Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
dayzplayer.c
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1 
8 // *************************************************************************************
9 // ! DayZPlayerCameraResult - camera result -
10 // *************************************************************************************
12 {
13 
14  vector m_CameraTM[4];
15  float m_fFovMultiplier;
16  float m_fFovAbsolute;
17  float m_fNearPlane;
18  float m_fPositionModelSpace;
19  float m_fDistance;
20  float m_fUseHeading;
21  float m_fPredictCollisionRadius;
22 
23  int m_iDirectBone;
24  int m_iDirectBoneMode;
25  float m_fInsideCamera;
26  bool m_bUpdateWhenBlendOut;
27  float m_fShootFromCamera;
28  float m_fIgnoreParentRoll;
29  float m_fIgnoreParentPitch;
30  float m_fIgnoreParentYaw;
31  bool m_bUpdateEveryFrame;
32 
33  vector m_OwnerTM[4];
34  bool m_bOwnerTMOverride;
35 
36  IEntity m_CollisionIgnoreEntity;
37 
39  private void DayZPlayerCameraResult()
40  {
41  }
42 
44  private void ~DayZPlayerCameraResult()
45  {
46  }
47 
48 }
49 
50 // *************************************************************************************
51 // ! DayZPlayerCamera - main dayz player camera implement
52 // *************************************************************************************
53 class DayZPlayerCamera
54 {
55 
57  {
58  m_pPlayer = pPlayer;
59  m_pInput = pInput;
60  }
61 
63  bool CanFreeLook()
64  {
65  return true;
66  }
67 
69  void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
70  {
71  }
72 
74  void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
75  {
76  }
77 
83  {
84  return "0 0 0";
85  }
86 
88  {
89  return "0 0 0";
90  }
91 
92  string GetCameraName()
93  {
94  return "DayZPlayerCamera";
95  }
96 
97  float GetCurrentYaw()
98  {
99  return -1;
100  }
101 
103  {
104  return -1;
105  }
106 
108  {
109  return -1;
110  }
111 
113  {
115  }
116 
118  {
119  return false;
120  }
121 
123  {
124  SpawnCameraShakeProper(1, 1, 15, 4);
125  }
126 
127  void SpawnCameraShake(float strength = 1, float radius = 2, float smoothness = 5, float radius_decay_speed = 6)
128  {
129  SpawnCameraShakeProper(strength, radius, smoothness, radius_decay_speed);//done this way in order to avoid duplicating default params which could cause issues under certain circumstances
130  }
131 
132  void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed);
133 
135  protected DayZPlayer m_pPlayer;
137 
139  void SendRecoilOffsetZ(float offset) {};
140 }
141 
142 
143 // *************************************************************************************
144 // ! DayZPlayerTypeStepSoundLookupTable - virtual
145 // *************************************************************************************
147 {
148  SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
149  {
150  return null;
151  }
152 }
153 
154 // *************************************************************************************
155 // ! DayZPlayerTypeVoiceSoundLookupTable - virtual
156 // *************************************************************************************
158 {
159  SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
160  {
161  return null;
162  }
163 
164  NoiseParams GetNoiseParams(int eventId);
165 }
166 
167 // *************************************************************************************
168 // ! DayZPlayerTypeAttachmentSoundLookupTable - virtual
169 // *************************************************************************************
171 {
172  SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
173  {
174  return null;
175  }
176 }
177 
178 class DayZPlayerTypeAnimTable
179 {
180  AnimSoundEvent GetSoundEvent(int event_id)
181  {
182  return null;
183  }
184 }
185 
186 // *************************************************************************************
187 // ! VegetationSound
188 // *************************************************************************************
189 
191 {
192  private ref SoundObjectBuilder m_SoundObjectBuilder;
193  private ref TIntArray m_AnimEventIds;
194 
195  void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
196  {
197  m_SoundObjectBuilder = soundObjectBuilder;
198  m_AnimEventIds = animEventIds;
199  }
200 
201  SoundObjectBuilder GetSoundObjectBuilder()
202  {
203  return m_SoundObjectBuilder;
204  }
205 
206  TIntArray GetAnimEventIds()
207  {
208  return m_AnimEventIds;
209  }
210 }
211 
212 // *************************************************************************************
213 // ! DayZPlayerType - DayZPlayer configuration
214 // *************************************************************************************
215 
218 
219 class DayZPlayerType
220 {
222  // item in hands config
223 
225  proto native void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
226 
227 
229  proto native void ResetItemInHandsProfiles();
230 
236 
238 
240  proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
241 
243  proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "");
244 
248 
251 
252  proto native int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap);
253 
254 
256  proto native void DebugPreloadAnimationInstances();
257 
258 
259 
261  // camera creators
262 
264  proto native void ResetCameraCreators();
265 
267  proto native void RegisterCameraCreator(int pCameraID, typename pCameraType);
268 
270  proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName);
271 
273  proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName);
274 
275 
277  // global options
278 
280  proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
281 
283  proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
284 
286  proto native void SetVerticalMinimumAimLimit(float value);
287 
289  proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos);
290 
292  // bone indices
293 
294  proto native int GetHeadBoneIdx();
295 
297  // event handling
298 
300  proto native void RegisterStepEvent(string pEventType, float pFilterTimeout);
301 
303  proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout);
304 
306  proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout);
307 
308 
310  {
311  m_pStepSoundLookupTable = pSSLUT;
312  }
313 
315  {
317  }
318 
320  {
322  }
323 
325  {
327  }
328 
330  {
331  m_pVoiceSoundLookupTable = pASLUT;
332  }
333 
335  {
337  }
338 
339  void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
340  {
341  m_pSoundTable = pST;
342  }
343 
344  DayZPlayerTypeAnimTable GetSoundTable()
345  {
346  return m_pSoundTable;
347  }
348 
349  /*
350  void RegisterSoundVoiceTable(DayZPlayerTypeAnimTable pVST)
351  {
352  m_pSoundVoiceTable = pVST;
353  }
354 
355  DayZPlayerTypeAnimTable GetSoundVoiceTable()
356  {
357  return m_pSoundVoiceTable;
358  }
359  */
360 
362  {
363  return m_pVegetationSounds;
364  }
365 
367  {
368  return m_pNoiseStepStand;
369  }
370 
372  {
373  return m_pNoiseStepCrouch;
374  }
375 
377  {
378  return m_pNoiseStepProne;
379  }
380 
382  {
383  return m_pNoiseLandLight;
384  }
385 
387  {
388  return m_pNoiseLandHeavy;
389  }
390 
392  {
393  return m_pNoiseWhisper;
394  }
395 
397  {
398  return m_pNoiseTalk;
399  }
400 
402  {
403  return m_pNoiseShout;
404  }
405 
407  {
408  string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
409 
411 
412  int soundCount = GetGame().ConfigGetChildrenCount(cfgPath);
413  for(int i = 0; i < soundCount; i++)
414  {
415  string soundName;
416  GetGame().ConfigGetChildName(cfgPath, i, soundName);
417  string soundPath = cfgPath + soundName + " ";
418  AnimSoundEvent soundEvent = new AnimSoundEvent(soundPath);
419  if(soundEvent.IsValid())
420  m_animSoundEventsAttack.Insert(soundEvent);
421  }
422  }
423 
425  {
427 
428  string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
429  int vegSoundsCount = GetGame().ConfigGetChildrenCount(vegSoundsCfgPath);
430 
431  for (int v = 0; v < vegSoundsCount; ++v)
432  {
433  string vegSoundParamName;
434  GetGame().ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
435 
436  string soundSet = "";
437  GetGame().ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);
438 
439  TIntArray animEventIds = new TIntArray;
440  GetGame().ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);
441 
442  SoundParams soundParams = new SoundParams(soundSet);
443 
444  if (soundParams.IsValid() && animEventIds.Count() > 0)
445  {
446  m_pVegetationSounds.Insert(new VegetationSound(new SoundObjectBuilder(soundParams), animEventIds));
447  }
448  }
449  }
450 
451  AnimSoundEvent GetSoundWeaponEvent(int event_id)
452  {
453  foreach (AnimSoundEvent soundEvent : m_animSoundEventsAttack)
454  {
455  if (soundEvent.m_iID == event_id)
456  return soundEvent;
457  }
458 
459  return null;
460  }
461 
464  {
466 
468  m_DefaultHitComponent = "dmgZone_torso";
471 
474  m_SuitableFinisherHitComponents.Insert("Head");
475 
477  //DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_head", 5); // TMP comment out
478  DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_leftArm", 50);
479  DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_torso", 65);
480  DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_rightArm", 50);
481  DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_leftLeg", 40);
482  DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_rightLeg", 40);
483  }
484 
486  {
487  string hitComp;
488 
489  if (DayZAIHitComponentHelpers.SelectMostProbableHitComponent(m_HitComponentsForAI, hitComp))
490  {
491  return hitComp;
492  }
493 
494  return GetDefaultHitComponent();
495  }
496 
498  {
499  return m_DefaultHitComponent;
500  }
501 
503  {
505  }
506 
508  {
510  }
511 
512  private void DayZPlayerType()
513  {
514  string cfgPath = "CfgVehicles SurvivorBase ";
515 
517  m_pNoiseStepStand.LoadFromPath(cfgPath + "NoiseStepStand");
518 
520  m_pNoiseStepCrouch.LoadFromPath(cfgPath + "NoiseStepCrouch");
521 
523  m_pNoiseStepProne.LoadFromPath(cfgPath + "NoiseStepProne");
524 
526  m_pNoiseLandLight.LoadFromPath(cfgPath + "NoiseLandLight");
527 
529  m_pNoiseLandHeavy.LoadFromPath(cfgPath + "NoiseLandHeavy");
530 
532  m_pNoiseWhisper.LoadFromPath(cfgPath + "NoiseWhisper");
533 
534  m_pNoiseTalk = new NoiseParams();
535  m_pNoiseTalk.LoadFromPath(cfgPath + "NoiseTalk");
536 
537  m_pNoiseShout = new NoiseParams();
538  m_pNoiseShout.LoadFromPath(cfgPath + "NoiseShout");
539 
542  }
543 
544  private void ~DayZPlayerType();
545 
547  // global settings
548 
551 
552 
554  // command configs
555 
556  // returns command move setting for write - in init phase
558 
559  // returns command swim setting for write - in init phase
561 
562  // returns command swim setting for write - in init phase
564 
565 
571  ref DayZPlayerTypeAnimTable m_pSoundTable;
572  //ref DayZPlayerTypeAnimTable m_pSoundVoiceTable;
578 
579  // von noises
583 
585 
588  protected string m_DefaultHitComponent;
590 
592 
594 }
595 
596 
597 // *************************************************************************************
598 // ! DayZPlayerConstants - dayz player constants
599 // *************************************************************************************
602 {
613 
614 
618 
625  /*
626  STANCEIDX_ERECT + STANCEIDX_RAISED = STANCEIDX_RAISEDERECT
627  STANCEIDX_RAISEDCROUCH - STANCEIDX_RAISED = STANCEIDX_CROUCH...
628  */
630 
631 
639  STANCEMASK_ALL, // STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE | STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE
642 
643 
649 
651 
654 
662 
666 
667 
671 
677 
687  // - Type not used for "swimming to death" or "transport to death"
688 
692 
694  COMMANDID_NONE, // type is int - no command - invalid state
695  COMMANDID_MOVE, // type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
696  COMMANDID_ACTION, // type is int (overridden from C++) - full body action
697  COMMANDID_MELEE, // type is int (overridden from C++) - melee attacks
698  COMMANDID_MELEE2, // type is int (overridden from C++) - melee attacks
699  COMMANDID_FALL, // type is int (overridden from C++) - falling
700  COMMANDID_DEATH, // type is int (overridden from C++) - dead
701  COMMANDID_DAMAGE, // type is int (overridden from C++) - fullbody damage
702  COMMANDID_LADDER, // type is int (overridden from C++) - ladder
703  COMMANDID_UNCONSCIOUS, // type is int (overridden from C++) - unconscious
704  COMMANDID_SWIM, // type is int (overridden from C++) - swimming
705  COMMANDID_VEHICLE, // type is int (overridden from C++) - vehicle
706  COMMANDID_CLIMB, // type is int (overridden from C++) - climb
707  COMMANDID_SCRIPT, // type is int (overridden from C++) - all scripted commands
708 
709 
711  COMMANDID_MOD_LOOKAT, // look at - always on
712  COMMANDID_MOD_WEAPONS, // weapons - always on
713  COMMANDID_MOD_ACTION, // action - additive action
714  COMMANDID_MOD_DAMAGE, // damage - additive damage
715 
716 
717 
718 
722 
729 
730 
732 
735 
737 
740  CMD_ACTIONMOD_DRINK = 0, // erc,cro [end, end2]
741  CMD_ACTIONMOD_EAT = 1, // erc,cro [end, end2]
742  CMD_ACTIONMOD_EMPTY_VESSEL = 2, // erc,cro [end]
743  CMD_ACTIONMOD_CATCHRAIN = 3, // erc,cro [end]
744  CMD_ACTIONMOD_VIEWCOMPASS = 7, // erc,cro [end]
745  CMD_ACTIONMOD_ITEM_TUNE = 9, // erc,cro [end]
746  CMD_ACTIONMOD_GIVEL = 10, // erc,cro [end]
747  CMD_ACTIONMOD_GIVER = 11, // erc,cro [end]
748  CMD_ACTIONMOD_SHAVE = 12, // erc,cro [end]
749  CMD_ACTIONMOD_FILLMAG = 13, // erc,cro [end]
750  CMD_ACTIONMOD_EMPTYMAG = 14, // erc,cro [end]
751  CMD_ACTIONMOD_OPENITEM = 15, // erc,cro [end]
752  CMD_ACTIONMOD_TAKETEMPSELF = 18, // erc,cro [end]
753  CMD_ACTIONMOD_VIEWMAP = 19, // erc,cro [end]
754  CMD_ACTIONMOD_RAISEITEM = 20, // erc,cro [end]
755  CMD_ACTIONMOD_SEARCHINVENTORY = 21, // erc,cro [end]
756  CMD_ACTIONMOD_CRAFTING = 22, // erc,cro [end]
757  CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23, // erc,cro [end, end2]
758  CMD_ACTIONMOD_COVERHEAD_SELF = 24, // erc,cro [end, end2]
759  CMD_ACTIONMOD_COVERHEAD_TARGET = 25, // erc,cro [end, end2]
763 
764  // onetime
765  CMD_ACTIONMOD_PICKUP_HANDS = 500, // erc,cro
767  CMD_ACTIONMOD_LICKBATTERY = 502, // erc,cro
768  CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
769  CMD_ACTIONMOD_LITCHEMLIGHT = 504, // erc,cro
770  CMD_ACTIONMOD_UNPINGRENAGE = 505, // erc,cro
771  CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
772  CMD_ACTIONMOD_OPENLID = 507, // erc,cro
773  CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
774  CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
775  CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
776  CMD_ACTIONMOD_BATONEXTEND = 511, // erc,cro
777  CMD_ACTIONMOD_BATONRETRACT = 512, // erc,cro
782  CMD_ACTIONMOD_OPENITEM_ONCE = 517, // erc,cro
783  CMD_ACTIONMOD_ATTACHSCOPE = 518, // erc,cro
784  CMD_ACTIONMOD_ATTACHBARREL = 519, // erc,cro
786  CMD_ACTIONMOD_INTERACTONCE = 521, // erc,cro
787  CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
788  CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
789  CMD_ACTIONMOD_FOLDITEM_ONCE = 524, // erc,cro
791  CMD_ACTIONMOD_PRESS_TRIGGER = 526, // erc,cro
793  CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
794  CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
795  CMD_ACTIONMOD_HEATPACK = 529, // erc,cro
796  CMD_ACTIONMOD_BLOODTEST = 530, // erc,cro
798 
799 
800  CMD_ACTIONMOD_DROPITEM_HANDS = 900, // erc, cro
802 
803 
804 
807  CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
808  CMD_ACTIONFB_EAT = 1, // pne [end, end2]
809  CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
810  CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
811  CMD_ACTIONFB_GIVEL = 10, // pne [end]
812  CMD_ACTIONFB_GIVER = 11, // pne [end]
813  CMD_ACTIONFB_FILLMAG = 13, // pne [end]
814  CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
815  CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
816  CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
817  CMD_ACTIONFB_FILLBOTTLEWELL = 52, // cro [end]
818  CMD_ACTIONFB_FIREESTINGUISHER = 53, // erc [end]
819  CMD_ACTIONFB_WRING = 54, // cro [end]
820  CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
821  CMD_ACTIONFB_CPR = 57, // cro [end]
822  CMD_ACTIONFB_BANDAGE = 58, // cro [end]
823  CMD_ACTIONFB_CRAFTING = 59, // cro [end]
824  CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
825  CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
826  CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
827  CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
828  CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
829  CMD_ACTIONFB_ANIMALSKINNING = 66, // cro [end]
830  CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
831  CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
832  CMD_ACTIONFB_SALINEBLOODBAGTARGET = 69, // erc,cro [end]
833  CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
834  CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
835  CMD_ACTIONFB_VOMIT = 72, // cro [end]
836  CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
837  CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
838  CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
839  CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
840  CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
841  CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
842  CMD_ACTIONFB_OPENITEM = 83, // pne [end]
843  CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
844  CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
845  CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
846  CMD_ACTIONFB_DIG = 88, // erc [end, end2]
847  CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
848  CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
849  CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
850  CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
851  CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
852  CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
853  CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
854  CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
855  CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
856  CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
857  CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
858  CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
859  CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
860  CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
861  CMD_ACTIONFB_SEARCHINVENTORY = 107, // pne [end]
862  CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
863  CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
864  CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
865  CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
866  CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
867  CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
868  CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
869  CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
871  CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
872  CMD_ACTIONFB_SHOVEL_DIG = 117, // cro [end, end2]
874  CMD_ACTIONFB_PATCHING_TIRE = 119, // cro [end]
875  CMD_ACTIONFB_PATCHING_DUCTTAPE = 120, // cro [end]
876  CMD_ACTIONFB_PATCHING_SEWING = 121, // cro [end]
879  CMD_ACTIONFB_BREAKING_STICK = 124, // cro [end]
880  CMD_ACTIONFB_CLEANING_WEAPON = 125, // cro [end]
881 
882  // onetime
889  CMD_ACTIONFB_ITEM_ON = 506, // pne
890  CMD_ACTIONFB_ITEM_OFF = 507, // pne
891  CMD_ACTIONFB_HANDCUFFTARGET = 508, // erc,cro
892  CMD_ACTIONFB_MORPHINE = 509, // cro
895  CMD_ACTIONFB_DRINKSIP = 512, // cro
898  CMD_ACTIONFB_POKE = 515, // cro
901  CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
904  CMD_ACTIONFB_RAISE_FLAG = 600, // erc?
905  CMD_ACTIONFB_LOWER_FLAG = 601, // erc?
907  CMD_ACTIONFB_EAT_PILL = 527, // pne
909  CMD_ACTIONFB_HEATPACK = 529, // pne
910 
911  CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
912 
918 
919 
923 
924  // looping actions
926  CMD_ACTIONMOD_TOOTHORN = 301, // [end]
927 
928  // onetime actions
936 
937 
938 
939 
944  CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
945  CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
946  CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
947  CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
948  CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
949  CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
950  CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
951  CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
952  CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
953  CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
954  CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
955  CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
956  CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
957  CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
958  CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
959 
960  CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
961 
962  CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
963  CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
964  CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
965 
966 
967  // onetime
968  CMD_GESTUREMOD_THROAT = 1100, // erc,cro
969  CMD_GESTUREMOD_CLAP = 1101, // erc,cro
970  CMD_GESTUREMOD_DABBING = 1102, // erc,cro
971  CMD_GESTUREMOD_MOVE = 1103, // erc,cro
972  CMD_GESTUREMOD_DOWN = 1104, // erc,cro
973  CMD_GESTUREMOD_COME = 1105, // erc,cro
974  CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
975  CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
976  CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
977  CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
978  CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
979  CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
983 
986  CMD_GESTUREFB_GREETING = 1000, // pne [end]
987  CMD_GESTUREFB_POINT = 1001, // pne [end]
988  CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
989  CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
990  CMD_GESTUREFB_SILENCE = 1004, // pne [end]
991  CMD_GESTUREFB_TAUNT = 1005, // pne [end]
992  CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
993  CMD_GESTUREFB_HEART = 1007, // pne [end]
994  CMD_GESTUREFB_WATCHING = 1009, // pne [end]
995  CMD_GESTUREFB_HOLD = 1010, // pne [end]
996  CMD_GESTUREFB_LISTENING = 1011, // pne [end]
997  CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
998  CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
999  CMD_GESTUREFB_OKAY = 1014, // pne [end]
1000 
1001  CMD_GESTUREFB_SALUTE = 1050, // erc [end]
1002  CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
1003  CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
1004  CMD_GESTUREFB_SOS = 1053, // erc [end]
1005  CMD_GESTUREFB_SITA = 1054, // cro [end]
1006  CMD_GESTUREFB_SITB = 1055, // cro [end]
1007  CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
1008  CMD_GESTUREFB_KNEEL = 1057, // cro [end]
1009 
1010  // onetime
1011  CMD_GESTUREFB_THROAT = 1100, // pne
1012  CMD_GESTUREFB_MOVE = 1103, // pne
1013  CMD_GESTUREFB_DOWN = 1104, // pne
1014  CMD_GESTUREFB_COME = 1105, // pne
1017  CMD_GESTUREFB_DANCE = 1109, // erc
1018  CMD_GESTUREFB_NODHEAD = 1110, // pne
1020  CMD_GESTUREFB_SHRUG = 1112, // pne
1021  CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
1022  CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
1023  CMD_GESTUREFB_SURRENDEROUT = 1114, // cro,pne
1024 
1025 
1035 
1036 
1041  CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1042  CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1043  CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1044  CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1045  CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1046  CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1047  CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1048  CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1049  CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1050  CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1051  CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1052 
1053  // 32767 is totaly MAXIMAL index !!!!!
1054 
1055 };
1056 
1059 {
1063 
1067 }
1068 
1069 // *************************************************************************************
1070 // ! DayZPlayer - mainly for logic and camera
1071 // *************************************************************************************
1073 {
1074  int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_...
1075  int m_iCurrentCommandID; //[in] - Current Main Command ID
1076  float m_fOrientationAngle; //[in/out] - horizontal model orientation (where you face) - in rad
1077  float m_fHeadingAngle; //[in/out] - horizontal aim angle (where you aim) - in rad
1078 
1080  private void SDayZPlayerHeadingModel() {}
1081  private void ~SDayZPlayerHeadingModel() {}
1082 }
1083 
1084 
1085 // *************************************************************************************
1086 // ! DayZPlayer - mainly for logic and camera
1087 // *************************************************************************************
1089 {
1090  int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
1091  int m_iCurrentCommandID; //[in] - Current Main Command ID
1092  float m_fCurrentAimX; //[in] - horizontal aim angle - in degrees
1093  float m_fCurrentAimY; //[in] - vertical aim angle - in degrees
1094 
1095  float m_fAimXCamOffset; //[out] - camera (angle) offset modifier
1096  float m_fAimYCamOffset; //[out] - camera (angle) offset modifier
1097  float m_fAimXHandsOffset; //[out] - hands offset modifier
1098  float m_fAimYHandsOffset; //[out] - hands offset modifier
1099  float m_fAimXMouseShift; //[out] - shift like mouse does
1100  float m_fAimYMouseShift; //[out] - shift like mouse does
1101  float m_fCamPosOffsetX; //[out] - camera (position) offset modifier
1102  float m_fCamPosOffsetY; //[out] - camera (position) offset modifier
1103  float m_fCamPosOffsetZ; //[out] - camera (position) offset modifier
1104 
1106  private void SDayZPlayerAimingModel() {}
1107  private void ~SDayZPlayerAimingModel() {}
1108 }
1109 
1110 
1111 // *************************************************************************************
1112 // ! DayZPlayer - mainly for logic and camera
1113 // *************************************************************************************
1114 class DayZPlayer extends Human
1115 {
1116  const int SIMPLE_SELECTION_MELEE_RIFLE = 0;
1120 
1122  proto native DayZPlayerType GetDayZPlayerType();
1123 
1124  proto native DayZPlayerInstanceType GetInstanceType();
1125 
1126  override string GetDebugName()
1127  {
1128  string res = super.GetDebugName();
1129  res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
1130  return res;
1131  }
1132 
1136 
1137  bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel);
1138 
1139 
1141 
1143 
1144  bool AimingModel(float pDt, SDayZPlayerAimingModel pModel);
1145 
1146 
1147 
1149 
1155 
1156  void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
1157 
1159 
1163  int CameraHandler(int pCameraMode);
1164 
1165 
1167 
1169  proto native DayZPlayerCamera GetCurrentCamera();
1170 
1172  proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation);
1173 
1175  proto native int GetCurrentPerItemCameraUD();
1176 
1177  proto native bool IsCameraBlending();
1178 
1179 
1181 
1183  proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat);
1184  proto native void AnimSetFloat(int pVar, float pFlt);
1185  proto native void AnimSetInt(int pVar, int pInt);
1186  proto native void AnimSetBool(int pVar, bool pBool);
1187 
1189 
1194  proto native int Random();
1195 
1201  proto native float RandomRange(int pRange);
1202 
1207  proto native float Random01();
1208 
1210  bool IsEyeZoom();
1212  int GetEyeZoomLevel();
1214  bool IsShootingFromCamera();
1216  bool IsHoldingBreath();
1218  bool IsPerformingFBGesture();
1220  bool IsInThirdPerson();
1221 
1223  proto native MeleeCombatData GetMeleeCombatData();
1224 
1226  proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos);
1228  proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos);
1229 
1231  proto native EClientKicked GetKickOffReason();
1232 
1234  proto native void ReleaseNetworkControls();
1235 
1237 
1238  proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx);
1239  proto native void StoreInputForRemotes(ParamsWriteContext ctx);
1240 
1242 
1243 
1245  //static proto native bool IsEntityDayZPlayer(IEntity pEntity);
1246 
1248  proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer);
1249 
1250  void SetCurrentWaterLevel(float pWaterLevel);
1251  float GetCurrentWaterLevel();
1252 
1253 
1255 
1256 
1262 
1263  // PSOVIS - move to native
1264  bool IsPlayerInStance(int pStanceMask) // STANCEMASK_ERECT | STANCEMASK_CROUCH
1265  {
1267  GetMovementState(state);
1268 
1269  bool ret = ((1 << state.m_iStanceIdx) & pStanceMask) != 0;
1270  return ret;
1271  }
1272 
1273  void OnInputForRemote (ParamsReadContext ctx) { }
1274  void OnInputFromServer (ParamsReadContext ctx) { }
1275 
1277 
1279  proto native float IsPlayerSpeaking();
1280 
1282  {
1283  /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1284  EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1285  bool boo;
1286 
1287  if ( melee )
1288  {
1289  boo = melee.IsWeapon();
1290  SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1291  SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1292  }
1293  if ( shoulder )
1294  {
1295  boo = shoulder.IsWeapon();
1296  SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1297  SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1298  }
1299  }
1300 
1303  {
1305  if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1306  {
1308  if (cm)
1309  {
1310  cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1311  }
1312  }
1313  }
1314 
1315  void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
1316  {
1319  }
1320 
1321  void OnThrowingModeChange(bool change_to_enabled){}
1322 }
1323 
GetGame
proto native CGame GetGame()
MELEE_HEAVY
@ MELEE_HEAVY
Definition: dayzplayer.c:665
EClientKicked
EClientKicked
Definition: clientkickedmodule.c:1
CMD_ACTIONINT_ACTIONLOOP
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
Definition: dayzplayer.c:728
CMD_ACTIONFB_PRESS_TRIGGER
@ CMD_ACTIONFB_PRESS_TRIGGER
Definition: dayzplayer.c:903
ROTATION_DISABLE
@ ROTATION_DISABLE
0x8
Definition: dayzplayer.c:652
COMMANDID_FALL
@ COMMANDID_FALL
Definition: dayzplayer.c:699
CMD_ACTIONFB_STITCHUPSELF
@ CMD_ACTIONFB_STITCHUPSELF
Definition: dayzplayer.c:834
CMD_ACTIONFB_DIGUPCACHE
@ CMD_ACTIONFB_DIGUPCACHE
Definition: dayzplayer.c:847
DEBUG_MENU
@ DEBUG_MENU
dayz player debug menu in enfusion
Definition: dayzplayer.c:606
CMD_ACTIONMOD_PICKUP_INVENTORY
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Definition: dayzplayer.c:766
CMD_GESTUREMOD_COME
@ CMD_GESTUREMOD_COME
Definition: dayzplayer.c:973
CMD_ACTIONFB_VIEWMAP
@ CMD_ACTIONFB_VIEWMAP
Definition: dayzplayer.c:853
VEHICLESEAT_PASSENGER_R
@ VEHICLESEAT_PASSENGER_R
Definition: dayzplayer.c:676
StoreInputForRemotes
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
ProcessMeleeHitName
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
CMD_ACTIONFB_BANDAGE
@ CMD_ACTIONFB_BANDAGE
Definition: dayzplayer.c:822
AnimSetFloat
proto native void AnimSetFloat(int pVar, float pFlt)
CMD_TRAILER_WALK_AWAY
@ CMD_TRAILER_WALK_AWAY
Definition: dayzplayer.c:1033
CMD_GESTUREFB_THROAT
@ CMD_GESTUREFB_THROAT
Definition: dayzplayer.c:1011
CMD_ACTIONMOD_SET_KITCHENTIMER
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Definition: dayzplayer.c:761
CMD_ACTIONMOD_LITCHEMLIGHT
@ CMD_ACTIONMOD_LITCHEMLIGHT
Definition: dayzplayer.c:769
CMD_ACTIONMOD_BLOODTEST
@ CMD_ACTIONMOD_BLOODTEST
Definition: dayzplayer.c:796
CMD_GESTUREMOD_SURRENDEROUT
@ CMD_GESTUREMOD_SURRENDEROUT
Definition: dayzplayer.c:982
AddItemBoneRemap
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
CMD_GESTUREMOD_LOOKATME
@ CMD_GESTUREMOD_LOOKATME
Definition: dayzplayer.c:957
CMD_ACTIONMOD_FISHINGRODRETRACT
@ CMD_ACTIONMOD_FISHINGRODRETRACT
Definition: dayzplayer.c:780
m_HitComponentsForAI
protected ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
Definition: dayzplayer.c:587
CMD_ACTIONMOD_BLOODTESTOTHER
@ CMD_ACTIONMOD_BLOODTESTOTHER
Definition: dayzplayer.c:797
CMD_ACTIONFB_PATCHING_SEWING
@ CMD_ACTIONFB_PATCHING_SEWING
Definition: dayzplayer.c:876
SetDefaultItemInHandsProfile
enum DayZPlayerConstants SetDefaultItemInHandsProfile
MOVEMENTIDX_SPRINT
@ MOVEMENTIDX_SPRINT
Definition: dayzplayer.c:660
COMMANDID_LADDER
@ COMMANDID_LADDER
Definition: dayzplayer.c:702
CMD_GESTUREFB_OKAY
@ CMD_GESTUREFB_OKAY
Definition: dayzplayer.c:999
CMD_ACTIONFB_RESTRAINSELF
@ CMD_ACTIONFB_RESTRAINSELF
Definition: dayzplayer.c:866
AnimCallCommand
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
CMD_GESTUREFB_THUMBDOWN
@ CMD_GESTUREFB_THUMBDOWN
Definition: dayzplayer.c:989
CMD_SUICIDEFB_1HD
@ CMD_SUICIDEFB_1HD
Definition: dayzplayer.c:1041
m_pVoiceSoundLookupTable
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
Definition: dayzplayer.c:570
SetLookLimits
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
CMD_GESTUREFB_SILENCE
@ CMD_GESTUREFB_SILENCE
Definition: dayzplayer.c:990
CMD_ACTIONMOD_UNPINGRENAGE
@ CMD_ACTIONMOD_UNPINGRENAGE
Definition: dayzplayer.c:770
STANCEMASK_RAISEDERECT
@ STANCEMASK_RAISEDERECT
Definition: dayzplayer.c:636
CMD_ACTIONMOD_FOLDITEM_ONCE
@ CMD_ACTIONMOD_FOLDITEM_ONCE
Definition: dayzplayer.c:789
CMD_ACTIONFB_DRINKWELL
@ CMD_ACTIONFB_DRINKWELL
Definition: dayzplayer.c:816
STANCEMASK_ERECT
@ STANCEMASK_ERECT
stance masks
Definition: dayzplayer.c:633
CMD_ACTIONFB_PLACING_1HD
@ CMD_ACTIONFB_PLACING_1HD
Definition: dayzplayer.c:858
CMD_ACTIONMOD_EMPTYSEEDSPACK
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Definition: dayzplayer.c:785
CMD_ACTIONFB_EMPTY_VESSEL
@ CMD_ACTIONFB_EMPTY_VESSEL
Definition: dayzplayer.c:841
CMD_ACTIONMOD_DROPITEM_INVENTORY
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Definition: dayzplayer.c:801
CMD_ACTIONINT_ACTION
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Definition: dayzplayer.c:727
OnUpdate
void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
virtual callback - called each frame
Definition: dayzplayer.c:74
VEHICLESEAT_DRIVER
@ VEHICLESEAT_DRIVER
vehicle seats
Definition: dayzplayer.c:673
AnimSetBool
proto native void AnimSetBool(int pVar, bool pBool)
CMD_GESTUREFB_POINT
@ CMD_GESTUREFB_POINT
Definition: dayzplayer.c:987
CMD_ACTIONFB_RESTRAIN
@ CMD_ACTIONFB_RESTRAIN
Definition: dayzplayer.c:901
CMD_ACTIONFB_DRINKSIP
@ CMD_ACTIONFB_DRINKSIP
Definition: dayzplayer.c:895
MOVEMENTIDX_SLIDE
@ MOVEMENTIDX_SLIDE
movement idx
Definition: dayzplayer.c:656
GetNoiseParamsStand
NoiseParams GetNoiseParamsStand()
Definition: dayzplayer.c:366
CMD_GESTUREFB_NODHEAD
@ CMD_GESTUREFB_NODHEAD
Definition: dayzplayer.c:1018
CMD_SUICIDEFB_SPEAR
@ CMD_SUICIDEFB_SPEAR
Definition: dayzplayer.c:1049
m_SuitableFinisherHitComponents
protected ref array< string > m_SuitableFinisherHitComponents
Definition: dayzplayer.c:591
MOVEMENTIDX_WALK
@ MOVEMENTIDX_WALK
Definition: dayzplayer.c:658
COMMANDID_MELEE
@ COMMANDID_MELEE
Definition: dayzplayer.c:697
SpawnDiagCameraShake
void SpawnDiagCameraShake()
Definition: dayzplayer.c:122
CMD_SUICIDEFB_WOODAXE
@ CMD_SUICIDEFB_WOODAXE
Definition: dayzplayer.c:1048
CMD_ACTIONFB_PICKUP_HEAVY
@ CMD_ACTIONFB_PICKUP_HEAVY
Definition: dayzplayer.c:902
CMD_ACTIONFB_ANIMALSKINNING
@ CMD_ACTIONFB_ANIMALSKINNING
Definition: dayzplayer.c:829
CMD_ACTIONFB_STARTFIRE
@ CMD_ACTIONFB_STARTFIRE
Definition: dayzplayer.c:828
CMD_GESTUREFB_SHAKEHEAD
@ CMD_GESTUREFB_SHAKEHEAD
Definition: dayzplayer.c:1019
CMD_ACTIONFB_WASHHANDSPOND
@ CMD_ACTIONFB_WASHHANDSPOND
Definition: dayzplayer.c:831
CMD_GESTUREMOD_POINTSELF
@ CMD_GESTUREMOD_POINTSELF
Definition: dayzplayer.c:956
CMD_ACTIONFB_EMPTYMAG
@ CMD_ACTIONFB_EMPTYMAG
Definition: dayzplayer.c:814
~DayZPlayerType
private void ~DayZPlayerType()
CMD_ACTIONMOD_DRINK
@ CMD_ACTIONMOD_DRINK
animations constants
Definition: dayzplayer.c:740
CMD_ACTIONFB_SEARCHINVENTORY
@ CMD_ACTIONFB_SEARCHINVENTORY
Definition: dayzplayer.c:861
m_pNoiseLandLight
ref NoiseParams m_pNoiseLandLight
Definition: dayzplayer.c:576
CMD_ACTIONMOD_CLOSELID
@ CMD_ACTIONMOD_CLOSELID
Definition: dayzplayer.c:773
CMD_ACTIONFB_ITEM_TUNE
@ CMD_ACTIONFB_ITEM_TUNE
Definition: dayzplayer.c:810
DEATH_FAST
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
Definition: dayzplayer.c:682
DEATH_FALL
@ DEATH_FALL
swimming -> death
Definition: dayzplayer.c:684
CMD_GESTUREFB_COME
@ CMD_GESTUREFB_COME
Definition: dayzplayer.c:1014
CommandClimbSettingsW
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
CMD_GESTUREFB_SHRUG
@ CMD_GESTUREFB_SHRUG
Definition: dayzplayer.c:1020
SetVerticalMinimumAimLimit
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
CMD_ACTIONMOD_CLEANHANDSBOTTLE
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Definition: dayzplayer.c:781
DayZPlayerTypeVoiceSoundLookupTable
Definition: dayzplayercfgsounds.c:167
CMD_ACTIONMOD_COVERHEAD_SELF
@ CMD_ACTIONMOD_COVERHEAD_SELF
Definition: dayzplayer.c:758
RegisterCameraCreator
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
GetSuitableFinisherHitComponents
array< string > GetSuitableFinisherHitComponents()
Definition: dayzplayer.c:507
CMD_ACTIONFB_HACKBUSH
@ CMD_ACTIONFB_HACKBUSH
Definition: dayzplayer.c:843
DayZPlayerCamera
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
Definition: dayzplayer.c:56
CMD_ACTIONMOD_ATTACHSCOPE
@ CMD_ACTIONMOD_ATTACHSCOPE
Definition: dayzplayer.c:783
GetMovementState
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
m_pVegetationSounds
ref array< ref VegetationSound > m_pVegetationSounds
Definition: dayzplayer.c:584
CommandMoveSettingsW
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
CMD_ACTIONINT_RPS_SCISSORS
@ CMD_ACTIONINT_RPS_SCISSORS
Definition: dayzplayer.c:964
CMD_GESTUREMOD_MOVE
@ CMD_GESTUREMOD_MOVE
Definition: dayzplayer.c:971
GetAttachmentSoundLookupTable
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
Definition: dayzplayer.c:324
CMD_ACTIONMOD_GIVER
@ CMD_ACTIONMOD_GIVER
Definition: dayzplayer.c:747
CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Definition: dayzplayer.c:930
CMD_ACTIONFB_MINEROCK
@ CMD_ACTIONFB_MINEROCK
Definition: dayzplayer.c:863
CMD_GESTUREMOD_DABBING
@ CMD_GESTUREMOD_DABBING
Definition: dayzplayer.c:970
CMD_GESTUREMOD_TAUNT
@ CMD_GESTUREMOD_TAUNT
Definition: dayzplayer.c:949
CMD_ACTIONMOD_OPENITEM
@ CMD_ACTIONMOD_OPENITEM
Definition: dayzplayer.c:751
COMMANDID_ACTION
@ COMMANDID_ACTION
Definition: dayzplayer.c:696
CMD_GESTUREFB_SURRENDERIN
@ CMD_GESTUREFB_SURRENDERIN
Definition: dayzplayer.c:1022
CMD_GESTUREMOD_HEART
@ CMD_GESTUREMOD_HEART
Definition: dayzplayer.c:951
CMD_ACTIONFB_WASHHANDSWELL
@ CMD_ACTIONFB_WASHHANDSWELL
Definition: dayzplayer.c:830
CMD_TRAILER_DEAD
@ CMD_TRAILER_DEAD
Definition: dayzplayer.c:1034
GetCurrentPitch
float GetCurrentPitch()
Definition: dayzplayer.c:102
SpawnCameraShake
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
Definition: dayzplayer.c:127
CMD_ACTIONMOD_SET_ALARM
@ CMD_ACTIONMOD_SET_ALARM
Definition: dayzplayer.c:760
CMD_TRAILER_WAKE_UP
@ CMD_TRAILER_WAKE_UP
Definition: dayzplayer.c:1029
m_pAttachmentSoundLookupTable
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
Definition: dayzplayer.c:569
CMD_GESTUREMOD_WATCHING
@ CMD_GESTUREMOD_WATCHING
Definition: dayzplayer.c:953
GetNoiseParamsLandLight
NoiseParams GetNoiseParamsLandLight()
Definition: dayzplayer.c:381
CMD_ACTIONFB_FIREESTINGUISHER
@ CMD_ACTIONFB_FIREESTINGUISHER
Definition: dayzplayer.c:818
IsPerformingFBGesture
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
CMD_SUICIDEFB_PITCHFORK
@ CMD_SUICIDEFB_PITCHFORK
Definition: dayzplayer.c:1043
COMMANDID_MOD_WEAPONS
@ COMMANDID_MOD_WEAPONS
Definition: dayzplayer.c:712
RegisterVoiceSoundLookupTable
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
Definition: dayzplayer.c:329
AnimSetInt
proto native void AnimSetInt(int pVar, int pInt)
SendSyncJuncture
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
MOVEMENT_SPRINT
@ MOVEMENT_SPRINT
0x4
Definition: dayzplayer.c:648
CMD_ACTIONINT_RPS_ROCK
@ CMD_ACTIONINT_RPS_ROCK
Definition: dayzplayer.c:962
COMMANDID_CLIMB
@ COMMANDID_CLIMB
Definition: dayzplayer.c:706
ForceStandUpForHeavyItems
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
Definition: dayzplayer.c:1302
RegisterSoundTable
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
Definition: dayzplayer.c:339
INSTANCETYPE_AI_SERVER
@ INSTANCETYPE_AI_SERVER
client instance && other player
Definition: dayzplayer.c:1064
COMMANDID_MOD_DAMAGE
@ COMMANDID_MOD_DAMAGE
Definition: dayzplayer.c:714
DayZPlayerType
private void DayZPlayerType()
Definition: dayzplayer.c:512
STANCEIDX_CROUCH
@ STANCEIDX_CROUCH
Definition: dayzplayer.c:620
CMD_ACTIONFB_UNRESTRAINTARGET
@ CMD_ACTIONFB_UNRESTRAINTARGET
Definition: dayzplayer.c:836
CMD_GESTUREFB_WATCHING
@ CMD_GESTUREFB_WATCHING
Definition: dayzplayer.c:994
CMD_GESTUREMOD_HOLD
@ CMD_GESTUREMOD_HOLD
Definition: dayzplayer.c:954
COMMANDID_UNCONSCIOUS
@ COMMANDID_UNCONSCIOUS
Definition: dayzplayer.c:703
SetCameraShootParams
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
CMD_ACTIONMOD_RESET_KITCHENTIMER
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Definition: dayzplayer.c:762
SDayZPlayerAimingModel
Definition: dayzplayer.c:1088
CMD_GESTUREMOD_SHAKEHEAD
@ CMD_GESTUREMOD_SHAKEHEAD
Definition: dayzplayer.c:978
CMD_GESTUREFB_SALUTE
@ CMD_GESTUREFB_SALUTE
Definition: dayzplayer.c:1001
RegisterStepSoundLookupTable
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
Definition: dayzplayer.c:309
DEBUG_SHOWINJURY
@ DEBUG_SHOWINJURY
menu for showing injuries
Definition: dayzplayer.c:609
CMD_ACTIONFB_RESTRAINTARGET
@ CMD_ACTIONFB_RESTRAINTARGET
Definition: dayzplayer.c:837
STANCEIDX_RAISEDERECT
@ STANCEIDX_RAISEDERECT
Definition: dayzplayer.c:622
CMD_ACTIONMOD_SHAVE
@ CMD_ACTIONMOD_SHAVE
Definition: dayzplayer.c:748
GetDayZPlayerType
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
GetInstanceType
proto native DayZPlayerInstanceType GetInstanceType()
InventoryLocation
InventoryLocation.
Definition: inventorylocation.c:27
SDayZPlayerHeadingModel
private void SDayZPlayerHeadingModel()
cannot be created from script
Definition: dayzplayer.c:1080
SIMPLE_SELECTION_MELEE_RIFLE
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
COMMANDID_MOVE
@ COMMANDID_MOVE
Definition: dayzplayer.c:695
m_pNoiseStepCrouch
ref NoiseParams m_pNoiseStepCrouch
Definition: dayzplayer.c:574
RegisterAttachmentSoundLookupTable
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
Definition: dayzplayer.c:319
GetCameraName
string GetCameraName()
Definition: dayzplayer.c:92
GetAdditiveAngles
vector GetAdditiveAngles()
Definition: dayzplayer.c:87
GetGlobalSettingsW
proto native SHumanGlobalSettings GetGlobalSettingsW()
returns Human global settings for DayZPlayer
CMD_ACTIONMOD_SEARCHINVENTORY
@ CMD_ACTIONMOD_SEARCHINVENTORY
Definition: dayzplayer.c:755
SIMPLE_SELECTION_SHOULDER_MELEE
const int SIMPLE_SELECTION_SHOULDER_MELEE
Definition: dayzplayer.c:1119
GetMeleeCombatData
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
CMD_GESTUREMOD_SILENCE
@ CMD_GESTUREMOD_SILENCE
Definition: dayzplayer.c:948
CMD_ACTIONMOD_FISHINGRODEXTEND
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Definition: dayzplayer.c:779
OnThrowingModeChange
void OnThrowingModeChange(bool change_to_enabled)
Definition: dayzplayer.c:1321
CMD_SUICIDEFB_PISTOL
@ CMD_SUICIDEFB_PISTOL
Definition: dayzplayer.c:1044
CMD_ACTIONFB_INTERACT
@ CMD_ACTIONFB_INTERACT
Definition: dayzplayer.c:824
CMD_ACTIONFB_FILLMAG
@ CMD_ACTIONFB_FILLMAG
Definition: dayzplayer.c:813
MOVEMENTIDX_CROUCH_RUN
@ MOVEMENTIDX_CROUCH_RUN
Definition: dayzplayer.c:661
DEATH_UNCON_IN_WATER
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
Definition: dayzplayer.c:686
CMD_ACTIONFB_DIGMANIPULATE
@ CMD_ACTIONFB_DIGMANIPULATE
Definition: dayzplayer.c:848
COMMANDID_SCRIPT
@ COMMANDID_SCRIPT
Definition: dayzplayer.c:707
LoadVegetationSounds
void LoadVegetationSounds()
Definition: dayzplayer.c:424
CMD_ACTIONFB_VEHICLE_PUSH
@ CMD_ACTIONFB_VEHICLE_PUSH
Definition: dayzplayer.c:873
CMD_ACTIONMOD_OPENDOORFW
@ CMD_ACTIONMOD_OPENDOORFW
Definition: dayzplayer.c:771
CMD_GESTUREFB_KNEEL
@ CMD_GESTUREFB_KNEEL
Definition: dayzplayer.c:1008
GetHeadBoneIdx
proto native int GetHeadBoneIdx()
CMD_GESTUREFB_TAUNT
@ CMD_GESTUREFB_TAUNT
Definition: dayzplayer.c:991
SoundObjectBuilder
void SoundObjectBuilder(SoundParams soundParams)
CMD_TRAILER_MASK
@ CMD_TRAILER_MASK
Definition: dayzplayer.c:916
CMD_SUICIDEFB_SICKLE
@ CMD_SUICIDEFB_SICKLE
Definition: dayzplayer.c:1050
CMD_ACTIONMOD_TOOTHORN
@ CMD_ACTIONMOD_TOOTHORN
Definition: dayzplayer.c:926
GetSoundEvent
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
Definition: dayzplayer.c:180
UpdateDummyPlayerProxyVisibility
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
Definition: dayzplayer.c:1281
CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
Definition: dayzplayer.c:877
InventoryItem
Definition: itembase.c:13
CMD_ACTIONMOD_EAT_TABLET
@ CMD_ACTIONMOD_EAT_TABLET
Definition: dayzplayer.c:794
CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
Definition: dayzplayer.c:757
CMD_ACTIONMOD_STOP_ALARM
@ CMD_ACTIONMOD_STOP_ALARM
Definition: dayzplayer.c:792
m_iCurrentCommandID
int m_iCurrentCommandID
Definition: dayzplayer.c:1075
CMD_ACTIONMOD_PRESS_TRIGGER
@ CMD_ACTIONMOD_PRESS_TRIGGER
Definition: dayzplayer.c:791
CMD_GESTUREMOD_TAUNTKISS
@ CMD_GESTUREMOD_TAUNTKISS
Definition: dayzplayer.c:974
VegetationSound
Definition: dayzplayer.c:190
CMD_GESTUREMOD_NODHEAD
@ CMD_GESTUREMOD_NODHEAD
Definition: dayzplayer.c:977
CMD_ACTIONFB_RAISE_FLAG
@ CMD_ACTIONFB_RAISE_FLAG
Definition: dayzplayer.c:904
CMD_ACTIONFB_CHECKPULSE
@ CMD_ACTIONFB_CHECKPULSE
Definition: dayzplayer.c:838
CMD_ACTIONMOD_EMPTYMAG
@ CMD_ACTIONMOD_EMPTYMAG
Definition: dayzplayer.c:750
CMD_GESTUREFB_SITA
@ CMD_GESTUREFB_SITA
Definition: dayzplayer.c:1005
AnimBootsType
AnimBootsType
Definition: dayzanimevents.c:97
CMD_ACTIONFB_DEPLOY_HEAVY
@ CMD_ACTIONFB_DEPLOY_HEAVY
Definition: dayzplayer.c:849
CMD_ACTIONFB_ASSEMBLE
@ CMD_ACTIONFB_ASSEMBLE
Definition: dayzplayer.c:867
STANCEMASK_PRONE
@ STANCEMASK_PRONE
Definition: dayzplayer.c:635
INSTANCETYPE_REMOTE
@ INSTANCETYPE_REMOTE
client instance && controlled
Definition: dayzplayer.c:1062
DayZPlayer
Definition: dayzplayerimplement.c:72
SHumanCommandMoveSettings
class SHumanGlobalSettings SHumanCommandMoveSettings()
Definition: humansettings.c:12
CMD_ACTIONFB_VOMIT
@ CMD_ACTIONFB_VOMIT
Definition: dayzplayer.c:835
COMMANDID_NONE
@ COMMANDID_NONE
unconscious -> death - while in water
Definition: dayzplayer.c:694
CMD_ACTIONMOD_BATONRETRACT
@ CMD_ACTIONMOD_BATONRETRACT
Definition: dayzplayer.c:777
CMD_ACTIONFB_SPRAYPLANT
@ CMD_ACTIONFB_SPRAYPLANT
Definition: dayzplayer.c:827
IsPlayerInStance
bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
Definition: dayzplayer.c:1264
COMMANDID_SWIM
@ COMMANDID_SWIM
Definition: dayzplayer.c:704
CMD_GESTUREFB_LYINGDOWN
@ CMD_GESTUREFB_LYINGDOWN
Definition: dayzplayer.c:1003
CMD_ACTIONMOD_EMPTY_VESSEL
@ CMD_ACTIONMOD_EMPTY_VESSEL
Definition: dayzplayer.c:742
CMD_ACTIONFB_FLAME_REPAIR
@ CMD_ACTIONFB_FLAME_REPAIR
Definition: dayzplayer.c:869
CMD_ACTIONMOD_TAKETEMPSELF
@ CMD_ACTIONMOD_TAKETEMPSELF
Definition: dayzplayer.c:752
DayZPlayerTypeStepSoundLookupTable
Definition: dayzplayer.c:146
CMD_ACTIONMOD_DRIVER_DOOR_OPEN
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Definition: dayzplayer.c:929
IEntity
Definition: enentity.c:164
CMD_ACTIONFB_CRAFTING
@ CMD_ACTIONFB_CRAFTING
Definition: dayzplayer.c:823
m_pStepSoundLookupTable
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
Definition: dayzplayer.c:568
CMD_ACTIONFB_GIVER
@ CMD_ACTIONFB_GIVER
Definition: dayzplayer.c:812
CMD_ACTIONFB_EAT
@ CMD_ACTIONFB_EAT
Definition: dayzplayer.c:808
CMD_ACTIONFB_CLEANING_WEAPON
@ CMD_ACTIONFB_CLEANING_WEAPON
Definition: dayzplayer.c:880
HumanMovementState
Definition: human.c:1125
GetKickOffReason
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
INSTANCETYPE_CLIENT
@ INSTANCETYPE_CLIENT
server instance
Definition: dayzplayer.c:1061
CMD_ACTIONMOD_CLOSEITEM_ONCE
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Definition: dayzplayer.c:788
CMD_GESTUREMOD_RPS
@ CMD_GESTUREMOD_RPS
Definition: dayzplayer.c:960
Serializer
Serialization general interface. Serializer API works with:
Definition: serializer.c:55
TIntArray
array< int > TIntArray
Definition: enscript.c:687
CMD_ACTIONMOD_BATONEXTEND
@ CMD_ACTIONMOD_BATONEXTEND
Definition: dayzplayer.c:776
IsPlayerSpeaking
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
CMD_ACTIONFB_INJECTION
@ CMD_ACTIONFB_INJECTION
Definition: dayzplayer.c:893
CMD_ACTIONMOD_FILLMAG
@ CMD_ACTIONMOD_FILLMAG
Definition: dayzplayer.c:749
STANCEIDX_RAISEDPRONE
@ STANCEIDX_RAISEDPRONE
Definition: dayzplayer.c:624
CMD_ACTIONFB_EAT_TABLET
@ CMD_ACTIONFB_EAT_TABLET
Definition: dayzplayer.c:908
GetNoiseParamsWhisper
NoiseParams GetNoiseParamsWhisper()
Definition: dayzplayer.c:391
ReleaseNetworkControls
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
CMD_ACTIONFB_DISASSEMBLE
@ CMD_ACTIONFB_DISASSEMBLE
Definition: dayzplayer.c:868
CMD_GESTUREFB_LOOKATME
@ CMD_GESTUREFB_LOOKATME
Definition: dayzplayer.c:998
DebugSyncShadowSetup
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
CMD_ACTIONFB_DRINK
@ CMD_ACTIONFB_DRINK
Definition: dayzplayer.c:807
ForceStandUpForHeavyItemsSwap
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
Definition: dayzplayer.c:1315
CMD_ACTIONFB_HEATPACK
@ CMD_ACTIONFB_HEATPACK
Definition: dayzplayer.c:909
m_pInput
protected HumanInputController m_pInput
human input
Definition: dayzplayer.c:136
CMD_ACTIONINT_INTERRUPT
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
Definition: dayzplayer.c:724
CMD_ACTIONFB_DEPLOY_2HD
@ CMD_ACTIONFB_DEPLOY_2HD
Definition: dayzplayer.c:850
SoundParams
Definition: sound.c:100
CMD_ACTIONMOD_OPENITEM_ONCE
@ CMD_ACTIONMOD_OPENITEM_ONCE
Definition: dayzplayer.c:782
RegisterStepEvent
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
GetVegetationSounds
array< ref VegetationSound > GetVegetationSounds()
Definition: dayzplayer.c:361
DEATH_UNCON_ON_LAND
@ DEATH_UNCON_ON_LAND
falling -> death
Definition: dayzplayer.c:685
CMD_SUICIDEFB_HOE
@ CMD_SUICIDEFB_HOE
Definition: dayzplayer.c:1051
m_pPlayer
protected DayZPlayer m_pPlayer
data
Definition: dayzplayer.c:135
vector
Definition: enconvert.c:105
STANCEMASK_CROUCH
@ STANCEMASK_CROUCH
Definition: dayzplayer.c:634
SHumanCommandClimbSettings
class SHumanCommandSwimSettings SHumanCommandClimbSettings()
Definition: humansettings.c:74
NoiseParams
class ObjectSpawnerHandler NoiseParams
CMD_ACTIONFB_STOP_ALARM
@ CMD_ACTIONFB_STOP_ALARM
Definition: dayzplayer.c:906
CMD_GESTUREFB_HOLD
@ CMD_GESTUREFB_HOLD
Definition: dayzplayer.c:995
CMD_GESTUREMOD_TIMEOUT
@ CMD_GESTUREMOD_TIMEOUT
Definition: dayzplayer.c:950
CMD_GESTUREFB_LOOKOPTICS
@ CMD_GESTUREFB_LOOKOPTICS
Definition: dayzplayer.c:862
GetNoiseParamsShout
NoiseParams GetNoiseParamsShout()
Definition: dayzplayer.c:401
DEBUG_SHOWDEBUGPLUGIN
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
Definition: dayzplayer.c:608
SIMPLE_SELECTION_SHOULDER_RIFLE
const int SIMPLE_SELECTION_SHOULDER_RIFLE
Definition: dayzplayer.c:1118
CMD_ACTIONINT_FINISH
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
Definition: dayzplayer.c:725
CMD_ACTIONFB_CPR
@ CMD_ACTIONFB_CPR
Definition: dayzplayer.c:821
GetVoiceSoundLookupTable
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
Definition: dayzplayer.c:334
COMMANDID_VEHICLE
@ COMMANDID_VEHICLE
Definition: dayzplayer.c:705
CMD_ACTIONFB_PICKUP_INVENTORY
@ CMD_ACTIONFB_PICKUP_INVENTORY
Definition: dayzplayer.c:884
m_fHeadingAngle
float m_fHeadingAngle
Definition: dayzplayer.c:1077
CMD_ACTIONMOD_ITEM_OFF
@ CMD_ACTIONMOD_ITEM_OFF
Definition: dayzplayer.c:775
CMD_ACTIONFB_RESTRAINEDSTRUGGLE
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Definition: dayzplayer.c:865
CMD_GESTUREFB_SOS
@ CMD_GESTUREFB_SOS
Definition: dayzplayer.c:1004
CMD_ACTIONFB_LOWER_FLAG
@ CMD_ACTIONFB_LOWER_FLAG
Definition: dayzplayer.c:905
CMD_ACTIONFB_SALINEBLOODBAGTARGET
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Definition: dayzplayer.c:832
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition: dayzplayer.c:601
DEATH_PULL_OUT_TRANSPORT
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
Definition: dayzplayer.c:680
MeleeCombatData
Definition: gameplay.c:159
CMD_GESTUREMOD_CLAP
@ CMD_GESTUREMOD_CLAP
Definition: dayzplayer.c:969
CMD_ACTIONFB_SHOVEL_DIG
@ CMD_ACTIONFB_SHOVEL_DIG
Definition: dayzplayer.c:872
CMD_ACTIONFB_SET_ALARM
@ CMD_ACTIONFB_SET_ALARM
Definition: dayzplayer.c:871
CMD_ACTIONFB_FILLBOTTLEPOND
@ CMD_ACTIONFB_FILLBOTTLEPOND
Definition: dayzplayer.c:855
m_pNoiseStepProne
ref NoiseParams m_pNoiseStepProne
Definition: dayzplayer.c:575
GetStepSoundLookupTable
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
Definition: dayzplayer.c:314
DayZPlayerCameraResult
Definition: dayzplayer.c:11
STANCEMASK_ALL
@ STANCEMASK_ALL
Definition: dayzplayer.c:639
CMD_GESTUREFB_SITB
@ CMD_GESTUREFB_SITB
Definition: dayzplayer.c:1006
SpawnCameraShakeProper
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
Definition: dayzplayercamera_base.c:324
GetHitComponentForAI
string GetHitComponentForAI()
Definition: dayzplayer.c:485
CMD_ACTIONFB_CATCHRAIN
@ CMD_ACTIONFB_CATCHRAIN
Definition: dayzplayer.c:809
RegisterParticleEvent
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
CMD_ACTIONFB_UNPINGRENAGE
@ CMD_ACTIONFB_UNPINGRENAGE
Definition: dayzplayer.c:888
CMD_ACTIONMOD_LIGHTFLARE
@ CMD_ACTIONMOD_LIGHTFLARE
Definition: dayzplayer.c:768
HumanCommandMove
Definition: human.c:433
m_pNoiseWhisper
ref NoiseParams m_pNoiseWhisper
Definition: dayzplayer.c:580
DayZPlayerTypeAttachmentSoundLookupTable
Definition: dayzplayer.c:170
RegisterCameraOnChangeFn
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
~SDayZPlayerHeadingModel
private void ~SDayZPlayerHeadingModel()
Definition: dayzplayer.c:1081
CMD_ACTIONMOD_HEADLIGHT
@ CMD_ACTIONMOD_HEADLIGHT
Definition: dayzplayer.c:935
INSTANCETYPE_SERVER
@ INSTANCETYPE_SERVER
Definition: dayzplayer.c:1060
CMD_TRAILER_WALKIE_TALKIE
@ CMD_TRAILER_WALKIE_TALKIE
Definition: dayzplayer.c:1031
m_iCamMode
enum DayZPlayerInstanceType m_iCamMode
Object
Definition: objecttyped.c:1
VEHICLESEAT_PASSENGER_L
@ VEHICLESEAT_PASSENGER_L
Definition: dayzplayer.c:675
slotName
PlayerSpawnPreset slotName
CMD_ACTIONFB_SALINEBLOODBAG
@ CMD_ACTIONFB_SALINEBLOODBAG
Definition: dayzplayer.c:833
RegisterCameraOnChangeFnStatic
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
MOVEMENT_RUN
@ MOVEMENT_RUN
0x2
Definition: dayzplayer.c:647
INSTANCETYPE_AI_SINGLEPLAYER
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
Definition: dayzplayer.c:1066
ResetItemInHandsProfiles
proto native void ResetItemInHandsProfiles()
reset profiles
MOVEMENTIDX_RUN
@ MOVEMENTIDX_RUN
Definition: dayzplayer.c:659
GetCurrentCameraTransform
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
CMD_GESTUREMOD_SHRUG
@ CMD_GESTUREMOD_SHRUG
Definition: dayzplayer.c:979
CMD_ACTIONFB_LICKBATTERY
@ CMD_ACTIONFB_LICKBATTERY
Definition: dayzplayer.c:885
DEBUG_SHOWEXHAUSTION
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Definition: dayzplayer.c:610
Random01
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
CMD_SUICIDEFB_FIREAXE
@ CMD_SUICIDEFB_FIREAXE
Definition: dayzplayer.c:1042
COMMANDID_MOD_LOOKAT
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Definition: dayzplayer.c:711
CMD_ACTIONMOD_PICKUP_HANDS
@ CMD_ACTIONMOD_PICKUP_HANDS
Definition: dayzplayer.c:765
CMD_ACTIONMOD_GIVEL
@ CMD_ACTIONMOD_GIVEL
Definition: dayzplayer.c:746
CMD_GESTUREMOD_THUMBDOWN
@ CMD_GESTUREMOD_THUMBDOWN
Definition: dayzplayer.c:947
LoadSoundWeaponEvent
void LoadSoundWeaponEvent()
Definition: dayzplayer.c:406
IsHoldingBreath
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
CMD_ACTIONMOD_ITEM_TUNE
@ CMD_ACTIONMOD_ITEM_TUNE
Definition: dayzplayer.c:745
CMD_ACTIONFB_BANDAGETARGET
@ CMD_ACTIONFB_BANDAGETARGET
Definition: dayzplayer.c:826
CMD_ACTIONFB_HANDCUFFTARGET
@ CMD_ACTIONFB_HANDCUFFTARGET
Definition: dayzplayer.c:891
COMMANDID_DAMAGE
@ COMMANDID_DAMAGE
Definition: dayzplayer.c:701
CMD_ACTIONMOD_LICKBATTERY
@ CMD_ACTIONMOD_LICKBATTERY
Definition: dayzplayer.c:767
m_DefaultHitComponent
protected string m_DefaultHitComponent
Definition: dayzplayer.c:588
CMD_ACTIONFB_PICKUP_HANDS
@ CMD_ACTIONFB_PICKUP_HANDS
Definition: dayzplayer.c:883
CommandSwimSettingsW
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
OnActivate
void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
virtual callback - called when camera is created
Definition: dayzplayer.c:69
CMD_ACTIONMOD_ATTACHITEM
@ CMD_ACTIONMOD_ATTACHITEM
Definition: dayzplayer.c:787
CMD_ACTIONFB_EAT_PILL
@ CMD_ACTIONFB_EAT_PILL
Definition: dayzplayer.c:907
m_pSoundTable
ref DayZPlayerTypeAnimTable m_pSoundTable
Definition: dayzplayer.c:571
Random
proto native int Random()
-------------— deterministic random numbers ---------------------—
GetSoundTable
DayZPlayerTypeAnimTable GetSoundTable()
Definition: dayzplayer.c:344
CMD_ACTIONFB_DEPLOY_1HD
@ CMD_ACTIONFB_DEPLOY_1HD
Definition: dayzplayer.c:851
STANCEIDX_RAISED
@ STANCEIDX_RAISED
Definition: dayzplayer.c:629
CMD_ACTIONFB_ATTACHSCOPE
@ CMD_ACTIONFB_ATTACHSCOPE
Definition: dayzplayer.c:899
CMD_TRAILER_DEAD_BODY
@ CMD_TRAILER_DEAD_BODY
Definition: dayzplayer.c:1030
m_AnimEventIds
private ref TIntArray m_AnimEventIds
Definition: dayzplayer.c:166
HumanInputController
Definition: human.c:17
STANCEIDX_PRONE
@ STANCEIDX_PRONE
Definition: dayzplayer.c:621
CMD_ACTIONFB_POKE
@ CMD_ACTIONFB_POKE
Definition: dayzplayer.c:898
GetCurrentPerItemCameraUD
proto native int GetCurrentPerItemCameraUD()
gets current camera
CMD_ACTIONFB_FILLBOTTLEWELL
@ CMD_ACTIONFB_FILLBOTTLEWELL
Definition: dayzplayer.c:817
CMD_ACTIONFB_PATCHING_TIRE
@ CMD_ACTIONFB_PATCHING_TIRE
Definition: dayzplayer.c:874
CMD_ACTIONMOD_SHIFTGEAR
@ CMD_ACTIONMOD_SHIFTGEAR
Definition: dayzplayer.c:934
CMD_GESTUREMOD_OKAY
@ CMD_GESTUREMOD_OKAY
Definition: dayzplayer.c:958
IsCameraBlending
proto native bool IsCameraBlending()
GetCurrentCamera
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
CMD_GESTUREMOD_TAUNTELBOW
@ CMD_GESTUREMOD_TAUNTELBOW
Definition: dayzplayer.c:975
AddItemInHandsProfile
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enab...
CMD_ACTIONFB_LITCHEMLIGHT
@ CMD_ACTIONFB_LITCHEMLIGHT
Definition: dayzplayer.c:887
CMD_ACTIONFB_VIEWCOMPASS
@ CMD_ACTIONFB_VIEWCOMPASS
Definition: dayzplayer.c:854
VEHICLECLASS_HELI
@ VEHICLECLASS_HELI
Definition: dayzplayer.c:670
GetCurrentRoll
float GetCurrentRoll()
Definition: dayzplayer.c:107
GetNoiseParamsTalk
NoiseParams GetNoiseParamsTalk()
Definition: dayzplayer.c:396
array
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Definition: isboxcollidinggeometryproxyclasses.c:27
m_fOrientationAngle
float m_fOrientationAngle
Definition: dayzplayer.c:1076
CMD_ACTIONFB_LIGHTFLARE
@ CMD_ACTIONFB_LIGHTFLARE
Definition: dayzplayer.c:886
CMD_GESTUREFB_TIMEOUT
@ CMD_GESTUREFB_TIMEOUT
Definition: dayzplayer.c:992
DEBUG_TURNSLIDE
@ DEBUG_TURNSLIDE
over turn slides / clamps
Definition: dayzplayer.c:607
CMD_ACTIONMOD_CRAFTING
@ CMD_ACTIONMOD_CRAFTING
Definition: dayzplayer.c:756
CMD_GESTUREMOD_THROAT
@ CMD_GESTUREMOD_THROAT
Definition: dayzplayer.c:968
CMD_ACTIONFB_OPENITEM_ONCE
@ CMD_ACTIONFB_OPENITEM_ONCE
Definition: dayzplayer.c:897
CMD_ACTIONFB_ITEM_OFF
@ CMD_ACTIONFB_ITEM_OFF
Definition: dayzplayer.c:890
CMD_GESTUREMOD_FACEPALM
@ CMD_GESTUREMOD_FACEPALM
Definition: dayzplayer.c:952
CMD_ACTIONMOD_DROPITEM_HANDS
@ CMD_ACTIONMOD_DROPITEM_HANDS
Definition: dayzplayer.c:800
CMD_ACTIONFB_PLACING_HEAVY
@ CMD_ACTIONFB_PLACING_HEAVY
Definition: dayzplayer.c:856
DEATH_BODY
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
Definition: dayzplayer.c:681
CMD_GESTUREFB_SURRENDER
@ CMD_GESTUREFB_SURRENDER
Definition: dayzplayer.c:1021
CMD_ACTIONFB_TURN_VALVE
@ CMD_ACTIONFB_TURN_VALVE
Definition: dayzplayer.c:870
CMD_ACTIONFB_PATCHING_DUCTTAPE
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
Definition: dayzplayer.c:875
DEBUG_ENABLEJUMP
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Definition: dayzplayer.c:611
CMD_ACTIONFB_RAISEITEM
@ CMD_ACTIONFB_RAISEITEM
Definition: dayzplayer.c:864
CMD_GESTUREFB_CAMPFIRE
@ CMD_GESTUREFB_CAMPFIRE
Definition: dayzplayer.c:1002
ResetCameraCreators
proto native void ResetCameraCreators()
resets camera creators
CMD_GESTUREFB_POINTSELF
@ CMD_GESTUREFB_POINTSELF
Definition: dayzplayer.c:997
CMD_ACTIONMOD_INTERACTONCE
@ CMD_ACTIONMOD_INTERACTONCE
Definition: dayzplayer.c:786
STANCEMASK_NOTRAISED
@ STANCEMASK_NOTRAISED
Definition: dayzplayer.c:640
CMD_GESTUREFB_THUMB
@ CMD_GESTUREFB_THUMB
Definition: dayzplayer.c:988
CMD_ACTIONMOD_EAT
@ CMD_ACTIONMOD_EAT
Definition: dayzplayer.c:741
CMD_ACTIONFB_INJECTIONTARGET
@ CMD_ACTIONFB_INJECTIONTARGET
Definition: dayzplayer.c:894
CanFreeLook
bool CanFreeLook()
this overrides freelook for cameras
Definition: dayzplayer.c:63
CMD_ACTIONMOD_HEATPACK
@ CMD_ACTIONMOD_HEATPACK
Definition: dayzplayer.c:795
CMD_ACTIONMOD_VIEWCOMPASS
@ CMD_ACTIONMOD_VIEWCOMPASS
Definition: dayzplayer.c:744
RegisterSoundEvent
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
CMD_SUICIDEFB_UNARMED
@ CMD_SUICIDEFB_UNARMED
Definition: dayzplayer.c:1047
CMD_ACTIONMOD_COVERHEAD_TARGET
@ CMD_ACTIONMOD_COVERHEAD_TARGET
Definition: dayzplayer.c:759
GetNoiseParamsLandHeavy
NoiseParams GetNoiseParamsLandHeavy()
Definition: dayzplayer.c:386
CMD_ACTIONFB_DIG
@ CMD_ACTIONFB_DIG
Definition: dayzplayer.c:846
CMD_GESTUREMOD_LISTENING
@ CMD_GESTUREMOD_LISTENING
Definition: dayzplayer.c:955
GetDebugName
override string GetDebugName()
Definition: dayzplayer.c:1126
CMD_GESTUREMOD_SURRENDERIN
@ CMD_GESTUREMOD_SURRENDERIN
Definition: dayzplayer.c:981
CMD_ACTIONMOD_STARTENGINE
@ CMD_ACTIONMOD_STARTENGINE
Definition: dayzplayer.c:925
STANCEMASK_RAISED
@ STANCEMASK_RAISED
Definition: dayzplayer.c:641
CMD_ACTIONMOD_CODRIVER_DOORCLOSE
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Definition: dayzplayer.c:932
IsCamera3rdRaised
bool IsCamera3rdRaised()
Definition: dayzplayer.c:117
COMMANDID_MELEE2
@ COMMANDID_MELEE2
Definition: dayzplayer.c:698
CMD_ACTIONFB_DROPITEM_HANDS
@ CMD_ACTIONFB_DROPITEM_HANDS
Definition: dayzplayer.c:911
CMD_ACTIONFB_OPENITEM
@ CMD_ACTIONFB_OPENITEM
Definition: dayzplayer.c:842
CMD_ACTIONFB_GIVEL
@ CMD_ACTIONFB_GIVEL
Definition: dayzplayer.c:811
CMD_ACTIONFB_FISHING
@ CMD_ACTIONFB_FISHING
Definition: dayzplayer.c:820
ROTATION_ENABLE
@ ROTATION_ENABLE
Definition: dayzplayer.c:653
CMD_GESTUREMOD_TAUNTTHINK
@ CMD_GESTUREMOD_TAUNTTHINK
Definition: dayzplayer.c:976
m_SoundObjectBuilder
private ref SoundObjectBuilder m_SoundObjectBuilder
Definition: dayzplayer.c:165
CMD_ACTIONFB_BLOWFIREPLACE
@ CMD_ACTIONFB_BLOWFIREPLACE
Definition: dayzplayer.c:852
STANCEIDX_ERECT
@ STANCEIDX_ERECT
Definition: dayzplayer.c:619
DebugPreloadAnimationInstances
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
CMD_GESTUREFB_LISTENING
@ CMD_GESTUREFB_LISTENING
Definition: dayzplayer.c:996
CMD_GESTUREFB_TAUNTTHINK
@ CMD_GESTUREFB_TAUNTTHINK
Definition: dayzplayer.c:1016
DayZAIHitComponentHelpers
Definition: dayzaihitcomponents.c:8
GetSoundWeaponEvent
AnimSoundEvent GetSoundWeaponEvent(int event_id)
Definition: dayzplayer.c:451
CMD_SUICIDEFB_RIFLE
@ CMD_SUICIDEFB_RIFLE
Definition: dayzplayer.c:1045
STANCEMASK_RAISEDPRONE
@ STANCEMASK_RAISEDPRONE
Definition: dayzplayer.c:638
CMD_ACTIONMOD_OPENLID
@ CMD_ACTIONMOD_OPENLID
Definition: dayzplayer.c:772
CMD_ACTIONFB_MORPHINE
@ CMD_ACTIONFB_MORPHINE
Definition: dayzplayer.c:892
MOVEMENT_WALK
@ MOVEMENT_WALK
0x1
Definition: dayzplayer.c:646
HumanItemBehaviorCfg
Definition: humanitems.c:5
CMD_TRAILER_MASK_02
@ CMD_TRAILER_MASK_02
Definition: dayzplayer.c:917
MELEE_LIGHT
@ MELEE_LIGHT
melee hit type
Definition: dayzplayer.c:664
CMD_ACTIONFB_DRINKPOND
@ CMD_ACTIONFB_DRINKPOND
Definition: dayzplayer.c:815
MOVEMENT_IDLE
@ MOVEMENT_IDLE
movements - masks
Definition: dayzplayer.c:645
SoundObjectBuilder
Definition: sound.c:45
CMD_ACTIONFB_HACKTREE
@ CMD_ACTIONFB_HACKTREE
Definition: dayzplayer.c:844
COMMANDID_DEATH
@ COMMANDID_DEATH
Definition: dayzplayer.c:700
VEHICLECLASS_CAR
@ VEHICLECLASS_CAR
vehicle classes
Definition: dayzplayer.c:669
m_pNoiseShout
ref NoiseParams m_pNoiseShout
Definition: dayzplayer.c:582
ProcessMeleeHit
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
STANCEMASK_RAISEDCROUCH
@ STANCEMASK_RAISEDCROUCH
Definition: dayzplayer.c:637
CMD_ACTIONMOD_ITEM_ON
@ CMD_ACTIONMOD_ITEM_ON
Definition: dayzplayer.c:774
GetDefaultHitComponent
string GetDefaultHitComponent()
Definition: dayzplayer.c:497
CMD_GESTUREFB_DABBING
@ CMD_GESTUREFB_DABBING
Definition: dayzplayer.c:1007
m_DefaultHitPositionComponent
protected string m_DefaultHitPositionComponent
Definition: dayzplayer.c:589
CMD_ACTIONFB_FORCEFEED
@ CMD_ACTIONFB_FORCEFEED
Definition: dayzplayer.c:825
SHumanGlobalSettings
Definition: humansettings.c:1
DEATH_WATER
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
Definition: dayzplayer.c:683
STANCEIDX_RAISEDCROUCH
@ STANCEIDX_RAISEDCROUCH
Definition: dayzplayer.c:623
CMD_ACTIONFB_VIEWNOTE
@ CMD_ACTIONFB_VIEWNOTE
Definition: dayzplayer.c:860
CMD_GESTUREMOD_DOWN
@ CMD_GESTUREMOD_DOWN
Definition: dayzplayer.c:972
RandomRange
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
m_pNoiseStepStand
ref NoiseParams m_pNoiseStepStand
Definition: dayzplayer.c:573
CMD_ACTIONFB_CLEANHANDSBOTTLE
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Definition: dayzplayer.c:896
CMD_GESTUREMOD_SURRENDER
@ CMD_GESTUREMOD_SURRENDER
Definition: dayzplayer.c:980
CMD_GESTUREFB_HEART
@ CMD_GESTUREFB_HEART
Definition: dayzplayer.c:993
CMD_GESTUREFB_DANCE
@ CMD_GESTUREFB_DANCE
Definition: dayzplayer.c:1017
CMD_ACTIONMOD_UNFOLDITEM_ONCE
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Definition: dayzplayer.c:790
COMMANDID_MOD_ACTION
@ COMMANDID_MOD_ACTION
Definition: dayzplayer.c:713
CMD_ACTIONMOD_EAT_PILL
@ CMD_ACTIONMOD_EAT_PILL
Definition: dayzplayer.c:793
CMD_TRAILER_WOUNDED
@ CMD_TRAILER_WOUNDED
Definition: dayzplayer.c:1032
GetDefaultHitPositionComponent
string GetDefaultHitPositionComponent()
Definition: dayzplayer.c:502
CMD_ACTIONMOD_VIEWMAP
@ CMD_ACTIONMOD_VIEWMAP
Definition: dayzplayer.c:753
GetCurrentOrientation
vector GetCurrentOrientation()
Definition: dayzplayer.c:112
RegisterHitComponentsForAI
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
Definition: dayzplayer.c:463
GetBaseAngles
vector GetBaseAngles()
Definition: dayzplayer.c:82
CMD_GESTUREMOD_THUMB
@ CMD_GESTUREMOD_THUMB
Definition: dayzplayer.c:946
CMD_ACTIONINT_END
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
Definition: dayzplayer.c:726
CMD_GESTUREFB_MOVE
@ CMD_GESTUREFB_MOVE
Definition: dayzplayer.c:1012
VegetationSound
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Definition: dayzplayer.c:168
CMD_GESTUREFB_TAUNTKISS
@ CMD_GESTUREFB_TAUNTKISS
Definition: dayzplayer.c:1015
CMD_GESTUREFB_DOWN
@ CMD_GESTUREFB_DOWN
Definition: dayzplayer.c:1013
CMD_ACTIONFB_WRING
@ CMD_ACTIONFB_WRING
Definition: dayzplayer.c:819
MOVEMENTIDX_IDLE
@ MOVEMENTIDX_IDLE
Definition: dayzplayer.c:657
CMD_ACTIONMOD_CODRIVER_DOOROPEN
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Definition: dayzplayer.c:931
DEBUG_ENABLETALKING
@ DEBUG_ENABLETALKING
option for showing talk command
Definition: dayzplayer.c:612
GetNoiseParamsProne
NoiseParams GetNoiseParamsProne()
Definition: dayzplayer.c:376
CMD_ACTIONMOD_RAISEITEM
@ CMD_ACTIONMOD_RAISEITEM
Definition: dayzplayer.c:754
Class
Super root of all classes in Enforce script.
Definition: enscript.c:10
CMD_ACTIONFB_BREAKING_STICK
@ CMD_ACTIONFB_BREAKING_STICK
Definition: dayzplayer.c:879
SetAimLimits
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
CMD_ACTIONFB_SPLITTING_FIREWOOD
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
Definition: dayzplayer.c:878
CMD_SUICIDEFB_SWORD
@ CMD_SUICIDEFB_SWORD
Definition: dayzplayer.c:1046
GetNoiseParamsCrouch
NoiseParams GetNoiseParamsCrouch()
Definition: dayzplayer.c:371
CMD_ACTIONFB_COLLECTBLOODSELF
@ CMD_ACTIONFB_COLLECTBLOODSELF
Definition: dayzplayer.c:840
CMD_GESTUREMOD_POINT
@ CMD_GESTUREMOD_POINT
Definition: dayzplayer.c:945
Vector
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
m_pNoiseLandHeavy
ref NoiseParams m_pNoiseLandHeavy
Definition: dayzplayer.c:577
CMD_ACTIONFB_ITEM_ON
@ CMD_ACTIONFB_ITEM_ON
Definition: dayzplayer.c:889
CMD_ACTIONFB_TAKETEMPSELF
@ CMD_ACTIONFB_TAKETEMPSELF
Definition: dayzplayer.c:845
EntityAI
Definition: building.c:5
CMD_ACTIONMOD_STOPENGINE
@ CMD_ACTIONMOD_STOPENGINE
Definition: dayzplayer.c:933
CMD_GESTUREMOD_GREETING
@ CMD_GESTUREMOD_GREETING
Definition: dayzplayer.c:944
CMD_ACTIONFB_PLACING_2HD
@ CMD_ACTIONFB_PLACING_2HD
Definition: dayzplayer.c:857
CMD_GESTUREFB_GREETING
@ CMD_GESTUREFB_GREETING
Definition: dayzplayer.c:986
CMD_ACTIONFB_CUTBARK
@ CMD_ACTIONFB_CUTBARK
Definition: dayzplayer.c:859
m_pNoiseTalk
ref NoiseParams m_pNoiseTalk
Definition: dayzplayer.c:581
SIMPLE_SELECTION_MELEE_MELEE
const int SIMPLE_SELECTION_MELEE_MELEE
Definition: dayzplayer.c:1117
SHumanCommandSwimSettings
Definition: humansettings.c:45
AddItemInHandsProfileIK
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
INSTANCETYPE_AI_REMOTE
@ INSTANCETYPE_AI_REMOTE
temporary!
Definition: dayzplayer.c:1065
m_animSoundEventsAttack
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
Definition: dayzplayer.c:593
CMD_ACTIONINT_RPS_PAPER
@ CMD_ACTIONINT_RPS_PAPER
Definition: dayzplayer.c:963
GetCommand_Move
proto native HumanCommandMove GetCommand_Move()
CMD_ACTIONMOD_CATCHRAIN
@ CMD_ACTIONMOD_CATCHRAIN
Definition: dayzplayer.c:743
SendRecoilOffsetZ
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
Definition: dayzplayer.c:139
CMD_ACTIONMOD_ATTACHBARREL
@ CMD_ACTIONMOD_ATTACHBARREL
Definition: dayzplayer.c:784
CMD_ACTIONFB_ATTACHBARREL
@ CMD_ACTIONFB_ATTACHBARREL
Definition: dayzplayer.c:900
CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Definition: dayzplayer.c:778
GetCurrentYaw
float GetCurrentYaw()
Definition: dayzplayer.c:97
DEATH_DEFAULT
@ DEATH_DEFAULT
death types
Definition: dayzplayer.c:679
CMD_ACTIONFB_CLEANWOUNDSTARGET
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Definition: dayzplayer.c:839
CMD_GESTUREFB_SURRENDEROUT
@ CMD_GESTUREFB_SURRENDEROUT
Definition: dayzplayer.c:1023
VEHICLESEAT_CODRIVER
@ VEHICLESEAT_CODRIVER
Definition: dayzplayer.c:674
DayZPlayerInstanceType
DayZPlayerInstanceType
defined in C++
Definition: dayzplayer.c:1058