Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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DayZPlayer Class Reference

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< InventoryItemOnDrawOptics2D ()
 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 ()

Protected Attributes

const float HIT_INTERVAL_MIN = 0.3
int m_ActionSoundCategoryHash
ref Timer m_ADSAutomationTimer
bool m_ADSTimerLaunched
bool m_AimingFinisherStarted = false
ref DayZPlayerImplementAiming m_AimingModel
bool m_bADS
bool m_Camera3rdPerson
bool m_CameraEyeZoom
 DEPRECATED.
ECameraZoomType m_CameraEyeZoomLevel
bool m_CameraIronsight
bool m_CameraOptics
bool m_CameraOpticsAimOverride
bool m_CameraZoomToggle
string m_ClimbingLadderType
bool m_ContinueFirearmMelee
float m_DamageHealth = 0.0
int m_DamageHitAnimType = -1.0
float m_DamageHitDir = 0.0
bool m_DamageHitFullbody = false
 HandleDamageHit.
int m_DeathAnimType = -2
 HandleDeath.
float m_DeathDarkeningCurrentTime
ref DeathEffectTimer m_DeathEffectTimer
float m_DeathHitDir = 0
bool m_DeathJuctureSent = false
float m_DebugDirectionVal = -180
 VKOSTIK - tady dat 0 misto -1.
bool m_DebugTypeVal = false
string m_DebugWeaponChangeItem
int m_DebugWeaponChangeShowSlot
int m_DebugWeaponChangeStage = 0
float m_dT
ref DayZPlayerImplementFallDamage m_FallDamage
float m_FallYDiff
ref Timer m_FightEndBlendTimer
float m_fLastHeadingDiff = 0
 This HeadingModel.
float m_fObstructionSmooth
float m_fObstructionSmoothVelocity [1]
bool m_HandheldOpticsInUse
float m_HitElapsedTime = HIT_INTERVAL_MIN
bool m_isFBsymptomPlaying
bool m_IsFireWeaponRaised
bool m_IsRaised
bool m_IsShootingFromCamera
bool m_IsTryingHoldBreath
bool m_IsUnconscious
bool m_IsUnconsciousFalling
bool m_IsWeapon
ref DayZPlayerImplementJumpClimb m_JumpClimb
int m_LastBackSoundTime
int m_LastBackSoundTime2
int m_LastCommandBeforeUnconscious
float m_LastHeadingAngle
float m_LastHeadingAngleBlock
float m_LastHeadingAngleBlock2
int m_LastSurfaceUnderHash
bool m_LiftWeapon_player
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic
SHumanCommandMoveSettings m_MoveSettings
int m_NextVoNNoiseTime
float m_ObstructWeapon_player
ref array< AbstractWavem_PerformedActionSounds
bool m_PlayerSelected
ref PlayerSoundEventHandler m_PlayerSoundEventHandler
bool m_ProcessFirearmMeleeHit
bool m_ProcessLiftWeapon
bool m_ProcessLiftWeaponState
float m_ProcessObstructWeapon
bool m_ProcessResetADS
bool m_ProcessWeaponRaiseCompleted
bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
int m_PullPlayerOutOfVehicleState = -1
bool m_RaiseStarted = false
ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
bool m_ResetADS
bool m_ShouldBeUnconscious
bool m_ShouldReload
float m_SoundOffset
float m_SprintedTime
float m_SprintedTimePerStanceMin
bool m_SprintFull
int m_StepCounter
bool m_Suicide
ref DayZPlayerImplementSwimming m_Swimming
ref array< ref SyncHitInfo > m_SyncedHitDataArray
float m_TestDamageCounter = -1
 This is Debug functionality.
ref DayZPlayerImplementThrowing m_Throwing
Transport m_TransportCache
bool m_TriggerPullPlayerOutOfVehicleSynch
bool m_UnconsciousDebug
bool m_WasIronSight
ref WeaponDebug m_WeaponDebug
bool m_WeaponRaiseCompleted
 measures time from the weapon raise start to complete raise (once per)

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]

Detailed Description

Definition at line 86 of file dayzplayerimplement.c.

Constructor & Destructor Documentation

◆ ~DayZPlayerImplement()

void ~DayZPlayerImplement ( )
inlineprotected

Definition at line 264 of file dayzplayerimplement.c.

Member Function Documentation

◆ AbortWeaponEvent()

void AbortWeaponEvent ( )
inlineprotected

Definition at line 1855 of file dayzplayerimplement.c.

References GetDayZPlayerInventory().

◆ AddNoise()

void AddNoise ( NoiseParams noisePar,
float noiseMultiplier = 1.0 )
inlineprotected

Definition at line 3204 of file dayzplayerimplement.c.

References g_Game, and NoiseParams().

◆ AimingModel()

override bool AimingModel ( float pDt,
SDayZPlayerAimingModel pModel )
inlineprotected

◆ AttenuateSoundIfNecessary()

void AttenuateSoundIfNecessary ( SoundObject soundObject)
inlineprotected

◆ CameraHandler()

◆ CanClimb()

bool CanClimb ( int climbType,
SHumanCommandClimbResult climbRes )
inlineprotected

◆ CanConsumeStamina()

bool CanConsumeStamina ( EStaminaConsumers consumer)
protected

◆ CanJump()

◆ CanPickupHeavyItem()

bool CanPickupHeavyItem ( notnull EntityAI item)
inlineprotected

-------------— Checks if player can pick up heavy item ----------------------—

Definition at line 3870 of file dayzplayerimplement.c.

References DayZPlayerUtils().

Referenced by CanPickupHeavyItemSwap().

◆ CanPickupHeavyItemSwap()

bool CanPickupHeavyItemSwap ( notnull EntityAI item1,
notnull EntityAI item2 )
inlineprotected

Definition at line 3875 of file dayzplayerimplement.c.

References CanPickupHeavyItem().

◆ CanStartConsumingStamina()

bool CanStartConsumingStamina ( EStaminaConsumers consumer)
protected

◆ CheckAnimationOverrides()

void CheckAnimationOverrides ( )
inlineprotected

Definition at line 3782 of file dayzplayerimplement.c.

◆ CheckForDropItem()

bool CheckForDropItem ( EntityAI item)
inlineprotected

Definition at line 3678 of file dayzplayerimplement.c.

References CheckForTakeItem().

◆ CheckForRespawn()

bool CheckForRespawn ( EntityAI item)
inlineprotected

Player respawn.

Definition at line 3696 of file dayzplayerimplement.c.

◆ CheckForTakeItem()

bool CheckForTakeItem ( EntityAI item)
inlineprotected

anti-cheat condition

Definition at line 3667 of file dayzplayerimplement.c.

References IsRestrained().

Referenced by CheckForDropItem().

◆ CheckLiftWeapon()

void CheckLiftWeapon ( )
protected

Referenced by HandleWeapons().

◆ CommandHandler()

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

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().

◆ CommandHandlerDebug()

◆ CommitedSuicide()

bool CommitedSuicide ( )
inlineprotected

Definition at line 3801 of file dayzplayerimplement.c.

References m_Suicide.

Referenced by HandleDamageHit(), and HandleDeath().

◆ CompleteWeaponRaise()

void CompleteWeaponRaise ( )
inlineprotected

◆ DayZPlayerImplement()

◆ DeathDropHandEntity()

void DeathDropHandEntity ( )
inlineprotected

◆ DepleteStamina()

void DepleteStamina ( EStaminaModifiers modifier,
float dT = -1 )
inlineprotected

Definition at line 3971 of file dayzplayerimplement.c.

◆ DepleteStaminaEx()

void DepleteStaminaEx ( EStaminaModifiers modifier,
float dT = -1,
float coef = 1.0 )
protected

◆ EEHitBy()

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

◆ EEKilled()

override void EEKilled ( Object killer)
inlineprotected

Definition at line 786 of file dayzplayerimplement.c.

References SendDeathJuncture().

◆ EOnContact()

void EOnContact ( IEntity other,
Contact extra )
inlineprotected

Phx contact event.

Definition at line 3814 of file dayzplayerimplement.c.

References g_Game, and GetParent().

◆ EvaluateDamageHit()

void EvaluateDamageHit ( int pCurrentCommandID)
inlineprotected

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.

◆ EvaluateDamageHitAnimation()

bool EvaluateDamageHitAnimation ( TotalDamageResult pDamageResult,
int pDamageType,
EntityAI pSource,
string pComponent,
string pAmmoType,
vector pModelPos,
out int pAnimType,
out float pAnimHitDir,
out bool pAnimHitFullbody )
inlineprotected

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().

◆ EvaluateDeathAnimation()

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

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().

◆ ExitSights()

void ExitSights ( )
inlineprotected

◆ GetAimingModel()

DayZPlayerImplementAiming GetAimingModel ( )
inlineprotected

Definition at line 239 of file dayzplayerimplement.c.

References m_AimingModel.

◆ GetBackAttachmentType()

AnimBackType GetBackAttachmentType ( )
inlineprotected

Definition at line 3107 of file dayzplayerimplement.c.

Referenced by ProcessAttachmentEvent().

◆ GetBodyAttachmentType()

AnimUpperBodyType GetBodyAttachmentType ( )
inlineprotected

Definition at line 3076 of file dayzplayerimplement.c.

Referenced by ProcessAttachmentEvent().

◆ GetBootsType()

AnimBootsType GetBootsType ( )
inlineprotected

Definition at line 3058 of file dayzplayerimplement.c.

Referenced by OnStepEvent(), and SetVariablesLadderSoundObjectBuilder().

◆ GetCachedEquipment()

override CachedEquipmentStorage GetCachedEquipment ( )
inlineprotected

Definition at line 460 of file dayzplayerimplement.c.

References CachedEquipmentStorage().

Referenced by OnDrawOptics2D().

◆ GetCurrentWaterLevel()

override float GetCurrentWaterLevel ( )
inlineprotected

Definition at line 350 of file dayzplayerimplement.c.

References m_CurrentWaterLevel.

◆ GetDayZPlayerInventory()

◆ GetDebugText()

override string GetDebugText ( )
inlineprotected

Definition at line 511 of file dayzplayerimplement.c.

References GetParent().

◆ GetDeltaT()

float GetDeltaT ( )
inlineprotected

Definition at line 491 of file dayzplayerimplement.c.

References m_dT.

◆ GetEyeZoomLevel()

override int GetEyeZoomLevel ( )
inlineprotected

Definition at line 274 of file dayzplayerimplement.c.

References m_CameraEyeZoomLevel.

◆ GetFallDamage()

DayZPlayerImplementFallDamage GetFallDamage ( )
inlineprotected

Definition at line 259 of file dayzplayerimplement.c.

References DayZPlayerImplementFallDamage(), and m_FallDamage.

Referenced by EEHitBy().

◆ GetMeleeCombat()

DayZPlayerImplementMeleeCombat GetMeleeCombat ( )
inlineprotected

Definition at line 244 of file dayzplayerimplement.c.

References DayZPlayerImplementMeleeCombat(), and m_MeleeCombat.

◆ GetMeleeFightLogic()

DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic ( )
inlineprotected

◆ GetShoulderAttachmentType()

AnimRangedWeaponType GetShoulderAttachmentType ( )
inlineprotected

Definition at line 3129 of file dayzplayerimplement.c.

Referenced by ProcessAttachmentEvent().

◆ GetSlidePoseAngle()

float GetSlidePoseAngle ( )
inlineprotected

Definition at line 3777 of file dayzplayerimplement.c.

References GetDayZPlayerType().

◆ GetSurfaceType()

string GetSurfaceType ( SurfaceAnimationBone limbType)
inlineprotected

Definition at line 3179 of file dayzplayerimplement.c.

References g_Game.

Referenced by HandleView(), and OnStepEvent().

◆ GetThrowing()

DayZPlayerImplementThrowing GetThrowing ( )
inlineprotected

Definition at line 254 of file dayzplayerimplement.c.

References m_Throwing.

Referenced by HandleADS().

◆ GetTransportCache()

Transport GetTransportCache ( )
inlineprotected

Get the transport that was cached when entering unconsciousness.

Definition at line 506 of file dayzplayerimplement.c.

References m_TransportCache.

◆ GetTypeOfDeath()

int GetTypeOfDeath ( int pCurrentCommandID)
inlineprotected

◆ GetWeaponManager()

WeaponManager GetWeaponManager ( )
inlineprotected

Definition at line 1003 of file dayzplayerimplement.c.

Referenced by HandleWeapons().

◆ GetWeaponObstruction()

float GetWeaponObstruction ( )
protected

◆ HandleADS()

◆ HandleDamageHit()

◆ HandleDeath()

bool HandleDeath ( int pCurrentCommandID)
inlineprotected

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().

◆ HandleOptic()

void HandleOptic ( notnull ItemOptics optic,
bool inHands,
HumanInputController pInputs,
out bool pExitOptics )
inlineprotected

◆ HandleView()

◆ HandleWeapons()

◆ HeadingModel()

◆ HideClothing()

void HideClothing ( ItemOptics optic,
bool state )
inlineprotected

Definition at line 2660 of file dayzplayerimplement.c.

◆ IsAlreadyInFallingCommand()

bool IsAlreadyInFallingCommand ( int pCurrentCommandID)
inlineprotected

Definition at line 3760 of file dayzplayerimplement.c.

Referenced by CommandHandler().

◆ IsClimbingLadder()

bool IsClimbingLadder ( )
inlineprotected

Definition at line 475 of file dayzplayerimplement.c.

References m_MovementState.

Referenced by HandleView().

◆ IsEyeZoom()

override bool IsEyeZoom ( )
inlineprotected

Legacy.

Definition at line 269 of file dayzplayerimplement.c.

References GetEyeZoomLevel().

◆ IsFBSymptomPlaying()

bool IsFBSymptomPlaying ( )
inlineprotected

Definition at line 486 of file dayzplayerimplement.c.

References m_isFBsymptomPlaying.

Referenced by CanClimb(), and CanJump().

◆ IsFighting()

bool IsFighting ( )
protected

Referenced by HandleADS(), and HandleWeapons().

◆ IsFireWeaponRaised()

bool IsFireWeaponRaised ( )
inlineprotected

Definition at line 309 of file dayzplayerimplement.c.

References m_MovementState.

◆ IsHandheldOpticsInUse()

bool IsHandheldOpticsInUse ( )
inlineprotected

Definition at line 3852 of file dayzplayerimplement.c.

References m_HandheldOpticsInUse.

Referenced by CommandHandler(), HandleADS(), and SetOptics().

◆ IsInFBEmoteState()

bool IsInFBEmoteState ( )
protected

Checks if fullbody animation or specific locked state is active in emote manager.

Referenced by CanClimb(), and CanJump().

◆ IsInFullbodyDamageAnimation()

bool IsInFullbodyDamageAnimation ( )
inlineprotected

Definition at line 1329 of file dayzplayerimplement.c.

References m_DamageHitAnimType, and m_DamageHitFullbody.

◆ IsInIronsights()

bool IsInIronsights ( )
inlineprotected

Definition at line 289 of file dayzplayerimplement.c.

References m_CameraIronsight.

Referenced by HandleWeapons().

◆ IsInOptics()

bool IsInOptics ( )
inlineprotected

Definition at line 294 of file dayzplayerimplement.c.

References m_CameraOptics.

Referenced by HandleWeapons().

◆ IsInThirdPerson()

override bool IsInThirdPerson ( )
inlineprotected

Definition at line 299 of file dayzplayerimplement.c.

References m_Camera3rdPerson.

◆ IsInVehicle()

bool IsInVehicle ( )
inlineprotected

Definition at line 465 of file dayzplayerimplement.c.

References GetParent(), and m_MovementState.

Referenced by EvaluateDamageHitAnimation(), and HandleView().

◆ IsLanded()

bool IsLanded ( int pCurrentCommandID)
inlineprotected

Definition at line 3729 of file dayzplayerimplement.c.

References HumanCommandFall().

Referenced by CommandHandler().

◆ IsLiftWeapon()

bool IsLiftWeapon ( )
protected

Referenced by HandleADS().

◆ IsPlayerSelected()

bool IsPlayerSelected ( )
inlineprotected

Definition at line 3786 of file dayzplayerimplement.c.

References m_PlayerSelected.

Referenced by ShowDeadScreen().

◆ IsRaised()

bool IsRaised ( )
inlineprotected

Definition at line 3861 of file dayzplayerimplement.c.

References m_IsRaised.

Referenced by CanClimb(), CanJump(), HandleADS(), and HandleView().

◆ IsRestrained()

bool IsRestrained ( )
protected

Referenced by CanClimb(), CanJump(), and CheckForTakeItem().

◆ IsShootingFromCamera()

override bool IsShootingFromCamera ( )
inlineprotected

Definition at line 279 of file dayzplayerimplement.c.

References m_IsShootingFromCamera.

◆ IsSprintFull()

bool IsSprintFull ( )
inlineprotected

Definition at line 323 of file dayzplayerimplement.c.

References m_SprintFull.

◆ IsSwimming()

bool IsSwimming ( )
inlineprotected

Definition at line 470 of file dayzplayerimplement.c.

References m_MovementState.

Referenced by EvaluateDamageHitAnimation(), and HandleView().

◆ IsTryingHoldBreath()

bool IsTryingHoldBreath ( )
inlineprotected

Definition at line 318 of file dayzplayerimplement.c.

References m_IsTryingHoldBreath.

◆ IsWeaponDebugEnabled()

bool IsWeaponDebugEnabled ( )
inlineprotected

Definition at line 340 of file dayzplayerimplement.c.

References m_WeaponDebug.

◆ IsWeaponObstructionBlockingADS()

bool IsWeaponObstructionBlockingADS ( )
protected

◆ IsWeaponRaiseCompleted()

bool IsWeaponRaiseCompleted ( )
inlineprotected

Definition at line 926 of file dayzplayerimplement.c.

References m_WeaponRaiseCompleted.

Referenced by HandleADS(), and HandleWeapons().

◆ LockControls()

void LockControls ( bool state)
inlineprotected

Definition at line 874 of file dayzplayerimplement.c.

References g_Game, INPUT_DEVICE_GAMEPAD, INPUT_DEVICE_KEYBOARD, and INPUT_DEVICE_MOUSE.

Referenced by SimulateDeath().

◆ ModCommandHandlerAfter()

bool ModCommandHandlerAfter ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

Definition at line 2259 of file dayzplayerimplement.c.

◆ ModCommandHandlerBefore()

bool ModCommandHandlerBefore ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

ModOverrides.

Definition at line 2249 of file dayzplayerimplement.c.

◆ ModCommandHandlerInside()

bool ModCommandHandlerInside ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
inlineprotected

Definition at line 2254 of file dayzplayerimplement.c.

◆ OnDrawOptics2D()

override array< InventoryItem > OnDrawOptics2D ( )
inlineprotected

Called when 2D optics are about to be drawn.

Returns
Collection of optics to be drawn. Draws the provided optics when of ItemOptics type. Draws optic of current muzzle when of Weapon_Base type.

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.

◆ OnInputForRemote()

override void OnInputForRemote ( ParamsReadContext ctx)
inlineprotected

◆ OnInputFromServer()

override void OnInputFromServer ( ParamsReadContext ctx)
inlineprotected

◆ OnInputUserDataProcess()

bool OnInputUserDataProcess ( int userDataType,
ParamsReadContext ctx )
inlineprotected

◆ OnInputUserDataReceived()

void OnInputUserDataReceived ( ParamsReadContext ctx)
inlineprotected

Input userdata.

Definition at line 2984 of file dayzplayerimplement.c.

References Error(), OnInputUserDataProcess(), and Serializer::Read().

◆ OnItemInHandsChanged()

override void OnItemInHandsChanged ( )
inlineprotected

◆ OnJumpEnd()

void OnJumpEnd ( int pLandType = 0)
inlineprotected

Definition at line 1841 of file dayzplayerimplement.c.

◆ OnJumpStart()

void OnJumpStart ( )
inlineprotected

Definition at line 1837 of file dayzplayerimplement.c.

◆ OnLadder()

void OnLadder ( float delta_time,
HumanMovementState pState )
protected

called every command handler tick when player is on ladder

Referenced by CommandHandler().

◆ OnLand()

bool OnLand ( int pCurrentCommandID,
FallDamageData fallDamageData )
inlineprotected

Definition at line 3744 of file dayzplayerimplement.c.

References HumanCommandFall(), and FallDamageData::m_LandType.

Referenced by CommandHandler().

◆ OnMovementChanged()

void OnMovementChanged ( )
inlineprotected

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().

◆ OnParticleEvent()

void OnParticleEvent ( string pEventType,
string pUserString,
int pUserInt )
inlineprotected

Definition at line 3408 of file dayzplayerimplement.c.

◆ OnSoundEvent()

◆ OnSprintEnd()

void OnSprintEnd ( )
inlineprotected

◆ OnSprintStart()

void OnSprintStart ( )
inlineprotected

◆ OnStepEvent()

◆ OnSyncJuncture()

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprotected

◆ OverrideShootFromCamera()

void OverrideShootFromCamera ( bool pState)
inlineprotected

Definition at line 284 of file dayzplayerimplement.c.

References m_IsShootingFromCamera.

◆ OverrideSlidePoseAngle()

void OverrideSlidePoseAngle ( float value)
inlineprotected

movement sliding override, originally for FB gestures

Definition at line 3766 of file dayzplayerimplement.c.

References GetDayZPlayerType(), and m_MoveSettings.

◆ PlaySound()

AbstractWave PlaySound ( SoundObject so,
SoundObjectBuilder sob )
inlineprotected

◆ PlaySoundEvent()

bool PlaySoundEvent ( EPlayerSoundEventID id,
bool from_anim_system = false,
bool is_from_server = false )
inlineprotected

Definition at line 482 of file dayzplayerimplement.c.

Referenced by OnSoundEvent().

◆ PlaySoundEventEx()

bool PlaySoundEventEx ( EPlayerSoundEventID id,
bool from_anim_system = false,
bool is_from_server = false,
int param = 0 )
inlineprotected

Definition at line 483 of file dayzplayerimplement.c.

◆ PlaySoundEventType()

bool PlaySoundEventType ( ESoundEventType soundType,
int soundEventID,
int param = 0 )
inlineprotected

Handle sound event by respective sound handler based on its type.

Definition at line 481 of file dayzplayerimplement.c.

Referenced by OnSoundEvent().

◆ ProcessAttachmentEvent()

◆ ProcessFeetDamageServer()

void ProcessFeetDamageServer ( int pUserInt)
protected

Referenced by OnStepEvent().

◆ ProcessJumpOrClimb()

bool ProcessJumpOrClimb ( float pDt,
int pCurrentCommandID )
inlineprotected

Jump / Climb.

Definition at line 1750 of file dayzplayerimplement.c.

References HumanInputController::IsJumpClimb(), and m_JumpClimb.

Referenced by CommandHandler().

◆ ProcessLiftWeapon()

void ProcessLiftWeapon ( )
protected

Referenced by HandleWeapons().

◆ ProcessSoundEvent()

◆ ProcessVoiceEvent()

◆ ProcessWeaponEvent()

◆ RequestSoundEvent()

void RequestSoundEvent ( EPlayerSoundEventID id,
bool from_server_and_client = false )
protected

Referenced by EEHitBy().

◆ RequestSoundEventEx()

void RequestSoundEventEx ( EPlayerSoundEventID id,
bool from_server_and_client = false,
int param = 0 )
protected

◆ RequestSoundEventStop()

void RequestSoundEventStop ( EPlayerSoundEventID id,
bool from_server_and_client = false,
int param = EPlayerSoundEventParam.STOP_PLAYBACK )
protected

◆ ResetDamageHitState()

void ResetDamageHitState ( bool resetTimer)
inlineprotected

Definition at line 1428 of file dayzplayerimplement.c.

References m_DamageHitAnimType, m_DamageHitFullbody, and m_HitElapsedTime.

Referenced by HandleDamageHit().

◆ ResetDeathStartTime()

void ResetDeathStartTime ( )
inlineprotected

Definition at line 748 of file dayzplayerimplement.c.

References ResetDeathCooldown().

◆ ResetWeaponRaiseProgress()

void ResetWeaponRaiseProgress ( )
inlineprotected

Definition at line 920 of file dayzplayerimplement.c.

References m_WeaponRaiseCompleted, and m_WeaponRaiseTime.

Referenced by HandleADS(), and HandleWeapons().

◆ RunADSTimer()

void RunADSTimer ( )
protected

◆ SendCompleteWeaponRaiseJuncture()

void SendCompleteWeaponRaiseJuncture ( )
protected

◆ SendDeathJuncture()

void SendDeathJuncture ( int pAnimTypeDeath,
float pAnimHitDirDeath )
inlineprotected

Definition at line 777 of file dayzplayerimplement.c.

References m_DeathJuctureSent, and DayZPlayerSyncJunctures::SendDeath().

Referenced by EEHitBy(), and EEKilled().

◆ SendSoundEvent()

void SendSoundEvent ( EPlayerSoundEventID id)
protected

◆ SendSoundEventEx()

void SendSoundEventEx ( EPlayerSoundEventID id,
int param = 0 )
protected

◆ SetClimbingLadderType()

void SetClimbingLadderType ( string value)
inlineprotected

Definition at line 452 of file dayzplayerimplement.c.

References m_ClimbingLadderType.

◆ SetCurrentWaterLevel()

override void SetCurrentWaterLevel ( float pWaterLevel)
inlineprotected

Definition at line 355 of file dayzplayerimplement.c.

References m_CurrentWaterLevel.

◆ SetDeathDarknessLevel()

void SetDeathDarknessLevel ( float duration,
float tick_time )
protected

◆ SetFallYDiff()

void SetFallYDiff ( float value)
inlineprotected

Definition at line 345 of file dayzplayerimplement.c.

References m_FallYDiff.

Referenced by CommandHandler().

◆ SetHandheldOpticsInUse()

void SetHandheldOpticsInUse ( bool state)
inlineprotected

Definition at line 3847 of file dayzplayerimplement.c.

References m_HandheldOpticsInUse.

◆ SetIronsights()

void SetIronsights ( bool value)
inlineprotected

◆ SetIsInThirdPerson()

void SetIsInThirdPerson ( bool state)
inlineprotected

Definition at line 304 of file dayzplayerimplement.c.

References m_Camera3rdPerson.

◆ SetOptics()

◆ SetReturnToOptics()

void SetReturnToOptics ( bool state)
protected

◆ SetSuicide()

void SetSuicide ( bool state)
inlineprotected

Definition at line 3796 of file dayzplayerimplement.c.

References m_Suicide.

◆ SetVariablesLadderSoundObjectBuilder()

void SetVariablesLadderSoundObjectBuilder ( SoundObjectBuilder soundObjectBuilder)
inlineprotected

Definition at line 3502 of file dayzplayerimplement.c.

References GetBootsType(), m_ClimbingLadderType, and SoundObjectBuilder().

Referenced by ProcessSoundEvent().

◆ ShowDeadScreen()

void ShowDeadScreen ( bool show,
float duration )
inlineprotected

◆ ShowWeaponDebug()

void ShowWeaponDebug ( bool show)
inlineprotected

Definition at line 328 of file dayzplayerimplement.c.

References m_WeaponDebug.

◆ SimulateDeath()

◆ StopADSTimer()

void StopADSTimer ( )
protected

◆ StopDeathDarkeningEffect()

override void StopDeathDarkeningEffect ( )
inlineprotected

Definition at line 826 of file dayzplayerimplement.c.

References m_DeathEffectTimer.

Referenced by CGame::OnRespawnEvent(), ShowDeadScreen(), and SimulateDeath().

◆ StopHandEvent()

void StopHandEvent ( )
inlineprotected

Definition at line 1845 of file dayzplayerimplement.c.

References GetDayZPlayerInventory().

◆ StopSoundEvent()

bool StopSoundEvent ( EPlayerSoundEventID id,
bool is_from_server = false,
int param = 0 )
inlineprotected

Definition at line 484 of file dayzplayerimplement.c.

◆ StopWeaponEvent()

void StopWeaponEvent ( )
inlineprotected

Definition at line 1850 of file dayzplayerimplement.c.

References GetDayZPlayerInventory().

Referenced by OnItemInHandsChanged().

◆ SwitchOptics()

◆ SyncDeferredEventToRemotes()

void SyncDeferredEventToRemotes ( )
inlineprotected

Definition at line 1861 of file dayzplayerimplement.c.

References GetDayZPlayerInventory().

◆ TriggerPullPlayerOutOfVehicle()

void TriggerPullPlayerOutOfVehicle ( )
inlineprotected

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().

◆ TriggerPullPlayerOutOfVehicleImpl()

void TriggerPullPlayerOutOfVehicleImpl ( )
inlineprotected

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().

Field Documentation

◆ DEAD_SCREEN_DELAY

const int DEAD_SCREEN_DELAY = 1000
staticprotected

Definition at line 3960 of file dayzplayerimplement.c.

◆ DEFAULT_DYING_TIME

const float DEFAULT_DYING_TIME = 2.5
staticprivate

Definition at line 88 of file dayzplayerimplement.c.

Referenced by SimulateDeath().

◆ DYING_PROGRESSION_TIME

const float DYING_PROGRESSION_TIME = 0.05
staticprivate

how long does it take to full death screen [s]

Definition at line 89 of file dayzplayerimplement.c.

Referenced by SimulateDeath().

◆ HIT_INTERVAL_MIN

const float HIT_INTERVAL_MIN = 0.3
protected

Definition at line 1326 of file dayzplayerimplement.c.

Referenced by HandleDamageHit().

◆ m_ActionSoundCategoryHash

int m_ActionSoundCategoryHash
protected

Definition at line 162 of file dayzplayerimplement.c.

Referenced by ProcessWeaponEvent().

◆ m_ADSAutomationTimer

ref Timer m_ADSAutomationTimer
protected

Definition at line 3962 of file dayzplayerimplement.c.

Referenced by DayZPlayerImplement().

◆ m_ADSTimerLaunched

bool m_ADSTimerLaunched
protected

Definition at line 3963 of file dayzplayerimplement.c.

◆ m_AimingFinisherStarted

bool m_AimingFinisherStarted = false
protected

Definition at line 153 of file dayzplayerimplement.c.

Referenced by AimingModel().

◆ m_AimingModel

ref DayZPlayerImplementAiming m_AimingModel
protected

Definition at line 93 of file dayzplayerimplement.c.

Referenced by AimingModel(), DayZPlayerImplement(), and GetAimingModel().

◆ m_bADS

bool m_bADS
protected

Definition at line 111 of file dayzplayerimplement.c.

Referenced by DayZPlayerImplement(), and HandleADS().

◆ m_Camera3rdPerson

bool m_Camera3rdPerson
protected

◆ m_CameraEyeZoom

bool m_CameraEyeZoom
protected

DEPRECATED.

Definition at line 3961 of file dayzplayerimplement.c.

◆ m_CameraEyeZoomLevel

ECameraZoomType m_CameraEyeZoomLevel
protected

Definition at line 114 of file dayzplayerimplement.c.

Referenced by GetEyeZoomLevel(), and HandleView().

◆ m_CameraIronsight

bool m_CameraIronsight
protected

◆ m_CameraOptics

◆ m_CameraOpticsAimOverride

bool m_CameraOpticsAimOverride
protected

Definition at line 117 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_CameraZoomToggle

bool m_CameraZoomToggle
protected

Definition at line 110 of file dayzplayerimplement.c.

◆ m_ClimbingLadderType

string m_ClimbingLadderType
protected

◆ m_ContinueFirearmMelee

bool m_ContinueFirearmMelee
protected

Definition at line 133 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and DayZPlayerImplement().

◆ m_CurrentWaterLevel

float m_CurrentWaterLevel
private

◆ m_DamageHealth

float m_DamageHealth = 0.0
protected

Definition at line 1324 of file dayzplayerimplement.c.

Referenced by EvaluateDamageHit().

◆ m_DamageHitAnimType

int m_DamageHitAnimType = -1.0
protected

◆ m_DamageHitDir

float m_DamageHitDir = 0.0
protected

Definition at line 1323 of file dayzplayerimplement.c.

Referenced by EvaluateDamageHit(), and HandleDamageHit().

◆ m_DamageHitFullbody

bool m_DamageHitFullbody = false
protected

HandleDamageHit.

Definition at line 1321 of file dayzplayerimplement.c.

Referenced by EvaluateDamageHit(), HandleDamageHit(), IsInFullbodyDamageAnimation(), and ResetDamageHitState().

◆ m_DeathAnimType

int m_DeathAnimType = -2
protected

HandleDeath.

Definition at line 501 of file dayzplayerimplement.c.

Referenced by HandleDeath(), and OnSyncJuncture().

◆ m_DeathDarkeningCurrentTime

float m_DeathDarkeningCurrentTime
protected

Definition at line 119 of file dayzplayerimplement.c.

◆ m_DeathEffectTimer

ref DeathEffectTimer m_DeathEffectTimer
protected

Definition at line 130 of file dayzplayerimplement.c.

Referenced by SimulateDeath(), and StopDeathDarkeningEffect().

◆ m_DeathHitDir

float m_DeathHitDir = 0
protected

Definition at line 502 of file dayzplayerimplement.c.

Referenced by HandleDeath(), and OnSyncJuncture().

◆ m_DeathJuctureSent

bool m_DeathJuctureSent = false
protected

Definition at line 503 of file dayzplayerimplement.c.

Referenced by SendDeathJuncture().

◆ m_DebugDirectionVal

float m_DebugDirectionVal = -180
protected

VKOSTIK - tady dat 0 misto -1.

Definition at line 2668 of file dayzplayerimplement.c.

Referenced by CommandHandlerDebug().

◆ m_DebugTypeVal

bool m_DebugTypeVal = false
protected

Definition at line 2669 of file dayzplayerimplement.c.

Referenced by CommandHandlerDebug().

◆ m_DebugWeaponChangeItem

string m_DebugWeaponChangeItem
protected

Definition at line 2672 of file dayzplayerimplement.c.

Referenced by CommandHandlerDebug().

◆ m_DebugWeaponChangeShowSlot

int m_DebugWeaponChangeShowSlot
protected

Definition at line 2673 of file dayzplayerimplement.c.

Referenced by CommandHandlerDebug().

◆ m_DebugWeaponChangeStage

int m_DebugWeaponChangeStage = 0
protected

Definition at line 2671 of file dayzplayerimplement.c.

Referenced by CommandHandlerDebug().

◆ m_dT

float m_dT
protected

Definition at line 164 of file dayzplayerimplement.c.

Referenced by CommandHandler(), GetDeltaT(), and HandleDamageHit().

◆ m_FallDamage

ref DayZPlayerImplementFallDamage m_FallDamage
protected

Definition at line 99 of file dayzplayerimplement.c.

Referenced by CommandHandler(), DayZPlayerImplement(), and GetFallDamage().

◆ m_FallYDiff

float m_FallYDiff
protected

Definition at line 103 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and SetFallYDiff().

◆ m_FightEndBlendTimer

ref Timer m_FightEndBlendTimer
protected

Definition at line 131 of file dayzplayerimplement.c.

◆ m_fLastHeadingDiff

float m_fLastHeadingDiff = 0
protected

This HeadingModel.

Definition at line 1616 of file dayzplayerimplement.c.

Referenced by HeadingModel().

◆ m_fObstructionSmooth

float m_fObstructionSmooth
protected

Definition at line 166 of file dayzplayerimplement.c.

Referenced by HandleWeapons().

◆ m_fObstructionSmoothVelocity

float m_fObstructionSmoothVelocity[1]
protected

Definition at line 167 of file dayzplayerimplement.c.

Referenced by HandleWeapons().

◆ m_HandheldOpticsInUse

bool m_HandheldOpticsInUse
protected

Definition at line 143 of file dayzplayerimplement.c.

Referenced by IsHandheldOpticsInUse(), and SetHandheldOpticsInUse().

◆ m_HitElapsedTime

float m_HitElapsedTime = HIT_INTERVAL_MIN
protected

Definition at line 1327 of file dayzplayerimplement.c.

Referenced by HandleDamageHit(), and ResetDamageHitState().

◆ m_isFBsymptomPlaying

bool m_isFBsymptomPlaying
protected

Definition at line 142 of file dayzplayerimplement.c.

Referenced by IsFBSymptomPlaying().

◆ m_IsFireWeaponRaised

bool m_IsFireWeaponRaised
protected

Definition at line 3965 of file dayzplayerimplement.c.

Referenced by HandleWeapons().

◆ m_IsRaised

bool m_IsRaised
protected

Definition at line 107 of file dayzplayerimplement.c.

Referenced by CameraHandler(), CommandHandler(), and IsRaised().

◆ m_IsShootingFromCamera

bool m_IsShootingFromCamera
protected

◆ m_IsTryingHoldBreath

bool m_IsTryingHoldBreath
protected

Definition at line 120 of file dayzplayerimplement.c.

Referenced by HandleWeapons(), and IsTryingHoldBreath().

◆ m_IsUnconscious

bool m_IsUnconscious
protected

Definition at line 124 of file dayzplayerimplement.c.

Referenced by SimulateDeath().

◆ m_IsUnconsciousFalling

bool m_IsUnconsciousFalling
protected

Definition at line 126 of file dayzplayerimplement.c.

◆ m_IsWeapon

bool m_IsWeapon
protected

Definition at line 154 of file dayzplayerimplement.c.

Referenced by CameraHandler(), CommandHandler(), and HandleView().

◆ m_JumpClimb

ref DayZPlayerImplementJumpClimb m_JumpClimb
protected

◆ m_LastBackSoundTime

int m_LastBackSoundTime
protected

Definition at line 2238 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_LastBackSoundTime2

int m_LastBackSoundTime2
protected

Definition at line 2239 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_LastCommandBeforeUnconscious

int m_LastCommandBeforeUnconscious
protected

Definition at line 128 of file dayzplayerimplement.c.

Referenced by CommandHandler().

◆ m_LastHeadingAngle

float m_LastHeadingAngle
protected

Definition at line 2237 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_LastHeadingAngleBlock

float m_LastHeadingAngleBlock
protected

Definition at line 2235 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_LastHeadingAngleBlock2

float m_LastHeadingAngleBlock2
protected

Definition at line 2236 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_LastSurfaceUnderHash

int m_LastSurfaceUnderHash
protected

Definition at line 139 of file dayzplayerimplement.c.

Referenced by DayZPlayerImplement(), and OnStepEvent().

◆ m_LiftWeapon_player

bool m_LiftWeapon_player
protected

Definition at line 134 of file dayzplayerimplement.c.

Referenced by CameraHandler(), HandleADS(), HandleView(), and HandleWeapons().

◆ m_MeleeCombat

ref DayZPlayerImplementMeleeCombat m_MeleeCombat
protected

◆ m_MeleeFightLogic

◆ m_MovementState

ref HumanMovementState m_MovementState = new HumanMovementState()
private

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().

◆ m_MoveSettings

SHumanCommandMoveSettings m_MoveSettings
protected

Definition at line 102 of file dayzplayerimplement.c.

Referenced by OverrideSlidePoseAngle().

◆ m_NextVoNNoiseTime

int m_NextVoNNoiseTime
protected

Definition at line 147 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and DayZPlayerImplement().

