Dayz Build 1.29.163047, Scripts Rev. 123548
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emoteclasses.c
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1
3{
5 {
7 m_InputActionName = "EmoteGreeting";
8 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
10 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
11 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
12 m_HideItemInHands = false;
13 }
14}
15
16class EmoteSOS extends EmoteBase
17{
18 void EmoteSOS()
19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }
28
29 override bool EmoteCondition(int stancemask)
30 {
31 return !m_Player.GetItemInHands();
32 }
33}
34
35class EmoteHeart extends EmoteBase
36{
38 {
40 m_InputActionName = "EmoteHeart";
41 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
43 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
44 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
45 m_HideItemInHands = true;
46 }
47
48 override bool EmoteCondition(int stancemask)
49 {
50 return !m_Player.GetItemInHands();
51 }
52}
53
54class EmoteTaunt extends EmoteBase
55{
56 void EmoteTaunt()
57 {
59 m_InputActionName = "EmoteTaunt";
60 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
61 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
62 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
63 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
64 m_HideItemInHands = false;
65 }
66}
67
69{
70 protected const float WATER_DEPTH = 0.15;
72 {
74 m_InputActionName = "EmoteLyingDown";
76 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
78 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
79 m_HideItemInHands = true;
80 }
81
82 override bool EmoteCondition(int stancemask)
83 {
84 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
85 if (water_info[0] >= WATER_DEPTH) //is player able to lay down without "drowning"?
86 return false;
87 return !m_Player.GetItemInHands();
88 }
89}
90
91class EmoteTauntKiss extends EmoteBase
92{
93 void EmoteTauntKiss()
94 {
96 m_InputActionName = "EmoteTauntKiss";
97 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
98 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
99 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
100 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
101 m_HideItemInHands = false;
102 }
103}
104
106{
108 {
110 m_InputActionName = "EmotePoint";
111 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
112 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
113 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
114 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
115 m_HideItemInHands = false;
116 }
117}
118
119class EmoteTauntElbow extends EmoteBase
120{
121 void EmoteTauntElbow()
124 m_InputActionName = "EmoteTauntElbow";
125 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
126 m_StanceMaskFullbody = 0;
127 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
128 m_FullbodyCallbackUID = 0;
129 m_HideItemInHands = true;
130 }
131
132 override bool EmoteCondition(int stancemask)
133 {
134 return !m_Player.GetItemInHands();
135 }
136}
137
139{
141 {
143 m_InputActionName = "EmoteThumb";
144 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
145 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
146 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
147 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
148 m_HideItemInHands = false;
149 }
150}
151
152class EmoteThumbDown extends EmoteBase
153{
154 void EmoteThumbDown()
157 m_InputActionName = "EmoteThumbDown";
158 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
159 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
160 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
161 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
162 m_HideItemInHands = false;
163 }
164}
165
167{
169 {
171 m_InputActionName = "EmoteThroat";
172 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
173 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
174 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
175 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
176 m_HideItemInHands = false;
177 }
178}
179
180class EmoteDance extends EmoteBase
181{
182 void EmoteDance()
185 m_InputActionName = "EmoteDance";
186 m_StanceMaskAdditive = 0;
187 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
188 m_AdditiveCallbackUID = 0;
189 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
190 m_HideItemInHands = true;
191 }
192
193 override bool EmoteCondition(int stancemask)
194 {
195 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
196 return false;
197
198 return !m_Player.GetItemInHands();
199 }
200}
201
203{
205 {
207 m_InputActionName = "EmoteSalute";
209 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
211 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
212 m_HideItemInHands = true;
213 }
214
215 override bool EmoteCondition(int stancemask)
216 {
217 return !m_Player.GetItemInHands();
218 }
219}
220
221class EmoteTimeout extends EmoteBase
222{
223 void EmoteTimeout()
226 m_InputActionName = "EmoteTimeout";
227 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
228 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
229 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
230 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
231 m_HideItemInHands = true;
232 }
233
234 override bool EmoteCondition(int stancemask)
235 {
236 return !m_Player.GetItemInHands();
237 }
238}
239
241{
243 {
245 //m_InputActionName = "EmoteDabbing";
246 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
248 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
250 m_HideItemInHands = true;
251 }
252}
253
254class EmoteFacepalm extends EmoteBase
255{
256 void EmoteFacepalm()
259 m_InputActionName = "EmoteFacepalm";
260 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
261 m_StanceMaskFullbody = 0;
262 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
263 m_FullbodyCallbackUID = 0;
264 m_HideItemInHands = false;
265 }
266}
267
268class EmoteClap extends EmoteBase
269{
271 {
273 m_InputActionName = "EmoteClap";
274 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
276 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
278 m_HideItemInHands = true;
279 }
280
281 override bool EmoteCondition(int stancemask)
282 {
283 return !m_Player.GetItemInHands();
284 }
285}
286
287class EmoteSilent extends EmoteBase
288{
289 void EmoteSilent()
292 m_InputActionName = "EmoteSilent";
293 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
294 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
295 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
296 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
297 m_HideItemInHands = false;
298 }
299}
300
302{
304 {
306 m_InputActionName = "EmoteWatching";
307 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
308 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
309 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
310 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
311 m_HideItemInHands = false;
312 }
313}
314
315class EmoteHold extends EmoteBase
316{
317 void EmoteHold()
320 m_InputActionName = "EmoteHold";
321 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
322 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
323 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
324 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
325 m_HideItemInHands = false;
326 }
327}
328
330{
332 {
334 m_InputActionName = "EmoteListening";
335 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
336 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
337 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
338 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
339 m_HideItemInHands = false;
340 }
341}
342
343class EmotePointSelf extends EmoteBase
344{
345 void EmotePointSelf()
348 m_InputActionName = "EmotePointSelf";
349 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
350 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
351 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
352 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
353 m_HideItemInHands = false;
354 }
355}
356
358{
360 {
362 m_InputActionName = "EmoteLookAtMe";
363 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
364 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
365 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
366 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
367 m_HideItemInHands = false;
368 }
369}
370
371class EmoteTauntThink extends EmoteBase
372{
373 void EmoteTauntThink()
376 m_InputActionName = "EmoteTauntThink";
377 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
378 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
379 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
380 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
381 m_HideItemInHands = false;
382 }
383}
384
385class EmoteMove extends EmoteBase
386{
388 {
390 m_InputActionName = "EmoteMove";
391 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
392 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
393 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
394 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
395 m_HideItemInHands = false;
396 }
397}
398
399class EmoteGetDown extends EmoteBase
400{
401 void EmoteGetDown()
404 m_InputActionName = "EmoteGetDown";
405 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
406 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
407 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
408 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
409 m_HideItemInHands = false;
410 }
411}
412
413class EmoteCome extends EmoteBase
414{
416 {
418 m_InputActionName = "EmoteCome";
419 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
420 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
421 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
422 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
423 m_HideItemInHands = false;
424 }
425}
426
427//Handled directly via EmoteManager!
428class EmoteSurrender extends EmoteBase
429{
430 void EmoteSurrender()
433 m_InputActionName = "EmoteSurrender";
434 m_HideItemInHands = false;
435 }
436
437 override bool EmoteCondition(int stancemask)
