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HumanCommandMelee2 Class Reference

Private Member Functions

private void HumanCommandMelee2 ()
 
private void ~HumanCommandMelee2 ()
 
proto native void ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
 marks command to continue to combo
 
proto native bool IsInComboRange ()
 returns true if hit is in range, where person can continue to combo
 
proto native bool WasHit ()
 is true only once after hit event
 
proto native void Cancel ()
 cancels command melee and goes to HumanCommandMove
 
proto native bool IsOnBack ()
 is on back in prone stance?
 
proto native int GetComboCount ()
 
proto native int GetCurrentHitType ()
 
proto native bool IsFinisher ()
 

Static Private Attributes

static const int HIT_TYPE_LIGHT = 0
 
static const int HIT_TYPE_HEAVY = 1
 
static const int HIT_TYPE_FINISHER = 2
 
static const int HIT_TYPE_FINISHER_NECK = 3
 

Constructor & Destructor Documentation

◆ HumanCommandMelee2()

private void HumanCommandMelee2 ( )
inlineprivate

◆ ~HumanCommandMelee2()

private void ~HumanCommandMelee2 ( )
inlineprivate

Member Function Documentation

◆ Cancel()

proto native void Cancel ( )
private

cancels command melee and goes to HumanCommandMove

Referenced by DayZPlayer::EEHitBy().

◆ ContinueCombo()

proto native void ContinueCombo ( bool  pHeavyHit,
float  pComboValue,
EntityAI  target = null,
vector  hitPos = vector.Zero 
)
private

marks command to continue to combo

◆ GetComboCount()

proto native int GetComboCount ( )
private

◆ GetCurrentHitType()

proto native int GetCurrentHitType ( )
private

◆ IsFinisher()

proto native bool IsFinisher ( )
private

Referenced by DayZPlayer::AimingModel().

◆ IsInComboRange()

proto native bool IsInComboRange ( )
private

returns true if hit is in range, where person can continue to combo

◆ IsOnBack()

proto native bool IsOnBack ( )
private

is on back in prone stance?

◆ WasHit()

proto native bool WasHit ( )
private

is true only once after hit event

Referenced by HandleHitEvent().

Field Documentation

◆ HIT_TYPE_FINISHER

const int HIT_TYPE_FINISHER = 2
staticprivate

◆ HIT_TYPE_FINISHER_NECK

const int HIT_TYPE_FINISHER_NECK = 3
staticprivate

◆ HIT_TYPE_HEAVY

const int HIT_TYPE_HEAVY = 1
staticprivate

◆ HIT_TYPE_LIGHT

const int HIT_TYPE_LIGHT = 0
staticprivate

The documentation for this class was generated from the following file: