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Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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Protected Member Functions | |
| void | ~DayZPlayerImplement () |
| void | AbortWeaponEvent () |
| void | AddNoise (NoiseParams noisePar, float noiseMultiplier=1.0) |
| override bool | AimingModel (float pDt, SDayZPlayerAimingModel pModel) |
| This Aiming Model. | |
| void | AttenuateSoundIfNecessary (SoundObject soundObject) |
| override int | CameraHandler (int pCameraMode) |
| This is main camera selection logic. | |
| bool | CanClimb (int climbType, SHumanCommandClimbResult climbRes) |
| bool | CanConsumeStamina (EStaminaConsumers consumer) |
| bool | CanJump () |
| bool | CanPickupHeavyItem (notnull EntityAI item) |
| -------------— Checks if player can pick up heavy item ----------------------— | |
| bool | CanPickupHeavyItemSwap (notnull EntityAI item1, notnull EntityAI item2) |
| bool | CanStartConsumingStamina (EStaminaConsumers consumer) |
| void | CheckAnimationOverrides () |
| bool | CheckForDropItem (EntityAI item) |
| bool | CheckForRespawn (EntityAI item) |
| Player respawn. | |
| bool | CheckForTakeItem (EntityAI item) |
| anti-cheat condition | |
| void | CheckLiftWeapon () |
| override void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| This is main command logic. | |
| void | CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| bool | CommitedSuicide () |
| void | CompleteWeaponRaise () |
| void | DayZPlayerImplement () |
| constructor | |
| void | DeathDropHandEntity () |
| void | DepleteStamina (EStaminaModifiers modifier, float dT=-1) |
| void | DepleteStaminaEx (EStaminaModifiers modifier, float dT=-1, float coef=1.0) |
| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| event from damage system | |
| override void | EEKilled (Object killer) |
| void | EOnContact (IEntity other, Contact extra) |
| Phx contact event. | |
| void | EvaluateDamageHit (int pCurrentCommandID) |
| Must be ran at the start of CommandHandler before Jump is triggered. | |
| bool | EvaluateDamageHitAnimation (TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody) |
| selects animation type and direction based on damage system data | |
| bool | EvaluateDeathAnimation (int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir) |
| selects animation type and direction based on damage system data | |
| void | ExitSights () |
| DayZPlayerImplementAiming | GetAimingModel () |
| AnimBackType | GetBackAttachmentType () |
| AnimUpperBodyType | GetBodyAttachmentType () |
| AnimBootsType | GetBootsType () |
| override CachedEquipmentStorage | GetCachedEquipment () |
| override float | GetCurrentWaterLevel () |
| DayZPlayerInventory | GetDayZPlayerInventory () |
| override string | GetDebugText () |
| float | GetDeltaT () |
| override int | GetEyeZoomLevel () |
| DayZPlayerImplementFallDamage | GetFallDamage () |
| DayZPlayerImplementMeleeCombat | GetMeleeCombat () |
| DayZPlayerMeleeFightLogic_LightHeavy | GetMeleeFightLogic () |
| AnimRangedWeaponType | GetShoulderAttachmentType () |
| float | GetSlidePoseAngle () |
| string | GetSurfaceType (SurfaceAnimationBone limbType) |
| DayZPlayerImplementThrowing | GetThrowing () |
| Transport | GetTransportCache () |
| Get the transport that was cached when entering unconsciousness. | |
| int | GetTypeOfDeath (int pCurrentCommandID) |
| WeaponManager | GetWeaponManager () |
| float | GetWeaponObstruction () |
| void | HandleADS () |
| This is main command logic. | |
| bool | HandleDamageHit (int pCurrentCommandID) |
| bool | HandleDeath (int pCurrentCommandID) |
| void | HandleOptic (notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics) |
| void | HandleView () |
| void | HandleWeapons (float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights) |
| HandleWeapons. | |
| override bool | HeadingModel (float pDt, SDayZPlayerHeadingModel pModel) |
| is replayed after correction when 'NetworkRewindType.REPLAY' is used | |
| void | HideClothing (ItemOptics optic, bool state) |
| bool | IsAlreadyInFallingCommand (int pCurrentCommandID) |
| bool | IsClimbingLadder () |
| override bool | IsEyeZoom () |
| Legacy. | |
| bool | IsFBSymptomPlaying () |
| bool | IsFighting () |
| bool | IsFireWeaponRaised () |
| bool | IsHandheldOpticsInUse () |
| bool | IsInFBEmoteState () |
| Checks if fullbody animation or specific locked state is active in emote manager. | |
| bool | IsInFullbodyDamageAnimation () |
| bool | IsInIronsights () |
| bool | IsInOptics () |
| override bool | IsInThirdPerson () |
| bool | IsInVehicle () |
| bool | IsLanded (int pCurrentCommandID) |
| bool | IsLiftWeapon () |
| bool | IsPlayerSelected () |
| bool | IsRaised () |
| bool | IsRestrained () |
| override bool | IsShootingFromCamera () |
| bool | IsSprintFull () |
| bool | IsSwimming () |
| bool | IsTryingHoldBreath () |
| bool | IsWeaponDebugEnabled () |
| bool | IsWeaponObstructionBlockingADS () |
| bool | IsWeaponRaiseCompleted () |
| void | LockControls (bool state) |
| bool | ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| bool | ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| ModOverrides. | |
| bool | ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| override array< InventoryItem > | OnDrawOptics2D () |
| Called when 2D optics are about to be drawn. | |
| override void | OnInputForRemote (ParamsReadContext ctx) |
| override void | OnInputFromServer (ParamsReadContext ctx) |
| bool | OnInputUserDataProcess (int userDataType, ParamsReadContext ctx) |
| void | OnInputUserDataReceived (ParamsReadContext ctx) |
| Input userdata. | |
| override void | OnItemInHandsChanged () |
| void | OnJumpEnd (int pLandType=0) |
| void | OnJumpStart () |
| void | OnLadder (float delta_time, HumanMovementState pState) |
| called every command handler tick when player is on ladder | |
| bool | OnLand (int pCurrentCommandID, FallDamageData fallDamageData) |
| void | OnMovementChanged () |
| Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc.. | |
| void | OnParticleEvent (string pEventType, string pUserString, int pUserInt) |
| void | OnSoundEvent (string pEventType, string pUserString, int pUserInt) |
| void | OnSprintEnd () |
| void | OnSprintStart () |
| void | OnStepEvent (string pEventType, string pUserString, int pUserInt) |
| Event Processing. | |
| void | OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx) |
| SyncJunctures. | |
| override void | OnVariablesSynchronized () |
| void | OverrideShootFromCamera (bool pState) |
| void | OverrideSlidePoseAngle (float value) |
| movement sliding override, originally for FB gestures | |
| AbstractWave | PlaySound (SoundObject so, SoundObjectBuilder sob) |
| Sounds. | |
| bool | PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false) |
| bool | PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0) |
| bool | PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0) |
| Handle sound event by respective sound handler based on its type. | |
| void | ProcessAttachmentEvent (string pEventType, string pUserString, int pUserInt) |
| void | ProcessFeetDamageServer (int pUserInt) |
| bool | ProcessJumpOrClimb (float pDt, int pCurrentCommandID) |
| Jump / Climb. | |
| void | ProcessLiftWeapon () |
| void | ProcessSoundEvent (string pEventType, string pUserString, int pUserInt) |
| AbstractWave | ProcessVoiceEvent (string pEventType, string pUserString, int pUserInt) |
| void | ProcessWeaponEvent (string pEventType, string pUserString, int pUserInt) |
| void | RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false) |
| void | RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0) |
| void | RequestSoundEventStop (EPlayerSoundEventID id, bool from_server_and_client=false, int param=EPlayerSoundEventParam.STOP_PLAYBACK) |
| void | ResetDamageHitState (bool resetTimer) |
| void | ResetDeathStartTime () |
| void | ResetWeaponRaiseProgress () |
| void | RunADSTimer () |
| void | SendCompleteWeaponRaiseJuncture () |
| void | SendDeathJuncture (int pAnimTypeDeath, float pAnimHitDirDeath) |
| void | SendSoundEvent (EPlayerSoundEventID id) |
| void | SendSoundEventEx (EPlayerSoundEventID id, int param=0) |
| void | SetClimbingLadderType (string value) |
| override void | SetCurrentWaterLevel (float pWaterLevel) |
| void | SetDeathDarknessLevel (float duration, float tick_time) |
| void | SetFallYDiff (float value) |
| void | SetHandheldOpticsInUse (bool state) |
| void | SetIronsights (bool value) |
| void | SetIsInThirdPerson (bool state) |
| void | SetOptics (bool value) |
| void | SetReturnToOptics (bool state) |
| void | SetSuicide (bool state) |
| void | SetVariablesLadderSoundObjectBuilder (SoundObjectBuilder soundObjectBuilder) |
| void | ShowDeadScreen (bool show, float duration) |
| void | ShowWeaponDebug (bool show) |
| void | SimulateDeath (bool state) |
| void | StopADSTimer () |
| override void | StopDeathDarkeningEffect () |
| void | StopHandEvent () |
| bool | StopSoundEvent (EPlayerSoundEventID id, bool is_from_server=false, int param=0) |
| void | StopWeaponEvent () |
| void | SwitchOptics (ItemOptics optic, bool state) |
| void | SyncDeferredEventToRemotes () |
| void | TriggerPullPlayerOutOfVehicle () |
| void | TriggerPullPlayerOutOfVehicleImpl () |
Static Protected Attributes | |
| static const int | DEAD_SCREEN_DELAY = 1000 |
Private Attributes | |
| float | m_CurrentWaterLevel |
| ref HumanMovementState | m_MovementState = new HumanMovementState() |
| time step for gradual update of dead screen visibilibty up to full visbility [s] | |
| bool | m_WasInVehicle |
| float | m_WeaponRaiseTime |
Static Private Attributes | |
| static const float | DEFAULT_DYING_TIME = 2.5 |
| static const float | DYING_PROGRESSION_TIME = 0.05 |
| how long does it take to full death screen [s] | |
Definition at line 86 of file dayzplayerimplement.c.
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Definition at line 264 of file dayzplayerimplement.c.
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Definition at line 1855 of file dayzplayerimplement.c.
References GetDayZPlayerInventory().
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Definition at line 3204 of file dayzplayerimplement.c.
References g_Game, and NoiseParams().
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This Aiming Model.
Definition at line 1707 of file dayzplayerimplement.c.
References HumanCommandMelee2::IsFinisher(), m_AimingFinisherStarted, m_AimingModel, SDayZPlayerAimingModel::m_fCurrentAimY, m_MovementState, and m_RaiseStarted.
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Definition at line 3832 of file dayzplayerimplement.c.
References g_Game, and SoundObject::SetKind().
Referenced by OnStepEvent(), ProcessAttachmentEvent(), ProcessSoundEvent(), ProcessVoiceEvent(), and ProcessWeaponEvent().
This is main camera selection logic.
ironsights
get movement state
VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT m_MovementState.m_iMovement = 0 (idle)
COMMANDID_ACTION returns stance right - ERECT/CROUCH
melee camera - not melee - stays in stance camera
special handling to allow the camera to fully blend before transitioning to the raised one
Definition at line 2811 of file dayzplayerimplement.c.
References Class::CastTo(), DayZPlayerCameras::DAYZCAMERA_1ST, DayZPlayerCameras::DAYZCAMERA_1ST_UNCONSCIOUS, DayZPlayerCameras::DAYZCAMERA_1ST_VEHICLE, DayZPlayerCameras::DAYZCAMERA_3RD_CLIMB, DayZPlayerCameras::DAYZCAMERA_3RD_CRO, DayZPlayerCameras::DAYZCAMERA_3RD_CRO_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED_MELEE, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_SPR, DayZPlayerCameras::DAYZCAMERA_3RD_JUMP, DayZPlayerCameras::DAYZCAMERA_3RD_PRO, DayZPlayerCameras::DAYZCAMERA_3RD_PRO_RAISED, DayZPlayerCameras::DAYZCAMERA_IRONSIGHTS, DayZPlayerCameras::DAYZCAMERA_OPTICS, GetParent(), HumanCommandVehicle::GetTransport(), HumanCommandMove::IsChangingStance(), IsWeaponObstructionBlockingADS(), m_Camera3rdPerson, m_CameraIronsight, m_CameraOptics, m_IsRaised, m_IsWeapon, m_JumpClimb, m_LiftWeapon_player, m_MovementState, and HumanInputController::WeaponADS().
Definition at line 1805 of file dayzplayerimplement.c.
References Class::CastTo(), IsFBSymptomPlaying(), IsInFBEmoteState(), IsRaised(), IsRestrained(), HumanItemBehaviorCfg::m_bJumpAllowed, and m_MovementState.
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Definition at line 1769 of file dayzplayerimplement.c.
References DayZPlayerUtils(), HumanCommandSwim(), HumanCommandMove::IsChangingStance(), IsFBSymptomPlaying(), IsInFBEmoteState(), IsRaised(), IsRestrained(), HumanItemBehaviorCfg::m_bJumpAllowed, and m_MovementState.
-------------— Checks if player can pick up heavy item ----------------------—
Definition at line 3870 of file dayzplayerimplement.c.
References DayZPlayerUtils().
Referenced by CanPickupHeavyItemSwap().
Definition at line 3875 of file dayzplayerimplement.c.
References CanPickupHeavyItem().
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Definition at line 3782 of file dayzplayerimplement.c.
Definition at line 3678 of file dayzplayerimplement.c.
References CheckForTakeItem().
Player respawn.
Definition at line 3696 of file dayzplayerimplement.c.
anti-cheat condition
Definition at line 3667 of file dayzplayerimplement.c.
