21 protected float m_DrainThreshold
27 m_DrainThreshold = threshold2;
52 if (depletion_threshold == -1)
54 depletion_threshold = threshold;
72 if (isDepleted || (curStamina < sc.GetDrainThreshold()))
95 if (curStamina > sc.GetDrainThreshold() || curStamina == cap)
110 if ((isDepleted || (curStamina < sc.GetActivationThreshold() && curStamina < cap)))
141 void StaminaModifier(
int type,
float min,
float max,
float cooldown,
float startTime = 0,
float duration = 0)
310 #ifdef DIAG_DEVELOPER
311 protected bool m_StaminaDisabled;
312 protected float m_DebugTimer = 0;
313 protected int m_LastPoolInUse = 0;
390 Error(
"attempting to activate unregistered depletion modifier");
426 Error(
"attempting to activate unregistered recovery modifier");
474 void Update(
float deltaT,
int pCurrentCommandID)
476 #ifdef DIAG_DEVELOPER
477 if (m_StaminaDisabled)
488 cooldownParams.param1 -= deltaT;
489 if (cooldownParams.param1 <= 0)
491 expiredCooldowns.Insert(modifier);
496 foreach (
int expiredModifier : expiredCooldowns)
507 bool isAiOrSingleplayer =
m_Player.IsAuthorityOwner();
508 bool isServerOrSingleplayer =
m_Player.IsAuthority();
511 if (isServerOrSingleplayer)
523 PlayerBaseMove move = PlayerBaseMove.Cast(
m_Player.GetNextMove());
531 if (isAiOrSingleplayer)
556 switch (
m_State.m_CommandTypeId)
605 if (isServerOrSingleplayer)
647 if (!pCtx.
Read(stamina) || !pCtx.
Read(staminaCap) || !pCtx.
Read(cooldown))
797 protected void SyncStamina(
float stamina,
float stamina_cap,
bool cooldown)
799 m_Player.GetStatStamina().Set(stamina);
802 pCtx.
Write(stamina_cap);
803 pCtx.
Write(cooldown);
813 pCtx.
Write(p.param1);
814 pCtx.
Write(p.param2);
821 float depletionMultiplier;
822 float recoveryMultiplier;
823 if (!pCtx.
Read(depletionMultiplier) || !pCtx.
Read(recoveryMultiplier))
959 float exhaustion_value = 1;
965 exhaustion_value =
Math.
Min(1, exhaustion_value);
971 ad.SetExhaustion(0,
true);
975 ad.SetExhaustion(exhaustion_value,
true);
1010 cooldown.param1 = time;
1018 sm.SetStartTime(-1);
1112 #ifdef DIAG_DEVELOPER
1113 if (m_StaminaDisabled)
1117 float current_time =
m_Player.GetSimulationTimeStamp();
1118 float valueProgress;
1122 switch (sm.GetType())
1142 sm.SetStartTime(current_time + sm.GetStartTimeAdjustment()/dT);
1143 sm.SetRunTimeTick(dT);
1146 valueProgress =
Math.
Clamp((current_time - sm.GetStartTime())/sm.GetDurationAdjusted(), 0, 1 );
1147 val =
Math.
Lerp(sm.GetMinValue(), sm.GetMaxValue(), valueProgress);
1156 ErrorEx(
"StaminaModifierExponential not found for modifier type: " + sm.GetType());
1160 if (!smex.IsInUse())
1163 smex.SetRunTimeTick(dT);
1164 smex.SetInUse(
true);
1211 if (move.m_bStaminaSynced)
1225 #ifdef DIAG_DEVELOPER
1226 void SetStaminaDisabled(
bool value)
1228 m_StaminaDisabled = value;
1243 [
Obsolete(
"Deprecated use, StaminaHandler uses SyncJunctures now!")]
1244 void OnRPC(
float stamina,
float stamina_cap,
bool cooldown);
eBleedingSourceType m_Type
eBleedingSourceType GetType()
static float GetObstacleTraversalStaminaModifier()
static float GetStaminaMinCap()
static float GetStaminaKgToStaminaPercentPenalty()
static float GetSprintSwimmingStaminaModifier()
static float GetSprintLadderStaminaModifier()
static float GetSprintStaminaModifierCro()
static float GetSprintStaminaModifierErc()
static float GetStaminaWeightLimitThreshold()
static float GetMeleeStaminaModifier()
static float GetStaminaMax()
Super root of all classes in Enforce script.
static const int SJ_STAMINA
static const int SJ_STAMINA_MISC
static const float STAMINA_RECOVERY_MULTIPLIER
const float STAMINA_DEPLETION_MULTIPLIER
static const float STAMINA_DEPLETION_MULTIPLIER
static const float STAMINA_RECOVERY_MULTIPLIER
int m_iStanceIdx
current command's id
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
const float STAMINA_DEPLETION_MODIFIER
const float STAMINA_RECOVERY_MODIFIER
Base Param Class with no parameters.