438 {
439 Transport transportEnt; //standing on a Transport-type object...
440 return !m_Player.PhysicsGetLinkedEntity() && !Class.CastTo(transportEnt,m_Player.PhysicsGetFloorEntity());
441 }
442
443 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
444 {
445 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
446 return true;
447 }
448
449 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
450 {
451 bool surrenderTargetState = !m_Player.GetEmoteManager().m_IsSurrendered;
452 if (!surrenderTargetState && m_Player.GetItemInHands())
453 {
454 m_Player.GetItemInHands().DeleteSafe();
455 }
456
457 m_Player.GetEmoteManager().PlaySurrenderInOut(surrenderTargetState);
458
459 return true;
460 }
461}
462
464{
466 {
468 m_InputActionName = "EmoteCampfireSit";
470 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
472 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
473 m_HideItemInHands = true;
474 }
475
476 override bool EmoteCondition(int stancemask)
477 {
478 return !m_Player.GetItemInHands();
479 }
480}
481
482class EmoteSitA extends EmoteBase
483{
484 void EmoteSitA()
487 m_InputActionName = "EmoteSitA";
488 m_StanceMaskAdditive = 0;
489 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
490 m_AdditiveCallbackUID = 0;
491 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
492 m_HideItemInHands = false;
493 }
494}
495
496class EmoteSitB extends EmoteBase
497{
499 {
501 m_InputActionName = "EmoteSitB";
503 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
505 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
506 m_HideItemInHands = false;
507 }
508
509 override bool EmoteCondition(int stancemask)
510 {
511 return !m_Player.GetItemInHands();
512 }
513}
514
515class EmoteRPSRandom extends EmoteBase
516{
517 void EmoteRPSRandom()
520 m_InputActionName = "EmoteRPSRandom";
521 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
522 m_StanceMaskFullbody = 0;
523 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
524 m_FullbodyCallbackUID = 0;
525 m_HideItemInHands = false;
526 }
527}
528
530{
532 {
534 m_InputActionName = "EmoteRPSRock";
535 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
537 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
539 m_HideItemInHands = false;
540 }
541}
542
543class EmoteRPSPaper extends EmoteBase
544{
545 void EmoteRPSPaper()
548 m_InputActionName = "EmoteRPSPaper";
549 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
550 m_StanceMaskFullbody = 0;
551 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
552 m_FullbodyCallbackUID = 0;
553 m_HideItemInHands = false;
554 }
555}
556
558{
560 {
562 m_InputActionName = "EmoteRPSScisors";
563 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
565 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
567 m_HideItemInHands = false;
568 }
569}
570
571class EmoteNod extends EmoteBase
572{
573 void EmoteNod()
576 m_InputActionName = "EmoteNod";
577 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
578 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
579 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
580 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
581 m_HideItemInHands = false;
582 }
583}
584
586{
588 {
590 m_InputActionName = "EmoteShake";
591 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
592 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
593 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
594 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
595 m_HideItemInHands = false;
596 }
597}
598
599class EmoteShrug extends EmoteBase
600{
601 void EmoteShrug()
604 m_InputActionName = "EmoteShrug";
605 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
606 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
607 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
608 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
609 m_HideItemInHands = false;
610 }
611}
612
614{
625
626 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
627 {
628 is_fullbody = true;
629 callback_ID = -1;
630 stancemask = 0;
631 string suicideStr;
632 ItemBase weapon;
633 weapon = m_Player.GetItemInHands();
634 if (weapon)
635 {
636 if (weapon.ConfigIsExisting("suicideAnim"))
637 {
638 suicideStr = weapon.ConfigGetString("suicideAnim");
639 }
640
641 if (weapon.IsKindOf("Pistol_Base"))
642 {
643 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
644 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
645 //m_Player.OverrideShootFromCamera(false);
646 }
647 else if (Weapon_Base.Cast(weapon)) //long firearms
648 {
649 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
650 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
651 //m_Player.OverrideShootFromCamera(false);
