Dayz Build 1.29.163047, Scripts Rev. 123548
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DayZInfected Class Reference

Protected Member Functions

override void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
override bool CanBeBackstabbed ()
override bool CanBeSkinned ()
override bool CanReceiveAttachment (EntityAI attachment, int slotId)
bool ChaseAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 CommandHandler.
void CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 CommandHandlerDebug.
float ComputeHitDirectionAngle (EntityAI pSource)
float ComputeHitDirectionAngleEx (EntityAI pSource, int invertHitDir=0)
void DebugSound (string s)
 sound debug messages
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 Events from damage system.
override void EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
void EOnContact (IEntity other, Contact extra)
 Phx contact event.
override void EOnInit (IEntity other, int extra)
bool EvaluateCrawlTransitionAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType)
bool EvaluateDamageHitAnimation (EntityAI pSource, string pComponent, string pAmmoType, out bool pHeavyHit, out int pAnimType, out float pAnimHitDir)
 selects animation type and direction based on damage system data
bool EvaluateDeathAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType, out float pAnimHitDir)
bool EvaluateDeathAnimationEx (EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir)
bool FightAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
bool FightLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
override ArrowManagerBase GetArrowManager ()
int GetAttackPitch (EntityAI target)
override AnimBootsType GetBootsType ()
override vector GetCenter ()
override string GetDefaultHitComponent ()
 returns default hit component (fallback)
override vector GetDefaultHitPosition ()
override string GetHitComponentForAI ()
 returns hit component for attacking AI
int GetMindStateSynced ()
int GetOrientationSynced ()
 returns rounded zombie yaw for sync purposes
override array< stringGetSuitableFinisherHitComponents ()
 returns suitable hit components for finisher attacks; DEPRECATED
int GetVaultType (float height)
bool HandleCrawlTransition (int pCurrentCommandID)
bool HandleDamageHit (int pCurrentCommandID)
bool HandleDeath (int pCurrentCommandID)
bool HandleMindStateChange (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
 Mind state change.
void HandleMove (int pCurrentCommandID)
 HandleMove.
void HandleOrientation (float pDt, int pCurrentCommandID)
 HandleOrientation.
void HandleSoundEvents ()
 Sound (client only).
bool HandleVault (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)
void Init ()
override bool IsBeingBackstabbed ()
 returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
bool IsCrawling ()
 returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
override bool IsDanger ()
override bool IsHealthVisible ()
bool IsMale ()
override bool IsManagingArrows ()
override bool IsRefresherSignalingViable ()
override bool IsSelfAdjustingTemperature ()
override bool IsZombie ()
override bool IsZombieMilitary ()
void OnRecoverFromDeath ()
override void OnSoundVoiceEvent (int event_id, string event_user_string)
override void OnVariablesSynchronized ()
 synced variable(s) handler
void ProcessSoundVoiceEvent (AnimSoundVoiceEvent sound_event, out AbstractWave aw)
AbstractWave ProcessVoiceFX (string pSoundSetName)
override void SetBeingBackstabbed (int backstabType)
vector SetDefaultHitPosition (string pSelection)
void ZombieBase ()

Protected Attributes

const float HIT_INTERVAL_MIN = 0.3
int m_ActiveVaultType = -1
 HandleVault.
DayZInfectedAttackType m_ActualAttackType = null
EntityAI m_ActualTarget = null
 Combat.
ref array< Objectm_AllTargetObjects
ref ArrowManagerBase m_ArrowManager
float m_AttackCooldownTime = 0
int m_CrawlTransition = -1
 Crawl transition.
float m_DamageHitDirection = 0
 HandleDeath.
bool m_DamageHitHeavy = false
bool m_DamageHitToProcess = false
 Damage hits.
int m_DamageHitType = 0
int m_DeathType = 0
vector m_DefaultHitPosition
float m_DeltaTime
bool m_FinisherInProgress = false
float m_HitElapsedTime = HIT_INTERVAL_MIN
ref InfectedSoundEventHandler m_InfectedSoundEventHandler
bool m_IsCrawling
bool m_KnuckleLand = false
float m_KnuckleOutTimer = 0
int m_LastMindState = -1
float m_LastMovementSpeed = -1
AbstractWave m_LastSoundVoiceAW
int m_MindState = -1
float m_MovementSpeed = -1
int m_OrientationLocal = -1
int m_OrientationSynced = -1
float m_OrientationTimer
float m_ShockDamage = 0
int m_StanceVariation = 0
 server / singleplayer properties
ref array< typenamem_TargetableObjects

