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Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
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Go to the documentation of this file.
15 float m_fFovMultiplier;
18 float m_fPositionModelSpace;
21 float m_fPredictCollisionRadius;
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;
34 bool m_bOwnerTMOverride;
36 IEntity m_CollisionIgnoreEntity;
94 return "DayZPlayerCamera";
127 void SpawnCameraShake(
float strength = 1,
float radius = 2,
float smoothness = 5,
float radius_decay_speed = 6)
178 class DayZPlayerTypeAnimTable
280 proto native
void SetLookLimits(
float pDown,
float pUp,
float pLeft,
float pRight);
283 proto native
void SetAimLimits(
float pDown,
float pUp,
float pLeft,
float pRight);
289 proto native
void SetCameraShootParams(
float pRayDistance,
float pRayRadius,
float pMaxAngleCos);
408 string cfgPath =
"CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
412 int soundCount =
GetGame().ConfigGetChildrenCount(cfgPath);
413 for(
int i = 0; i < soundCount; i++)
416 GetGame().ConfigGetChildName(cfgPath, i, soundName);
417 string soundPath = cfgPath + soundName +
" ";
418 AnimSoundEvent soundEvent =
new AnimSoundEvent(soundPath);
419 if(soundEvent.IsValid())
428 string vegSoundsCfgPath =
"CfgVehicles SurvivorBase VegetationSounds ";
429 int vegSoundsCount =
GetGame().ConfigGetChildrenCount(vegSoundsCfgPath);
431 for (
int v = 0; v < vegSoundsCount; ++v)
433 string vegSoundParamName;
434 GetGame().ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
436 string soundSet =
"";
437 GetGame().ConfigGetText(vegSoundsCfgPath + vegSoundParamName +
" soundSet", soundSet);
440 GetGame().ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName +
" animEventIds", animEventIds);
444 if (soundParams.IsValid() && animEventIds.Count() > 0)
455 if (soundEvent.m_iID == event_id)
514 string cfgPath =
"CfgVehicles SurvivorBase ";
1091 int m_iCurrentCommandID;
1092 float m_fCurrentAimX;
1093 float m_fCurrentAimY;
1095 float m_fAimXCamOffset;
1096 float m_fAimYCamOffset;
1097 float m_fAimXHandsOffset;
1098 float m_fAimYHandsOffset;
1099 float m_fAimXMouseShift;
1100 float m_fAimYMouseShift;
1101 float m_fCamPosOffsetX;
1102 float m_fCamPosOffsetY;
1103 float m_fCamPosOffsetZ;
1128 string res = super.GetDebugName();
1156 void CommandHandler(
float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished);
1163 int CameraHandler(
int pCameraMode);
1183 proto native
void AnimCallCommand(
int pCommand,
int pParamInt,
float pParamFloat);
1185 proto native
void AnimSetInt(
int pVar,
int pInt);
1186 proto native
void AnimSetBool(
int pVar,
bool pBool);
1194 proto native
int Random();
1212 int GetEyeZoomLevel();
1214 bool IsShootingFromCamera();
1220 bool IsInThirdPerson();
1250 void SetCurrentWaterLevel(
float pWaterLevel);
1251 float GetCurrentWaterLevel();
1269 bool ret = ((1 << state.m_iStanceIdx) & pStanceMask) != 0;
1289 boo = melee.IsWeapon();
1295 boo = shoulder.IsWeapon();
proto native CGame GetGame()
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
@ CMD_ACTIONFB_PRESS_TRIGGER
@ CMD_ACTIONFB_STITCHUPSELF
@ CMD_ACTIONFB_DIGUPCACHE
@ DEBUG_MENU
dayz player debug menu in enfusion
@ CMD_ACTIONMOD_PICKUP_INVENTORY
@ VEHICLESEAT_PASSENGER_R
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
proto native void AnimSetFloat(int pVar, float pFlt)
@ CMD_ACTIONMOD_SET_KITCHENTIMER
@ CMD_ACTIONMOD_LITCHEMLIGHT
@ CMD_ACTIONMOD_BLOODTEST
@ CMD_GESTUREMOD_SURRENDEROUT
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
@ CMD_GESTUREMOD_LOOKATME
@ CMD_ACTIONMOD_FISHINGRODRETRACT
protected ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
@ CMD_ACTIONMOD_BLOODTESTOTHER
@ CMD_ACTIONFB_PATCHING_SEWING
enum DayZPlayerConstants SetDefaultItemInHandsProfile
@ CMD_ACTIONFB_RESTRAINSELF
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
@ CMD_GESTUREFB_THUMBDOWN
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
@ CMD_ACTIONMOD_UNPINGRENAGE
@ CMD_ACTIONMOD_FOLDITEM_ONCE
@ STANCEMASK_ERECT
stance masks
@ CMD_ACTIONFB_PLACING_1HD
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
@ CMD_ACTIONFB_EMPTY_VESSEL
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
virtual callback - called each frame
@ VEHICLESEAT_DRIVER
vehicle seats
proto native void AnimSetBool(int pVar, bool pBool)
@ MOVEMENTIDX_SLIDE
movement idx
NoiseParams GetNoiseParamsStand()
protected ref array< string > m_SuitableFinisherHitComponents
void SpawnDiagCameraShake()
@ CMD_ACTIONFB_PICKUP_HEAVY
@ CMD_ACTIONFB_ANIMALSKINNING
@ CMD_GESTUREFB_SHAKEHEAD
@ CMD_ACTIONFB_WASHHANDSPOND
@ CMD_GESTUREMOD_POINTSELF
private void ~DayZPlayerType()
@ CMD_ACTIONMOD_DRINK
animations constants
@ CMD_ACTIONFB_SEARCHINVENTORY
ref NoiseParams m_pNoiseLandLight
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
@ DEATH_FALL
swimming -> death
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
@ CMD_ACTIONMOD_COVERHEAD_SELF
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
array< string > GetSuitableFinisherHitComponents()
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
@ CMD_ACTIONMOD_ATTACHSCOPE
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
ref array< ref VegetationSound > m_pVegetationSounds
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
@ CMD_ACTIONINT_RPS_SCISSORS
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
@ CMD_GESTUREFB_SURRENDERIN
@ CMD_ACTIONFB_WASHHANDSWELL
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
@ CMD_ACTIONMOD_SET_ALARM
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
@ CMD_GESTUREMOD_WATCHING
NoiseParams GetNoiseParamsLandLight()
@ CMD_ACTIONFB_FIREESTINGUISHER
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
@ CMD_SUICIDEFB_PITCHFORK
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
proto native void AnimSetInt(int pVar, int pInt)
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
@ INSTANCETYPE_AI_SERVER
client instance && other player
private void DayZPlayerType()
@ CMD_ACTIONFB_UNRESTRAINTARGET
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
@ CMD_GESTUREMOD_SHAKEHEAD
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
@ DEBUG_SHOWINJURY
menu for showing injuries
@ CMD_ACTIONFB_RESTRAINTARGET
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
proto native DayZPlayerInstanceType GetInstanceType()
private void SDayZPlayerHeadingModel()
cannot be created from script
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
ref NoiseParams m_pNoiseStepCrouch
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
vector GetAdditiveAngles()
proto native SHumanGlobalSettings GetGlobalSettingsW()
returns Human global settings for DayZPlayer
@ CMD_ACTIONMOD_SEARCHINVENTORY
const int SIMPLE_SELECTION_SHOULDER_MELEE
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
@ CMD_ACTIONMOD_FISHINGRODEXTEND
void OnThrowingModeChange(bool change_to_enabled)
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
@ CMD_ACTIONFB_DIGMANIPULATE
void LoadVegetationSounds()
@ CMD_ACTIONFB_VEHICLE_PUSH
@ CMD_ACTIONMOD_OPENDOORFW
proto native int GetHeadBoneIdx()
void SoundObjectBuilder(SoundParams soundParams)
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
@ CMD_ACTIONMOD_EAT_TABLET
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
@ CMD_ACTIONMOD_STOP_ALARM
@ CMD_ACTIONMOD_PRESS_TRIGGER
@ CMD_GESTUREMOD_TAUNTKISS
@ CMD_ACTIONFB_RAISE_FLAG
@ CMD_ACTIONFB_CHECKPULSE
@ CMD_ACTIONFB_DEPLOY_HEAVY
@ INSTANCETYPE_REMOTE
client instance && controlled
class SHumanGlobalSettings SHumanCommandMoveSettings()
@ COMMANDID_NONE
unconscious -> death - while in water
@ CMD_ACTIONMOD_BATONRETRACT
@ CMD_ACTIONFB_SPRAYPLANT
bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
@ CMD_GESTUREFB_LYINGDOWN
@ CMD_ACTIONMOD_EMPTY_VESSEL
@ CMD_ACTIONFB_FLAME_REPAIR
@ CMD_ACTIONMOD_TAKETEMPSELF
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
@ CMD_ACTIONFB_CLEANING_WEAPON
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
@ INSTANCETYPE_CLIENT
server instance
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Serialization general interface. Serializer API works with:
@ CMD_ACTIONMOD_BATONEXTEND
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
@ CMD_ACTIONFB_EAT_TABLET
NoiseParams GetNoiseParamsWhisper()
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
@ CMD_ACTIONFB_DISASSEMBLE
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
protected HumanInputController m_pInput
human input
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
@ CMD_ACTIONFB_DEPLOY_2HD
@ CMD_ACTIONMOD_OPENITEM_ONCE
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
array< ref VegetationSound > GetVegetationSounds()
@ DEATH_UNCON_ON_LAND
falling -> death
protected DayZPlayer m_pPlayer
data
class SHumanCommandSwimSettings SHumanCommandClimbSettings()
class ObjectSpawnerHandler NoiseParams
@ CMD_ACTIONFB_STOP_ALARM
@ CMD_GESTUREFB_LOOKOPTICS
NoiseParams GetNoiseParamsShout()
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
const int SIMPLE_SELECTION_SHOULDER_RIFLE
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
@ CMD_ACTIONFB_PICKUP_INVENTORY
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
@ CMD_ACTIONFB_LOWER_FLAG
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
DayZPlayerConstants
defined in C++
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
@ CMD_ACTIONFB_SHOVEL_DIG
@ CMD_ACTIONFB_FILLBOTTLEPOND
ref NoiseParams m_pNoiseStepProne
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
string GetHitComponentForAI()
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
@ CMD_ACTIONFB_UNPINGRENAGE
@ CMD_ACTIONMOD_LIGHTFLARE
ref NoiseParams m_pNoiseWhisper
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
private void ~SDayZPlayerHeadingModel()
@ CMD_ACTIONMOD_HEADLIGHT
@ CMD_TRAILER_WALKIE_TALKIE
enum DayZPlayerInstanceType m_iCamMode
@ VEHICLESEAT_PASSENGER_L
PlayerSpawnPreset slotName
@ CMD_ACTIONFB_SALINEBLOODBAG
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
proto native void ResetItemInHandsProfiles()
reset profiles
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
@ CMD_ACTIONFB_LICKBATTERY
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
@ CMD_ACTIONMOD_PICKUP_HANDS
@ CMD_GESTUREMOD_THUMBDOWN
void LoadSoundWeaponEvent()
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
@ CMD_ACTIONMOD_ITEM_TUNE
@ CMD_ACTIONFB_BANDAGETARGET
@ CMD_ACTIONFB_HANDCUFFTARGET
@ CMD_ACTIONMOD_LICKBATTERY
protected string m_DefaultHitComponent
@ CMD_ACTIONFB_PICKUP_HANDS
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
virtual callback - called when camera is created
@ CMD_ACTIONMOD_ATTACHITEM
ref DayZPlayerTypeAnimTable m_pSoundTable
proto native int Random()
-------------— deterministic random numbers ---------------------—
DayZPlayerTypeAnimTable GetSoundTable()
@ CMD_ACTIONFB_DEPLOY_1HD
@ CMD_ACTIONFB_ATTACHSCOPE
private ref TIntArray m_AnimEventIds
proto native int GetCurrentPerItemCameraUD()
gets current camera
@ CMD_ACTIONFB_FILLBOTTLEWELL
@ CMD_ACTIONFB_PATCHING_TIRE
@ CMD_ACTIONMOD_SHIFTGEAR
proto native bool IsCameraBlending()
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
@ CMD_GESTUREMOD_TAUNTELBOW
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_VIEWCOMPASS
NoiseParams GetNoiseParamsTalk()
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
float m_fOrientationAngle
@ CMD_ACTIONFB_LIGHTFLARE
@ DEBUG_TURNSLIDE
over turn slides / clamps
@ CMD_ACTIONFB_OPENITEM_ONCE
@ CMD_GESTUREMOD_FACEPALM
@ CMD_ACTIONMOD_DROPITEM_HANDS
@ CMD_ACTIONFB_PLACING_HEAVY
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
@ CMD_GESTUREFB_SURRENDER
@ CMD_ACTIONFB_TURN_VALVE
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
proto native void ResetCameraCreators()
resets camera creators
@ CMD_GESTUREFB_POINTSELF
@ CMD_ACTIONMOD_INTERACTONCE
@ CMD_ACTIONFB_INJECTIONTARGET
bool CanFreeLook()
this overrides freelook for cameras
@ CMD_ACTIONMOD_VIEWCOMPASS
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
@ CMD_ACTIONMOD_COVERHEAD_TARGET
NoiseParams GetNoiseParamsLandHeavy()
@ CMD_GESTUREMOD_LISTENING
override string GetDebugName()
@ CMD_GESTUREMOD_SURRENDERIN
@ CMD_ACTIONMOD_STARTENGINE
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
@ CMD_ACTIONFB_DROPITEM_HANDS
@ CMD_GESTUREMOD_TAUNTTHINK
private ref SoundObjectBuilder m_SoundObjectBuilder
@ CMD_ACTIONFB_BLOWFIREPLACE
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
@ CMD_GESTUREFB_LISTENING
@ CMD_GESTUREFB_TAUNTTHINK
AnimSoundEvent GetSoundWeaponEvent(int event_id)
@ MELEE_LIGHT
melee hit type
@ MOVEMENT_IDLE
movements - masks
@ VEHICLECLASS_CAR
vehicle classes
ref NoiseParams m_pNoiseShout
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
@ STANCEMASK_RAISEDCROUCH
string GetDefaultHitComponent()
protected string m_DefaultHitPositionComponent
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
ref NoiseParams m_pNoiseStepStand
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
@ CMD_GESTUREMOD_SURRENDER
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
string GetDefaultHitPositionComponent()
vector GetCurrentOrientation()
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
@ CMD_GESTUREFB_TAUNTKISS
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
@ DEBUG_ENABLETALKING
option for showing talk command
NoiseParams GetNoiseParamsProne()
@ CMD_ACTIONMOD_RAISEITEM
Super root of all classes in Enforce script.
@ CMD_ACTIONFB_BREAKING_STICK
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
NoiseParams GetNoiseParamsCrouch()
@ CMD_ACTIONFB_COLLECTBLOODSELF
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
ref NoiseParams m_pNoiseLandHeavy
@ CMD_ACTIONFB_TAKETEMPSELF
@ CMD_ACTIONMOD_STOPENGINE
@ CMD_GESTUREMOD_GREETING
@ CMD_ACTIONFB_PLACING_2HD
ref NoiseParams m_pNoiseTalk
const int SIMPLE_SELECTION_MELEE_MELEE
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
@ INSTANCETYPE_AI_REMOTE
temporary!
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
@ CMD_ACTIONINT_RPS_PAPER
proto native HumanCommandMove GetCommand_Move()
@ CMD_ACTIONMOD_CATCHRAIN
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
@ CMD_ACTIONMOD_ATTACHBARREL
@ CMD_ACTIONFB_ATTACHBARREL
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
@ DEATH_DEFAULT
death types
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
@ CMD_GESTUREFB_SURRENDEROUT
DayZPlayerInstanceType
defined in C++