Dayz
Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
Toggle main menu visibility
Loading...
Searching...
No Matches
smptanimmeta.c
Go to the documentation of this file.
1
enum
eAnimFinishType
2
{
3
SUCCESS
,
4
FAILURE
,
5
}
6
7
class
SmptAnimMetaBase
8
{
9
bool
m_IsPlaying
;
10
SymptomManager
m_Manager
;
11
PlayerBase
m_Player
;
12
int
m_AnimID
;
13
int
m_SymptomType
;
14
int
m_StateType
;
15
bool
m_DestroyRequested
;
16
bool
m_Canceled
;
17
18
void
SmptAnimMetaBase
()
19
{
20
}
21
22
void
Init
(
ParamsReadContext
ctx,
SymptomManager
manager,
PlayerBase
player)
23
{
24
m_Manager
= manager;
25
m_Player
= player;
26
}
27
28
bool
IsPlaying
()
29
{
30
return
m_IsPlaying
;
31
}
32
33
bool
IsDestroyReqested
()
34
{
35
return
m_DestroyRequested
;
36
}
37
38
void
AnimFinished
(
eAnimFinishType
type)
39
{
40
m_DestroyRequested
=
true
;
41
SymptomBase
Symptom =
m_Manager
.GetCurrentPrimaryActiveSymptom();
42
43
if
( type ==
eAnimFinishType
.FAILURE)
// <--------------- FAILED
44
{
45
if
(
m_Player
.GetInstanceType() ==
DayZPlayerInstanceType
.INSTANCETYPE_SERVER || !
g_Game
.IsMultiplayer())
46
{
47
if
( Symptom )
48
{
49
Symptom.
AnimationPlayFailed
();
50
}
51
}
52
}
53
else
if
( type ==
eAnimFinishType
.SUCCESS)
// <--------------- SUCCESS
54
{
55
if
(
m_Player
.GetInstanceType() ==
DayZPlayerInstanceType
.INSTANCETYPE_SERVER || !
g_Game
.IsMultiplayer())
56
{
57
if
( Symptom )
58
{
59
Symptom.
AnimationFinish
();
60
}
61
}
62
}
63
}
64
65
EAnimPlayState
PlayRequest
()
66
{
67
EAnimPlayState
played =
Play
();
68
69
if
(played ==
EAnimPlayState
.FAILED)
70
{
71
m_Manager
.OnAnimationFinished(
eAnimFinishType
.FAILURE);
72
}
73
return
played;
74
}
75
76
protected
EAnimPlayState
Play
();
77
78
void
Update
(HumanMovementState movement_state);
79
80
};
81
82
class
SmptAnimMetaFB
extends
SmptAnimMetaBase
83
{
84
int
m_StanceMask
;
85
float
m_Duration
;
86
87
void
~SmptAnimMetaFB
()
88
{
89
if
(
m_Player
)
90
m_Player
.m_isFBsymptomPlaying =
false
;
91
}
92
93
override
void
Init
(
ParamsReadContext
ctx,
SymptomManager
manager,
PlayerBase
player)
94
{
95
super.Init(ctx, manager, player);
96
DayZPlayerSyncJunctures
.
ReadPlayerSymptomFBParams
( ctx,
m_AnimID
,
m_StanceMask
,
m_Duration
);
97
}
98
99
override
EAnimPlayState
Play
()
100
{
101
m_Canceled
=
false
;
102
103
HumanCommandActionCallback
callback =
m_Player
.GetCommand_Action();
104
105
if
(!callback)
106
{
107
callback =
m_Player
.GetCommandModifier_Action();
108
}
109
if
( callback )
110
{
111
callback.InternalCommand(
DayZPlayerConstants
.CMD_ACTIONINT_INTERRUPT);
112
m_Canceled
=
true
;
113
}
114
115
if
(!