Private Attributes

const float ORIENTATION_SYNC_THRESHOLD = 30
const float SHOCK_TO_STUN_MULTIPLIER = 2.82
const float TARGET_CONE_ANGLE_CHASE = 20
const float TARGET_CONE_ANGLE_FIGHT = 30

Detailed Description

Definition at line 1 of file zombiebase.c.

Member Function Documentation

◆ AddArrow()

override void AddArrow ( Object arrow,
int componentIndex,
vector closeBonePosWS,
vector closeBoneRotWS )
inlineprotected

◆ CanBeBackstabbed()

override bool CanBeBackstabbed ( )
inlineprotected

Definition at line 123 of file zombiebase.c.

◆ CanBeSkinned()

override bool CanBeSkinned ( )
inlineprotected

Definition at line 134 of file zombiebase.c.

◆ CanReceiveAttachment()

override bool CanReceiveAttachment ( EntityAI attachment,
int slotId )
inlineprotected

Definition at line 1033 of file zombiebase.c.

◆ ChaseAttackLogic()

bool ChaseAttackLogic ( int pCurrentCommandID,
DayZInfectedInputController pInputController,
float pDt )
inlineprotected

do not attack players in vehicle - hotfix

target is outside the targeting cone; skip attack

Definition at line 676 of file zombiebase.c.

References DayZPlayerUtils(), vector::Distance(), GetAttackPitch(), GetPosition(), DayZInfectedInputController::GetTargetEntity(), m_ActualAttackType, m_ActualTarget, m_AllTargetObjects, m_AttackCooldownTime, m_TargetableObjects, and TARGET_CONE_ANGLE_CHASE.

Referenced by FightLogic().

◆ CommandHandler()

void CommandHandler ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

CommandHandler.

for mods

handle death

movement handler (just for sync now)

handle finished commands

default behaviour after finish is to start move

for mods

crawl transition

damage hits

Definition at line 198 of file zombiebase.c.

References FightLogic(), HandleCrawlTransition(), HandleDamageHit(), HandleDeath(), HandleMindStateChange(), HandleMove(), HandleOrientation(), HandleVault(), m_DeltaTime, m_StanceVariation, ModCommandHandlerAfter(), ModCommandHandlerBefore(), and ModCommandHandlerInside().

◆ CommandHandlerDebug()

void CommandHandlerDebug ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

CommandHandlerDebug.

Definition at line 283 of file zombiebase.c.

References GetPluginManager().

◆ ComputeHitDirectionAngle()

float ComputeHitDirectionAngle ( EntityAI pSource)
inlineprotected

◆ ComputeHitDirectionAngleEx()

float ComputeHitDirectionAngleEx ( EntityAI pSource,
int invertHitDir = 0 )
inlineprotected

◆ DebugSound()

void DebugSound ( string s)
inlineprotected

sound debug messages

Definition at line 1008 of file zombiebase.c.

Referenced by HandleSoundEvents(), OnSoundVoiceEvent(), and OnVariablesSynchronized().

◆ EEHitBy()

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

◆ EEHitByRemote()

override void EEHitByRemote ( int damageType,
EntityAI source,
int component,
string dmgZone,
string ammo,
vector modelPos )
inlineprotected

Definition at line 1002 of file zombiebase.c.

References component.

◆ EOnContact()

void EOnContact ( IEntity other,
Contact extra )
inlineprotected

Phx contact event.

Definition at line 1018 of file zombiebase.c.

References g_Game.

◆ EOnInit()

override void EOnInit ( IEntity other,
int extra )
inlineprotected

Definition at line 92 of file zombiebase.c.

References g_Game, m_StanceVariation, and Math::RandomInt().