const float STAMINA_DEPLETION_MULTIPLIER
const float STAMINA_RECOVERY_MULTIPLIER
proto bool Write(void value_out)
proto bool Read(void value_in)
bool HasEnoughStaminaToStart(EStaminaConsumers consumer, float curStamina, bool isDepleted, float cap)
ref map< EStaminaConsumers, ref StaminaConsumer > m_StaminaConsumers
void RegisterConsumer(EStaminaConsumers consumer, float threshold, float depletion_threshold=-1)
bool HasEnoughStaminaFor(EStaminaConsumers consumer, float curStamina, bool isDepleted, float cap)
SHumanCommandMoveSettings m_HumanMoveSettings
ref map< EStaminaMultiplierTypes, float > m_RegisteredDepletionModifiers
void ProcessMovementState()
void SetDepletionMultiplier(float val)
void SetRecoveryMultiplier(float val)
void SyncAdditionalStaminaInfo(Param par)
Method to sync more info for stamina manager. Template parameter means it is very extendable for furt...
ref HumanMovementState m_State
void Update(float deltaT, int pCurrentCommandID)
bool HasMovementStateChanged()
void StaminaHandler(PlayerBase player)
void ReadAdditionalStaminaInfo(ParamsReadContext pCtx)
Order of read parameters must match the order of writing above.
ref StaminaConsumers m_StaminaConsumers
float GetRecoveryMultiplier()
void RecalculateDepletionMultiplier()
void RewindState(PlayerBaseOwnerState state, PlayerBaseMove move)
float m_StaminaDepletionMultiplierNext
void DepleteStaminaEx(EStaminaModifiers modifier, float dT=-1, float coef=1.0)
float GetSyncedStaminaNormalized()
void RegisterStaminaModifiers()
float CalcStaminaGainBonus()
Calulates stamina regain bonus coef based on current stamina cap and level and caches it during one U...
float m_StaminaRecoveryMultiplierNext
void ActivateDepletionModifier(EStaminaMultiplierTypes type)
float GetStaminaNormalized()
void ProcessStaminaChanges(float deltaT, bool isServerOrSingleplayer)
bool HasEnoughStaminaFor(EStaminaConsumers consumer)
float m_StaminaRecoveryMultiplier
float m_CachedStaminaGainBonus
void SetStamina(float stamina_value)
bool m_MovementStateChanged
void DepleteStamina(EStaminaModifiers modifier, float dT=-1)
void StaminaProcessor_Ladder(HumanMovementState pHumanMovementState)
void SyncStamina(float stamina, float stamina_cap, bool cooldown)
stamina sync - server part
ref StaminaModifiers m_StaminaModifiers
void ReplayMove(PlayerBaseMove move)
const float STAMINA_GAIN_THRESHOLD
void OnRPC(float stamina, float stamina_cap, bool cooldown)
ref map< EStaminaMultiplierTypes, float > m_RegisteredRecoveryModifiers
void CheckStaminaState()
check if the stamina is completely depleted
ref set< EStaminaMultiplierTypes > m_ActiveDepletionModifiers
float m_StaminaDepletionMultiplier
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
called from PlayerBase - syncs stamina values on server with client AND sets the value to match on se...
ref Param3< float, float, bool > m_StaminaParams
ref map< int, ref StaminaCooldownParams > m_CooldownMap
void StaminaProcessor_Swimming(HumanMovementState pHumanMovementState)
void ObtainState(PlayerBaseOwnerState state)
void StaminaProcessor_Move(HumanMovementState pHumanMovementState)
bool HasEnoughStaminaToStart(EStaminaConsumers consumer)
void RecalculateStaminaCap()
void SyncStaminaEx()
stamina sync - server part
void ResetCooldown(int modifier=-1)
void ActivateRecoveryModifier(EStaminaMultiplierTypes type)
bool m_IsStaminaGainBonusCached
void RegisterStaminaConsumers()
void ObtainMove(PlayerBaseMove move)
void SetCooldown(float time, int modifier=-1)
set cooldown timer between each consume of stamina
void DeactivateRecoveryModifier(EStaminaMultiplierTypes type)
void DeactivateDepletionModifier(EStaminaMultiplierTypes type)
float GetDepletionMultiplier()
const float STAMINA_GAIN_MODIFIER
float GetSyncedStaminaCap()
ref set< EStaminaMultiplierTypes > m_ActiveRecoveryModifiers
void RecalculateRecoveryMultiplier()
override float GetCooldown()
void SetData(SMDataExponential data)
ref SMDataExponential m_SMDataEx
override float GetDuration()
override float GetStartTimeAdjustment()
override float GetDurationAdjusted()
static const float STAMINA_DEPLETION_MULTIPLIER
static const float STAMINA_RECOVERY_MULTIPLIER
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
void Error(string err)
Messagebox with error message.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
void Obsolete(string msg="")
static proto float Max(float x, float y)
Returns bigger of two given values.
static proto float Pow(float v, float power)
Return power of v ^ power.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].
static proto float Min(float x, float y)
Returns smaller of two given values.
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float AbsFloat(float f)
Returns absolute value.
const float STAMINA_JUMP_THRESHOLD
const int STAMINA_GAIN_SWIM_PER_SEC
const float STAMINA_DRAIN_CLIMB
const float STAMINA_VAULT_THRESHOLD
const float STAMINA_REGEN_COOLDOWN_EXHAUSTION
const float STAMINA_CLIMB_THRESHOLD
const float STAMINA_KG_TO_GRAMS
in grams (weight where the player is not penalized by stamina)
const float STAMINA_DRAIN_MELEE_LIGHT
const float STAMINA_DRAIN_VAULT
const float STAMINA_SYNC_RATE
const int STAMINA_GAIN_IDLE_PER_SEC
const int STAMINA_GAIN_ROLL_PER_SEC
const float STAMINA_MELEE_EVADE_THRESHOLD
const int STAMINA_GAIN_JOG_PER_SEC
const float STAMINA_DRAIN_MELEE_HEAVY
const float STAMINA_DRAIN_JUMP
const float STAMINA_MELEE_HEAVY_THRESHOLD
const float STAMINA_DRAIN_MELEE_EVADE
const int STAMINA_DRAIN_SWIM_FAST_PER_SEC
const float STAMINA_GAIN_BONUS_CAP
const int STAMINA_DRAIN_STANDING_SPRINT_PER_SEC
const float STAMINA_ROLL_THRESHOLD
const float STAMINA_REGEN_COOLDOWN_DEPLETION
const float STAMINA_HOLD_BREATH_THRESHOLD_DRAIN
const int STAMINA_DRAIN_LADDER_FAST_PER_SEC
const float STAMINA_DRAIN_ROLL
const int STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC
const int STAMINA_GAIN_LADDER_PER_SEC
const int STAMINA_GAIN_WALK_PER_SEC
const float STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE
proto native int GetState()
returns one of STATE_...
class HumanCommandWeapons HumanCommandAdditives()
class SHumanGlobalSettings SHumanCommandMoveSettings()
enum EObjectTemperatureState m_State
class PlayerStatBase m_MinValue
void StaminaConsumer(float threshold, float threshold2, bool state)
void SetMaxValue(float val)
void StaminaModifier(int type, float min, float max, float cooldown, float startTime=0, float duration=0)
void RegisterLinear(EStaminaModifiers modifier, float startValue, float endValue, float startTime, float duration, float cooldown=GameConstants.STAMINA_REGEN_COOLDOWN_DEPLETION)
register lerped modifier - depletes stamina for startValue, and, after a startTime,...
void SetActivationThreshold(float threshold)
void SetStartTime(float val)
StaminaModifierExponential FIXED
void SetDrainThreshold(float threshold)
float m_StartTimeAdjustment
void SetState(bool state)
ref map< EStaminaModifiers, ref StaminaModifier > m_StaminaModifiers
void RegisterExponentialEx(EStaminaModifiers modifier, SMDataExponential data)
register exponential modifier, extended parameters
float GetStartTimeAdjustment()
float GetDrainThreshold()
float GetActivationThreshold()
Param1< float > StaminaCooldownParams
void SetRunTimeTick(float val)
void SetMinValue(float val)
void RegisterExponential(EStaminaModifiers modifier, float startValue, float exponent, float startTime, float duration, float cooldown=GameConstants.STAMINA_REGEN_COOLDOWN_DEPLETION)
register exponential modifier - depletes stamina for startValue, and, after a startTime,...
void RegisterFixed(EStaminaModifiers modifier, float value, float cooldown=GameConstants.STAMINA_REGEN_COOLDOWN_DEPLETION)
register single value modifier - depletes stamina for that value
void SetCooldown(float val)
StaminaModifier GetModifierData(EStaminaModifiers modifier)
float GetDurationAdjusted()
void AddRunTime(float val)
void RegisterRandomized(EStaminaModifiers modifier, float minValue, float maxValue, float cooldown=GameConstants.STAMINA_REGEN_COOLDOWN_DEPLETION)
register randomized modifier - stamina will be depleted by value between min and max value;