652 }
653 else
654 {
655 switch (suicideStr)
656 {
657 case "onehanded":
658 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
659 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
660 break;
661
662 case "fireaxe":
663 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
664 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
665 break;
666
667 case "pitchfork":
668 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
669 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
670 break;
671
672 case "sword":
673 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
674 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
675 break;
676
677 case "spear":
678 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
679 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
680 break;
681
682 case "woodaxe":
683 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
684 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
685 break;
686
687 case "sickle":
688 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
689 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
690 break;
691
692 case "hoe":
693 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
694 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
695 break;
696 }
697 }
698 }
699 if (callback_ID > -1)
700 {
701 return true;
702 }
703 return false;
704 }
705
706 override bool EmoteCondition(int stancemask)
707 {
708 ItemBase itemInHands = m_Player.GetItemInHands();
709
710 if (!itemInHands.CanBeUsedForSuicide())
711 {
712 return false;
713 }
714
715 return super.EmoteCondition(stancemask);
716 }
717
718 override bool CanBeCanceledNormally(notnull EmoteCB callback)
719 {
720 int state = callback.GetState();
721 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
722 return false;
723
724 return super.CanBeCanceledNormally(callback);;
725 }
726
727 override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
728 {
729 if (callback_ID > -1)
730 {
731 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
732 m_Player.OverrideShootFromCamera(false);
733 }
734 }
735
736 override void OnCallbackEnd()
737 {
738 m_Player.SetSuicide(false);
739 }
740}
741
742class EmoteVomit extends EmoteBase
743{
744 void EmoteVomit()
747 m_InputActionName = "EmoteVomit";
748 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
749 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
750 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
751 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
752 m_HideItemInHands = false;
753 }
754
755 override bool EmoteCondition(int stancemask)
756 {
757 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
758 }
759
760 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
761 {
762 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !g_Game.IsMultiplayer() )
763 {
764 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
765
766 if ( symptom )
767 {
768 symptom.SetDuration(Math.RandomIntInclusive(4,8));
769 }
770 }
771
772 m_Player.GetEmoteManager().SetEmoteLockState(false);
773
774 return true;
775 }
776}
map m_Player
void EmoteHeart()
void EmoteSuicide()
void EmoteGreeting()
Definition emoteclasses.c:4
override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
const float WATER_DEPTH
void EmoteWatching()
int m_StanceMaskFullbody
Definition emotebase.c:7
void EmoteSitB()
void EmoteShake()
void EmoteThumb()
void EmoteRPSRock()
int m_StanceMaskAdditive
Definition emotebase.c:6
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
PlayerBase m_Player
Definition emotebase.c:3
void EmoteRPSScisors()
int m_FullbodyCallbackUID
Definition emotebase.c:9
bool m_HideItemInHands
Definition emotebase.c:10
void EmoteSalute()
void EmotePoint()
int m_AdditiveCallbackUID
Definition emotebase.c:8
int m_ID
Definition emotebase.c:4
void EmoteMove()
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Definition emotebase.c:47
void EmoteLookAtMe()
void EmoteThroat()
void EmoteLyingDown()
void EmoteDabbing()
override bool EmoteCondition(int stancemask)
bool EmoteCondition(int stancemask)
Definition emotebase.c:12
override void OnCallbackEnd()
void EmoteCome()
void EmoteListening()
void EmoteClap()
override bool CanBeCanceledNormally(notnull EmoteCB callback)
void EmoteCampfireSit()
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Definition emotebase.c:39
string m_InputActionName
Definition emotebase.c:5
void SetDuration(float duration)
Definition statebase.c:80
DayZGame g_Game
Definition dayzgame.c:3942
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
void DayZPlayerUtils()
cannot be instantiated
eBrokenLegs
Definition ebrokenlegs.c:2
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it).