◆ EvaluateCrawlTransitionAnimation()

bool EvaluateCrawlTransitionAnimation ( EntityAI pSource,
string pComponent,
string pAmmoType,
out int pAnimType )
inlineprotected

Definition at line 814 of file zombiebase.c.

References vector::Dot(), GetPosition(), and vector::Normalize().

Referenced by EEHitBy().

◆ EvaluateDamageHitAnimation()

bool EvaluateDamageHitAnimation ( EntityAI pSource,
string pComponent,
string pAmmoType,
out bool pHeavyHit,
out int pAnimType,
out float pAnimHitDir )
inlineprotected

selects animation type and direction based on damage system data

heavy hit

anim type

direction

shock GetDamage

Definition at line 890 of file zombiebase.c.

References ComputeHitDirectionAngleEx(), and g_Game.

Referenced by EEHitBy().

◆ EvaluateDeathAnimation()

bool EvaluateDeathAnimation ( EntityAI pSource,
string pComponent,
string pAmmoType,
out int pAnimType,
out float pAnimHitDir )
inlineprotected

anim type

direction

add some impulse if needed

Definition at line 370 of file zombiebase.c.

References ComputeHitDirectionAngle(), dBodyApplyImpulse(), and g_Game.

Referenced by EvaluateDeathAnimationEx().

◆ EvaluateDeathAnimationEx()

bool EvaluateDeathAnimationEx ( EntityAI pSource,
ZombieHitData data,
out int pAnimType,
out float pAnimHitDir )
inlineprotected

Definition at line 363 of file zombiebase.c.

References EvaluateDeathAnimation().

Referenced by EEHitBy().

◆ FightAttackLogic()

bool FightAttackLogic ( int pCurrentCommandID,
DayZInfectedInputController pInputController,
float pDt )
inlineprotected

◆ FightLogic()

bool FightLogic ( int pCurrentCommandID,
DayZInfectedInputController pInputController,
float pDt )
inlineprotected

player is in block stance and facing the infected

infected is playing heavy attack - decrease the dmg to light

override hit pos by pos defined in type

infected is playing light attack - do not send damage, play animation instead

override hit pos by pos defined in type

Definition at line 607 of file zombiebase.c.

References Math::AbsFloat(), GameConstants::AI_MAX_BLOCKABLE_ANGLE, Math3D::AngleFromPosition(), ChaseAttackLogic(), vector::DistanceSq(), FightAttackLogic(), DayZInfectedInputController::GetMindState(), GetPosition(), m_ActualAttackType, m_ActualTarget, and Math::RAD2DEG.

Referenced by CommandHandler().

◆ GetArrowManager()

override ArrowManagerBase GetArrowManager ( )
inlineprotected

Definition at line 1138 of file zombiebase.c.

References m_ArrowManager.

◆ GetAttackPitch()

int GetAttackPitch ( EntityAI target)
inlineprotected

no default hit pos fallback

Definition at line 762 of file zombiebase.c.

References Math::AbsFloat(), GetPosition(), and vector::Zero.

Referenced by ChaseAttackLogic(), and FightAttackLogic().

◆ GetBootsType()

override AnimBootsType GetBootsType ( )
inlineprotected

Definition at line 129 of file zombiebase.c.

◆ GetCenter()

override vector GetCenter ( )
inlineprotected

Definition at line 1042 of file zombiebase.c.

References GetBoneIndexByName().

◆ GetDefaultHitComponent()

override string GetDefaultHitComponent ( )
inlineprotected

returns default hit component (fallback)

Definition at line 161 of file zombiebase.c.

◆ GetDefaultHitPosition()

override vector GetDefaultHitPosition ( )
inlineprotected

Definition at line 166 of file zombiebase.c.

References m_DefaultHitPosition.

◆ GetHitComponentForAI()

override string GetHitComponentForAI ( )
inlineprotected

returns hit component for attacking AI

Definition at line 155 of file zombiebase.c.

◆ GetMindStateSynced()

int GetMindStateSynced ( )
inlineprotected

Definition at line 182 of file zombiebase.c.

References m_MindState.

◆ GetOrientationSynced()

int GetOrientationSynced ( )
inlineprotected

returns rounded zombie yaw for sync purposes

Definition at line 188 of file zombiebase.c.