m_Canceled
)
116
{
117
SymptomCB anim_callback = SymptomCB.Cast(
m_Player
.StartCommand_Action(
m_AnimID
, SymptomCB,
m_StanceMask
));
118
119
if
(anim_callback)
120
{
121
anim_callback.Init(
m_Duration
,
m_Player
);
122
m_IsPlaying
=
true
;
123
m_Player
.m_isFBsymptomPlaying =
true
;
124
return
EAnimPlayState
.OK;
125
}
126
else
127
{
128
return
EAnimPlayState
.FAILED;
129
}
130
}
131
return
EAnimPlayState
.POSTPONED;
132
}
133
}
134
135
class
SmptAnimMetaADD
extends
SmptAnimMetaBase
136
{
137
bool
m_CalledAnimStart
;
138
override
void
Init
(
ParamsReadContext
ctx,
SymptomManager
manager,
PlayerBase
player)
139
{
140
super.Init(ctx, manager, player);
141
DayZPlayerSyncJunctures
.
ReadPlayerSymptomADDParams
( ctx,
m_AnimID
);
142
}
143
144
override
EAnimPlayState
Play
()
145
{
146
HumanCommandActionCallback
callback =
m_Player
.GetCommand_Action();
147
if
(!callback)
148
{
149
callback =
m_Player
.GetCommandModifier_Action();
150
}
151
if
( !callback )
152
{
153
HumanCommandWeapons
hcw =
m_Player
.GetCommandModifier_Weapons();
154
if
(hcw && !hcw.
IsActionFinished
())
155
return
EAnimPlayState
.FAILED;
156
157
HumanCommandAdditives
ad =
m_Player
.GetCommandModifier_Additives();
158
if
(ad)
159
{
160
//Print("------------------ Playing -----------------");
161
ad.StartModifier(
m_AnimID
);
162
m_IsPlaying
=
true
;
163
164
return
EAnimPlayState
.OK;
165
}
166
}
167
return
EAnimPlayState
.FAILED;
168
}
169
170
override
void
Update
(
HumanMovementState
movement_state)
171
{
172
if
(
m_IsPlaying
)
173
{
174
HumanCommandAdditives
ad =
m_Player
.GetCommandModifier_Additives();
175
if
(!ad || !ad.IsModifierActive())
176
{
177
//Print("------------------ Not Playing -----------------");
178
m_Manager
.OnAnimationFinished();
179
}
180
else
181
{
182
if
(!
m_CalledAnimStart
)
183
{
184
m_Manager
.OnAnimationStarted();
185
m_CalledAnimStart
=
true
;
186
}
187
}
188
}
189
}
190
}
191
192
193
class
HeatComfortmMetaADD
extends
SmptAnimMetaADD
194
{
195
override
void
Update
(
HumanMovementState
movement_state)
196
{
197
//if( movement_state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_WALK || movement_state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_RUN || movement_state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
198
if
( movement_state.
m_iMovement
!=
DayZPlayerConstants
.MOVEMENTIDX_IDLE || movement_state.
IsInProne
())
199
{
200
HumanCommandAdditives
ad =
m_Player
.GetCommandModifier_Additives();
201
if
(ad && ad.IsModifierActive())
202
{
203
ad.CancelModifier();
204
}
205
}
206
207
super.Update(movement_state);
208
}
209
}
SUCCESS
@ SUCCESS
Definition
inventory.c:33
m_Player
map m_Player
DayZPlayerSyncJunctures
Definition
dayzplayersyncjunctures.c:5
DayZPlayerSyncJunctures::ReadPlayerSymptomFBParams
static bool ReadPlayerSymptomFBParams(ParamsReadContext pCtx, out DayZPlayerConstants anim_id, out int stance_mask, out float duration)
Definition
dayzplayersyncjunctures.c:246
DayZPlayerSyncJunctures::ReadPlayerSymptomADDParams
static bool ReadPlayerSymptomADDParams(ParamsReadContext pCtx, out int type)
Definition
dayzplayersyncjunctures.c:221
HumanCommandActionCallback
Definition
statecb.c:2
HumanCommandWeapons
Definition
human.c:1000
HumanCommandWeapons::IsActionFinished
proto native bool IsActionFinished()
HumanMovementState
Definition
human.c:1154
HumanMovementState::m_iMovement
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Definition
human.c:1157
HumanMovementState::IsInProne
bool IsInProne()
Definition
human.c:1175
PlayerBase
Definition
playerbaseclient.c:2
SmptAnimMetaADD
Definition
smptanimmeta.c:194
SmptAnimMetaADD::Update
override void Update(HumanMovementState movement_state)
Definition
smptanimmeta.c:195
SmptAnimMetaBase
Definition
smptanimmeta.c:83
SmptAnimMetaBase::Play
override EAnimPlayState Play()
Definition
smptanimmeta.c:99
SmptAnimMetaBase::Init
override void Init(ParamsReadContext ctx, SymptomManager manager, PlayerBase player)
Definition
smptanimmeta.c:93
SmptAnimMetaBase::~SmptAnimMetaFB
void ~SmptAnimMetaFB()
Definition
smptanimmeta.c:87
SmptAnimMetaBase::m_StanceMask
int m_StanceMask
Definition
smptanimmeta.c:84
SmptAnimMetaBase::m_Duration
float m_Duration
Definition
smptanimmeta.c:85
SymptomBase
Definition
statebase.c:2
SymptomBase::AnimationFinish
void AnimationFinish()
gets called upon animation Symptom exit
Definition
statebase.c:326
SymptomBase::AnimationPlayFailed
void AnimationPlayFailed()
Definition
statebase.c:333
SymptomManager
Definition
statemanager.c:48
g_Game
DayZGame g_Game
Definition
dayzgame.c:3942
Init
override Widget Init()
Definition
dayzgame.c:127
DayZPlayerInstanceType
DayZPlayerInstanceType
defined in C++
Definition
dayzplayer.c:1071
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Definition
dayzplayer.c:602
m_IsPlaying
bool m_IsPlaying
Whether the Effect is currently playing.
Definition
effect.c:37
ParamsReadContext
Serializer ParamsReadContext
Definition
gameplay.c:15
Play
EAnimPlayState Play()
Definition
smptanimmeta.c:144
Update
proto native volatile void Update()
Definition
playersoundmanager.c:125
HumanCommandAdditives
class HumanCommandWeapons HumanCommandAdditives()
Definition
human.c:1127
m_Manager
ModifiersManager m_Manager
Definition
modifierbase.c:11
PlayRequest
EAnimPlayState PlayRequest()
Definition
smptanimmeta.c:65
m_DestroyRequested
bool m_DestroyRequested
Definition
smptanimmeta.c:15
m_CalledAnimStart
class SmptAnimMetaFB extends SmptAnimMetaBase m_CalledAnimStart
m_SymptomType
int m_SymptomType
Definition
smptanimmeta.c:13
m_AnimID
int m_AnimID
Definition
smptanimmeta.c:12
m_Player
PlayerBase m_Player
Definition
smptanimmeta.c:11
IsDestroyReqested
bool IsDestroyReqested()
Definition
smptanimmeta.c:33
m_IsPlaying
enum eAnimFinishType m_IsPlaying
m_Canceled
bool m_Canceled
Definition
smptanimmeta.c:16
IsPlaying
bool IsPlaying()
Definition
smptanimmeta.c:28
m_StateType
int m_StateType
Definition
smptanimmeta.c:14
SmptAnimMetaBase
void SmptAnimMetaBase()
Definition
smptanimmeta.c:18
AnimFinished
void AnimFinished(eAnimFinishType type)
Definition
smptanimmeta.c:38
eAnimFinishType
eAnimFinishType
Definition
smptanimmeta.c:2
FAILURE
@ FAILURE
Definition
smptanimmeta.c:4
EAnimPlayState
EAnimPlayState
Definition
statemanager.c:38
Games
Dayz
scripts
4_world
classes
playersymptoms
smptanimmeta.c
Generated by
1.17.0