References IsRestrained().
Referenced by CheckForDropItem().
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Referenced by HandleWeapons().
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This is main command logic.
handle all Camera changes, switch + zoom
handle death with high priority
check for water depth while getting out and start swimming if necessary this also handles the last frame of the vehicle command hence it doens't need separate check on pCurrentCommandFinished
handle finished commands
default behaviour after finish is to start move
debug test script command !PSOVIS
Sprint attack limiting - player has to be in full sprint for at least 0.5s
If we are not in fall command then something else is currently running and we can safely continue here, otherwise terminate here
throwing handling
melee
Definition at line 2271 of file dayzplayerimplement.c.
References UAInputAPI::ActivateModificator(), AddNoise(), DayZPlayerImplementFallDamage(), DayZPlayerType(), UAInputAPI::DeactivateModificator(), HumanCommandClimb::DoClimbTest(), ForceStandUpForHeavyItems(), PlayerConstants::FULL_SPRINT_DELAY_DEFAULT, g_Game, HumanCommandMove::GetCurrentMovementSpeed(), GetDayZPlayerInventory(), GetDayZPlayerType(), DiagMenu::GetEngineValue(), GetInstanceType(), NoiseAIEvaluate::GetNoiseReduction(), GetUApi(), HandleADS(), HandleDeath(), HandleOptic(), HandleView(), HandleWeapons(), HumanCommandAdditives(), HumanCommandFall(), IsAlreadyInFallingCommand(), HumanCommandVehicle::IsGettingOut(), IsHandheldOpticsInUse(), IsLanded(), HumanInputController::IsMeleeWeaponAttack(), IsPlayerSpeaking(), m_CameraOptics, m_ContinueFirearmMelee, m_dT, m_FallDamage, m_FallYDiff, FallDamageData::m_Height, m_IsRaised, m_IsWeapon, m_JumpClimb, FallDamageData::m_LandType, m_LastCommandBeforeUnconscious, m_MeleeFightLogic, m_MovementState, m_NextVoNNoiseTime, m_ProcessFirearmMeleeHit, m_SprintedTime, m_SprintedTimePerStanceMin, m_SprintFull, m_Swimming, m_Throwing, m_TransportCache, ModCommandHandlerAfter(), ModCommandHandlerBefore(), ModCommandHandlerInside(), NoiseParams(), OnLadder(), OnLand(), OnMovementChanged(), ProcessJumpOrClimb(), HumanCommandVehicle::ProcessLeaveEvents(), SetFallYDiff(), GearChangeActionCallback::SetVehicleCommand(), SHumanCommandClimbSettings(), and HumanCommandVehicle::WasGearChange().
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debug handling of adding commands
set item in hands
fuj
start show
damage test
Definition at line 2676 of file dayzplayerimplement.c.
References ECE_IN_INVENTORY, g_Game, DiagMenu::GetEngineRangeValue(), GetPluginManager(), HumanCommandWeapons::GetRunningAction(), HumanCommandAdditives(), HumanCommandWeapons::IsActionFinished(), HumanCommandWeapons::IsEvent(), m_DebugDirectionVal, m_DebugTypeVal, m_DebugWeaponChangeItem, m_DebugWeaponChangeShowSlot, m_DebugWeaponChangeStage, m_TestDamageCounter, PluginDayzPlayerDebug(), RF_DEFAULT, InventoryLocation::SetHands(), SpawnEntity(), and HumanCommandWeapons::StartAction().
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Definition at line 3801 of file dayzplayerimplement.c.
References m_Suicide.
Referenced by HandleDamageHit(), and HandleDeath().
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Definition at line 911 of file dayzplayerimplement.c.
References m_WeaponRaiseCompleted, m_WeaponRaiseTime, and HumanInputController::ResetFreeLookToggle().
Referenced by HandleWeapons().
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constructor
Definition at line 170 of file dayzplayerimplement.c.
References CachedEquipmentStorage(), DayZPlayerImplementFallDamage(), DayZPlayerImplementMeleeCombat(), DayZPlayerMeleeFightLogic_LightHeavy(), PlayerConstants::FULL_SPRINT_DELAY_DEFAULT, g_Game, m_ADSAutomationTimer, m_AimingModel, m_bADS, m_Camera3rdPerson, m_ContinueFirearmMelee, m_CurrentWaterLevel, m_FallDamage, m_IsShootingFromCamera, m_JumpClimb, m_LastSurfaceUnderHash, m_MeleeCombat, m_MeleeFightLogic, m_NextVoNNoiseTime, m_PerformedActionSounds, m_ProcessFirearmMeleeHit, m_SprintedTime, m_SprintedTimePerStanceMin, m_SprintFull, m_Swimming, m_SyncedHitDataArray, m_Throwing, m_WeaponRaiseCompleted, m_WeaponRaiseTime, and SetOptics().
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Definition at line 605 of file dayzplayerimplement.c.
References CEApi, g_Game, GetBoneIndexByName(), GetCEApi(), LogManager::IsSyncLogEnable(), and syncDebugPrint().
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Definition at line 3971 of file dayzplayerimplement.c.
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event from damage system
Definition at line 1547 of file dayzplayerimplement.c.
References HumanCommandMelee2::Cancel(), component, EvaluateDamageHitAnimation(), EvaluateDeathAnimation(), GetFallDamage(), HumanCommandFall(), RequestSoundEvent(), DayZPlayerSyncJunctures::SendDamageHitEx(), and SendDeathJuncture().
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Definition at line 786 of file dayzplayerimplement.c.
References SendDeathJuncture().
Phx contact event.
Definition at line 3814 of file dayzplayerimplement.c.
References g_Game, and GetParent().
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Must be ran at the start of CommandHandler before Jump is triggered.
Reset damage hit to prevent animation from playing unnecessarily when it is already cancelled out
ignore hit impacts in prone (for now)
Definition at line 1335 of file dayzplayerimplement.c.
References g_Game, PlayerConstants::HEAVY_HIT_THRESHOLD, m_DamageHealth, m_DamageHitAnimType, m_DamageHitDir, m_DamageHitFullbody, m_MovementState, and m_SyncedHitDataArray.
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selects animation type and direction based on damage system data
impact from infected attack will be light only
play full body when these coponents were hit
skip evaluation of dmg hit animation
direction
Definition at line 1469 of file dayzplayerimplement.c.
References Math::Acos(), vector::Dot(), g_Game, TotalDamageResult::GetHighestDamage(), GetPosition(), IsInVehicle(), IsSwimming(), m_MeleeFightLogic, m_MovementState, vector::Normalize(), and Math::RAD2DEG.
Referenced by EEHitBy().
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selects animation type and direction based on damage system data
direction
Definition at line 1440 of file dayzplayerimplement.c.
References Math::Acos(), vector::Dot(), g_Game, GetPosition(), vector::Normalize(), and Math::RAD2DEG.
Referenced by EEHitBy().
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Definition at line 396 of file dayzplayerimplement.c.
References HumanCommandWeapons::SetADS(), SetIronsights(), SetOptics(), and SwitchOptics().
Referenced by HandleADS(), and HandleView().
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Definition at line 239 of file dayzplayerimplement.c.
References m_AimingModel.
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Definition at line 3107 of file dayzplayerimplement.c.
Referenced by ProcessAttachmentEvent().
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Definition at line 3076 of file dayzplayerimplement.c.
Referenced by ProcessAttachmentEvent().
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Definition at line 3058 of file dayzplayerimplement.c.
Referenced by OnStepEvent(), and SetVariablesLadderSoundObjectBuilder().
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Definition at line 460 of file dayzplayerimplement.c.
References CachedEquipmentStorage().
Referenced by OnDrawOptics2D().
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Definition at line 350 of file dayzplayerimplement.c.
References m_CurrentWaterLevel.
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Definition at line 931 of file dayzplayerimplement.c.
Referenced by AbortWeaponEvent(), CommandHandler(), HandleADS(), HandleWeapons(), OnInputForRemote(), OnInputFromServer(), StopHandEvent(), StopWeaponEvent(), and SyncDeferredEventToRemotes().
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Definition at line 511 of file dayzplayerimplement.c.
References GetParent().
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Definition at line 491 of file dayzplayerimplement.c.
References m_dT.
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Definition at line 274 of file dayzplayerimplement.c.
References m_CameraEyeZoomLevel.
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Definition at line 259 of file dayzplayerimplement.c.
References DayZPlayerImplementFallDamage(), and m_FallDamage.
Referenced by EEHitBy().
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Definition at line 244 of file dayzplayerimplement.c.
References DayZPlayerImplementMeleeCombat(), and m_MeleeCombat.
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Definition at line 249 of file dayzplayerimplement.c.
References DayZPlayerMeleeFightLogic_LightHeavy(), and m_MeleeFightLogic.
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Definition at line 3129 of file dayzplayerimplement.c.
Referenced by ProcessAttachmentEvent().
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Definition at line 3777 of file dayzplayerimplement.c.
References GetDayZPlayerType().
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Definition at line 3179 of file dayzplayerimplement.c.
References g_Game.
Referenced by HandleView(), and OnStepEvent().
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Definition at line 254 of file dayzplayerimplement.c.
References m_Throwing.
Referenced by HandleADS().
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Get the transport that was cached when entering unconsciousness.
Definition at line 506 of file dayzplayerimplement.c.
References m_TransportCache.
Definition at line 753 of file dayzplayerimplement.c.
References HumanCommandUnconscious::IsInWater(), and HumanCommandUnconscious::IsOnLand().
Referenced by HandleDeath().
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Definition at line 1003 of file dayzplayerimplement.c.
Referenced by HandleWeapons().
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This is main command logic.
artificial Auto-ADS delay
if !raised if sprinting
Definition at line 1870 of file dayzplayerimplement.c.
References ExitSights(), GetDayZPlayerInventory(), GetThrowing(), HumanItemAccessor(), IsFighting(), IsHandheldOpticsInUse(), IsLiftWeapon(), IsProcessing(), IsRaised(), IsWeaponObstructionBlockingADS(), IsWeaponRaiseCompleted(), m_bADS, m_CameraIronsight, m_CameraOptics, m_LiftWeapon_player, m_MovementState, m_ResetADS, HumanInputController::ResetADS(), ResetWeaponRaiseProgress(), HumanCommandWeapons::SetADS(), SetIronsights(), SwitchOptics(), and HumanInputController::WeaponADS().
Referenced by CommandHandler().
Definition at line 1393 of file dayzplayerimplement.c.
References CommitedSuicide(), HIT_INTERVAL_MIN, HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), m_DamageHitAnimType, m_DamageHitDir, m_DamageHitFullbody, m_dT, m_HitElapsedTime, m_TransportCache, and ResetDamageHitState().
Can't pull a body out of a car that is in water, don't need to handle that
player looks to be dead now, not unconscious
we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
Definition at line 647 of file dayzplayerimplement.c.
References Class::CastTo(), CommitedSuicide(), g_Game, HumanCommandVehicle::GetTransport(), GetTypeOfDeath(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), m_DeathAnimType, m_DeathHitDir, DayZPlayerCommandDeathCallback::m_pPlayer, m_PullPlayerOutOfVehicleKeepsInLocalSpace, m_PullPlayerOutOfVehicleState, m_ShouldBeUnconscious, m_TransportCache, and m_WasInVehicle.
Referenced by CommandHandler().
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Definition at line 1231 of file dayzplayerimplement.c.
References m_CameraIronsight, m_CameraOptics, SetIronsights(), SwitchOptics(), and UAInterface::SyncedPress_ID().
Referenced by CommandHandler(), and HandleWeapons().
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3rd person camera
Definition at line 2002 of file dayzplayerimplement.c.
References Math::AbsFloat(), Math::AbsInt(), AbstractWave(), HumanInputController::CameraViewChanged(), ExitSights(), g_Game, HumanInputController::GetMovement(), GetPosition(), GetSurfaceType(), IsClimbingLadder(), IsInVehicle(), IsPlayerInStance(), IsRaised(), IsSwimming(), IsWeaponObstructionBlockingADS(), HumanInputController::IsZoomToggle(), m_Camera3rdPerson, m_CameraEyeZoomLevel, m_CameraIronsight, m_CameraOptics, m_CameraOpticsAimOverride, m_IsWeapon, m_LastBackSoundTime, m_LastBackSoundTime2, m_LastHeadingAngle, m_LastHeadingAngleBlock, m_LastHeadingAngleBlock2, m_LiftWeapon_player, m_MovementState, m_SoundOffset, name, path, SoundObject::SetPosition(), SetVerticalMinimumAimLimit(), SoundObjectBuilder(), and SoundParams().
Referenced by CommandHandler().
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HandleWeapons.
fire
Definition at line 1009 of file dayzplayerimplement.c.
References Math::AbsFloat(), Class::CastTo(), CheckLiftWeapon(), Math::Clamp(), CompleteWeaponRaise(), g_Game, GetDayZPlayerInventory(), DiagMenu::GetValue(), GetWeaponManager(), HumanCommandWeapons::GetWeaponObstruction(), HandleOptic(), HumanInputController::IsAttackButton(), HumanInputController::IsAttackButtonDown(), IsFighting(), HumanInputController::IsFireModeChange(), HumanInputController::IsHoldBreath(), IsInIronsights(), IsInOptics(), ItemOptics::IsInOptics(), ItemOptics::IsUsingWeaponIronsightsOverride(), HumanCommandWeapons::IsWeaponLifted(), IsWeaponRaiseCompleted(), HumanInputController::IsZeroingDown(), HumanInputController::IsZeroingUp(), Math::Lerp(), HumanCommandWeapons::LiftWeapon(), m_CameraIronsight, m_CameraOptics, m_fObstructionSmooth, m_fObstructionSmoothVelocity, m_IsFireWeaponRaised, m_IsTryingHoldBreath, m_LiftWeapon_player, m_MovementState, m_ObstructWeapon_player, m_ShouldReload, m_WeaponRaiseTime, HumanCommandWeapons::ObstructWeapon(), ProcessLiftWeapon(), ResetWeaponRaiseProgress(), Math::SmoothCD(), ItemOptics::StepZeroingDown(), ItemOptics::StepZeroingUp(), and PlayerConstants::WEAPON_RAISE_BLEND_DELAY.
Referenced by CommandHandler().
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is replayed after correction when 'NetworkRewindType.REPLAY' is used
on ladder - do nothing
if it's standing from prone on back
Definition at line 1619 of file dayzplayerimplement.c.
References DayZPlayerImplementHeading::ClampHeading(), DiagMenu::GetEngineValue(), HumanItemAccessor(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), IsLeavingUncon(), HumanCommandMove::IsStandingFromBack(), HumanCommandUnconscious::IsWakingUp(), m_fLastHeadingDiff, m_MovementState, HumanItemBehaviorCfg::m_StanceRotation, DayZPlayerImplementHeading::NoHeading(), DayZPlayerImplementHeading::RotateOrient(), and SDayZPlayerHeadingModel().
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Definition at line 2660 of file dayzplayerimplement.c.
Definition at line 3760 of file dayzplayerimplement.c.
Referenced by CommandHandler().
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Definition at line 475 of file dayzplayerimplement.c.
References m_MovementState.
Referenced by HandleView().
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Definition at line 486 of file dayzplayerimplement.c.
References m_isFBsymptomPlaying.
Referenced by CanClimb(), and CanJump().
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Referenced by HandleADS(), and HandleWeapons().
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Definition at line 309 of file dayzplayerimplement.c.
References m_MovementState.
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Definition at line 3852 of file dayzplayerimplement.c.
References m_HandheldOpticsInUse.
Referenced by CommandHandler(), HandleADS(), and SetOptics().
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Checks if fullbody animation or specific locked state is active in emote manager.
Referenced by CanClimb(), and CanJump().
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Definition at line 1329 of file dayzplayerimplement.c.
References m_DamageHitAnimType, and m_DamageHitFullbody.
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Definition at line 289 of file dayzplayerimplement.c.
References m_CameraIronsight.
Referenced by HandleWeapons().
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Definition at line 294 of file dayzplayerimplement.c.
References m_CameraOptics.
Referenced by HandleWeapons().
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Definition at line 299 of file dayzplayerimplement.c.
References m_Camera3rdPerson.
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Definition at line 465 of file dayzplayerimplement.c.
References GetParent(), and m_MovementState.
Referenced by EvaluateDamageHitAnimation(), and HandleView().
Definition at line 3729 of file dayzplayerimplement.c.
References HumanCommandFall().
Referenced by CommandHandler().
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Referenced by HandleADS().
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Definition at line 3786 of file dayzplayerimplement.c.
References m_PlayerSelected.
Referenced by ShowDeadScreen().
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Definition at line 3861 of file dayzplayerimplement.c.
References m_IsRaised.
Referenced by CanClimb(), CanJump(), HandleADS(), and HandleView().
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Referenced by CanClimb(), CanJump(), and CheckForTakeItem().
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Definition at line 279 of file dayzplayerimplement.c.
References m_IsShootingFromCamera.
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Definition at line 323 of file dayzplayerimplement.c.
References m_SprintFull.
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Definition at line 470 of file dayzplayerimplement.c.
References m_MovementState.
Referenced by EvaluateDamageHitAnimation(), and HandleView().
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Definition at line 318 of file dayzplayerimplement.c.
References m_IsTryingHoldBreath.
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Definition at line 340 of file dayzplayerimplement.c.
References m_WeaponDebug.
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Referenced by CameraHandler(), HandleADS(), and HandleView().
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Definition at line 926 of file dayzplayerimplement.c.
References m_WeaponRaiseCompleted.
Referenced by HandleADS(), and HandleWeapons().
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Definition at line 874 of file dayzplayerimplement.c.
References g_Game, INPUT_DEVICE_GAMEPAD, INPUT_DEVICE_KEYBOARD, and INPUT_DEVICE_MOUSE.
Referenced by SimulateDeath().
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Definition at line 2259 of file dayzplayerimplement.c.
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ModOverrides.
Definition at line 2249 of file dayzplayerimplement.c.
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Definition at line 2254 of file dayzplayerimplement.c.
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Called when 2D optics are about to be drawn.
Definition at line 3886 of file dayzplayerimplement.c.
References GetCachedEquipment(), HumanInventory::GetEntityInHands(), ItemOptics::IsInOptics(), ItemOptics::IsUsableWithNV(), ItemOptics::IsUsingOptics2DModel(), CachedEquipmentStorageQuery::m_Category, and CachedEquipmentStorageQuery::m_Placement.
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Definition at line 937 of file dayzplayerimplement.c.
References Error(), GetDayZPlayerInventory(), INPUT_UDT_HAND_REMOTE_EVENT, INPUT_UDT_INVENTORY, INPUT_UDT_WEAPON_REMOTE_EVENT, and Serializer::Read().
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Definition at line 963 of file dayzplayerimplement.c.
References Error(), GetDayZPlayerInventory(), INPUT_UDT_INVENTORY, and Serializer::Read().
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Definition at line 2996 of file dayzplayerimplement.c.
References INPUT_UDT_MELEE_TARGET, m_MeleeCombat, Serializer::Read(), and vector::Zero.
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Input userdata.
Definition at line 2984 of file dayzplayerimplement.c.
References Error(), OnInputUserDataProcess(), and Serializer::Read().
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Definition at line 988 of file dayzplayerimplement.c.
References HumanInventoryWithFSM::CheckFSMState(), and StopWeaponEvent().
Referenced by HandActionBase::Action(), NetSyncCurrentStateID(), and OnAfterStoreLoad().
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Definition at line 1841 of file dayzplayerimplement.c.
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Definition at line 1837 of file dayzplayerimplement.c.
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called every command handler tick when player is on ladder
Referenced by CommandHandler().
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Definition at line 3744 of file dayzplayerimplement.c.
References HumanCommandFall(), and FallDamageData::m_LandType.
Referenced by CommandHandler().
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Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
Definition at line 2944 of file dayzplayerimplement.c.
References m_MovementState, OnSprintEnd(), and OnSprintStart().
Referenced by CommandHandler().
Definition at line 3408 of file dayzplayerimplement.c.
Definition at line 3347 of file dayzplayerimplement.c.
References GetInstanceType(), Debug::Log(), m_PlayerSoundEventHandler, m_ReplaceSoundEventHandler, PlaySoundEvent(), PlaySoundEventType(), ProcessAttachmentEvent(), ProcessSoundEvent(), ProcessVoiceEvent(), and ProcessWeaponEvent().