References m_OrientationSynced.

◆ GetSuitableFinisherHitComponents()

override array< string > GetSuitableFinisherHitComponents ( )
inlineprotected

returns suitable hit components for finisher attacks; DEPRECATED

Definition at line 177 of file zombiebase.c.

◆ GetVaultType()

int GetVaultType ( float height)
inlineprotected

Definition at line 401 of file zombiebase.c.

Referenced by HandleVault().

◆ HandleCrawlTransition()

bool HandleCrawlTransition ( int pCurrentCommandID)
inlineprotected

Definition at line 799 of file zombiebase.c.

References m_CrawlTransition, and m_IsCrawling.

Referenced by CommandHandler().

◆ HandleDamageHit()

◆ HandleDeath()

bool HandleDeath ( int pCurrentCommandID)
inlineprotected

Definition at line 349 of file zombiebase.c.

References m_DamageHitDirection, m_DeathType, m_FinisherInProgress, m_MindState, and m_MovementSpeed.

Referenced by CommandHandler().

◆ HandleMindStateChange()

bool HandleMindStateChange ( int pCurrentCommandID,
DayZInfectedInputController pInputController,
float pDt )
inlineprotected

Mind state change.

Definition at line 450 of file zombiebase.c.

References DayZInfectedInputController::GetMindState(), m_AttackCooldownTime, m_LastMindState, and m_MindState.

Referenced by CommandHandler().

◆ HandleMove()

void HandleMove ( int pCurrentCommandID)
inlineprotected

◆ HandleOrientation()

void HandleOrientation ( float pDt,
int pCurrentCommandID )
inlineprotected

◆ HandleSoundEvents()

void HandleSoundEvents ( )
inlineprotected

Sound (client only).

no sound handler - bail out

infected is dead

stop all sounds

Definition at line 487 of file zombiebase.c.

References DebugSound(), m_InfectedSoundEventHandler, and m_MindState.

Referenced by OnSoundVoiceEvent(), and OnVariablesSynchronized().

◆ HandleVault()

bool HandleVault ( int pCurrentCommandID,
DayZInfectedInputController pInputController,
float pDt )
inlineprotected

◆ Init()

void Init ( )
inlineprotected

◆ IsBeingBackstabbed()

override bool IsBeingBackstabbed ( )
inlineprotected

returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides

Definition at line 1048 of file zombiebase.c.

References m_FinisherInProgress.

◆ IsCrawling()

bool IsCrawling ( )
inlineprotected

returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)

Definition at line 1078 of file zombiebase.c.

References m_IsCrawling.

◆ IsDanger()

override bool IsDanger ( )
inlineprotected

Definition at line 108 of file zombiebase.c.

◆ IsHealthVisible()

override bool IsHealthVisible ( )
inlineprotected

Definition at line 139 of file zombiebase.c.

◆ IsMale()

bool IsMale ( )
inlineprotected

Definition at line 118 of file zombiebase.c.

◆ IsManagingArrows()

override bool IsManagingArrows ( )
inlineprotected

Definition at line 1133 of file zombiebase.c.

◆ IsRefresherSignalingViable()

override bool IsRefresherSignalingViable ( )
inlineprotected

Definition at line 144 of file zombiebase.c.

◆ IsSelfAdjustingTemperature()

override bool IsSelfAdjustingTemperature ( )
inlineprotected

Definition at line 149 of file zombiebase.c.

◆ IsZombie()

override bool IsZombie ( )
inlineprotected

Definition at line 103 of file zombiebase.c.

◆ IsZombieMilitary()

override bool IsZombieMilitary ( )
inlineprotected

Definition at line 113 of file zombiebase.c.

◆ OnRecoverFromDeath()

void OnRecoverFromDeath ( )
inlineprotected

Definition at line 1084 of file zombiebase.c.

References m_FinisherInProgress.

◆ OnSoundVoiceEvent()

override void OnSoundVoiceEvent ( int event_id,
string event_user_string )
inlineprotected

stop state sound when playing anim SoundVoice

stop playing of old SoundVoice from anim (if any)

play new SoundVoice from anim

Definition at line 550 of file zombiebase.c.

References DebugSound(), HandleSoundEvents(), m_InfectedSoundEventHandler, m_LastSoundVoiceAW, and ProcessSoundVoiceEvent().

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprotected

synced variable(s) handler

Definition at line 80 of file zombiebase.c.

References DebugSound(), HandleSoundEvents(), m_OrientationLocal, and m_OrientationSynced.

◆ ProcessSoundVoiceEvent()

void ProcessSoundVoiceEvent ( AnimSoundVoiceEvent sound_event,
out AbstractWave aw )
inlineprotected

◆ ProcessVoiceFX()

AbstractWave ProcessVoiceFX ( string pSoundSetName)
inlineprotected

Definition at line 526 of file zombiebase.c.

References AbstractWave(), g_Game, PlaySound(), SoundObjectBuilder(), and SoundParams().

◆ SetBeingBackstabbed()

override void SetBeingBackstabbed ( int backstabType)
inlineprotected

Definition at line 1053 of file zombiebase.c.

References m_DeathType, and m_FinisherInProgress.

◆ SetDefaultHitPosition()

vector SetDefaultHitPosition ( string pSelection)
inlineprotected

Definition at line 171 of file zombiebase.c.

Referenced by Init().

◆ ZombieBase()

void ZombieBase ( )
inlineprotected

Definition at line 43 of file zombiebase.c.

References Init().

Field Documentation

◆ HIT_INTERVAL_MIN

const float HIT_INTERVAL_MIN = 0.3
protected

Definition at line 852 of file zombiebase.c.

Referenced by HandleDamageHit().

◆ m_ActiveVaultType

int m_ActiveVaultType = -1
protected

HandleVault.

Definition at line 399 of file zombiebase.c.

◆ m_ActualAttackType

DayZInfectedAttackType m_ActualAttackType = null
protected

Definition at line 605 of file zombiebase.c.

Referenced by ChaseAttackLogic(), FightAttackLogic(), and FightLogic().

◆ m_ActualTarget

EntityAI m_ActualTarget = null
protected

Combat.

Definition at line 603 of file zombiebase.c.

Referenced by ChaseAttackLogic(), FightAttackLogic(), and FightLogic().

◆ m_AllTargetObjects

ref array<Object> m_AllTargetObjects
protected

Definition at line 29 of file zombiebase.c.

Referenced by ChaseAttackLogic(), FightAttackLogic(), and Init().

◆ m_ArrowManager

ref ArrowManagerBase m_ArrowManager
protected

Definition at line 38 of file zombiebase.c.

Referenced by GetArrowManager(), and Init().

◆ m_AttackCooldownTime

float m_AttackCooldownTime = 0
protected

Definition at line 604 of file zombiebase.c.

Referenced by ChaseAttackLogic(), FightAttackLogic(), and HandleMindStateChange().

◆ m_CrawlTransition

int m_CrawlTransition = -1
protected

Crawl transition.

Definition at line 797 of file zombiebase.c.

Referenced by EEHitBy(), and HandleCrawlTransition().

◆ m_DamageHitDirection

float m_DamageHitDirection = 0
protected

HandleDeath.

Definition at line 346 of file zombiebase.c.

Referenced by EEHitBy(), HandleDamageHit(), and HandleDeath().

◆ m_DamageHitHeavy

bool m_DamageHitHeavy = false
protected

Definition at line 848 of file zombiebase.c.

Referenced by EEHitBy(), and HandleDamageHit().

◆ m_DamageHitToProcess

bool m_DamageHitToProcess = false
protected

Damage hits.

Definition at line 846 of file zombiebase.c.

Referenced by EEHitBy(), and HandleDamageHit().

◆ m_DamageHitType

int m_DamageHitType = 0
protected

Definition at line 849 of file zombiebase.c.

Referenced by EEHitBy(), and HandleDamageHit().

◆ m_DeathType

int m_DeathType = 0
protected

Definition at line 347 of file zombiebase.c.

Referenced by EEHitBy(), HandleDeath(), and SetBeingBackstabbed().

◆ m_DefaultHitPosition

vector m_DefaultHitPosition
protected

Definition at line 23 of file zombiebase.c.

Referenced by GetDefaultHitPosition(), and Init().

◆ m_DeltaTime

float m_DeltaTime
protected

Definition at line 24 of file zombiebase.c.

Referenced by CommandHandler(), and HandleDamageHit().

◆ m_FinisherInProgress

bool m_FinisherInProgress = false
protected

◆ m_HitElapsedTime

float m_HitElapsedTime = HIT_INTERVAL_MIN
protected

Definition at line 853 of file zombiebase.c.

Referenced by HandleDamageHit().

◆ m_InfectedSoundEventHandler

ref InfectedSoundEventHandler m_InfectedSoundEventHandler
protected

Definition at line 27 of file zombiebase.c.

Referenced by HandleSoundEvents(), Init(), and OnSoundVoiceEvent().

◆ m_IsCrawling

bool m_IsCrawling
protected

Definition at line 34 of file zombiebase.c.

Referenced by HandleCrawlTransition(), Init(), and IsCrawling().

◆ m_KnuckleLand

bool m_KnuckleLand = false
protected

Definition at line 14 of file zombiebase.c.

Referenced by HandleVault().

◆ m_KnuckleOutTimer

float m_KnuckleOutTimer = 0
protected

Definition at line 15 of file zombiebase.c.

Referenced by HandleVault().

◆ m_LastMindState

int m_LastMindState = -1
protected

Definition at line 11 of file zombiebase.c.

Referenced by HandleMindStateChange().

◆ m_LastMovementSpeed

float m_LastMovementSpeed = -1
protected

Definition at line 12 of file zombiebase.c.

Referenced by HandleMove().

◆ m_LastSoundVoiceAW

AbstractWave m_LastSoundVoiceAW
protected

Definition at line 26 of file zombiebase.c.

Referenced by Init(), and OnSoundVoiceEvent().

◆ m_MindState

int m_MindState = -1
protected

◆ m_MovementSpeed

float m_MovementSpeed = -1
protected

Definition at line 21 of file zombiebase.c.

Referenced by HandleDeath(), and HandleMove().

◆ m_OrientationLocal

int m_OrientationLocal = -1
protected

Definition at line 18 of file zombiebase.c.

Referenced by OnVariablesSynchronized().

◆ m_OrientationSynced

int m_OrientationSynced = -1
protected

Definition at line 19 of file zombiebase.c.

Referenced by GetOrientationSynced(), HandleOrientation(), and OnVariablesSynchronized().

◆ m_OrientationTimer

float m_OrientationTimer
protected

Definition at line 20 of file zombiebase.c.

Referenced by HandleOrientation(), and Init().

◆ m_ShockDamage

float m_ShockDamage = 0
protected

Definition at line 850 of file zombiebase.c.

Referenced by EEHitBy(), and HandleDamageHit().

◆ m_StanceVariation

int m_StanceVariation = 0
protected

server / singleplayer properties

Definition at line 10 of file zombiebase.c.

Referenced by CommandHandler(), and EOnInit().

◆ m_TargetableObjects

ref array<typename> m_TargetableObjects
protected

Definition at line 30 of file zombiebase.c.

Referenced by ChaseAttackLogic(), FightAttackLogic(), and Init().

◆ ORIENTATION_SYNC_THRESHOLD

const float ORIENTATION_SYNC_THRESHOLD = 30
private

Definition at line 5 of file zombiebase.c.

Referenced by HandleOrientation().

◆ SHOCK_TO_STUN_MULTIPLIER

const float SHOCK_TO_STUN_MULTIPLIER = 2.82
private

Definition at line 7 of file zombiebase.c.

Referenced by HandleDamageHit().

◆ TARGET_CONE_ANGLE_CHASE

const float TARGET_CONE_ANGLE_CHASE = 20
private

Definition at line 3 of file zombiebase.c.

Referenced by ChaseAttackLogic().

◆ TARGET_CONE_ANGLE_FIGHT

const float TARGET_CONE_ANGLE_FIGHT = 30
private

Definition at line 4 of file zombiebase.c.

Referenced by FightAttackLogic().


The documentation for this class was generated from the following file:
  • F:/Games/Dayz/scripts/4_world/entities/creatures/infected/zombiebase.c