLocation m_HandInventoryLocation
void InterruptCallbackCommand()
void PostSurrenderRequestServer()
server only
void PlaySurrenderInOut(bool state)
int DetermineGestureIndex()
void CreateBleedingEffect(int Callback_ID)
map< int, ref EmoteBase > GetNameEmoteMap()
bool m_GestureInterruptInput
void ClearSurrenderState()
clears surrender state only
bool m_InventoryAccessLocked
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
const int CALLBACK_CMD_INSTACANCEL
void ServerRequestEmoteCancel()
void EndSurrenderRequest(SurrenderData data=null)
directly force-ends surrender state AND requests hard cancel
void SetEmoteLockState(bool state)
ref EmoteLauncher m_MenuEmote
void CreateEmoteCallback(typename callbacktype, int id, int mask, bool fullbody)
bool InterruptGestureCheck()
bool InterruptWaterCheck()
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
void PickEmote(int gestureslot)
Deprecated.
bool DetermineEmoteData(EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody)
Also includes a stance check for FB callbacks.
SHumanCommandSwimSettings m_HumanSwimSettings
override void Execute(HumanInventoryWithFSM fsm_to_notify=null)
const int CALLBACK_CMD_GESTURE_INTERRUPT
ref map< int, ref EmoteBase > m_NameEmoteMap
HumanInputController m_HIC
ref array< ref EmoteBase > m_EmoteClassArray
void EndCallbackCommand()
bool m_MouseButtonPressed
bool m_InstantCancelEmote
EmoteLauncher GetEmoteLauncher()
bool m_bEmoteIsRequestPending
void SendEmoteRequestSync(int id)
ref array< UAIDWrapper > m_InterruptInputDirect
proto native CGame GetGame()
void hndDebugPrint(string s)
ModifiersManager m_Manager
PluginBase GetPlugin(typename plugin_type)