Definition effect.c:51
class EmoteWatching extends EmoteBase EmoteHold()
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
void EmoteHeart()
void EmoteSuicide()
void EmoteGreeting()
class EmoteClap extends EmoteBase EmoteSilent()
class EmoteShake extends EmoteBase EmoteShrug()
class EmoteListening extends EmoteBase EmotePointSelf()
class EmoteSitB extends EmoteBase EmoteRPSRandom()
class EmoteMove extends EmoteBase EmoteGetDown()
void EmoteWatching()
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
class EmoteHeart extends EmoteBase EmoteTaunt()
void EmoteSitB()
void EmoteShake()
void EmoteThumb()
void EmoteRPSRock()
void EmoteRPSScisors()
class EmoteSalute extends EmoteBase EmoteTimeout()
void EmoteSalute()
void EmotePoint()
class EmoteRPSScisors extends EmoteBase EmoteNod()
class EmoteSuicide extends EmoteBase EmoteVomit()
void EmoteMove()
class EmoteThroat extends EmoteBase EmoteDance()
class EmotePoint extends EmoteBase EmoteTauntElbow()
void EmoteLookAtMe()
void EmoteThroat()
class EmoteGreeting extends EmoteBase EmoteSOS()
void EmoteLyingDown()
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
void EmoteDabbing()
void EmoteCome()
class EmoteThumb extends EmoteBase EmoteThumbDown()
void EmoteListening()
void EmoteClap()
void EmoteCampfireSit()
class EmoteDabbing extends EmoteBase EmoteFacepalm()
class EmoteCampfireSit extends EmoteBase EmoteSitA()
class EmoteCome extends EmoteBase EmoteSurrender()
const int ID_EMOTE_LYINGDOWN
Definition constants.c:364
const int ID_EMOTE_THROAT
Definition constants.c:369
const int ID_EMOTE_RPS_P
Definition constants.c:394
const int ID_EMOTE_NOD
Definition constants.c:396
const int ID_EMOTE_RPS
Definition constants.c:383
const int ID_EMOTE_TIMEOUT
Definition constants.c:378
const int ID_EMOTE_VOMIT
Definition constants.c:400
const int ID_EMOTE_RPS_R
Definition constants.c:393
const int ID_EMOTE_SHAKE
Definition constants.c:397
const int ID_EMOTE_TAUNTTHINK
Definition constants.c:389
const int ID_EMOTE_THUMBDOWN
Definition constants.c:375
const int ID_EMOTE_DOWN
Definition constants.c:391
const int ID_EMOTE_FACEPALM
Definition constants.c:366
const int ID_EMOTE_SITA
Definition constants.c:373
const int ID_EMOTE_CAMPFIRE
Definition constants.c:372
const int ID_EMOTE_SOS
Definition constants.c:361
const int ID_EMOTE_SITB
Definition constants.c:374
const int ID_EMOTE_DABBING
Definition constants.c:377
const int ID_EMOTE_GREETING
Definition constants.c:360
const int ID_EMOTE_THUMB
Definition constants.c:368
const int ID_EMOTE_POINTSELF
Definition constants.c:387
const int ID_EMOTE_LOOKATME
Definition constants.c:388
const int ID_EMOTE_SILENT
Definition constants.c:381
const int ID_EMOTE_TAUNTELBOW
Definition constants.c:367
const int ID_EMOTE_SURRENDER
Definition constants.c:399
const int ID_EMOTE_LISTENING
Definition constants.c:386
const int ID_EMOTE_SHRUG
Definition constants.c:398
const int ID_EMOTE_MOVE
Definition constants.c:390
const int ID_EMOTE_TAUNTKISS
Definition constants.c:365
const int ID_EMOTE_TAUNT
Definition constants.c:363
const int ID_EMOTE_SALUTE
Definition constants.c:382
const int ID_EMOTE_RPS_S
Definition constants.c:395
const int ID_EMOTE_DANCE
Definition constants.c:371
const int ID_EMOTE_COME
Definition constants.c:392
const int ID_EMOTE_HOLD
Definition constants.c:385
const int ID_EMOTE_SUICIDE
Definition constants.c:370
const int ID_EMOTE_WATCHING
Definition constants.c:384
const int ID_EMOTE_HEART
Definition constants.c:362
const int ID_EMOTE_CLAP
Definition constants.c:379
const int ID_EMOTE_POINT
Definition constants.c:380
class HumanCommandLadder HumanCommandSwim()
Definition human.c:673