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Definition at line 2966 of file dayzplayerimplement.c.
References UAInputAPI::GetInputByID(), GetInstanceType(), GetUApi(), and UAInput::Unlock().
Referenced by OnMovementChanged().
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Definition at line 2957 of file dayzplayerimplement.c.
References UAInputAPI::GetInputByID(), GetInstanceType(), GetUApi(), and UAInput::Lock().
Referenced by OnMovementChanged().
Event Processing.
Definition at line 3215 of file dayzplayerimplement.c.
References AddNoise(), AttenuateSoundIfNecessary(), PlayerConstants::CHECK_EVERY_N_STEP, Count, DayZPlayerType(), g_Game, VegetationSound::GetAnimEventIds(), GetBootsType(), GetDayZPlayerType(), NoiseAIEvaluate::GetNoiseMultiplier(), NoiseAIEvaluate::GetNoiseReduction(), GetOrientation(), GetPosition(), DayZPlayerTypeStepSoundLookupTable::GetSoundBuilder(), VegetationSound::GetSoundObjectBuilder(), Surface::GetStepsParticleID(), GetSurfaceType(), string::Hash(), string::Length(), Debug::Log(), HumanMovementState::m_iMovement, HumanMovementState::m_iStanceIdx, m_LastSurfaceUnderHash, m_StepCounter, NoiseParams(), ParticleManager(), PlaySound(), MiscEffects::PlayVegetationCollideParticles(), ProcessFeetDamageServer(), SoundObjectBuilder(), Vector(), and WoodBase().
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SyncJunctures.
Definition at line 3039 of file dayzplayerimplement.c.
References m_DeathAnimType, m_DeathHitDir, m_SyncedHitDataArray, DayZPlayerSyncJunctures::ReadDamageHitParamsEx(), DayZPlayerSyncJunctures::ReadDeathParams(), DayZPlayerSyncJunctures::SJ_DAMAGE_HIT, and DayZPlayerSyncJunctures::SJ_DEATH.
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Definition at line 595 of file dayzplayerimplement.c.
References g_Game, m_TriggerPullPlayerOutOfVehicleSynch, and TriggerPullPlayerOutOfVehicleImpl().
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Definition at line 284 of file dayzplayerimplement.c.
References m_IsShootingFromCamera.
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movement sliding override, originally for FB gestures
Definition at line 3766 of file dayzplayerimplement.c.
References GetDayZPlayerType(), and m_MoveSettings.
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Sounds.
Definition at line 3194 of file dayzplayerimplement.c.
References AbstractWave(), g_Game, GetPosition(), SoundObject::SetPosition(), and SoundObjectBuilder().
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Definition at line 482 of file dayzplayerimplement.c.
Referenced by OnSoundEvent().
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Definition at line 483 of file dayzplayerimplement.c.
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Handle sound event by respective sound handler based on its type.
Definition at line 481 of file dayzplayerimplement.c.
Referenced by OnSoundEvent().
Definition at line 3471 of file dayzplayerimplement.c.
References AttenuateSoundIfNecessary(), DayZPlayerType(), GetBackAttachmentType(), GetBodyAttachmentType(), GetDayZPlayerType(), GetShoulderAttachmentType(), DayZPlayerTypeAttachmentSoundLookupTable::GetSoundBuilder(), PlaySound(), SoundObjectBuilder(), and string::Split().
Referenced by OnSoundEvent().
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Referenced by OnStepEvent().
Jump / Climb.
Definition at line 1750 of file dayzplayerimplement.c.
References HumanInputController::IsJumpClimb(), and m_JumpClimb.
Referenced by CommandHandler().
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Referenced by HandleWeapons().
Definition at line 3535 of file dayzplayerimplement.c.
References AbstractWave(), AttenuateSoundIfNecessary(), DayZPlayerType(), g_Game, GetDayZPlayerType(), NoiseAIEvaluate::GetNoiseReduction(), GetPosition(), m_PerformedActionSounds, PlaySound(), SetVariablesLadderSoundObjectBuilder(), and SoundObjectBuilder().
Referenced by OnSoundEvent().
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Definition at line 3577 of file dayzplayerimplement.c.
References AbstractWave(), AttenuateSoundIfNecessary(), DayZPlayerType(), GameInventory::FindAttachment(), GetDayZPlayerType(), DayZPlayerTypeVoiceSoundLookupTable::GetSoundBuilder(), string::Hash(), PlaySound(), and SoundObjectBuilder().
Referenced by OnSoundEvent().
Definition at line 3414 of file dayzplayerimplement.c.
References AbstractWave(), AddNoise(), AttenuateSoundIfNecessary(), Class::CastTo(), DayZPlayerType(), g_Game, GetDayZPlayerType(), NoiseAIEvaluate::GetNoiseReduction(), InventoryItemType(), m_ActionSoundCategoryHash, m_PerformedActionSounds, PlaySound(), and SoundObjectBuilder().
Referenced by OnSoundEvent().
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Referenced by EEHitBy().
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Definition at line 1428 of file dayzplayerimplement.c.
References m_DamageHitAnimType, m_DamageHitFullbody, and m_HitElapsedTime.
Referenced by HandleDamageHit().
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Definition at line 748 of file dayzplayerimplement.c.
References ResetDeathCooldown().
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Definition at line 920 of file dayzplayerimplement.c.
References m_WeaponRaiseCompleted, and m_WeaponRaiseTime.
Referenced by HandleADS(), and HandleWeapons().
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Definition at line 777 of file dayzplayerimplement.c.
References m_DeathJuctureSent, and DayZPlayerSyncJunctures::SendDeath().
Referenced by EEHitBy(), and EEKilled().
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Definition at line 452 of file dayzplayerimplement.c.
References m_ClimbingLadderType.
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Definition at line 355 of file dayzplayerimplement.c.
References m_CurrentWaterLevel.
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Definition at line 345 of file dayzplayerimplement.c.
References m_FallYDiff.
Referenced by CommandHandler().
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Definition at line 3847 of file dayzplayerimplement.c.
References m_HandheldOpticsInUse.
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Definition at line 360 of file dayzplayerimplement.c.
References m_CameraIronsight, HumanInputController::ResetFreeLookToggle(), and HumanCommandWeapons::SetADS().
Referenced by ExitSights(), HandleADS(), and HandleOptic().
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Definition at line 304 of file dayzplayerimplement.c.
References m_Camera3rdPerson.
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Definition at line 380 of file dayzplayerimplement.c.
References IsHandheldOpticsInUse(), m_CameraOptics, HumanInputController::ResetFreeLookToggle(), and HumanCommandWeapons::SetADS().
Referenced by DayZPlayerImplement(), ExitSights(), and SwitchOptics().
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Definition at line 3796 of file dayzplayerimplement.c.
References m_Suicide.
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Definition at line 3502 of file dayzplayerimplement.c.
References GetBootsType(), m_ClimbingLadderType, and SoundObjectBuilder().
Referenced by ProcessSoundEvent().
Definition at line 793 of file dayzplayerimplement.c.
References CALL_CATEGORY_GUI, g_Game, IsPlayerSelected(), OnlineServices::SetMultiplayState(), and StopDeathDarkeningEffect().
Referenced by SimulateDeath().
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Definition at line 328 of file dayzplayerimplement.c.
References m_WeaponDebug.
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Definition at line 835 of file dayzplayerimplement.c.
References DEFAULT_DYING_TIME, DYING_PROGRESSION_TIME, g_Game, LockControls(), m_DeathEffectTimer, m_IsUnconscious, ShowDeadScreen(), and StopDeathDarkeningEffect().
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Definition at line 826 of file dayzplayerimplement.c.
References m_DeathEffectTimer.
Referenced by CGame::OnRespawnEvent(), ShowDeadScreen(), and SimulateDeath().
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Definition at line 1845 of file dayzplayerimplement.c.
References GetDayZPlayerInventory().
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Definition at line 484 of file dayzplayerimplement.c.
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Definition at line 1850 of file dayzplayerimplement.c.
References GetDayZPlayerInventory().
Referenced by OnItemInHandsChanged().
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Definition at line 425 of file dayzplayerimplement.c.
References ItemOptics::EnterOptics(), ItemOptics::ExitOptics(), ItemOptics::IsSightOnly(), m_CameraOptics, ItemOptics::OnOpticEnter(), ItemOptics::OnOpticExit(), and SetOptics().
Referenced by ExitSights(), HandleADS(), and HandleOptic().
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Definition at line 1861 of file dayzplayerimplement.c.
References GetDayZPlayerInventory().
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we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
Definition at line 526 of file dayzplayerimplement.c.
References Class::CastTo(), g_Game, GetParent(), and TriggerPullPlayerOutOfVehicleImpl().
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Reset the cooldown so simulation doesn't automatically get re-disabled
Synced to re-enable simulation on client as the death processing sets disable simulation to local only
Handle own client animation freeze
Definition at line 575 of file dayzplayerimplement.c.
References GetInstanceType(), m_PullPlayerOutOfVehicleState, m_TriggerPullPlayerOutOfVehicleSynch, and ResetDeathCooldown().
Referenced by OnVariablesSynchronized(), and TriggerPullPlayerOutOfVehicle().
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Definition at line 3960 of file dayzplayerimplement.c.
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Definition at line 88 of file dayzplayerimplement.c.
Referenced by SimulateDeath().
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how long does it take to full death screen [s]
Definition at line 89 of file dayzplayerimplement.c.
Referenced by SimulateDeath().
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Definition at line 1326 of file dayzplayerimplement.c.
Referenced by HandleDamageHit().
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Definition at line 162 of file dayzplayerimplement.c.
Referenced by ProcessWeaponEvent().
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Definition at line 3962 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement().
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Definition at line 3963 of file dayzplayerimplement.c.
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Definition at line 153 of file dayzplayerimplement.c.
Referenced by AimingModel().
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Definition at line 93 of file dayzplayerimplement.c.
Referenced by AimingModel(), DayZPlayerImplement(), and GetAimingModel().
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Definition at line 111 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), and HandleADS().
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Definition at line 109 of file dayzplayerimplement.c.
Referenced by CameraHandler(), DayZPlayerImplement(), HandleView(), IsInThirdPerson(), and SetIsInThirdPerson().
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DEPRECATED.
Definition at line 3961 of file dayzplayerimplement.c.
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Definition at line 114 of file dayzplayerimplement.c.
Referenced by GetEyeZoomLevel(), and HandleView().
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Definition at line 115 of file dayzplayerimplement.c.
Referenced by CameraHandler(), HandleADS(), HandleOptic(), HandleView(), HandleWeapons(), IsInIronsights(), and SetIronsights().
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Definition at line 116 of file dayzplayerimplement.c.
Referenced by CameraHandler(), CommandHandler(), HandleADS(), HandleOptic(), HandleView(), HandleWeapons(), IsInOptics(), SetOptics(), and SwitchOptics().
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Definition at line 117 of file dayzplayerimplement.c.
Referenced by HandleView().
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Definition at line 110 of file dayzplayerimplement.c.
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Definition at line 141 of file dayzplayerimplement.c.
Referenced by SetClimbingLadderType(), and SetVariablesLadderSoundObjectBuilder().
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Definition at line 133 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and DayZPlayerImplement().
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Definition at line 156 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), GetCurrentWaterLevel(), and SetCurrentWaterLevel().
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Definition at line 1324 of file dayzplayerimplement.c.
Referenced by EvaluateDamageHit().
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Definition at line 1322 of file dayzplayerimplement.c.
Referenced by EvaluateDamageHit(), HandleDamageHit(), IsInFullbodyDamageAnimation(), and ResetDamageHitState().
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Definition at line 1323 of file dayzplayerimplement.c.
Referenced by EvaluateDamageHit(), and HandleDamageHit().
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HandleDamageHit.
Definition at line 1321 of file dayzplayerimplement.c.
Referenced by EvaluateDamageHit(), HandleDamageHit(), IsInFullbodyDamageAnimation(), and ResetDamageHitState().
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HandleDeath.
Definition at line 501 of file dayzplayerimplement.c.
Referenced by HandleDeath(), and OnSyncJuncture().
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Definition at line 119 of file dayzplayerimplement.c.
|
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Definition at line 130 of file dayzplayerimplement.c.
Referenced by SimulateDeath(), and StopDeathDarkeningEffect().
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Definition at line 502 of file dayzplayerimplement.c.
Referenced by HandleDeath(), and OnSyncJuncture().
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Definition at line 503 of file dayzplayerimplement.c.
Referenced by SendDeathJuncture().
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VKOSTIK - tady dat 0 misto -1.
Definition at line 2668 of file dayzplayerimplement.c.
Referenced by CommandHandlerDebug().
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Definition at line 2669 of file dayzplayerimplement.c.
Referenced by CommandHandlerDebug().
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Definition at line 2672 of file dayzplayerimplement.c.
Referenced by CommandHandlerDebug().
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Definition at line 2673 of file dayzplayerimplement.c.
Referenced by CommandHandlerDebug().
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Definition at line 2671 of file dayzplayerimplement.c.
Referenced by CommandHandlerDebug().
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Definition at line 164 of file dayzplayerimplement.c.
Referenced by CommandHandler(), GetDeltaT(), and HandleDamageHit().
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Definition at line 99 of file dayzplayerimplement.c.
Referenced by CommandHandler(), DayZPlayerImplement(), and GetFallDamage().
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Definition at line 103 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and SetFallYDiff().
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Definition at line 131 of file dayzplayerimplement.c.
|
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This HeadingModel.
Definition at line 1616 of file dayzplayerimplement.c.
Referenced by HeadingModel().
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Definition at line 166 of file dayzplayerimplement.c.
Referenced by HandleWeapons().
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Definition at line 167 of file dayzplayerimplement.c.
Referenced by HandleWeapons().
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Definition at line 143 of file dayzplayerimplement.c.
Referenced by IsHandheldOpticsInUse(), and SetHandheldOpticsInUse().
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Definition at line 1327 of file dayzplayerimplement.c.
Referenced by HandleDamageHit(), and ResetDamageHitState().
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Definition at line 142 of file dayzplayerimplement.c.
Referenced by IsFBSymptomPlaying().
|
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Definition at line 3965 of file dayzplayerimplement.c.
Referenced by HandleWeapons().
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Definition at line 107 of file dayzplayerimplement.c.
Referenced by CameraHandler(), CommandHandler(), and IsRaised().
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Definition at line 121 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), IsShootingFromCamera(), and OverrideShootFromCamera().
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Definition at line 120 of file dayzplayerimplement.c.
Referenced by HandleWeapons(), and IsTryingHoldBreath().
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Definition at line 124 of file dayzplayerimplement.c.
Referenced by SimulateDeath().
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Definition at line 126 of file dayzplayerimplement.c.
|
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Definition at line 154 of file dayzplayerimplement.c.
Referenced by CameraHandler(), CommandHandler(), and HandleView().
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Definition at line 98 of file dayzplayerimplement.c.
Referenced by CameraHandler(), CommandHandler(), DayZPlayerImplement(), and ProcessJumpOrClimb().
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Definition at line 2238 of file dayzplayerimplement.c.
Referenced by HandleView().
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Definition at line 2239 of file dayzplayerimplement.c.
Referenced by HandleView().
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Definition at line 128 of file dayzplayerimplement.c.
Referenced by CommandHandler().
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Definition at line 2237 of file dayzplayerimplement.c.
Referenced by HandleView().
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Definition at line 2235 of file dayzplayerimplement.c.
Referenced by HandleView().
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Definition at line 2236 of file dayzplayerimplement.c.
Referenced by HandleView().
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Definition at line 139 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), and OnStepEvent().
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Definition at line 134 of file dayzplayerimplement.c.
Referenced by CameraHandler(), HandleADS(), HandleView(), and HandleWeapons().
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Definition at line 94 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), GetMeleeCombat(), and OnInputUserDataProcess().
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Definition at line 95 of file dayzplayerimplement.c.
Referenced by CommandHandler(), DayZPlayerImplement(), EvaluateDamageHitAnimation(), and GetMeleeFightLogic().
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time step for gradual update of dead screen visibilibty up to full visbility [s]
cached ptr for movement state
Definition at line 92 of file dayzplayerimplement.c.
Referenced by AimingModel(), CameraHandler(), CanClimb(), CanJump(), CommandHandler(), EvaluateDamageHit(), EvaluateDamageHitAnimation(), HandleADS(), HandleView(), HandleWeapons(), HeadingModel(), IsClimbingLadder(), IsFireWeaponRaised(), IsInVehicle(), IsSwimming(), and OnMovementChanged().
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Definition at line 102 of file dayzplayerimplement.c.
Referenced by OverrideSlidePoseAngle().
|
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Definition at line 147 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and DayZPlayerImplement().
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Definition at line 135 of file dayzplayerimplement.c.
Referenced by HandleWeapons().
|
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Definition at line 149 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), ProcessSoundEvent(), and ProcessWeaponEvent().
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Definition at line 122 of file dayzplayerimplement.c.
Referenced by IsPlayerSelected().
|
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Definition at line 100 of file dayzplayerimplement.c.
Referenced by OnSoundEvent().
|
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Definition at line 132 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and DayZPlayerImplement().
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Definition at line 136 of file dayzplayerimplement.c.
|
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Definition at line 137 of file dayzplayerimplement.c.
|
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Definition at line 138 of file dayzplayerimplement.c.
|
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Definition at line 145 of file dayzplayerimplement.c.
|
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Definition at line 3964 of file dayzplayerimplement.c.
|
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Definition at line 160 of file dayzplayerimplement.c.
Referenced by HandleDeath().
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Definition at line 161 of file dayzplayerimplement.c.
Referenced by HandleDeath(), and TriggerPullPlayerOutOfVehicleImpl().
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Definition at line 152 of file dayzplayerimplement.c.
Referenced by AimingModel().
|
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Definition at line 101 of file dayzplayerimplement.c.
Referenced by OnSoundEvent().
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Definition at line 144 of file dayzplayerimplement.c.
Referenced by HandleADS().
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Definition at line 125 of file dayzplayerimplement.c.
Referenced by HandleDeath().
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Definition at line 108 of file dayzplayerimplement.c.
Referenced by HandleWeapons().
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Definition at line 2240 of file dayzplayerimplement.c.
Referenced by HandleView().
|
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Definition at line 104 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and DayZPlayerImplement().
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Definition at line 105 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and DayZPlayerImplement().
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Definition at line 106 of file dayzplayerimplement.c.
Referenced by CommandHandler(), DayZPlayerImplement(), and IsSprintFull().
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Definition at line 146 of file dayzplayerimplement.c.
Referenced by OnStepEvent().
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Definition at line 123 of file dayzplayerimplement.c.
Referenced by CommitedSuicide(), and SetSuicide().
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Definition at line 96 of file dayzplayerimplement.c.
Referenced by CommandHandler(), and DayZPlayerImplement().
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Definition at line 148 of file dayzplayerimplement.c.
Referenced by DayZPlayerImplement(), EvaluateDamageHit(), and OnSyncJuncture().
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This is Debug functionality.
Definition at line 2667 of file dayzplayerimplement.c.
Referenced by CommandHandlerDebug().
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Definition at line 97 of file dayzplayerimplement.c.
Referenced by CommandHandler(), DayZPlayerImplement(), and GetThrowing().
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Definition at line 140 of file dayzplayerimplement.c.
Referenced by CommandHandler(), GetTransportCache(), HandleDamageHit(), and HandleDeath().
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Definition at line 159 of file dayzplayerimplement.c.
Referenced by OnVariablesSynchronized(), and TriggerPullPlayerOutOfVehicleImpl().
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Definition at line 127 of file dayzplayerimplement.c.
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Definition at line 158 of file dayzplayerimplement.c.
Referenced by HandleDeath().
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Definition at line 3966 of file dayzplayerimplement.c.
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Definition at line 129 of file dayzplayerimplement.c.
Referenced by IsWeaponDebugEnabled(), and ShowWeaponDebug().
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measures time from the weapon raise start to complete raise (once per)
Definition at line 113 of file dayzplayerimplement.c.
Referenced by CompleteWeaponRaise(), DayZPlayerImplement(), IsWeaponRaiseCompleted(), and ResetWeaponRaiseProgress().
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Definition at line 112 of file dayzplayerimplement.c.
Referenced by CompleteWeaponRaise(), DayZPlayerImplement(), HandleWeapons(), and ResetWeaponRaiseProgress().