◆ m_ObstructWeapon_player

float m_ObstructWeapon_player
protected

Definition at line 135 of file dayzplayerimplement.c.

Referenced by HandleWeapons().

◆ m_PerformedActionSounds

ref array<AbstractWave> m_PerformedActionSounds
protected

◆ m_PlayerSelected

bool m_PlayerSelected
protected

Definition at line 122 of file dayzplayerimplement.c.

Referenced by IsPlayerSelected().

◆ m_PlayerSoundEventHandler

ref PlayerSoundEventHandler m_PlayerSoundEventHandler
protected

Definition at line 100 of file dayzplayerimplement.c.

Referenced by OnSoundEvent().

◆ m_ProcessFirearmMeleeHit

bool m_ProcessFirearmMeleeHit
protected

Definition at line 132 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and DayZPlayerImplement().

◆ m_ProcessLiftWeapon

bool m_ProcessLiftWeapon
protected

Definition at line 136 of file dayzplayerimplement.c.

◆ m_ProcessLiftWeaponState

bool m_ProcessLiftWeaponState
protected

Definition at line 137 of file dayzplayerimplement.c.

◆ m_ProcessObstructWeapon

float m_ProcessObstructWeapon
protected

Definition at line 138 of file dayzplayerimplement.c.

◆ m_ProcessResetADS

bool m_ProcessResetADS
protected

Definition at line 145 of file dayzplayerimplement.c.

◆ m_ProcessWeaponRaiseCompleted

bool m_ProcessWeaponRaiseCompleted
protected

Definition at line 3964 of file dayzplayerimplement.c.

◆ m_PullPlayerOutOfVehicleKeepsInLocalSpace

bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
protected

Definition at line 160 of file dayzplayerimplement.c.

Referenced by HandleDeath().

◆ m_PullPlayerOutOfVehicleState

int m_PullPlayerOutOfVehicleState = -1
protected

Definition at line 161 of file dayzplayerimplement.c.

Referenced by HandleDeath(), and TriggerPullPlayerOutOfVehicleImpl().

◆ m_RaiseStarted

bool m_RaiseStarted = false
protected

Definition at line 152 of file dayzplayerimplement.c.

Referenced by AimingModel().

◆ m_ReplaceSoundEventHandler

ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
protected

Definition at line 101 of file dayzplayerimplement.c.

Referenced by OnSoundEvent().

◆ m_ResetADS

bool m_ResetADS
protected

Definition at line 144 of file dayzplayerimplement.c.

Referenced by HandleADS().

◆ m_ShouldBeUnconscious

bool m_ShouldBeUnconscious
protected

Definition at line 125 of file dayzplayerimplement.c.

Referenced by HandleDeath().

◆ m_ShouldReload

bool m_ShouldReload
protected

Definition at line 108 of file dayzplayerimplement.c.

Referenced by HandleWeapons().

◆ m_SoundOffset

float m_SoundOffset
protected

Definition at line 2240 of file dayzplayerimplement.c.

Referenced by HandleView().

◆ m_SprintedTime

float m_SprintedTime
protected

Definition at line 104 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and DayZPlayerImplement().

◆ m_SprintedTimePerStanceMin

float m_SprintedTimePerStanceMin
protected

Definition at line 105 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and DayZPlayerImplement().

◆ m_SprintFull

bool m_SprintFull
protected

Definition at line 106 of file dayzplayerimplement.c.

Referenced by CommandHandler(), DayZPlayerImplement(), and IsSprintFull().

◆ m_StepCounter

int m_StepCounter
protected

Definition at line 146 of file dayzplayerimplement.c.

Referenced by OnStepEvent().

◆ m_Suicide

bool m_Suicide
protected

Definition at line 123 of file dayzplayerimplement.c.

Referenced by CommitedSuicide(), and SetSuicide().

◆ m_Swimming

ref DayZPlayerImplementSwimming m_Swimming
protected

Definition at line 96 of file dayzplayerimplement.c.

Referenced by CommandHandler(), and DayZPlayerImplement().

◆ m_SyncedHitDataArray

ref array<ref SyncHitInfo> m_SyncedHitDataArray
protected

Definition at line 148 of file dayzplayerimplement.c.

Referenced by DayZPlayerImplement(), EvaluateDamageHit(), and OnSyncJuncture().

◆ m_TestDamageCounter

float m_TestDamageCounter = -1
protected

This is Debug functionality.

Definition at line 2667 of file dayzplayerimplement.c.

Referenced by CommandHandlerDebug().

◆ m_Throwing

ref DayZPlayerImplementThrowing m_Throwing
protected

Definition at line 97 of file dayzplayerimplement.c.

Referenced by CommandHandler(), DayZPlayerImplement(), and GetThrowing().

◆ m_TransportCache

Transport m_TransportCache
protected

◆ m_TriggerPullPlayerOutOfVehicleSynch

bool m_TriggerPullPlayerOutOfVehicleSynch
protected

◆ m_UnconsciousDebug

bool m_UnconsciousDebug
protected

Definition at line 127 of file dayzplayerimplement.c.

◆ m_WasInVehicle

bool m_WasInVehicle
private

Definition at line 158 of file dayzplayerimplement.c.

Referenced by HandleDeath().

◆ m_WasIronSight

bool m_WasIronSight
protected

Definition at line 3966 of file dayzplayerimplement.c.

◆ m_WeaponDebug

ref WeaponDebug m_WeaponDebug
protected

Definition at line 129 of file dayzplayerimplement.c.

Referenced by IsWeaponDebugEnabled(), and ShowWeaponDebug().

◆ m_WeaponRaiseCompleted

bool m_WeaponRaiseCompleted
protected

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().

◆ m_WeaponRaiseTime

float m_WeaponRaiseTime
private

The documentation for this class was generated from the following file: