PC Stable Documentation
 
All Data Structures Files Functions Variables Typedefs Enumerations Enumerator Macros Modules Pages
Loading...
Searching...
No Matches
ManBase Class Reference

Private Member Functions

void PlayerBase ()
 
void Init ()
 
ScriptInvoker GetOnUnconsciousStart ()
 
ScriptInvoker GetOnUnconsciousStop ()
 
void AddMedicalDrugsInUse (EMedicalDrugsType drugType)
 
void RemoveMedicalDrugsInUse (EMedicalDrugsType drugType)
 
bool IsChelationActive ()
 
bool IsAntibioticsActive ()
 
void SetSoundCategoryHash (int hash)
 
void SetPerformedActionID (int id)
 
int GetPerformedActionID ()
 
void SetActivePrimarySymptomID (SymptomIDs id)
 
SymptomIDs GetActivePrimarySymptomID ()
 
void RequestTriggerEffect (EffectTrigger trigger, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, string soundset="", bool partDynaUpdate=false, int newBirthRate=0, bool forceUpdate=false)
 
void RemoveCurrentEffectTrigger ()
 
void IncreaseContaminatedAreaCount ()
 
void DecreaseContaminatedAreaCount ()
 
void IncreaseEffectAreaCount ()
 
void DecreaseEffectAreaCount ()
 
void SetInEffectAreaTypeFlag (EEffectAreaType flag)
 
void UnsetInEffectAreaTypeFlag (EEffectAreaType flag)
 
bool IsInEffectArea (EEffectAreaType area)
 
protected void OnUpdateEffectAreaServer (float timeSlice)
 
protected void OnContaminatedAreaEnterServer ()
 
protected void OnContaminatedAreaExitServer ()
 
protected void OnPlayerIsNowInsideEffectAreaBeginServer ()
 
protected void OnPlayerIsNowInsideEffectAreaEndServer ()
 
protected void OnPlayerIsNowInsideEffectAreaBeginClient ()
 
protected void OnPlayerIsNowInsideEffectAreaEndClient ()
 
ItemBase GetItemOnSlot (string slot_type)
 Returns item that's on this player's attachment slot. Parameter slot_type should be a string from config parameter 'itemInfo[]' like "Legs", "Headgear" and so on.
 
ItemBase GetItemOnHead ()
 Returns item on player's head. For an example, a headtorch.
 
override int GetQuickBarBonus ()
 
override bool CanDropEntity (notnull EntityAI item)
 
int GetBreathVapourLevel ()
 
void UnsetMixedSoundState (eMixedSoundStates state)
 
void SetMixedSoundState (eMixedSoundStates state)
 
override bool IsPlayer ()
 
bool IsBleeding ()
 
void SetBleedingBits (int bits)
 
int GetBleedingBits ()
 
void IncreaseDiseaseCount ()
 
void DecreaseDiseaseCount ()
 
void IncreaseHealingsCount ()
 
void DecreaseHealingsCount ()
 
bool HasHealings ()
 
bool HasDisease ()
 
EPulseType GetPulseType ()
 
void SetPulseType (EPulseType pulse_type)
 
void QueueAddEffectWidget (array< int > effects)
 
void QueueRemoveEffectWidget (array< int > effects)
 
void QueueAddGlassesEffect (int id)
 
void QueueRemoveGlassesEffect (int id)
 
DamageDealtEffect GetDamageDealtEffect ()
 
override void SpawnDamageDealtEffect ()
 
void SpawnDamageDealtEffect2 (Param param1=null, Param param2=null)
 
FlashbangEffect GetFlashbangEffect ()
 
void SpawnFlashbangEffect (PlayerBase player, bool visual)
 
ShockDealtEffect GetShockEffect ()
 
void SpawnShockEffect (float intensity_max)
 
override void EEKilled (Object killer)
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
override void EEHitByRemote (int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)
 
override void EEDelete (EntityAI parent)
 
override protected float ConvertNonlethalDamage (float damage, DamageType damageType)
 
override void OnReceivedHit (ImpactEffectsData hitData)
 
override void OnPlayerRecievedHit ()
 
void OnPlayerReceiveFlashbangHitStart (bool visual)
 
void OnPlayerReceiveFlashbangHitEnd ()
 
override string GetHitComponentForAI ()
 Melee helpers.
 
override string GetDefaultHitComponent ()
 returns default hit component (fallback)
 
override vector GetDefaultHitPosition ()
 
override array< stringGetSuitableFinisherHitComponents ()
 returns list of suitable finisher hit components (defined on base entity/entity type)
 
protected vector SetDefaultHitPosition (string pSelection)
 
void AddPossibleCoverFaceForShave ()
 DEPRECATED!
 
void RemovePossibleCoverFaceForShave ()
 DEPRECATED!
 
override void EEItemAttached (EntityAI item, string slot_name)
 
override void EEItemDetached (EntityAI item, string slot_name)
 
void UpdateShoulderProxyVisibility (EntityAI item, string slot_name)
 
override void SwitchItemSelectionTexture (EntityAI item, string slot_name)
 
void RemoveAllItems ()
 
bool GetHitPPEEnabled ()
 
void SetHitPPEEnabled (bool enabled)
 
bool IsMale ()
 
int GetVoiceType ()
 
PlayerSoundManagerServer GetPlayerSoundManagerServer ()
 
UndergroundHandlerClient GetUndergroundHandler ()
 
UndergroundBunkerHandlerClient GetUndergroundBunkerHandler ()
 
void KillUndergroundHandler ()
 
void SetActions (out TInputActionMap InputActionMap)
 
void SetActions ()
 
void SetActionsRemoteTarget (out TInputActionMap InputActionMap)
 
void SetActionsRemoteTarget ()
 
void InitializeActions ()
 
override void GetActions (typename action_input_type, out array< ActionBase_Basic > actions)
 
void AddAction (typename actionName, out TInputActionMap InputActionMap)
 
void AddAction (typename actionName)
 
void RemoveAction (typename actionName, out TInputActionMap InputActionMap)
 
void RemoveAction (typename actionName)
 
int GetCurrentRecipe ()
 
void SetNextRecipe ()
 
void SetFirstRecipe ()
 
ActionManagerBase GetActionManager ()
 
EmoteManager GetEmoteManager ()
 
RandomGeneratorSyncManager GetRandomGeneratorSyncManager ()
 
override void OnLadder (float delta_time, HumanMovementState pState)
 called every command handler tick when player is on ladder
 
void ProcessHandDamage (float delta_time, HumanMovementState pState)
 
override void ProcessFeetDamageServer (int pUserInt)
 
float GetFeetDamageMoveModifier ()
 
void SetStamina (int value, int range)
 
void SetQuickRestrain (bool enable)
 
void SetQuickFishing (bool enable)
 
bool IsQuickRestrain ()
 
bool IsQuickFishing ()
 
PlayerStats GetPlayerStats ()
 
CraftingManager GetCraftingManager ()
 
StaminaHandler GetStaminaHandler ()
 
override WeaponManager GetWeaponManager ()
 
override ArrowManagerBase GetArrowManager ()
 
bool CanBeRestrained ()
 
void SetRestrainStarted (bool restrain_started)
 
bool IsRestrainStarted ()
 
void SetRestrainPrelocked (bool restrain_prelock)
 
bool IsRestrainPrelocked ()
 
void SetRestrained (bool is_restrained)
 
override bool IsRestrained ()
 
void OnRestrainStartedChangeClient ()
 
void OnRestrainChangeClient ()
 
override bool IsInventoryVisible ()
 
bool CanManipulateInventory ()
 
override bool CanReleaseAttachment (EntityAI attachment)
 
override bool CanReleaseCargo (EntityAI cargo)
 
override bool CanReceiveItemIntoCargo (EntityAI item)
 
override bool CanSwapItemInCargo (EntityAI child_entity, EntityAI new_entity)
 
override bool CanReceiveItemIntoHands (EntityAI item_to_hands)
 
int GetCraftingRecipeID ()
 
void SetCraftingRecipeID (int recipeID)
 
ConstructionActionData GetConstructionActionData ()
 
void ResetConstructionActionData ()
 
vector GetLastFirePoint ()
 
float GetLastFirePointRot ()
 
int GetLastFirePointIndex ()
 
void SetLastFirePoint (vector last_fire_point)
 
void SetLastFirePointRot (float last_fire_point_rot)
 
void SetLastFirePointIndex (int last_fire_point_index)
 
void RemoveQuickBarEntityShortcut (EntityAI entity)
 
void SetEnableQuickBarEntityShortcut (EntityAI entity, bool value)
 
int FindQuickBarEntityIndex (EntityAI entity)
 
int GetQuickBarSize ()
 
EntityAI GetQuickBarEntity (int index)
 
void UpdateQuickBarEntityVisibility (EntityAI entity)
 
void SetQuickBarEntityShortcut (EntityAI entity, int index, bool force=false)
 
void OnQuickbarSetEntityRequest (ParamsReadContext ctx)
 
void ApplySplint ()
 
void ProcessDrowning (float dT)
 
void SpawnDrowningBubbles ()
 
void ProcessHoldBreath (float dT)
 
void OnHoldBreathStart ()
 
void OnHoldBreathExhausted ()
 
void OnHoldBreathEnd ()
 
override bool IsHoldingBreath ()
 
override bool IsRefresherSignalingViable ()
 
override bool IsSelfAdjustingTemperature ()
 
eMixedSoundStates GetMixedSoundStates ()
 
AbstractWave SaySoundSet (string name)
 
EntityAI FindCargoByBaseType (string searched_item)
 
void InitEditor ()
 
void OnPlayerLoaded ()
 
void SetPlayerDisconnected (bool state)
 
bool IsPlayerDisconnected ()
 
Hologram GetHologramServer ()
 
Hologram GetHologramLocal ()
 
void PlacingStartServer (ItemBase item)
 
void PlacingStartLocal (ItemBase item)
 
void PlacingCancelServer ()
 
void LockHandsUntilItemHeld ()
 
void PlacingCancelLocal ()
 
void PlacingCompleteServer ()
 
void PlacingCompleteLocal ()
 
bool IsPlacingServer ()
 
bool IsPlacingLocal ()
 
void SetDrowning (bool enable)
 
void OnDrowningStart ()
 
void OnDrowningEnd ()
 
bool TogglePlacingServer (int userDataType, ParamsReadContext ctx)
 
void RequestResetADSSync ()
 
void ProcessADSSyncResetRequest ()
 
bool ResetADSPlayerSync (int userDataType, ParamsReadContext ctx)
 server only
 
override bool CanPlaceItem (EntityAI item)
 
void SetUnderground (EUndergroundPresence presence)
 
void TogglePlacingLocal (ItemBase item=null)
 
void SetLocalProjectionPosition (vector local_position)
 
void SetLocalProjectionOrientation (vector local_orientation)
 
vector GetLocalProjectionPosition ()
 
vector GetLocalProjectionOrientation ()
 
void SetInColdArea (bool state)
 
bool GetInColdArea ()
 
void SetInWater (bool pState)
 water contact (driven by Environment)
 
bool IsInWater ()
 
void ~PlayerBase ()
 
void OnCameraChanged (DayZPlayerCameraBase new_camera)
 
DayZPlayerCamera GetCurrentPlayerCamera ()
 
bool IsCurrentCameraAimedAtGround ()
 
BleedingSourcesManagerServer GetBleedingManagerServer ()
 
BleedingSourcesManagerRemote GetBleedingManagerRemote ()
 
SymptomManager GetSymptomManager ()
 
VirtualHud GetVirtualHud ()
 
TransferValues GetTransferValues ()
 
DebugMonitorValues GetDebugMonitorValues ()
 
void OnScheduledTick (float deltaTime)
 
void OnCommandHandlerTick (float delta_time, int pCurrentCommandID)
 
void UpdateMovementInertia ()
 Update movement inertia based on stamina available.
 
NotifiersManager GetNotifiersManager ()
 
void OnTick ()
 
override void EEItemIntoHands (EntityAI item)
 
override void EEItemOutOfHands (EntityAI item)
 
PlayerStomach GetStomach ()
 
override void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
void CloseMap ()
 DEPRECATED; terminates map animation callback and re-enables controls.
 
void CloseMapEx (bool cancelled)
 
void SetMapOpen (bool state)
 
bool IsMapOpen ()
 
void SetMapClosingSyncSet (bool state)
 
bool GetMapClosingSyncSent ()
 
bool IsMapCallbackCancelInput ()
 
bool IsMapCallbackEndInput ()
 
MapNavigationBehaviour GetMapNavigationBehaviour ()
 
void MapNavigationItemInPossession (EntityAI item)
 
void MapNavigationItemNotInPossession (EntityAI item)
 
void SetCheckMeleeItem (ItemBase item=null)
 
void SetShakesForced (int value)
 
void FreezeCheck ()
 
override bool IsLanded (int pCurrentCommandID)
 
override bool OnLand (int pCurrentCommandID, FallDamageData fallDamageData)
 
override bool IsAlreadyInFallingCommand (int pCurrentCommandID)
 
void OnUnconsciousStart ()
 
void OnUnconsciousStop (int pCurrentCommandID)
 
void OnUnconsciousUpdate (float pDt, int last_command)
 
int SimplifyShock ()
 
float GetSimplifiedShockNormalized ()
 
override bool IsUnconscious ()
 
override bool IsUnconsciousStateOnly ()
 
override bool CanBeTargetedByAI (EntityAI ai)
 
void GiveShock (float shock)
 
void OnRestrainStart ()
 
void ShockRefill (float pDt)
 functionality moved to ShockMdfr::OnTick
 
eBrokenLegs GetBrokenLegs ()
 
void SetBrokenLegs (int stateId)
 
void UpdateBrokenLegs (int stateId)
 
void BreakLegSound ()
 
void BrokenLegForceProne (bool forceOverride=false)
 
void BrokenLegWalkShock ()
 
void MovingShock (float legHealth, float highShock, float midShock, float lowShock)
 
void DealShock (float dmg)
 
override bool CanPickupHeavyItem (notnull EntityAI item)
 
void SetLegHealth ()
 
void DropHeavyItem ()
 
bool IsWearingSplint ()
 
override void OnCommandSwimStart ()
 
override void OnCommandSwimFinish ()
 
override void OnCommandLadderStart ()
 
override void OnCommandLadderFinish ()
 
override void OnCommandFallStart ()
 
override void OnCommandFallFinish ()
 
override void OnCommandClimbStart ()
 
override void OnCommandClimbFinish ()
 
override void OnCommandVehicleStart ()
 
override void OnCommandVehicleFinish ()
 
override void OnCommandMelee2Start ()
 
override void OnCommandMelee2Finish ()
 
override void OnCommandDeathStart ()
 
override void OnJumpStart ()
 
override void OnJumpEnd (int pLandType=0)
 
bool IsStance (int stance, int stanceMask)
 
override void OnStanceChange (int previousStance, int newStance)
 
override bool CanChangeStance (int previousStance, int newStance)
 
override void OnCommandMoveStart ()
 
override bool CanRoll ()
 
override void OnRollStart (bool isToTheRight)
 
override void OnRollFinish ()
 
void OnJumpOutVehicleFinish (float carSpeed)
 
void OnVehicleSwitchSeat (int seatIndex)
 
override void OnVehicleSeatDriverEnter ()
 
override void OnVehicleSeatDriverLeft ()
 
override void OnThrowingModeChange (bool change_to_enabled)
 
override void EOnFrame (IEntity other, float timeSlice)
 
override void EOnPostFrame (IEntity other, int extra)
 
void StaminaHUDNotifier (bool show)
 
override void DepleteStaminaEx (EStaminaModifiers modifier, float dT=-1, float coef=1.0)
 
override bool CanConsumeStamina (EStaminaConsumers consumer)
 
override bool CanStartConsumingStamina (EStaminaConsumers consumer)
 
override bool CanClimb (int climbType, SHumanCommandClimbResult climbRes)
 
override bool CanJump ()
 
bool IsJumpInProgress ()
 
bool IsTargetInActiveRefresherRange (EntityAI target)
 
void RequestHandAnimationStateRefresh ()
 
void RefreshHandAnimationState (int delay=0)
 
bool IsFacingTarget (Object target)
 
void OnQuickBarSingleUse (int slotClicked)
 
void OnQuickBarContinuousUseStart (int slotClicked)
 
void OnQuickBarContinuousUseEnd (int slotClicked)
 
void SetActionEndInput (ActionBase action)
 
bool IsQBControl ()
 
void ResetActionEndInput ()
 
void RadialQuickBarSingleUse (int slotClicked)
 
void RadialQuickBarCombine (int slotClicked)
 
void QuickReloadWeapon (EntityAI weapon)
 
void ReloadWeapon (EntityAI weapon, EntityAI magazine)
 
EntityAI GetMagazineToReload (EntityAI weapon)
 
void OnSpawnedFromConsole ()
 
bool GetLiquidTendencyDrain ()
 
void SetLiquidTendencyDrain (bool state)
 
bool GetFlagTendencyRaise ()
 DEPRECATED.
 
void SetFlagTendencyRaise (bool state)
 DEPRECATED.
 
override SoundOnVehicle PlaySound (string sound_name, float range, bool create_local=false)
 
float GetPlayerLoad ()
 
bool IsOverloaded ()
 
void SetPlayerLoad (float load)
 
void AddPlayerLoad (float addedload)
 
bool IsItemInInventory (EntityAI entity)
 
override bool NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent)
 
override protected float GetWeightSpecialized (bool forceRecalc=false)
 
void CalculateVisibilityForAI ()
 
void SetVisibilityCoef (float pVisibility)
 
float GetVisibilityCoef ()
 
int GetShakeLevel ()
 
EStatLevels GetStatLevelHealth ()
 
EStatLevels GetStatLevelToxicity ()
 
EStatLevels GetStatLevelBlood ()
 
EStatLevels GetStatLevelEnergy ()
 
EStatLevels GetStatLevelWater ()
 
EStatLevels GetImmunityLevel ()
 
float GetBordersImmunity ()
 
float GetStatBordersHealth ()
 
float GetStatBordersToxicity ()
 
float GetStatBordersBlood ()
 
float GetStatBordersEnergy ()
 
float GetStatBordersWater ()
 
float GetStatLevelBorders (float stat_value, float critical, float low, float normal, float high, float max)
 
EStatLevels GetStatLevel (float stat_value, float critical, float low, float normal, float high)
 
void SetImmunityBoosted (bool boosted)
 
float GetImmunity ()
 returns player's immunity strength between 0..1
 
bool IsSprinting ()
 
bool CanSprint ()
 
bool IsInProne ()
 
bool IsInRasedProne ()
 
bool IsLeaning ()
 
bool IsRolling ()
 
bool IsClimbing ()
 
bool IsFalling ()
 
override bool IsFighting ()
 
bool IsEmotePlaying ()
 
override bool IsIgnoredByConstruction ()
 
bool AnimCommandCheck (HumanMoveCommandID mask)
 
void RunFightBlendTimer ()
 
void EndFighting ()
 
bool CheckMeleeItemDamage (ItemBase item)
 
void PlayAttachmentDropSound ()
 
override void RPC (int rpc_type, array< ref Param > params, bool guaranteed, PlayerIdentity recipient=NULL)
 
override void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 
override void OnGameplayDataHandlerSync ()
 
void UpdateLighting ()
 
void SetContaminatedEffectEx (bool enable, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, string soundset="", bool partDynaUpdate=false, int newBirthRate=0)
 
void SetContaminatedEffect (bool enable, int ppeIdx=-1, int aroundId=ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId=ParticleList.CONTAMINATED_AREA_GAS_TINY, bool partDynaUpdate=false, int newBirthRate=0)
 
void UpdateCorpseState ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
override void OnVariablesSynchronized ()
 
bool IsSyncedModifierActive (eModifierSyncIDs modifier)
 Checks whether modifier (which has syncing enabled) is currently active, works on both Client and Server.
 
void HandleBrokenLegsSync ()
 
void FixAllInventoryItems ()
 
void OnInventoryMenuOpen ()
 
void OnInventoryMenuClose ()
 
void OnSelectPlayer ()
 
override void SimulateDeath (bool state)
 
void SetNewCharName ()
 
void CheckForBurlap ()
 
void CheckForGag ()
 
void UpdateMaskBreathWidget (notnull MaskBase mask, bool is_start=false)
 
void OnVoiceEvent (PlayerSoundEventBase voice_event)
 
void OnVoiceEventPlayback (PlayerSoundEventBase voice_event, AbstractWave callback, float playback_time)
 called every cmd handler tick during a playback of PlayerSoundEvent, m_ProcessPlaybackEvent needs to be enabled on the PlayerSoundEvent
 
override bool OnInputUserDataProcess (int userDataType, ParamsReadContext ctx)
 
float GetHealthRegenSpeed ()
 
bool HandleRemoteItemManipulation (int userDataType, ParamsReadContext ctx)
 
ItemBase GetItemInHands ()
 
override EntityAI SpawnEntityOnGroundPos (string object_name, vector pos)
 
EntityAI SpawnEntityOnGroundRaycastDispersed (string object_name, float raycastDistance=DEFAULT_SPAWN_DISTANCE, float radius=UAItemsSpreadRadius.DEFAULT)
 
EntityAI SpawnEntityOnGroundOnCursorDir (string object_name, float distance)
 
EntityAI SpawnAI (string object_name, vector pos)
 
bool DropItem (ItemBase item)
 
EntityAI CreateInInventory (string item_name, string cargo_type="", bool full_quantity=false)
 
ItemBase CreateCopyOfItemInInventory (ItemBase src)
 
ItemBase CreateCopyOfItemInInventoryOrGround (ItemBase src)
 
ItemBase CreateCopyOfItemInInventoryOrGroundEx (ItemBase src, bool markItemAsSplitResult=false)
 
void Message (string text, string style)
 
void MessageStatus (string text)
 
void MessageAction (string text)
 
void MessageFriendly (string text)
 
void MessageImportant (string text)
 
void CloseInventoryMenu ()
 
override void ClearInventory ()
 
void DropAllItems ()
 Drops all clothes/wearables this character is carrying on themselves.
 
string GetPlayerClass ()
 
void ShavePlayer ()
 
bool CanShave ()
 
override void OnParticleEvent (string pEventType, string pUserString, int pUserInt)
 
bool CanSpawnBreathVaporEffect ()
 
void ProcessADDModifier ()
 
void SpawnBreathVaporEffect ()
 
bool GetDrowningWaterLevelCheck ()
 
void SetLifeSpanStateVisible (int show_state)
 
int GetLifeSpanState ()
 
int GetLastShavedSeconds ()
 
void SetLastShavedSeconds (int last_shaved_seconds)
 
bool HasCoveredFaceForShave ()
 
eBloodyHandsTypes HasBloodyHandsEx ()
 
bool HasBloodyHands ()
 
void SetBloodyHands (bool show)
 
void SetBloodyHandsEx (eBloodyHandsTypes type)
 
private void SetBloodyHandsBase (int type)
 
int GetBloodyHandsPenaltyAgents ()
 
float GetBloodyHandsPenaltyChancePerAgent (eAgents type)
 
void SetBloodyHandsPenaltyChancePerAgent (eAgents type, float amount)
 increments the chances per agents
 
void ClearBloodyHandsPenaltyChancePerAgent (eAgents type)
 
bool HasBloodTypeVisible ()
 
void SetBloodTypeVisible (bool show)
 
int GetBloodType ()
 
void SetBloodType (int blood_type)
 
SoftSkillsManager GetSoftSkillsManager ()
 
void CheckDeath ()
 
int GetNoisePresenceInAI ()
 Return actual noise presence of player.
 
bool IsPersistentFlag (PersistentFlag bit)
 
void SetPersistentFlag (PersistentFlag bit, bool enable)
 
int GetStoreLoadVersion ()
 
override void OnStoreSave (ParamsWriteContext ctx)
 
void SaveAreaPersistenceFlag (ParamsWriteContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
override void AfterStoreLoad ()
 
void OnStoreSaveLifespan (ParamsWriteContext ctx)
 
bool OnStoreLoadLifespan (ParamsReadContext ctx, int version)
 
void UpdatePlayerMeasures ()
 
void OnConnect ()
 
void OnReconnect ()
 
void OnDisconnect ()
 
void SetModifiers (bool enable)
 
bool Consume (PlayerConsumeData data)
 
void ShowUnconsciousScreen (bool show)
 
override void RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
 
override void RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false)
 
override protected void SendSoundEvent (EPlayerSoundEventID id)
 
override protected void SendSoundEventEx (EPlayerSoundEventID id, int param=0)
 
void CheckZeroSoundEvent ()
 
void CheckSendSoundEvent ()
 
override bool PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0)
 
override bool PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
 
override bool PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0)
 
PlayerSoundEventHandler GetPlayerSoundEventHandler ()
 
void OnBleedingBegin ()
 
void OnBleedingEnd ()
 
void OnBleedingSourceAdded ()
 
void OnBleedingSourceRemoved ()
 
void OnBleedingSourceRemovedEx (ItemBase item)
 
int GetBleedingSourceCount ()
 
void ResetPlayer (bool set_max)
 
void CheckSoundEvent ()
 
void TestSend ()
 
void SetStaminaState (eStaminaState state)
 
int GetStaminaState ()
 
void UpdateQuickBarExtraSlots ()
 
bool Save ()
 
void SpreadAgentsEx (float distance=3, float chance=0.25)
 chance between [0..1] , distance in meters
 
void SpreadAgents ()
 
override int GetAgents ()
 
override void RemoveAgent (int agent_id)
 
override void RemoveAllAgents ()
 
override void InsertAgent (int agent, float count=1)
 
int GetSingleAgentCount (int agent_id)
 
float GetSingleAgentCountNormalized (int agent_id)
 
float GetTotalAgentCount ()
 
void PrintAgents ()
 
void ImmuneSystemTick (float value, float deltaT)
 
void AntibioticsAttack (float value)
 
void SetTemporaryResistanceToAgent (int agent, float time)
 
float GetTemporaryResistanceToAgent (int agent)
 
vector GetAimPosition ()
 
bool CanEatAndDrink ()
 
bool CanConsumeFood (ConsumeConditionData data=null)
 
ModifiersManager GetModifiersManager ()
 
PlayerStat< floatGetStatWater ()
 
PlayerStat< floatGetStatToxicity ()
 
PlayerStat< floatGetStatEnergy ()
 
PlayerStat< floatGetStatHeatComfort ()
 
PlayerStat< floatGetStatTremor ()
 
PlayerStat< intGetStatWet ()
 
PlayerStat< floatGetStatDiet ()
 
PlayerStat< floatGetStatStamina ()
 
PlayerStat< floatGetStatSpecialty ()
 
PlayerStat< intGetStatBloodType ()
 
PlayerStat< floatGetStatHeatBuffer ()
 
void SetHeatBufferDynamicMax (float value)
 
float GetHeatBufferDynamicMax ()
 
void ToggleHeatBufferVisibility (bool show)
 
void ToggleHeatBufferVisibility (int heatbufferStage)
 
string GetLastUAMessage ()
 UA Last Message.
 
void SetLastUAMessage (string pMsg)
 
protected void ClearLastUAMessage ()
 
void ForceUpdateInjuredState ()
 update injured state immediately
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override void OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx)
 
bool IsItemsToDelete ()
 
void SetToDelete (ParamsReadContext pCtx)
 
override void AddItemToDelete (EntityAI item)
 
bool CanDeleteItems ()
 
override void JunctureDeleteItem (EntityAI item)
 
void UpdateDelete ()
 
override bool HeadingModel (float pDt, SDayZPlayerHeadingModel pModel)
 
override bool IsInventorySoftLocked ()
 
override void SetInventorySoftLock (bool status)
 'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are still possible
 
void SetLoadedQuickBarItemBind (EntityAI entity, int index)
 
override bool IsLiftWeapon ()
 
override float GetWeaponObstruction ()
 
override bool IsWeaponObstructionBlockingADS ()
 
bool ReadLiftWeaponRequest (int userDataType, ParamsReadContext ctx)
 
void SetLiftWeapon (int pJunctureID, ParamsReadContext ctx)
 
void SetLiftWeapon (bool state, float obstruct=0)
 
void SendLiftWeaponSync (bool state, float obstruct=0)
 Client-side only.
 
override void CheckLiftWeapon ()
 
override void ProcessLiftWeapon ()
 
override void HideClothing (ItemOptics optic, bool state)
 state 'true' == hide
 
void RequestUnconsciousness (bool enable)
 
override void SetDeathDarknessLevel (float duration, float tick_time)
 
override bool IsInFBEmoteState ()
 
void EndSurrenderRequest (SurrenderData data=null)
 ends surrender, originally intended for surrender->restrained transitioning
 
bool IsSurrendered ()
 
bool IsPlayerLoaded ()
 
override void CheckAnimationOverrides ()
 
bool CanRedirectToWeaponManager (notnull EntityAI item, out bool isActionPossible)
 
override bool PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
override bool PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item)
 
override bool PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item)
 
override bool PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot)
 
override bool PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item)
 
override bool PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col)
 
override bool PredictiveDropEntity (notnull EntityAI item)
 
override bool PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2)
 
override bool PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)
 
override void PredictiveTakeEntityToHands (EntityAI item)
 
override bool PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst)
 
bool IsSwapBetweenHandsAndGroundLargeItem (notnull EntityAI item1, notnull EntityAI item2, out EntityAI item_hands, out EntityAI item_ground)
 
void SetHairLevelToHide (int level, bool state, bool was_debug=false)
 Dynamic hair hiding.
 
void HideHairSelections (ItemBase item, bool state)
 
void UpdateHairSelectionVisibility (bool was_debug=false)
 
void UpdateTranslatedSelections (SelectionTranslation stt)
 
void CheckHairClippingOnCharacterLoad ()
 helper method for re-checking hairhiding on character load
 
bool IsNVGWorking ()
 
bool IsNVGLowered ()
 
int GetNVType ()
 
array< intGetNVTypesArray ()
 
void SetNVGWorking (bool state)
 Deprecated.
 
void SetNVGLowered (bool state)
 
void AddActiveNV (int type)
 
void RemoveActiveNV (int type)
 
void ResetActiveNV ()
 
void AdjustBandana (EntityAI item, string slot_name)
 
void AdjustShemag (EntityAI item, string slot_name)
 
void UpdateCorpseStateVisual ()
 
void SetDecayEffects (int effect=-1)
 
void PreloadDecayTexture ()
 
void SetLastMapInfo (float scale, vector pos)
 
bool GetLastMapInfo (out float scale, out vector pos)
 
override bool PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true)
 
override void SetProcessUIWarning (bool state)
 
void dmgDebugPrint (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
void DamageAllLegs (float inputDmg)
 
void TryHideItemInHands (bool hide, bool force=false)
 tries to hide item in player's hands, some exceptions for various movement states
 
bool CheckAndExecuteStackSplit (FindInventoryLocationType flags, notnull EntityAI item, notnull EntityAI target)
 
bool CheckAndExecuteStackSplitToInventoryLocation (InventoryLocation il, notnull EntityAI item)
 
override protected bool TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)
 
override protected bool TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item)
 
override protected bool TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item)
 
override void TakeEntityToHandsImpl (InventoryMode mode, EntityAI item)
 
override protected bool TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
 
override protected bool TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
override protected bool TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
 
override protected bool TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)
 
override vector GetCenter ()
 
void ContaminatedParticleAdjustment ()
 
void HandleGlassesEffect ()
 
override void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
 
override bool IsManagingArrows ()
 
string GetCachedName ()
 
string GetCachedID ()
 
override void OnFreezeStateChangeClient ()
 
bool HasHeatBuffer ()
 
int GetHeatBufferStage ()
 
void SwitchItemTypeAttach (EntityAI item, string slot)
 
void SwitchItemTypeDetach (EntityAI item, string slot)
 
void AddToEnvironmentTemperature (float pTemperature)
 
void IncreaseAntibioticsCount ()
 
void DecreaseAntibioticsCount ()
 
bool Consume (ItemBase source, float amount, EConsumeType consume_type)
 
bool HasStaminaRemaining ()
 
void SetBloodyHandsPenalty ()
 
override void DepleteStamina (EStaminaModifiers modifier, float dT=-1)
 Deprecated.
 

Static Private Member Functions

static set< intGetFaceCoverageShaveValues ()
 returns a set of face covering values
 

Private Attributes

const int SIMPLIFIED_SHOCK_CAP = 63
 
const int SHAKE_LEVEL_MAX = 7
 
private int m_LifeSpanState
 
private int m_LastShavedSeconds
 
private int m_BloodType
 
private bool m_HasBloodTypeVisible
 
private bool m_LiquidTendencyDrain
 
private bool m_FlagRaisingTendency
 
private int m_HasBloodyHandsVisible
 
protected bool m_HasHeatBuffer
 
protected int m_HeatBufferStage
 
protected float m_HeatBufferDynamicMax
 
protected bool m_IsInColdArea
 
protected bool m_PlayerLoaded
 
protected bool m_PlayerDisconnectProcessed
 
protected bool m_ProcessUIWarning
 
protected int m_LocalRefreshAnimStateIdx
 
protected int m_RefreshAnimStateIdx
 
private int m_StoreLoadVersion
 
const int ACT_STORE_SAVE_VERSION = 4
 
protected int m_LifespanLevelLocal
 
protected int m_AnimCommandStarting
 
EUndergroundPresence m_UndergroundPresence
 
private PluginPlayerStatus m_ModulePlayerStatus
 
PluginConfigEmotesProfile m_ConfigEmotesProfile
 
private PluginLifespan m_ModuleLifespan
 
protected PluginPresenceNotifier m_PresenceNotifier
 
protected ref UndergroundHandlerClient m_UndergroundHandler
 
protected ref UndergroundBunkerHandlerClient m_UndergroundBunkerHandler
 
ref PlayerStats m_PlayerStats
 
PluginRecipesManager m_ModuleRecipesManager
 
ref BleedingSourcesManagerServer m_BleedingManagerServer
 
ref BleedingSourcesManagerRemote m_BleedingManagerRemote
 
ref ModifiersManager m_ModifiersManager
 
ref NotifiersManager m_NotifiersManager
 
ref protected ActionManagerBase m_ActionManager
 
ref PlayerAgentPool m_AgentPool
 
int m_Agents
 
ref Environment m_Environment
 
ref EmoteManager m_EmoteManager
 
ref SymptomManager m_SymptomManager
 
ref VirtualHud m_VirtualHud
 
ref StaminaHandler m_StaminaHandler
 
ref InjuryAnimationHandler m_InjuryHandler
 
ref ShockHandler m_ShockHandler
 
ref SoftSkillsManager m_SoftSkillsManager
 
ref StanceIndicator m_StanceIndicator
 
ref TransferValues m_TrasferValues
 
ref DebugMonitorValues m_DebugMonitorValues
 
const int OVERLOAD_LIMIT = 30000
 
float m_CargoLoad
 
float m_VisibilityCoef
 
float m_OriginalSlidePoseAngle
 
int m_SoundEvent
 
int m_SoundEventParam
 
int m_FliesIndex
 
bool m_SoundEventSent
 
ref Param2< float, floatm_UAProgressParam
 
ref Param2< int, intm_UAParam
 
ref Param3< float, float, boolm_StaminaParam
 
ref Param1< stringm_UAParamMessage
 
ref Param1< floatm_UnconParam
 
ref Param1< floatm_DeathDarkeningParam
 
ref DamageDealtEffect m_DamageDealtEffect
 
ref EffectRadial m_EffectRadial
 
ref FlashbangEffect m_FlashbangEffect
 
ref ShockDealtEffect m_ShockDealtEffect
 
ref EffectParticle m_FliesEff
 
ref TInputActionMap m_InputActionMap
 
ref TInputActionMap m_InputActionMapControled
 
ref TInputActionMap m_InputActionMapAsTarget
 
bool m_ActionsInitialize
 
ref HiddenSelectionsData m_EmptyGloves
 
ref WeaponManager m_WeaponManager
 
ref CraftingManager m_CraftingManager
 
ref ArrowManagerPlayer m_ArrowManager
 
ref InventoryActionHandler m_InventoryActionHandler
 
ref protected QuickBarBase m_QuickBarBase
 
ref PlayerSoundManagerServer m_PlayerSoundManagerServer
 
ref PlayerSoundManagerClient m_PlayerSoundManagerClient
 
ref HeatComfortAnimHandler m_HCAnimHandler
 
ref EffectSound m_SoundFliesEffect
 
bool m_QuickBarHold
 
bool m_QuickBarFT = false
 
Hud m_Hud
 
protected int m_RecipePick
 
protected bool m_IsHoldingBreath
 
protected bool m_IsInWater
 
float m_LastPostFrameTickTime
 
ref Timer m_DeathCheckTimer
 
bool m_CorpseProcessing
 
int m_CorpseState
 
protected int m_CorpseStateLocal
 
protected bool m_IsHeadingRestricted
 
protected ref HeadingRestrictData m_HeadingRestrictData
 
int m_PersistentFlags
 
int m_StaminaState
 
float m_UnconsciousTime
 
int m_ShockSimplified
 
float m_CurrentShock
 
bool m_IsRestrained
 
bool m_IsRestrainedLocal
 
bool m_IsRestrainStarted
 
bool m_IsRestrainStartedLocal
 
bool m_IsRestrainPrelocked
 
bool m_ImmunityBoosted
 
bool m_AreHandsLocked
 
float m_UnconsciousVignetteTarget = 2
 
float m_CameraSwayModifier = 0.2
 
float m_LastShockHitTime
 
DayZPlayerCameraBase m_CurrentCamera
 
int m_BleedingBits
 
vector m_DirectionToCursor
 
vector m_DefaultHitPosition
 
int m_DiseaseCount
 
int m_HealingsCount
 
protected bool m_AllowQuickRestrain
 
protected bool m_AllowQuickFishing
 
protected int m_Shakes
 
protected int m_ShakesForced
 
int m_BreathVapour
 
int m_HealthLevel
 
int m_MixedSoundStates
 
int m_QuickBarBonus = 0
 
bool m_IsVehicleSeatDriver
 
float m_UnconsciousEndTime = 0
 
int m_BleedingSourceCount
 
Head_Default m_CharactersHead
 
EPulseType m_PulseType
 
PlayerBase m_CheckPulseLastTarget
 
int m_ForceInjuryAnimMask
 
bool m_HideHairAnimated
 
string m_DecayedTexture
 
protected ref array< EntityAIm_ItemsToDelete
 
int m_BrokenLegState = eBrokenLegs.NO_BROKEN_LEGS
 
int m_LocalBrokenState = eBrokenLegs.NO_BROKEN_LEGS
 
bool m_BrokenLegsJunctureReceived
 
ref EffectSound m_BrokenLegSound
 
const string SOUND_BREAK_LEG = "broken_leg_SoundSet"
 
bool m_CanPlayBrokenLegSound
 
float m_UnconRefillModifier = 1
 
ref protected RandomGeneratorSyncManager m_RGSManager
 
bool m_ContaminatedAreaEffectEnabled
 
const string CONTAMINATED_AREA_AMBIENT = "ContaminatedArea_SoundSet"
 
EffectSound m_AmbientContamination
 
protected int m_ContaminatedAreaCount
 
protected int m_EffectAreaCount
 
protected bool m_InsideEffectArea
 
protected bool m_InsideEffectAreaPrev
 
protected EffectTrigger m_CurrentEffectTrigger
 
protected EEffectAreaType m_InEffectAreaType
 
protected ref map< EEffectAreaType, intm_EffectAreaOverlap = new map<EEffectAreaType, int>()
 
protected ref map< EEffectAreaType, floatm_EffectAreaTimeToTick = new map<EEffectAreaType, float>()
 
protected bool m_CanDisplayHitEffectPPE
 
protected string m_CachedPlayerName
 
protected string m_CachedPlayerID
 
ref array< ref Param2< EntityAI, int > > m_aQuickBarLoad
 
ref Hologram m_HologramServer
 
ref Hologram m_HologramLocal
 
vector m_LocalProjectionPosition = "0 0 0 "
 
vector m_LocalProjectionOrientation = "0 0 0 "
 
float m_LastTick = -1
 
int m_AddModifier = -1
 
int m_RecipeID = -1
 
EntityAI m_Item1
 
EntityAI m_Item2
 
bool m_IsCraftingReady
 
float m_RecipeAnimLength
 
vector m_CraftingInitialPos
 
ref array< intm_Recipes
 
ref SoundParams m_SaySoundParams
 
ref SoundObjectBuilder m_SaySoundBuilder
 
ref SoundObject m_SaySoundObject
 
string m_SaySoundLastSetName
 
bool m_ActionQBControl
 
ref ConstructionActionData m_ConstructionActionData
 
vector m_LastFirePoint
 
float m_LastFirePointRot
 
int m_LastFirePointIndex
 
bool ItemToInventory
 
bool m_IsFighting = false
 
bool m_IsDrowning
 
int m_DebugMonitorEnabled
 
ActionUnfoldMapCB m_hac
 
bool m_MapOpen
 
bool m_MapCloseRequestProcessed
 
protected bool m_MapClosingSyncSent
 
protected float m_LastMapScale = -1.0
 
protected vector m_LastMapPos
 
protected ref MapNavigationBehaviour m_MapNavigationBehaviour
 
protected bool m_InventorySoftLocked
 
protected int m_InventorySoftLockCount = 0
 
string m_DatabaseID
 
ref Timer m_AnalyticsTimer
 
protected bool m_MeleeDebug
 melee stats
 
protected ItemBase m_CheckMeleeItem
 
protected string m_UALastMessage
 user actions & symptoms
 
protected ref Timer m_UALastMessageTimer
 
protected int m_PerformedAnimActionID = -1
 
protected int m_ActivePrimarySymptomID = 0
 
bool m_WorkingNVGHeadset
 
bool m_LoweredNVGHeadset
 
protected ref array< intm_ActiveNVTypes
 
int m_SyncedModifiers
 
int m_SyncedModifiersPrev
 
PluginAdminLog m_AdminLog
 
ref PlayerStomach m_PlayerStomach
 
protected PlayerStat< floatm_StatWater
 
protected PlayerStat< floatm_StatToxicity
 
protected PlayerStat< floatm_StatEnergy
 
protected PlayerStat< floatm_StatHeatComfort
 
protected PlayerStat< floatm_StatTremor
 
protected PlayerStat< int > m_StatWet protected PlayerStat< int > m_StatBloodType protected PlayerStat< float > m_StatDiet protected PlayerStat< float > m_StatStamina protected PlayerStat< float > m_StatSpecialty protected PlayerStat< float > m_StatHeatBuffer protected GameplayEffectWidgets_base m_EffectWidgets
 effect widgets
 
protected ref array< intm_ProcessAddEffectWidgets
 
protected ref array< intm_ProcessRemoveEffectWidgets
 
protected ref array< intm_ProcessAddGlassesEffects
 
protected ref array< intm_ProcessRemoveGlassesEffects
 
protected EMedicalDrugsType m_MedicalDrugsActive
 
protected ref ScriptInvoker m_OnUnconsciousStart
 invokers

 
protected ref ScriptInvoker m_OnUnconsciousStop
 
private ref map< eAgents, floatm_BloodyHandsPenaltyChancePerAgent
 
bool m_ShowDbgUI = true
 
int m_DbgListSelection = 0
 
float m_DbgSliderValue = 0.0
 
ref array< stringm_DbgOptions = {"jedna", "dva", "tri"}
 
vector m_PlayerOldPos
 
private int m_FaceCoveredForShaveLayers = 0
 
int m_AntibioticsActive
 

Static Private Attributes

static bool DEBUG_INVENTORY_ACCESS = false
 
static ref array< stringm_BleedingSourcesLow
 
static ref array< stringm_BleedingSourcesUp
 
static ref array< Man > m_ServerPlayers = new array<Man>
 
static ref TStringArray m_QBarItems
 
static protected Particle m_ContaminatedAroundPlayer
 
static protected Particle m_ContaminatedAroundPlayerTiny
 
static ref array< ObjectSPREAD_AGENTS_OBJECTS = new array<Object>
 
static ref array< CargoBaseSPREAD_AGENTS_PROXY_CARGOS = new array<CargoBase>
 

Constructor & Destructor Documentation

◆ ~PlayerBase()

Member Function Documentation

◆ AddAction() [1/2]

void AddAction ( typename actionName  )
inlineprivate

References AddAction(), and m_InputActionMap.

◆ AddAction() [2/2]

void AddAction ( typename actionName  ,
out TInputActionMap  InputActionMap 
)
inlineprivate

◆ AddActiveNV()

void AddActiveNV ( int  type)
inlineprivate

References Error(), and GetGame().

◆ AddArrow()

override void AddArrow ( Object  arrow,
int  componentIndex,
vector  closeBonePosWS,
vector  closeBoneRotWS 
)
inlineprivate

◆ AddItemToDelete()

override void AddItemToDelete ( EntityAI  item)
inlineprivate

◆ AddMedicalDrugsInUse()

void AddMedicalDrugsInUse ( EMedicalDrugsType  drugType)
inlineprivate

◆ AddPlayerLoad()

void AddPlayerLoad ( float  addedload)
inlineprivate

◆ AddPossibleCoverFaceForShave()

void AddPossibleCoverFaceForShave ( )
inlineprivate

DEPRECATED!

◆ AddToEnvironmentTemperature()

void AddToEnvironmentTemperature ( float  pTemperature)
private

◆ AdjustBandana()

void AdjustBandana ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ AdjustShemag()

void AdjustShemag ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ AfterStoreLoad()

◆ AnimCommandCheck()

bool AnimCommandCheck ( HumanMoveCommandID  mask)
inlineprivate

Returns whether the specified movement command(s) are starting the next frame. Use caution when using this for anything player animation-related, some commands may require the movement state to be truly active (wait until next update)

◆ AntibioticsAttack()

void AntibioticsAttack ( float  value)
inlineprivate

◆ ApplySplint()

void ApplySplint ( )
inlineprivate

◆ BreakLegSound()

void BreakLegSound ( )
inlineprivate

◆ BrokenLegForceProne()

◆ BrokenLegWalkShock()

◆ CalculateVisibilityForAI()

void CalculateVisibilityForAI ( )
inlineprivate

References Class::CastTo().

◆ CanBeRestrained()

bool CanBeRestrained ( )
inlineprivate

◆ CanBeTargetedByAI()

override bool CanBeTargetedByAI ( EntityAI  ai)
inlineprivate

◆ CanChangeStance()

override bool CanChangeStance ( int  previousStance,
int  newStance 
)
inlineprivate

◆ CanClimb()

override bool CanClimb ( int  climbType,
SHumanCommandClimbResult  climbRes 
)
inlineprivate

vault from water allowed

References InjuryAnimValues::LVL3.

◆ CanConsumeFood()

bool CanConsumeFood ( ConsumeConditionData  data = null)
inlineprivate

◆ CanConsumeStamina()

override bool CanConsumeStamina ( EStaminaConsumers  consumer)
inlineprivate

◆ CanDeleteItems()

bool CanDeleteItems ( )
inlineprivate

References GetActionManager().

◆ CanDropEntity()

override bool CanDropEntity ( notnull EntityAI  item)
inlineprivate

◆ CanEatAndDrink()

bool CanEatAndDrink ( )
inlineprivate

◆ CanJump()

override bool CanJump ( )
inlineprivate

disables jump when player is significantly injured

References InjuryAnimValues::LVL3.

◆ CanManipulateInventory()

bool CanManipulateInventory ( )
inlineprivate

◆ CanPickupHeavyItem()

override bool CanPickupHeavyItem ( notnull EntityAI  item)
inlineprivate

◆ CanPlaceItem()

override bool CanPlaceItem ( EntityAI  item)
inlineprivate

◆ CanReceiveItemIntoCargo()

override bool CanReceiveItemIntoCargo ( EntityAI  item)
inlineprivate

◆ CanReceiveItemIntoHands()

override bool CanReceiveItemIntoHands ( EntityAI  item_to_hands)
inlineprivate

◆ CanRedirectToWeaponManager()

bool CanRedirectToWeaponManager ( notnull EntityAI  item,
out bool  isActionPossible 
)
inlineprivate

◆ CanReleaseAttachment()

override bool CanReleaseAttachment ( EntityAI  attachment)
inlineprivate

◆ CanReleaseCargo()

override bool CanReleaseCargo ( EntityAI  cargo)
inlineprivate

◆ CanRoll()

override bool CanRoll ( )
inlineprivate

References IsPlayerInStance().

◆ CanShave()

bool CanShave ( )
inlineprivate

◆ CanSpawnBreathVaporEffect()

bool CanSpawnBreathVaporEffect ( )
inlineprivate

◆ CanSprint()

bool CanSprint ( )
inlineprivate

◆ CanStartConsumingStamina()

override bool CanStartConsumingStamina ( EStaminaConsumers  consumer)
inlineprivate

◆ CanSwapItemInCargo()

override bool CanSwapItemInCargo ( EntityAI  child_entity,
EntityAI  new_entity 
)
inlineprivate

◆ CheckAndExecuteStackSplit()

bool CheckAndExecuteStackSplit ( FindInventoryLocationType  flags,
notnull EntityAI  item,
notnull EntityAI  target 
)
inlineprivate

◆ CheckAndExecuteStackSplitToInventoryLocation()

bool CheckAndExecuteStackSplitToInventoryLocation ( InventoryLocation  il,
notnull EntityAI  item 
)
inlineprivate

◆ CheckAnimationOverrides()

override void CheckAnimationOverrides ( )
inlineprivate

References Math::PI2.

◆ CheckDeath()

void CheckDeath ( )
inlineprivate

◆ CheckForBurlap()

void CheckForBurlap ( )
inlineprivate

◆ CheckForGag()

void CheckForGag ( )
inlineprivate

◆ CheckHairClippingOnCharacterLoad()

void CheckHairClippingOnCharacterLoad ( )
inlineprivate

helper method for re-checking hairhiding on character load

◆ CheckLiftWeapon()

override void CheckLiftWeapon ( )
inlineprivate

References Math::Clamp(), and GetInstanceType().

◆ CheckMeleeItemDamage()

bool CheckMeleeItemDamage ( ItemBase  item)
inlineprivate

◆ CheckSendSoundEvent()

void CheckSendSoundEvent ( )
inlineprivate

◆ CheckSoundEvent()

void CheckSoundEvent ( )
inlineprivate

References AbstractWave().

◆ CheckZeroSoundEvent()

void CheckZeroSoundEvent ( )
inlineprivate

◆ ClearBloodyHandsPenaltyChancePerAgent()

void ClearBloodyHandsPenaltyChancePerAgent ( eAgents  type)
inlineprivate

◆ ClearInventory()

override void ClearInventory ( )
inlineprivate

/brief Delete all items in inventory

Returns
void
player.ClearInventory();
proto native DayZPlayer GetPlayer()
Definition PlayerBaseClient.c:2
proto native CGame GetGame()

References GameInventory::EnumerateInventory(), GetGame(), and CGame::ObjectDelete().

◆ ClearLastUAMessage()

protected void ClearLastUAMessage ( )
inlineprivate

◆ CloseInventoryMenu()

◆ CloseMap()

void CloseMap ( )
inlineprivate

DEPRECATED; terminates map animation callback and re-enables controls.

◆ CloseMapEx()

◆ CommandHandler()

override void CommandHandler ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)
inlineprivate

When the player should be and is unconscious

Player can start floating while unconscious

When the player will be unconscious, or is being blocked from being unconscious

If the player is getting in/out or switching seats, delay unconsciousness until after animation has finished

Death gate - prevent unlikely occurence of death -> unconsciousness transition Fall gate - prevent unconciousness animation from playing while falling, doesn't look good Transition gate - prevent unconciousness while previous command is transitioning

TODO: rework vehicle command Knockout back to force player prone after they have exited the vehicle

When the player is waking up

Make sure the player is actually unconscious

protection for a player being broken when attempting to wake them up too early into unconsciousness

Don't set the stance if we are swimming or in a vehicle, stance change animation could play

Maybe instead error out or notify of possible desync?

References ActionManagerBase(), HumanInputController::CameraIsFreeLook(), GetActionManager(), CGame::GetCurrentCameraDirection(), GetGame(), UAInputAPI::GetInputByID(), GetInstanceType(), HumanCommandVehicle::GetTransport(), GetUApi(), CfgGameplayHandler::GetUse3DMap(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), HumanCommandUnconscious::IsInWater(), HumanInputController::IsQuickBarContinuousUseEnd(), HumanInputController::IsQuickBarContinuousUseStart(), HumanInputController::IsQuickBarSingleUse(), HumanInputController::IsQuickBarSlot(), HumanCommandVehicle::IsSwitchSeat(), HumanInputController::LimitsDisableSprint(), m_MovementState, m_StaminaHandler, MENU_MAP, HumanInputController::ResetADS(), UAInput::Supress(), StaminaHandler::Update(), HumanCommandUnconscious::WakeUp(), and vector::Zero.

◆ Consume() [1/2]

◆ Consume() [2/2]

◆ ContaminatedParticleAdjustment()

void ContaminatedParticleAdjustment ( )
inlineprivate

◆ ConvertNonlethalDamage()

override protected float ConvertNonlethalDamage ( float  damage,
DamageType  damageType 
)
inlineprivate

◆ CreateCopyOfItemInInventory()

◆ CreateCopyOfItemInInventoryOrGround()

ItemBase CreateCopyOfItemInInventoryOrGround ( ItemBase  src)
inlineprivate

◆ CreateCopyOfItemInInventoryOrGroundEx()

ItemBase CreateCopyOfItemInInventoryOrGroundEx ( ItemBase  src,
bool  markItemAsSplitResult = false 
)
inlineprivate

◆ CreateInInventory()

EntityAI CreateInInventory ( string  item_name,
string  cargo_type = "",
bool  full_quantity = false 
)
inlineprivate

/brief Creates ItemBase in players inventory. If player dont have enough slots for new item, item will be created on the ground under player.

Parameters
item_namestring Class name of ItemBase in configs
Returns
ItemBase Created item
ItemBase item = g_Game.GetPlayer().CreateInInventory("Consumable_GardenLime", "cargo_weapon");
DayZGame g_Game
Definition DayZGame.c:3868
Definition InventoryItem.c:731

References SpawnItemOnLocation().

◆ DamageAllLegs()

void DamageAllLegs ( float  inputDmg)
inlineprivate

◆ DealShock()

void DealShock ( float  dmg)
inlineprivate

◆ DecreaseAntibioticsCount()

void DecreaseAntibioticsCount ( )
inlineprivate

◆ DecreaseContaminatedAreaCount()

void DecreaseContaminatedAreaCount ( )
inlineprivate

◆ DecreaseDiseaseCount()

void DecreaseDiseaseCount ( )
inlineprivate

◆ DecreaseEffectAreaCount()

void DecreaseEffectAreaCount ( )
inlineprivate

◆ DecreaseHealingsCount()

void DecreaseHealingsCount ( )
inlineprivate

◆ DepleteStamina()

override void DepleteStamina ( EStaminaModifiers  modifier,
float  dT = -1 
)
inlineprivate

Deprecated.

◆ DepleteStaminaEx()

override void DepleteStaminaEx ( EStaminaModifiers  modifier,
float  dT = -1,
float  coef = 1.0 
)
inlineprivate

◆ dmgDebugPrint()

void dmgDebugPrint ( TotalDamageResult  damageResult,
int  damageType,
EntityAI  source,
int  component,
string  dmgZone,
string  ammo,
vector  modelPos,
float  speedCoef 
)
inlineprivate

◆ DropAllItems()

void DropAllItems ( )
inlineprivate

Drops all clothes/wearables this character is carrying on themselves.

References Class::CastTo().

◆ DropHeavyItem()

void DropHeavyItem ( )
inlineprivate

◆ DropItem()

bool DropItem ( ItemBase  item)
inlineprivate

References GetPosition, and Math::RandomFloat().

◆ EEDelete()

override void EEDelete ( EntityAI  parent)
inlineprivate

◆ EEHealthLevelChanged()

override void EEHealthLevelChanged ( int  oldLevel,
int  newLevel,
string  zone 
)
inlineprivate

◆ EEHitBy()

◆ EEHitByRemote()

override void EEHitByRemote ( int  damageType,
EntityAI  source,
int  component,
string  dmgZone,
string  ammo,
vector  modelPos 
)
inlineprivate

◆ EEItemAttached()

◆ EEItemDetached()

override void EEItemDetached ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ EEItemIntoHands()

override void EEItemIntoHands ( EntityAI  item)
inlineprivate

fixes situation where raise is canceling some manipulation with heavy item(ex. TakeItemToHands), forces normal stance

References Class::CastTo(), HumanCommandMove::ForceStance(), OnItemInHandsChanged(), and HumanCommandMove::SetMeleeBlock().

◆ EEItemOutOfHands()

override void EEItemOutOfHands ( EntityAI  item)
inlineprivate

◆ EEKilled()

◆ EndFighting()

void EndFighting ( )
inlineprivate

◆ EndSurrenderRequest()

void EndSurrenderRequest ( SurrenderData  data = null)
inlineprivate

ends surrender, originally intended for surrender->restrained transitioning

◆ EOnFrame()

override void EOnFrame ( IEntity  other,
float  timeSlice 
)
inlineprivate

◆ EOnPostFrame()

override void EOnPostFrame ( IEntity  other,
int  extra 
)
inlineprivate

◆ FindCargoByBaseType()

EntityAI FindCargoByBaseType ( string  searched_item)
inlineprivate

References GetGame().

◆ FindQuickBarEntityIndex()

int FindQuickBarEntityIndex ( EntityAI  entity)
inlineprivate

◆ FixAllInventoryItems()

void FixAllInventoryItems ( )
inlineprivate

◆ ForceUpdateInjuredState()

void ForceUpdateInjuredState ( )
inlineprivate

update injured state immediately


Injured stat

◆ FreezeCheck()

◆ GetActionManager()

ActionManagerBase GetActionManager ( )
inlineprivate

References ActionManagerBase().

◆ GetActions()

override void GetActions ( typename action_input_type  ,
out array< ActionBase_Basic actions 
)
inlineprivate

◆ GetActivePrimarySymptomID()

SymptomIDs GetActivePrimarySymptomID ( )
inlineprivate

◆ GetAgents()

override int GetAgents ( )
inlineprivate

◆ GetAimPosition()

◆ GetArrowManager()

override ArrowManagerBase GetArrowManager ( )
inlineprivate

References m_ArrowManager.

◆ GetBleedingBits()

int GetBleedingBits ( )
inlineprivate

◆ GetBleedingManagerRemote()

BleedingSourcesManagerRemote GetBleedingManagerRemote ( )
inlineprivate

◆ GetBleedingManagerServer()

BleedingSourcesManagerServer GetBleedingManagerServer ( )
inlineprivate

◆ GetBleedingSourceCount()

int GetBleedingSourceCount ( )
inlineprivate

◆ GetBloodType()

int GetBloodType ( )
inlineprivate

References m_BloodType.

◆ GetBloodyHandsPenaltyAgents()

int GetBloodyHandsPenaltyAgents ( )
inlineprivate

References Math::RandomFloat01().

◆ GetBloodyHandsPenaltyChancePerAgent()

float GetBloodyHandsPenaltyChancePerAgent ( eAgents  type)
inlineprivate

◆ GetBordersImmunity()

◆ GetBreathVapourLevel()

int GetBreathVapourLevel ( )
inlineprivate

◆ GetBrokenLegs()

eBrokenLegs GetBrokenLegs ( )
inlineprivate

References Math::AbsInt().

◆ GetCachedID()

string GetCachedID ( )
inlineprivate

◆ GetCachedName()

string GetCachedName ( )
inlineprivate

◆ GetCenter()

override vector GetCenter ( )
inlineprivate

References GetBoneIndexByName().

◆ GetConstructionActionData()

ConstructionActionData GetConstructionActionData ( )
inlineprivate

◆ GetCraftingManager()

CraftingManager GetCraftingManager ( )
inlineprivate

◆ GetCraftingRecipeID()

int GetCraftingRecipeID ( )
inlineprivate

References GetInstanceType(), and m_RecipeID.

◆ GetCurrentPlayerCamera()

DayZPlayerCamera GetCurrentPlayerCamera ( )
inlineprivate

◆ GetCurrentRecipe()

int GetCurrentRecipe ( )
inlineprivate

◆ GetDamageDealtEffect()

DamageDealtEffect GetDamageDealtEffect ( )
inlineprivate

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx  outputList)
inlineprivate

◆ GetDebugMonitorValues()

DebugMonitorValues GetDebugMonitorValues ( )
inlineprivate

◆ GetDefaultHitComponent()

override string GetDefaultHitComponent ( )
inlineprivate

returns default hit component (fallback)

References GetDayZPlayerType().

◆ GetDefaultHitPosition()

override vector GetDefaultHitPosition ( )
inlineprivate

◆ GetDrowningWaterLevelCheck()

◆ GetEmoteManager()

EmoteManager GetEmoteManager ( )
inlineprivate

◆ GetFaceCoverageShaveValues()

static set< int > GetFaceCoverageShaveValues ( )
inlinestaticprivate

returns a set of face covering values

◆ GetFeetDamageMoveModifier()

float GetFeetDamageMoveModifier ( )
inlineprivate

◆ GetFlagTendencyRaise()

bool GetFlagTendencyRaise ( )
inlineprivate

DEPRECATED.

◆ GetFlashbangEffect()

FlashbangEffect GetFlashbangEffect ( )
inlineprivate

◆ GetHealthRegenSpeed()

◆ GetHeatBufferDynamicMax()

float GetHeatBufferDynamicMax ( )
inlineprivate

◆ GetHeatBufferStage()

int GetHeatBufferStage ( )
inlineprivate

◆ GetHitComponentForAI()

override string GetHitComponentForAI ( )
inlineprivate

Melee helpers.

select & return hit component for attacking AI

References GetDayZPlayerType().

◆ GetHitPPEEnabled()

bool GetHitPPEEnabled ( )
inlineprivate

◆ GetHologramLocal()

Hologram GetHologramLocal ( )
inlineprivate

◆ GetHologramServer()

Hologram GetHologramServer ( )
inlineprivate

◆ GetImmunity()

float GetImmunity ( )
inlineprivate

returns player's immunity strength between 0..1

References Math::Clamp(), PlayerConstants::SL_ENERGY_MAX, and PlayerConstants::SL_WATER_MAX.

◆ GetImmunityLevel()

◆ GetInColdArea()

bool GetInColdArea ( )
inlineprivate

◆ GetItemInHands()

ItemBase GetItemInHands ( )
inlineprivate

◆ GetItemOnHead()

ItemBase GetItemOnHead ( )
inlineprivate

Returns item on player's head. For an example, a headtorch.

◆ GetItemOnSlot()

ItemBase GetItemOnSlot ( string  slot_type)
inlineprivate

Returns item that's on this player's attachment slot. Parameter slot_type should be a string from config parameter 'itemInfo[]' like "Legs", "Headgear" and so on.

References Error(), InventorySlots::GetSlotIdFromString(), and GetType().

◆ GetLastFirePoint()

vector GetLastFirePoint ( )
inlineprivate

◆ GetLastFirePointIndex()

int GetLastFirePointIndex ( )
inlineprivate

◆ GetLastFirePointRot()

float GetLastFirePointRot ( )
inlineprivate

◆ GetLastMapInfo()

bool GetLastMapInfo ( out float  scale,
out vector  pos 
)
inlineprivate

◆ GetLastShavedSeconds()

int GetLastShavedSeconds ( )
inlineprivate

◆ GetLastUAMessage()

string GetLastUAMessage ( )
inlineprivate

UA Last Message.

◆ GetLifeSpanState()

int GetLifeSpanState ( )
inlineprivate

◆ GetLiquidTendencyDrain()

bool GetLiquidTendencyDrain ( )
inlineprivate

◆ GetLocalProjectionOrientation()

vector GetLocalProjectionOrientation ( )
inlineprivate

◆ GetLocalProjectionPosition()

vector GetLocalProjectionPosition ( )
inlineprivate

◆ GetMagazineToReload()

◆ GetMapClosingSyncSent()

bool GetMapClosingSyncSent ( )
inlineprivate

◆ GetMapNavigationBehaviour()

MapNavigationBehaviour GetMapNavigationBehaviour ( )
inlineprivate

◆ GetMixedSoundStates()

eMixedSoundStates GetMixedSoundStates ( )
inlineprivate

◆ GetModifiersManager()

ModifiersManager GetModifiersManager ( )
inlineprivate

◆ GetNoisePresenceInAI()

int GetNoisePresenceInAI ( )
inlineprivate

Return actual noise presence of player.

◆ GetNotifiersManager()

NotifiersManager GetNotifiersManager ( )
inlineprivate

◆ GetNVType()

int GetNVType ( )
inlineprivate

◆ GetNVTypesArray()

array< int > GetNVTypesArray ( )
inlineprivate

◆ GetOnUnconsciousStart()

ScriptInvoker GetOnUnconsciousStart ( )
inlineprivate

◆ GetOnUnconsciousStop()

ScriptInvoker GetOnUnconsciousStop ( )
inlineprivate

◆ GetPerformedActionID()

int GetPerformedActionID ( )
inlineprivate

◆ GetPlayerClass()

string GetPlayerClass ( )
inlineprivate

◆ GetPlayerLoad()

float GetPlayerLoad ( )
inlineprivate

◆ GetPlayerSoundEventHandler()

PlayerSoundEventHandler GetPlayerSoundEventHandler ( )
inlineprivate

◆ GetPlayerSoundManagerServer()

PlayerSoundManagerServer GetPlayerSoundManagerServer ( )
inlineprivate

◆ GetPlayerStats()

PlayerStats GetPlayerStats ( )
inlineprivate

References m_PlayerStats.

◆ GetPulseType()

EPulseType GetPulseType ( )
inlineprivate

◆ GetQuickBarBonus()

override int GetQuickBarBonus ( )
inlineprivate

References m_QuickBarBonus.

◆ GetQuickBarEntity()

EntityAI GetQuickBarEntity ( int  index)
inlineprivate

◆ GetQuickBarSize()

int GetQuickBarSize ( )
inlineprivate

◆ GetRandomGeneratorSyncManager()

RandomGeneratorSyncManager GetRandomGeneratorSyncManager ( )
inlineprivate

◆ GetShakeLevel()

int GetShakeLevel ( )
inlineprivate

◆ GetShockEffect()

ShockDealtEffect GetShockEffect ( )
inlineprivate

◆ GetSimplifiedShockNormalized()

float GetSimplifiedShockNormalized ( )
inlineprivate

◆ GetSingleAgentCount()

int GetSingleAgentCount ( int  agent_id)
inlineprivate

◆ GetSingleAgentCountNormalized()

float GetSingleAgentCountNormalized ( int  agent_id)
inlineprivate

◆ GetSoftSkillsManager()

SoftSkillsManager GetSoftSkillsManager ( )
inlineprivate

◆ GetStaminaHandler()

StaminaHandler GetStaminaHandler ( )
inlineprivate

References m_StaminaHandler.

◆ GetStaminaState()

int GetStaminaState ( )
inlineprivate

◆ GetStatBloodType()

PlayerStat< int > GetStatBloodType ( )
inlineprivate

References GetStatObject().

◆ GetStatBordersBlood()

◆ GetStatBordersEnergy()

◆ GetStatBordersHealth()

◆ GetStatBordersToxicity()

◆ GetStatBordersWater()

◆ GetStatDiet()

PlayerStat< float > GetStatDiet ( )
inlineprivate

References GetStatObject().

◆ GetStatEnergy()

PlayerStat< float > GetStatEnergy ( )
inlineprivate

References GetStatObject().

◆ GetStatHeatBuffer()

PlayerStat< float > GetStatHeatBuffer ( )
inlineprivate

References GetStatObject().

◆ GetStatHeatComfort()

PlayerStat< float > GetStatHeatComfort ( )
inlineprivate

References GetStatObject().

◆ GetStatLevel()

EStatLevels GetStatLevel ( float  stat_value,
float  critical,
float  low,
float  normal,
float  high 
)
inlineprivate

◆ GetStatLevelBlood()

◆ GetStatLevelBorders()

float GetStatLevelBorders ( float  stat_value,
float  critical,
float  low,
float  normal,
float  high,
float  max 
)
inlineprivate

References Math::InverseLerp().

◆ GetStatLevelEnergy()

◆ GetStatLevelHealth()

◆ GetStatLevelToxicity()

◆ GetStatLevelWater()

◆ GetStatSpecialty()

PlayerStat< float > GetStatSpecialty ( )
inlineprivate

References GetStatObject().

◆ GetStatStamina()

PlayerStat< float > GetStatStamina ( )
inlineprivate

References GetStatObject().

◆ GetStatToxicity()

PlayerStat< float > GetStatToxicity ( )
inlineprivate

References GetStatObject().

◆ GetStatTremor()

PlayerStat< float > GetStatTremor ( )
inlineprivate

References GetStatObject().

◆ GetStatWater()

PlayerStat< float > GetStatWater ( )
inlineprivate

References GetStatObject().

◆ GetStatWet()

PlayerStat< int > GetStatWet ( )
inlineprivate

References GetStatObject().

◆ GetStomach()

PlayerStomach GetStomach ( )
inlineprivate

◆ GetStoreLoadVersion()

int GetStoreLoadVersion ( )
inlineprivate

◆ GetSuitableFinisherHitComponents()

override array< string > GetSuitableFinisherHitComponents ( )
inlineprivate

returns list of suitable finisher hit components (defined on base entity/entity type)

References GetDayZPlayerType().

◆ GetSymptomManager()

SymptomManager GetSymptomManager ( )
inlineprivate

◆ GetTemporaryResistanceToAgent()

float GetTemporaryResistanceToAgent ( int  agent)
inlineprivate

◆ GetTotalAgentCount()

float GetTotalAgentCount ( )
inlineprivate

◆ GetTransferValues()

TransferValues GetTransferValues ( )
inlineprivate

◆ GetUndergroundBunkerHandler()

UndergroundBunkerHandlerClient GetUndergroundBunkerHandler ( )
inlineprivate

◆ GetUndergroundHandler()

UndergroundHandlerClient GetUndergroundHandler ( )
inlineprivate

◆ GetVirtualHud()

VirtualHud GetVirtualHud ( )
inlineprivate

References m_VirtualHud, and VirtualHud().

◆ GetVisibilityCoef()

float GetVisibilityCoef ( )
inlineprivate

◆ GetVoiceType()

int GetVoiceType ( )
inlineprivate

◆ GetWeaponManager()

override WeaponManager GetWeaponManager ( )
inlineprivate

◆ GetWeaponObstruction()

override float GetWeaponObstruction ( )
inlineprivate

◆ GetWeightSpecialized()

override protected float GetWeightSpecialized ( bool  forceRecalc = false)
inlineprivate

◆ GiveShock()

void GiveShock ( float  shock)
inlineprivate

◆ HandleBrokenLegsSync()

void HandleBrokenLegsSync ( )
inlineprivate

◆ HandleGlassesEffect()

void HandleGlassesEffect ( )
inlineprivate

◆ HandleRemoteItemManipulation()

bool HandleRemoteItemManipulation ( int  userDataType,
ParamsReadContext  ctx 
)
inlineprivate

◆ HasBloodTypeVisible()

bool HasBloodTypeVisible ( )
inlineprivate

◆ HasBloodyHands()

bool HasBloodyHands ( )
inlineprivate

◆ HasBloodyHandsEx()

eBloodyHandsTypes HasBloodyHandsEx ( )
inlineprivate

◆ HasCoveredFaceForShave()

bool HasCoveredFaceForShave ( )
inlineprivate

◆ HasDisease()

bool HasDisease ( )
inlineprivate

◆ HasHealings()

bool HasHealings ( )
inlineprivate

◆ HasHeatBuffer()

bool HasHeatBuffer ( )
inlineprivate

◆ HasStaminaRemaining()

bool HasStaminaRemaining ( )
inlineprivate

◆ HeadingModel()

◆ HideClothing()

override void HideClothing ( ItemOptics  optic,
bool  state 
)
inlineprivate

◆ HideHairSelections()

void HideHairSelections ( ItemBase  item,
bool  state 
)
inlineprivate

References GetType(), and Debug::Log().

◆ ImmuneSystemTick()

void ImmuneSystemTick ( float  value,
float  deltaT 
)
inlineprivate

◆ IncreaseAntibioticsCount()

void IncreaseAntibioticsCount ( )
inlineprivate

◆ IncreaseContaminatedAreaCount()

void IncreaseContaminatedAreaCount ( )
inlineprivate

◆ IncreaseDiseaseCount()

void IncreaseDiseaseCount ( )
inlineprivate

◆ IncreaseEffectAreaCount()

void IncreaseEffectAreaCount ( )
inlineprivate

◆ IncreaseHealingsCount()

void IncreaseHealingsCount ( )
inlineprivate

◆ Init()

◆ InitEditor()

void InitEditor ( )
inlineprivate

◆ InitializeActions()

void InitializeActions ( )
inlineprivate

References m_InputActionMap, and SetActions().

◆ InsertAgent()

override void InsertAgent ( int  agent,
float  count = 1 
)
inlineprivate

◆ IsAlreadyInFallingCommand()

override bool IsAlreadyInFallingCommand ( int  pCurrentCommandID)
inlineprivate

Don't switch to falling command if unconscious Don't switch to falling command if being damaged

◆ IsAntibioticsActive()

bool IsAntibioticsActive ( )
inlineprivate

◆ IsBleeding()

bool IsBleeding ( )
inlineprivate

◆ IsChelationActive()

bool IsChelationActive ( )
inlineprivate

◆ IsClimbing()

bool IsClimbing ( )
inlineprivate

◆ IsCurrentCameraAimedAtGround()

bool IsCurrentCameraAimedAtGround ( )
inlineprivate

◆ IsEmotePlaying()

bool IsEmotePlaying ( )
inlineprivate

◆ IsFacingTarget()

bool IsFacingTarget ( Object  target)
inlineprivate

◆ IsFalling()

bool IsFalling ( )
inlineprivate

◆ IsFighting()

override bool IsFighting ( )
inlineprivate

◆ IsHoldingBreath()

override bool IsHoldingBreath ( )
inlineprivate

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )
inlineprivate

◆ IsInEffectArea()

bool IsInEffectArea ( EEffectAreaType  area)
inlineprivate

◆ IsInFBEmoteState()

override bool IsInFBEmoteState ( )
inlineprivate

References IsEmotePlaying().

◆ IsInProne()

bool IsInProne ( )
inlineprivate

◆ IsInRasedProne()

bool IsInRasedProne ( )
inlineprivate

◆ IsInventorySoftLocked()

override bool IsInventorySoftLocked ( )
inlineprivate

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprivate

◆ IsInWater()

bool IsInWater ( )
inlineprivate

References m_IsInWater.

◆ IsItemInInventory()

bool IsItemInInventory ( EntityAI  entity)
inlineprivate

◆ IsItemsToDelete()

bool IsItemsToDelete ( )
inlineprivate

◆ IsJumpInProgress()

bool IsJumpInProgress ( )
inlineprivate

◆ IsLanded()

override bool IsLanded ( int  pCurrentCommandID)
inlineprivate

Handle fall damage for unconscious

No fall damage for players currently being damaged, animation is temporary

◆ IsLeaning()

bool IsLeaning ( )
inlineprivate

◆ IsLiftWeapon()

override bool IsLiftWeapon ( )
inlineprivate

◆ IsMale()

bool IsMale ( )
inlineprivate

◆ IsManagingArrows()

override bool IsManagingArrows ( )
inlineprivate

◆ IsMapCallbackCancelInput()

bool IsMapCallbackCancelInput ( )
inlineprivate

◆ IsMapCallbackEndInput()

bool IsMapCallbackEndInput ( )
inlineprivate

References GetUApi().

◆ IsMapOpen()

bool IsMapOpen ( )
inlineprivate

◆ IsNVGLowered()

bool IsNVGLowered ( )
inlineprivate

◆ IsNVGWorking()

bool IsNVGWorking ( )
inlineprivate

◆ IsOverloaded()

bool IsOverloaded ( )
inlineprivate

◆ IsPersistentFlag()

bool IsPersistentFlag ( PersistentFlag  bit)
inlineprivate

◆ IsPlacingLocal()

bool IsPlacingLocal ( )
inlineprivate

◆ IsPlacingServer()

bool IsPlacingServer ( )
inlineprivate

◆ IsPlayer()

override bool IsPlayer ( )
inlineprivate

◆ IsPlayerDisconnected()

bool IsPlayerDisconnected ( )
inlineprivate

◆ IsPlayerLoaded()

bool IsPlayerLoaded ( )
inlineprivate

◆ IsQBControl()

bool IsQBControl ( )
inlineprivate

◆ IsQuickFishing()

bool IsQuickFishing ( )
inlineprivate

◆ IsQuickRestrain()

bool IsQuickRestrain ( )
inlineprivate

◆ IsRefresherSignalingViable()

override bool IsRefresherSignalingViable ( )
inlineprivate

◆ IsRestrained()

override bool IsRestrained ( )
inlineprivate

◆ IsRestrainPrelocked()

bool IsRestrainPrelocked ( )
inlineprivate

◆ IsRestrainStarted()

bool IsRestrainStarted ( )
inlineprivate

◆ IsRolling()

bool IsRolling ( )
inlineprivate

◆ IsSelfAdjustingTemperature()

override bool IsSelfAdjustingTemperature ( )
inlineprivate

◆ IsSprinting()

bool IsSprinting ( )
inlineprivate

◆ IsStance()

bool IsStance ( int  stance,
int  stanceMask 
)
inlineprivate

◆ IsSurrendered()

bool IsSurrendered ( )
inlineprivate

◆ IsSwapBetweenHandsAndGroundLargeItem()

bool IsSwapBetweenHandsAndGroundLargeItem ( notnull EntityAI  item1,
notnull EntityAI  item2,
out EntityAI  item_hands,
out EntityAI  item_ground 
)
inlineprivate

◆ IsSyncedModifierActive()

bool IsSyncedModifierActive ( eModifierSyncIDs  modifier)
inlineprivate

Checks whether modifier (which has syncing enabled) is currently active, works on both Client and Server.

◆ IsTargetInActiveRefresherRange()

bool IsTargetInActiveRefresherRange ( EntityAI  target)
inlineprivate

◆ IsUnconscious()

override bool IsUnconscious ( )
inlineprivate

◆ IsUnconsciousStateOnly()

override bool IsUnconsciousStateOnly ( )
inlineprivate

◆ IsWeaponObstructionBlockingADS()

override bool IsWeaponObstructionBlockingADS ( )
inlineprivate

◆ IsWearingSplint()

bool IsWearingSplint ( )
inlineprivate

References Class::CastTo().

◆ JunctureDeleteItem()

override void JunctureDeleteItem ( EntityAI  item)
inlineprivate

◆ KillUndergroundHandler()

void KillUndergroundHandler ( )
inlineprivate

◆ LockHandsUntilItemHeld()

void LockHandsUntilItemHeld ( )
inlineprivate

◆ MapNavigationItemInPossession()

void MapNavigationItemInPossession ( EntityAI  item)
inlineprivate

◆ MapNavigationItemNotInPossession()

void MapNavigationItemNotInPossession ( EntityAI  item)
inlineprivate

◆ Message()

void Message ( string  text,
string  style 
)
inlineprivate

colorStatusChannel colorAction colorFriendly colorImportant

References CGame::Chat(), CGame::ChatMP(), GetGame(), and GetInstanceType().

◆ MessageAction()

void MessageAction ( string  text)
inlineprivate

◆ MessageFriendly()

void MessageFriendly ( string  text)
inlineprivate

◆ MessageImportant()

void MessageImportant ( string  text)
inlineprivate

◆ MessageStatus()

void MessageStatus ( string  text)
inlineprivate

◆ MovingShock()

void MovingShock ( float  legHealth,
float  highShock,
float  midShock,
float  lowShock 
)
inlineprivate

◆ NeedInventoryJunctureFromServer()

override bool NeedInventoryJunctureFromServer ( notnull EntityAI  item,
EntityAI  currParent,
EntityAI  newParent 
)
inlineprivate

◆ OnAction()

override bool OnAction ( int  action_id,
Man  player,
ParamsReadContext  ctx 
)
inlineprivate

◆ OnBleedingBegin()

void OnBleedingBegin ( )
private

◆ OnBleedingEnd()

void OnBleedingEnd ( )
private

◆ OnBleedingSourceAdded()

void OnBleedingSourceAdded ( )
inlineprivate

◆ OnBleedingSourceRemoved()

◆ OnBleedingSourceRemovedEx()

void OnBleedingSourceRemovedEx ( ItemBase  item)
inlineprivate

◆ OnCameraChanged()

void OnCameraChanged ( DayZPlayerCameraBase  new_camera)
inlineprivate

◆ OnCommandClimbFinish()

override void OnCommandClimbFinish ( )
inlineprivate

◆ OnCommandClimbStart()

override void OnCommandClimbStart ( )
inlineprivate

References AbortWeaponEvent().

◆ OnCommandDeathStart()

override void OnCommandDeathStart ( )
inlineprivate

References AbortWeaponEvent().

◆ OnCommandFallFinish()

override void OnCommandFallFinish ( )
inlineprivate

◆ OnCommandFallStart()

override void OnCommandFallStart ( )
inlineprivate

References AbortWeaponEvent().

◆ OnCommandHandlerTick()

◆ OnCommandLadderFinish()

override void OnCommandLadderFinish ( )
inlineprivate

◆ OnCommandLadderStart()

override void OnCommandLadderStart ( )
inlineprivate

◆ OnCommandMelee2Finish()

override void OnCommandMelee2Finish ( )
inlineprivate

◆ OnCommandMelee2Start()

override void OnCommandMelee2Start ( )
inlineprivate

References AbortWeaponEvent().

◆ OnCommandMoveStart()

override void OnCommandMoveStart ( )
inlineprivate

References GetGame(), and IsPlayerInStance().

◆ OnCommandSwimFinish()

override void OnCommandSwimFinish ( )
inlineprivate

◆ OnCommandSwimStart()

override void OnCommandSwimStart ( )
inlineprivate

◆ OnCommandVehicleFinish()

override void OnCommandVehicleFinish ( )
inlineprivate

◆ OnCommandVehicleStart()

override void OnCommandVehicleStart ( )
inlineprivate

◆ OnConnect()

◆ OnContaminatedAreaEnterServer()

protected void OnContaminatedAreaEnterServer ( )
inlineprivate

◆ OnContaminatedAreaExitServer()

protected void OnContaminatedAreaExitServer ( )
inlineprivate

◆ OnDisconnect()

◆ OnDrowningEnd()

void OnDrowningEnd ( )
inlineprivate

◆ OnDrowningStart()

void OnDrowningStart ( )
inlineprivate

◆ OnFreezeStateChangeClient()

override void OnFreezeStateChangeClient ( )
inlineprivate

◆ OnGameplayDataHandlerSync()

◆ OnHoldBreathEnd()

void OnHoldBreathEnd ( )
inlineprivate

◆ OnHoldBreathExhausted()

void OnHoldBreathExhausted ( )
inlineprivate

◆ OnHoldBreathStart()

void OnHoldBreathStart ( )
inlineprivate

◆ OnInputUserDataProcess()

◆ OnInventoryMenuClose()

void OnInventoryMenuClose ( )
private

◆ OnInventoryMenuOpen()

void OnInventoryMenuOpen ( )
private

◆ OnJumpEnd()

override void OnJumpEnd ( int  pLandType = 0)
inlineprivate

References HumanCommandFall().

◆ OnJumpOutVehicleFinish()

void OnJumpOutVehicleFinish ( float  carSpeed)
inlineprivate

◆ OnJumpStart()

override void OnJumpStart ( )
inlineprivate

References AbortWeaponEvent().

◆ OnLadder()

override void OnLadder ( float  delta_time,
HumanMovementState  pState 
)
inlineprivate

called every command handler tick when player is on ladder

◆ OnLand()

override bool OnLand ( int  pCurrentCommandID,
FallDamageData  fallDamageData 
)
inlineprivate

Nothing happens for unconscious Nothing happens for being damaged

◆ OnParticleEvent()

override void OnParticleEvent ( string  pEventType,
string  pUserString,
int  pUserInt 
)
inlineprivate

◆ OnPlayerIsNowInsideEffectAreaBeginClient()

protected void OnPlayerIsNowInsideEffectAreaBeginClient ( )
inlineprivate

◆ OnPlayerIsNowInsideEffectAreaBeginServer()

protected void OnPlayerIsNowInsideEffectAreaBeginServer ( )
inlineprivate

◆ OnPlayerIsNowInsideEffectAreaEndClient()

protected void OnPlayerIsNowInsideEffectAreaEndClient ( )
inlineprivate

◆ OnPlayerIsNowInsideEffectAreaEndServer()

protected void OnPlayerIsNowInsideEffectAreaEndServer ( )
inlineprivate

◆ OnPlayerLoaded()

◆ OnPlayerReceiveFlashbangHitEnd()

void OnPlayerReceiveFlashbangHitEnd ( )
inlineprivate

◆ OnPlayerReceiveFlashbangHitStart()

void OnPlayerReceiveFlashbangHitStart ( bool  visual)
inlineprivate

◆ OnPlayerRecievedHit()

override void OnPlayerRecievedHit ( )
inlineprivate

◆ OnQuickBarContinuousUseEnd()

◆ OnQuickBarContinuousUseStart()

◆ OnQuickbarSetEntityRequest()

void OnQuickbarSetEntityRequest ( ParamsReadContext  ctx)
inlineprivate

◆ OnQuickBarSingleUse()

◆ OnReceivedHit()

override void OnReceivedHit ( ImpactEffectsData  hitData)
inlineprivate

Call only on client or single player PlayerBase (as GetGame().GetPlayer())

References GetCurrentCamera(), GetInstanceType(), and Math::InverseLerp().

◆ OnReconnect()

void OnReconnect ( )
inlineprivate

References Debug::Log(), and ToString().

◆ OnRestrainChangeClient()

◆ OnRestrainStart()

◆ OnRestrainStartedChangeClient()

◆ OnRollFinish()

override void OnRollFinish ( )
inlineprivate

◆ OnRollStart()

override void OnRollStart ( bool  isToTheRight)
inlineprivate

◆ OnRPC()

◆ OnScheduledTick()

void OnScheduledTick ( float  deltaTime)
inlineprivate

References m_VirtualHud.

◆ OnSelectPlayer()

◆ OnSpawnedFromConsole()

void OnSpawnedFromConsole ( )
inlineprivate

◆ OnStanceChange()

override void OnStanceChange ( int  previousStance,
int  newStance 
)
inlineprivate

◆ OnStoreLoad()

◆ OnStoreLoadLifespan()

bool OnStoreLoadLifespan ( ParamsReadContext  ctx,
int  version 
)
inlineprivate

References m_BloodType, and Serializer::Read().

◆ OnStoreSave()

◆ OnStoreSaveLifespan()

void OnStoreSaveLifespan ( ParamsWriteContext  ctx)
inlineprivate

References m_BloodType, and Serializer::Write().

◆ OnSyncJuncture()

◆ OnThrowingModeChange()

override void OnThrowingModeChange ( bool  change_to_enabled)
inlineprivate

◆ OnTick()

void OnTick ( )
inlineprivate

◆ OnUnconsciousStart()

◆ OnUnconsciousStop()

◆ OnUnconsciousUpdate()

◆ OnUpdateEffectAreaServer()

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprivate

Remotely Activated Item Behaviour refresh on item is in hands

References m_BloodType, and RemotelyActivatedItemBehaviour::OnVariableSynchronized().

◆ OnVehicleSeatDriverEnter()

override void OnVehicleSeatDriverEnter ( )
inlineprivate

◆ OnVehicleSeatDriverLeft()

override void OnVehicleSeatDriverLeft ( )
inlineprivate

References Hud::HideVehicleInfo(), and m_Hud.

◆ OnVehicleSwitchSeat()

void OnVehicleSwitchSeat ( int  seatIndex)
inlineprivate

◆ OnVoiceEvent()

void OnVoiceEvent ( PlayerSoundEventBase  voice_event)
inlineprivate

◆ OnVoiceEventPlayback()

void OnVoiceEventPlayback ( PlayerSoundEventBase  voice_event,
AbstractWave  callback,
float  playback_time 
)
inlineprivate

called every cmd handler tick during a playback of PlayerSoundEvent, m_ProcessPlaybackEvent needs to be enabled on the PlayerSoundEvent

◆ PhysicalPredictiveDropItem()

override bool PhysicalPredictiveDropItem ( EntityAI  entity,
bool  heavy_item_only = true 
)
inlineprivate

◆ PlacingCancelLocal()

void PlacingCancelLocal ( )
inlineprivate

◆ PlacingCancelServer()

void PlacingCancelServer ( )
inlineprivate

◆ PlacingCompleteLocal()

void PlacingCompleteLocal ( )
inlineprivate

References vector::Zero.

◆ PlacingCompleteServer()

void PlacingCompleteServer ( )
inlineprivate

References vector::Zero.

◆ PlacingStartLocal()

void PlacingStartLocal ( ItemBase  item)
inlineprivate

References GetGame().

◆ PlacingStartServer()

void PlacingStartServer ( ItemBase  item)
inlineprivate

◆ PlayAttachmentDropSound()

void PlayAttachmentDropSound ( )
inlineprivate

◆ PlayerBase()

void PlayerBase ( )
inlineprivate

References Init().

◆ PlaySound()

override SoundOnVehicle PlaySound ( string  sound_name,
float  range,
bool  create_local = false 
)
inlineprivate

References BetaSound::SaySound().

◆ PlaySoundEvent()

override bool PlaySoundEvent ( EPlayerSoundEventID  id,
bool  from_anim_system = false,
bool  is_from_server = false 
)
inlineprivate

◆ PlaySoundEventEx()

override bool PlaySoundEventEx ( EPlayerSoundEventID  id,
bool  from_anim_system = false,
bool  is_from_server = false,
int  param = 0 
)
inlineprivate

◆ PlaySoundEventType()

override bool PlaySoundEventType ( ESoundEventType  soundType,
int  soundEventID,
int  param = 0 
)
inlineprivate

◆ PredictiveDropEntity()

override bool PredictiveDropEntity ( notnull EntityAI  item)
inlineprivate

We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the player

References GameConstants::INVENTORY_ENTITY_DROP_OVERLAP_DEPTH, Math3D::MatrixIdentity4(), GameInventory::PrepareDropEntityPos(), and InventoryLocation::SetGround().

◆ PredictiveForceSwapEntities()

override bool PredictiveForceSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2,
notnull InventoryLocation  item2_dst 
)
inlineprivate

◆ PredictiveSwapEntities()

override bool PredictiveSwapEntities ( notnull EntityAI  item1,
notnull EntityAI  item2 
)
inlineprivate

◆ PredictiveTakeEntityToHands()

override void PredictiveTakeEntityToHands ( EntityAI  item)
inlineprivate

◆ PredictiveTakeEntityToInventory()

override bool PredictiveTakeEntityToInventory ( FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ PredictiveTakeEntityToTargetAttachment()

override bool PredictiveTakeEntityToTargetAttachment ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ PredictiveTakeEntityToTargetAttachmentEx()

override bool PredictiveTakeEntityToTargetAttachmentEx ( notnull EntityAI  target,
notnull EntityAI  item,
int  slot 
)
inlineprivate

◆ PredictiveTakeEntityToTargetCargo()

override bool PredictiveTakeEntityToTargetCargo ( notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ PredictiveTakeEntityToTargetCargoEx()

override bool PredictiveTakeEntityToTargetCargoEx ( notnull CargoBase  cargo,
notnull EntityAI  item,
int  row,
int  col 
)
inlineprivate

◆ PredictiveTakeEntityToTargetInventory()

override bool PredictiveTakeEntityToTargetInventory ( notnull EntityAI  target,
FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ PredictiveTakeToDst()

override bool PredictiveTakeToDst ( notnull InventoryLocation  src,
notnull InventoryLocation  dst 
)
inlineprivate

◆ PreloadDecayTexture()

void PreloadDecayTexture ( )
inlineprivate

◆ PrintAgents()

void PrintAgents ( )
inlineprivate

◆ ProcessADDModifier()

void ProcessADDModifier ( )
inlineprivate

◆ ProcessADSSyncResetRequest()

void ProcessADSSyncResetRequest ( )
inlineprivate

◆ ProcessDrowning()

void ProcessDrowning ( float  dT)
inlineprivate

◆ ProcessFeetDamageServer()

◆ ProcessHandDamage()

◆ ProcessHoldBreath()

void ProcessHoldBreath ( float  dT)
inlineprivate

◆ ProcessLiftWeapon()

override void ProcessLiftWeapon ( )
inlineprivate

◆ QueueAddEffectWidget()

void QueueAddEffectWidget ( array< int effects)
inlineprivate

◆ QueueAddGlassesEffect()

void QueueAddGlassesEffect ( int  id)
inlineprivate

◆ QueueRemoveEffectWidget()

void QueueRemoveEffectWidget ( array< int effects)
inlineprivate

◆ QueueRemoveGlassesEffect()

void QueueRemoveGlassesEffect ( int  id)
inlineprivate

◆ QuickReloadWeapon()

void QuickReloadWeapon ( EntityAI  weapon)
inlineprivate

◆ RadialQuickBarCombine()

void RadialQuickBarCombine ( int  slotClicked)
inlineprivate

◆ RadialQuickBarSingleUse()

void RadialQuickBarSingleUse ( int  slotClicked)
inlineprivate

◆ ReadLiftWeaponRequest()

bool ReadLiftWeaponRequest ( int  userDataType,
ParamsReadContext  ctx 
)
inlineprivate

References Serializer::Read().

◆ RefreshHandAnimationState()

void RefreshHandAnimationState ( int  delay = 0)
inlineprivate

◆ ReloadWeapon()

void ReloadWeapon ( EntityAI  weapon,
EntityAI  magazine 
)
inlineprivate

◆ RemoveAction() [1/2]

void RemoveAction ( typename actionName  )
inlineprivate

References m_InputActionMap, and RemoveAction().

◆ RemoveAction() [2/2]

void RemoveAction ( typename actionName  ,
out TInputActionMap  InputActionMap 
)
inlineprivate

◆ RemoveActiveNV()

void RemoveActiveNV ( int  type)
inlineprivate

References Error(), and GetGame().

◆ RemoveAgent()

override void RemoveAgent ( int  agent_id)
inlineprivate

◆ RemoveAllAgents()

override void RemoveAllAgents ( )
inlineprivate

◆ RemoveAllItems()

void RemoveAllItems ( )
inlineprivate

References Class::CastTo().

◆ RemoveCurrentEffectTrigger()

void RemoveCurrentEffectTrigger ( )
inlineprivate

◆ RemoveMedicalDrugsInUse()

void RemoveMedicalDrugsInUse ( EMedicalDrugsType  drugType)
inlineprivate

◆ RemovePossibleCoverFaceForShave()

void RemovePossibleCoverFaceForShave ( )
inlineprivate

DEPRECATED!

◆ RemoveQuickBarEntityShortcut()

void RemoveQuickBarEntityShortcut ( EntityAI  entity)
inlineprivate

◆ RequestHandAnimationStateRefresh()

void RequestHandAnimationStateRefresh ( )
inlineprivate

References GetGame().

◆ RequestResetADSSync()

void RequestResetADSSync ( )
inlineprivate

References GetGame(), and GetInstanceType().

◆ RequestSoundEvent()

override void RequestSoundEvent ( EPlayerSoundEventID  id,
bool  from_server_and_client = false 
)
inlineprivate

◆ RequestSoundEventEx()

override void RequestSoundEventEx ( EPlayerSoundEventID  id,
bool  from_server_and_client = false,
int  param = 0 
)
inlineprivate

References GetInstanceType().

◆ RequestTriggerEffect()

void RequestTriggerEffect ( EffectTrigger  trigger,
int  ppeIdx = -1,
int  aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND,
int  tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY,
string  soundset = "",
bool  partDynaUpdate = false,
int  newBirthRate = 0,
bool  forceUpdate = false 
)
inlineprivate

◆ RequestUnconsciousness()

void RequestUnconsciousness ( bool  enable)
inlineprivate

◆ ResetActionEndInput()

void ResetActionEndInput ( )
inlineprivate

◆ ResetActiveNV()

void ResetActiveNV ( )
inlineprivate

◆ ResetADSPlayerSync()

bool ResetADSPlayerSync ( int  userDataType,
ParamsReadContext  ctx 
)
inlineprivate

◆ ResetConstructionActionData()

void ResetConstructionActionData ( )
inlineprivate

◆ ResetPlayer()

◆ RPC()

override void RPC ( int  rpc_type,
array< ref Param params,
bool  guaranteed,
PlayerIdentity  recipient = NULL 
)
inlineprivate

◆ RunFightBlendTimer()

void RunFightBlendTimer ( )
inlineprivate

◆ Save()

bool Save ( )
inlineprivate

◆ SaveAreaPersistenceFlag()

void SaveAreaPersistenceFlag ( ParamsWriteContext  ctx)
inlineprivate

◆ SaySoundSet()

◆ SendLiftWeaponSync()

void SendLiftWeaponSync ( bool  state,
float  obstruct = 0 
)
inlineprivate

◆ SendSoundEvent()

override protected void SendSoundEvent ( EPlayerSoundEventID  id)
inlineprivate

◆ SendSoundEventEx()

override protected void SendSoundEventEx ( EPlayerSoundEventID  id,
int  param = 0 
)
inlineprivate

References GetGame().

◆ SetActionEndInput()

void SetActionEndInput ( ActionBase  action)
inlineprivate

◆ SetActions() [1/2]

void SetActions ( )
inlineprivate

◆ SetActions() [2/2]

◆ SetActionsRemoteTarget() [1/2]

void SetActionsRemoteTarget ( )
inlineprivate

◆ SetActionsRemoteTarget() [2/2]

void SetActionsRemoteTarget ( out TInputActionMap  InputActionMap)
inlineprivate

References AddAction().

◆ SetActivePrimarySymptomID()

void SetActivePrimarySymptomID ( SymptomIDs  id)
inlineprivate

◆ SetBleedingBits()

void SetBleedingBits ( int  bits)
inlineprivate

◆ SetBloodType()

void SetBloodType ( int  blood_type)
inlineprivate

References m_BloodType.

◆ SetBloodTypeVisible()

void SetBloodTypeVisible ( bool  show)
inlineprivate

◆ SetBloodyHands()

void SetBloodyHands ( bool  show)
inlineprivate

◆ SetBloodyHandsBase()

private void SetBloodyHandsBase ( int  type)
inlineprivate

References DiagMenu::SetValue().

◆ SetBloodyHandsEx()

void SetBloodyHandsEx ( eBloodyHandsTypes  type)
inlineprivate

◆ SetBloodyHandsPenalty()

void SetBloodyHandsPenalty ( )
inlineprivate

References InsertAgent().

◆ SetBloodyHandsPenaltyChancePerAgent()

void SetBloodyHandsPenaltyChancePerAgent ( eAgents  type,
float  amount 
)
inlineprivate

increments the chances per agents

References Math::Clamp().

◆ SetBrokenLegs()

void SetBrokenLegs ( int  stateId)
inlineprivate

◆ SetCheckMeleeItem()

void SetCheckMeleeItem ( ItemBase  item = null)
inlineprivate

◆ SetContaminatedEffect()

void SetContaminatedEffect ( bool  enable,
int  ppeIdx = -1,
int  aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND,
int  tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY,
bool  partDynaUpdate = false,
int  newBirthRate = 0 
)
inlineprivate

◆ SetContaminatedEffectEx()

void SetContaminatedEffectEx ( bool  enable,
int  ppeIdx = -1,
int  aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND,
int  tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY,
string  soundset = "",
bool  partDynaUpdate = false,
int  newBirthRate = 0 
)
inlineprivate

◆ SetCraftingRecipeID()

void SetCraftingRecipeID ( int  recipeID)
inlineprivate

References GetInstanceType(), and m_RecipeID.

◆ SetDeathDarknessLevel()

override void SetDeathDarknessLevel ( float  duration,
float  tick_time 
)
inlineprivate

◆ SetDecayEffects()

◆ SetDefaultHitPosition()

protected vector SetDefaultHitPosition ( string  pSelection)
inlineprivate

◆ SetDrowning()

void SetDrowning ( bool  enable)
inlineprivate

◆ SetEnableQuickBarEntityShortcut()

void SetEnableQuickBarEntityShortcut ( EntityAI  entity,
bool  value 
)
inlineprivate

◆ SetFirstRecipe()

void SetFirstRecipe ( )
inlineprivate

◆ SetFlagTendencyRaise()

void SetFlagTendencyRaise ( bool  state)
inlineprivate

DEPRECATED.

◆ SetHairLevelToHide()

void SetHairLevelToHide ( int  level,
bool  state,
bool  was_debug = false 
)
inlineprivate

◆ SetHeatBufferDynamicMax()

void SetHeatBufferDynamicMax ( float  value)
inlineprivate

◆ SetHitPPEEnabled()

void SetHitPPEEnabled ( bool  enabled)
inlineprivate

◆ SetImmunityBoosted()

void SetImmunityBoosted ( bool  boosted)
inlineprivate

◆ SetInColdArea()

void SetInColdArea ( bool  state)
inlineprivate

◆ SetInEffectAreaTypeFlag()

void SetInEffectAreaTypeFlag ( EEffectAreaType  flag)
inlineprivate

◆ SetInventorySoftLock()

override void SetInventorySoftLock ( bool  status)
inlineprivate

'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are still possible

◆ SetInWater()

void SetInWater ( bool  pState)
inlineprivate

water contact (driven by Environment)

References m_IsInWater.

◆ SetLastFirePoint()

void SetLastFirePoint ( vector  last_fire_point)
inlineprivate

◆ SetLastFirePointIndex()

void SetLastFirePointIndex ( int  last_fire_point_index)
inlineprivate

◆ SetLastFirePointRot()

void SetLastFirePointRot ( float  last_fire_point_rot)
inlineprivate

◆ SetLastMapInfo()

void SetLastMapInfo ( float  scale,
vector  pos 
)
inlineprivate

◆ SetLastShavedSeconds()

void SetLastShavedSeconds ( int  last_shaved_seconds)
inlineprivate

◆ SetLastUAMessage()

void SetLastUAMessage ( string  pMsg)
inlineprivate

◆ SetLegHealth()

void SetLegHealth ( )
inlineprivate

◆ SetLifeSpanStateVisible()

void SetLifeSpanStateVisible ( int  show_state)
inlineprivate

◆ SetLiftWeapon() [1/2]

void SetLiftWeapon ( bool  state,
float  obstruct = 0 
)
inlineprivate

◆ SetLiftWeapon() [2/2]

void SetLiftWeapon ( int  pJunctureID,
ParamsReadContext  ctx 
)
inlineprivate

References Serializer::Read().

◆ SetLiquidTendencyDrain()

void SetLiquidTendencyDrain ( bool  state)
inlineprivate

◆ SetLoadedQuickBarItemBind()

void SetLoadedQuickBarItemBind ( EntityAI  entity,
int  index 
)
inlineprivate

◆ SetLocalProjectionOrientation()

void SetLocalProjectionOrientation ( vector  local_orientation)
inlineprivate

◆ SetLocalProjectionPosition()

void SetLocalProjectionPosition ( vector  local_position)
inlineprivate

References IsCLIParam(), and Debug::Log().

◆ SetMapClosingSyncSet()

void SetMapClosingSyncSet ( bool  state)
inlineprivate

◆ SetMapOpen()

void SetMapOpen ( bool  state)
inlineprivate

◆ SetMixedSoundState()

void SetMixedSoundState ( eMixedSoundStates  state)
inlineprivate

◆ SetModifiers()

void SetModifiers ( bool  enable)
inlineprivate

◆ SetNewCharName()

void SetNewCharName ( )
inlineprivate

References g_Game.

◆ SetNextRecipe()

void SetNextRecipe ( )
inlineprivate

◆ SetNVGLowered()

void SetNVGLowered ( bool  state)
inlineprivate

◆ SetNVGWorking()

void SetNVGWorking ( bool  state)
inlineprivate

Deprecated.

◆ SetPerformedActionID()

void SetPerformedActionID ( int  id)
inlineprivate

◆ SetPersistentFlag()

void SetPersistentFlag ( PersistentFlag  bit,
bool  enable 
)
inlineprivate

◆ SetPlayerDisconnected()

void SetPlayerDisconnected ( bool  state)
inlineprivate

◆ SetPlayerLoad()

void SetPlayerLoad ( float  load)
inlineprivate

◆ SetProcessUIWarning()

override void SetProcessUIWarning ( bool  state)
inlineprivate

◆ SetPulseType()

void SetPulseType ( EPulseType  pulse_type)
inlineprivate

◆ SetQuickBarEntityShortcut()

void SetQuickBarEntityShortcut ( EntityAI  entity,
int  index,
bool  force = false 
)
inlineprivate

◆ SetQuickFishing()

void SetQuickFishing ( bool  enable)
inlineprivate

◆ SetQuickRestrain()

void SetQuickRestrain ( bool  enable)
inlineprivate

◆ SetRestrained()

void SetRestrained ( bool  is_restrained)
inlineprivate

◆ SetRestrainPrelocked()

void SetRestrainPrelocked ( bool  restrain_prelock)
inlineprivate

◆ SetRestrainStarted()

void SetRestrainStarted ( bool  restrain_started)
inlineprivate

◆ SetShakesForced()

void SetShakesForced ( int  value)
inlineprivate

◆ SetSoundCategoryHash()

void SetSoundCategoryHash ( int  hash)
inlineprivate

◆ SetStamina()

void SetStamina ( int  value,
int  range 
)
inlineprivate

References m_ModulePlayerStatus.

◆ SetStaminaState()

void SetStaminaState ( eStaminaState  state)
inlineprivate

◆ SetTemporaryResistanceToAgent()

void SetTemporaryResistanceToAgent ( int  agent,
float  time 
)
inlineprivate

◆ SetToDelete()

void SetToDelete ( ParamsReadContext  pCtx)
inlineprivate

References Serializer::Read().

◆ SetUnderground()

void SetUnderground ( EUndergroundPresence  presence)
inlineprivate

◆ SetVisibilityCoef()

void SetVisibilityCoef ( float  pVisibility)
inlineprivate

◆ ShavePlayer()

void ShavePlayer ( )
inlineprivate

◆ ShockRefill()

void ShockRefill ( float  pDt)
private

functionality moved to ShockMdfr::OnTick

◆ ShowUnconsciousScreen()

void ShowUnconsciousScreen ( bool  show)
inlineprivate

◆ SimplifyShock()

int SimplifyShock ( )
inlineprivate

References Math::Clamp(), and Math::Lerp().

◆ SimulateDeath()

override void SimulateDeath ( bool  state)
inlineprivate

◆ SpawnAI()

EntityAI SpawnAI ( string  object_name,
vector  pos 
)
inlineprivate

◆ SpawnBreathVaporEffect()

◆ SpawnDamageDealtEffect()

override void SpawnDamageDealtEffect ( )
inlineprivate

◆ SpawnDamageDealtEffect2()

void SpawnDamageDealtEffect2 ( Param  param1 = null,
Param  param2 = null 
)
inlineprivate

References EffectRadial().

◆ SpawnDrowningBubbles()

◆ SpawnEntityOnGroundOnCursorDir()

EntityAI SpawnEntityOnGroundOnCursorDir ( string  object_name,
float  distance 
)
inlineprivate

References GetPosition.

◆ SpawnEntityOnGroundPos()

◆ SpawnEntityOnGroundRaycastDispersed()

EntityAI SpawnEntityOnGroundRaycastDispersed ( string  object_name,
float  raycastDistance = DEFAULT_SPAWN_DISTANCE,
float  radius = UAItemsSpreadRadius.DEFAULT 
)
inlineprivate

◆ SpawnFlashbangEffect()

void SpawnFlashbangEffect ( PlayerBase  player,
bool  visual 
)
inlineprivate

◆ SpawnShockEffect()

void SpawnShockEffect ( float  intensity_max)
inlineprivate

◆ SpreadAgents()

void SpreadAgents ( )
inlineprivate

◆ SpreadAgentsEx()

void SpreadAgentsEx ( float  distance = 3,
float  chance = 0.25 
)
inlineprivate

chance between [0..1] , distance in meters

References AGT_AIRBOURNE_BIOLOGICAL, vector::DistanceSq(), GetGame(), CGame::GetPlayers(), GetPlugin(), and Math::RandomFloat01().

◆ StaminaHUDNotifier()

void StaminaHUDNotifier ( bool  show)
inlineprivate

◆ SwitchItemSelectionTexture()

override void SwitchItemSelectionTexture ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ SwitchItemTypeAttach()

void SwitchItemTypeAttach ( EntityAI  item,
string  slot 
)
inlineprivate

References GetGame().

◆ SwitchItemTypeDetach()

void SwitchItemTypeDetach ( EntityAI  item,
string  slot 
)
private

◆ TakeEntityAsAttachmentImpl()

override protected bool TakeEntityAsAttachmentImpl ( InventoryMode  mode,
notnull EntityAI  item 
)
inlineprivate

◆ TakeEntityToCargoImpl()

override protected bool TakeEntityToCargoImpl ( InventoryMode  mode,
notnull EntityAI  item 
)
inlineprivate

◆ TakeEntityToHandsImpl()

override void TakeEntityToHandsImpl ( InventoryMode  mode,
EntityAI  item 
)
inlineprivate

◆ TakeEntityToInventoryImpl()

override protected bool TakeEntityToInventoryImpl ( InventoryMode  mode,
FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ TakeEntityToTargetAttachmentImpl()

override protected bool TakeEntityToTargetAttachmentImpl ( InventoryMode  mode,
notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ TakeEntityToTargetCargoImpl()

override protected bool TakeEntityToTargetCargoImpl ( InventoryMode  mode,
notnull EntityAI  target,
notnull EntityAI  item 
)
inlineprivate

◆ TakeEntityToTargetInventoryImpl()

override protected bool TakeEntityToTargetInventoryImpl ( InventoryMode  mode,
notnull EntityAI  target,
FindInventoryLocationType  flags,
notnull EntityAI  item 
)
inlineprivate

◆ TakeToDstImpl()

override protected bool TakeToDstImpl ( InventoryMode  mode,
notnull InventoryLocation  src,
notnull InventoryLocation  dst 
)
inlineprivate

◆ TestSend()

void TestSend ( )
inlineprivate

References GetGame().

◆ ToggleHeatBufferVisibility() [1/2]

void ToggleHeatBufferVisibility ( bool  show)
inlineprivate

◆ ToggleHeatBufferVisibility() [2/2]

void ToggleHeatBufferVisibility ( int  heatbufferStage)
inlineprivate

◆ TogglePlacingLocal()

◆ TogglePlacingServer()

bool TogglePlacingServer ( int  userDataType,
ParamsReadContext  ctx 
)
inlineprivate

◆ TryHideItemInHands()

void TryHideItemInHands ( bool  hide,
bool  force = false 
)
inlineprivate

tries to hide item in player's hands, some exceptions for various movement states

◆ UnsetInEffectAreaTypeFlag()

void UnsetInEffectAreaTypeFlag ( EEffectAreaType  flag)
inlineprivate

◆ UnsetMixedSoundState()

void UnsetMixedSoundState ( eMixedSoundStates  state)
inlineprivate

◆ UpdateBrokenLegs()

void UpdateBrokenLegs ( int  stateId)
inlineprivate

◆ UpdateCorpseState()

void UpdateCorpseState ( )
inlineprivate

References Math::AbsInt().

◆ UpdateCorpseStateVisual()

void UpdateCorpseStateVisual ( )
inlineprivate

◆ UpdateDelete()

void UpdateDelete ( )
inlineprivate

◆ UpdateHairSelectionVisibility()

void UpdateHairSelectionVisibility ( bool  was_debug = false)
inlineprivate

◆ UpdateLighting()

◆ UpdateMaskBreathWidget()

void UpdateMaskBreathWidget ( notnull MaskBase  mask,
bool  is_start = false 
)
inlineprivate

◆ UpdateMovementInertia()

void UpdateMovementInertia ( )
inlineprivate

◆ UpdatePlayerMeasures()

◆ UpdateQuickBarEntityVisibility()

void UpdateQuickBarEntityVisibility ( EntityAI  entity)
inlineprivate

◆ UpdateQuickBarExtraSlots()

void UpdateQuickBarExtraSlots ( )
inlineprivate

◆ UpdateShoulderProxyVisibility()

void UpdateShoulderProxyVisibility ( EntityAI  item,
string  slot_name 
)
inlineprivate

◆ UpdateTranslatedSelections()

void UpdateTranslatedSelections ( SelectionTranslation  stt)
inlineprivate

Field Documentation

◆ ACT_STORE_SAVE_VERSION

const int ACT_STORE_SAVE_VERSION = 4
private

◆ CONTAMINATED_AREA_AMBIENT

const string CONTAMINATED_AREA_AMBIENT = "ContaminatedArea_SoundSet"
private

◆ DEBUG_INVENTORY_ACCESS

bool DEBUG_INVENTORY_ACCESS = false
staticprivate

◆ ItemToInventory

bool ItemToInventory
private

◆ m_ActionManager

ref protected ActionManagerBase m_ActionManager
private

◆ m_ActionQBControl

bool m_ActionQBControl
private

◆ m_ActionsInitialize

bool m_ActionsInitialize
private

◆ m_ActiveNVTypes

protected ref array<int> m_ActiveNVTypes
private

◆ m_ActivePrimarySymptomID

protected int m_ActivePrimarySymptomID = 0
private

◆ m_AddModifier

int m_AddModifier = -1
private

◆ m_AdminLog

PluginAdminLog m_AdminLog
private

◆ m_AgentPool

ref PlayerAgentPool m_AgentPool
private

◆ m_Agents

int m_Agents
private

◆ m_AllowQuickFishing

protected bool m_AllowQuickFishing
private

◆ m_AllowQuickRestrain

protected bool m_AllowQuickRestrain
private

◆ m_AmbientContamination

EffectSound m_AmbientContamination
private

◆ m_AnalyticsTimer

ref Timer m_AnalyticsTimer
private

◆ m_AnimCommandStarting

protected int m_AnimCommandStarting
private

◆ m_AntibioticsActive

int m_AntibioticsActive
private

◆ m_aQuickBarLoad

ref array<ref Param2<EntityAI,int> > m_aQuickBarLoad
private

◆ m_AreHandsLocked

bool m_AreHandsLocked
private

◆ m_ArrowManager

ref ArrowManagerPlayer m_ArrowManager
private

◆ m_BleedingBits

int m_BleedingBits
private

◆ m_BleedingManagerRemote

ref BleedingSourcesManagerRemote m_BleedingManagerRemote
private

◆ m_BleedingManagerServer

ref BleedingSourcesManagerServer m_BleedingManagerServer
private

◆ m_BleedingSourceCount

int m_BleedingSourceCount
private

◆ m_BleedingSourcesLow

ref array<string> m_BleedingSourcesLow
staticprivate

◆ m_BleedingSourcesUp

ref array<string> m_BleedingSourcesUp
staticprivate

◆ m_BloodType

private int m_BloodType
private

◆ m_BloodyHandsPenaltyChancePerAgent

private ref map<eAgents, float> m_BloodyHandsPenaltyChancePerAgent
private

◆ m_BreathVapour

int m_BreathVapour
private

◆ m_BrokenLegsJunctureReceived

bool m_BrokenLegsJunctureReceived
private

◆ m_BrokenLegSound

ref EffectSound m_BrokenLegSound
private

◆ m_BrokenLegState

int m_BrokenLegState = eBrokenLegs.NO_BROKEN_LEGS
private

◆ m_CachedPlayerID

protected string m_CachedPlayerID
private

◆ m_CachedPlayerName

protected string m_CachedPlayerName
private

◆ m_CameraSwayModifier

float m_CameraSwayModifier = 0.2
private

◆ m_CanDisplayHitEffectPPE

protected bool m_CanDisplayHitEffectPPE
private

◆ m_CanPlayBrokenLegSound

bool m_CanPlayBrokenLegSound
private

◆ m_CargoLoad

float m_CargoLoad
private

◆ m_CharactersHead

Head_Default m_CharactersHead
private

◆ m_CheckMeleeItem

protected ItemBase m_CheckMeleeItem
private

◆ m_CheckPulseLastTarget

PlayerBase m_CheckPulseLastTarget
private

◆ m_ConfigEmotesProfile

PluginConfigEmotesProfile m_ConfigEmotesProfile
private

◆ m_ConstructionActionData

ref ConstructionActionData m_ConstructionActionData
private

◆ m_ContaminatedAreaCount

protected int m_ContaminatedAreaCount
private

◆ m_ContaminatedAreaEffectEnabled

bool m_ContaminatedAreaEffectEnabled
private

◆ m_ContaminatedAroundPlayer

protected Particle m_ContaminatedAroundPlayer
staticprivate

◆ m_ContaminatedAroundPlayerTiny

protected Particle m_ContaminatedAroundPlayerTiny
staticprivate

◆ m_CorpseProcessing

bool m_CorpseProcessing
private

◆ m_CorpseState

int m_CorpseState
private

◆ m_CorpseStateLocal

protected int m_CorpseStateLocal
private

◆ m_CraftingInitialPos

vector m_CraftingInitialPos
private

◆ m_CraftingManager

ref CraftingManager m_CraftingManager
private

◆ m_CurrentCamera

DayZPlayerCameraBase m_CurrentCamera
private

◆ m_CurrentEffectTrigger

protected EffectTrigger m_CurrentEffectTrigger
private

◆ m_CurrentShock

float m_CurrentShock
private

◆ m_DamageDealtEffect

ref DamageDealtEffect m_DamageDealtEffect
private

◆ m_DatabaseID

string m_DatabaseID
private

◆ m_DbgListSelection

int m_DbgListSelection = 0
private

◆ m_DbgOptions

ref array<string> m_DbgOptions = {"jedna", "dva", "tri"}
private

◆ m_DbgSliderValue

float m_DbgSliderValue = 0.0
private

◆ m_DeathCheckTimer

ref Timer m_DeathCheckTimer
private

◆ m_DeathDarkeningParam

ref Param1<float> m_DeathDarkeningParam
private

◆ m_DebugMonitorEnabled

int m_DebugMonitorEnabled
private

◆ m_DebugMonitorValues

ref DebugMonitorValues m_DebugMonitorValues
private

◆ m_DecayedTexture

string m_DecayedTexture
private

◆ m_DefaultHitPosition

vector m_DefaultHitPosition
private

◆ m_DirectionToCursor

vector m_DirectionToCursor
private

◆ m_DiseaseCount

int m_DiseaseCount
private

◆ m_EffectAreaCount

protected int m_EffectAreaCount
private

◆ m_EffectAreaOverlap

protected ref map<EEffectAreaType, int> m_EffectAreaOverlap = new map<EEffectAreaType, int>()
private

◆ m_EffectAreaTimeToTick

protected ref map<EEffectAreaType, float> m_EffectAreaTimeToTick = new map<EEffectAreaType, float>()
private

◆ m_EffectRadial

ref EffectRadial m_EffectRadial
private

◆ m_EffectWidgets

protected PlayerStat<int> m_StatWet protected PlayerStat<int> m_StatBloodType protected PlayerStat<float> m_StatDiet protected PlayerStat<float> m_StatStamina protected PlayerStat<float> m_StatSpecialty protected PlayerStat<float> m_StatHeatBuffer protected GameplayEffectWidgets_base m_EffectWidgets
private

effect widgets

◆ m_EmoteManager

ref EmoteManager m_EmoteManager
private

◆ m_EmptyGloves

ref HiddenSelectionsData m_EmptyGloves
private

◆ m_Environment

ref Environment m_Environment
private

◆ m_FaceCoveredForShaveLayers

private int m_FaceCoveredForShaveLayers = 0
private

◆ m_FlagRaisingTendency

private bool m_FlagRaisingTendency
private

◆ m_FlashbangEffect

ref FlashbangEffect m_FlashbangEffect
private

◆ m_FliesEff

ref EffectParticle m_FliesEff
private

◆ m_FliesIndex

int m_FliesIndex
private

◆ m_ForceInjuryAnimMask

int m_ForceInjuryAnimMask
private

◆ m_hac

ActionUnfoldMapCB m_hac
private

◆ m_HasBloodTypeVisible

private bool m_HasBloodTypeVisible
private

◆ m_HasBloodyHandsVisible

private int m_HasBloodyHandsVisible
private

◆ m_HasHeatBuffer

protected bool m_HasHeatBuffer
private

◆ m_HCAnimHandler

ref HeatComfortAnimHandler m_HCAnimHandler
private

◆ m_HeadingRestrictData

protected ref HeadingRestrictData m_HeadingRestrictData
private

◆ m_HealingsCount

int m_HealingsCount
private

◆ m_HealthLevel

int m_HealthLevel
private

◆ m_HeatBufferDynamicMax

protected float m_HeatBufferDynamicMax
private

◆ m_HeatBufferStage

protected int m_HeatBufferStage
private

◆ m_HideHairAnimated

bool m_HideHairAnimated
private

◆ m_HologramLocal

ref Hologram m_HologramLocal
private

◆ m_HologramServer

ref Hologram m_HologramServer
private

◆ m_Hud

Hud m_Hud
private

◆ m_ImmunityBoosted

bool m_ImmunityBoosted
private

◆ m_InEffectAreaType

protected EEffectAreaType m_InEffectAreaType
private

◆ m_InjuryHandler

ref InjuryAnimationHandler m_InjuryHandler
private

◆ m_InputActionMap

ref TInputActionMap m_InputActionMap
private

◆ m_InputActionMapAsTarget

ref TInputActionMap m_InputActionMapAsTarget
private

◆ m_InputActionMapControled

ref TInputActionMap m_InputActionMapControled
private

◆ m_InsideEffectArea

protected bool m_InsideEffectArea
private

◆ m_InsideEffectAreaPrev

protected bool m_InsideEffectAreaPrev
private

◆ m_InventoryActionHandler

ref InventoryActionHandler m_InventoryActionHandler
private

◆ m_InventorySoftLockCount

protected int m_InventorySoftLockCount = 0
private

◆ m_InventorySoftLocked

protected bool m_InventorySoftLocked
private

◆ m_IsCraftingReady

bool m_IsCraftingReady
private

◆ m_IsDrowning

bool m_IsDrowning
private

◆ m_IsFighting

bool m_IsFighting = false
private

◆ m_IsHeadingRestricted

protected bool m_IsHeadingRestricted
private

◆ m_IsHoldingBreath

protected bool m_IsHoldingBreath
private

◆ m_IsInColdArea

protected bool m_IsInColdArea
private

◆ m_IsInWater

protected bool m_IsInWater
private

◆ m_IsRestrained

bool m_IsRestrained
private

◆ m_IsRestrainedLocal

bool m_IsRestrainedLocal
private

◆ m_IsRestrainPrelocked

bool m_IsRestrainPrelocked
private

◆ m_IsRestrainStarted

bool m_IsRestrainStarted
private

◆ m_IsRestrainStartedLocal

bool m_IsRestrainStartedLocal
private

◆ m_IsVehicleSeatDriver

bool m_IsVehicleSeatDriver
private

◆ m_Item1

EntityAI m_Item1
private

◆ m_Item2

EntityAI m_Item2
private

◆ m_ItemsToDelete

protected ref array<EntityAI> m_ItemsToDelete
private

◆ m_LastFirePoint

vector m_LastFirePoint
private

◆ m_LastFirePointIndex

int m_LastFirePointIndex
private

◆ m_LastFirePointRot

float m_LastFirePointRot
private

◆ m_LastMapPos

protected vector m_LastMapPos
private

◆ m_LastMapScale

protected float m_LastMapScale = -1.0
private

◆ m_LastPostFrameTickTime

float m_LastPostFrameTickTime
private

◆ m_LastShavedSeconds

private int m_LastShavedSeconds
private

◆ m_LastShockHitTime

float m_LastShockHitTime
private

◆ m_LastTick

float m_LastTick = -1
private

◆ m_LifespanLevelLocal

protected int m_LifespanLevelLocal
private

◆ m_LifeSpanState

private int m_LifeSpanState
private

◆ m_LiquidTendencyDrain

private bool m_LiquidTendencyDrain
private

◆ m_LocalBrokenState

int m_LocalBrokenState = eBrokenLegs.NO_BROKEN_LEGS
private

◆ m_LocalProjectionOrientation

vector m_LocalProjectionOrientation = "0 0 0 "
private

◆ m_LocalProjectionPosition

vector m_LocalProjectionPosition = "0 0 0 "
private

◆ m_LocalRefreshAnimStateIdx

protected int m_LocalRefreshAnimStateIdx
private

◆ m_LoweredNVGHeadset

bool m_LoweredNVGHeadset
private

◆ m_MapCloseRequestProcessed

bool m_MapCloseRequestProcessed
private

◆ m_MapClosingSyncSent

protected bool m_MapClosingSyncSent
private

◆ m_MapNavigationBehaviour

protected ref MapNavigationBehaviour m_MapNavigationBehaviour
private

◆ m_MapOpen

bool m_MapOpen
private

◆ m_MedicalDrugsActive

protected EMedicalDrugsType m_MedicalDrugsActive
private

◆ m_MeleeDebug

protected bool m_MeleeDebug
private

melee stats

◆ m_MixedSoundStates

int m_MixedSoundStates
private

◆ m_ModifiersManager

ref ModifiersManager m_ModifiersManager
private

◆ m_ModuleLifespan

private PluginLifespan m_ModuleLifespan
private

◆ m_ModulePlayerStatus

private PluginPlayerStatus m_ModulePlayerStatus
private

◆ m_ModuleRecipesManager

PluginRecipesManager m_ModuleRecipesManager
private

◆ m_NotifiersManager

ref NotifiersManager m_NotifiersManager
private

◆ m_OnUnconsciousStart

protected ref ScriptInvoker m_OnUnconsciousStart
private

invokers

◆ m_OnUnconsciousStop

protected ref ScriptInvoker m_OnUnconsciousStop
private

◆ m_OriginalSlidePoseAngle

float m_OriginalSlidePoseAngle
private

◆ m_PerformedAnimActionID

protected int m_PerformedAnimActionID = -1
private

◆ m_PersistentFlags

int m_PersistentFlags
private

◆ m_PlayerDisconnectProcessed

protected bool m_PlayerDisconnectProcessed
private

◆ m_PlayerLoaded

protected bool m_PlayerLoaded
private

◆ m_PlayerOldPos

vector m_PlayerOldPos
private

◆ m_PlayerSoundManagerClient

ref PlayerSoundManagerClient m_PlayerSoundManagerClient
private

◆ m_PlayerSoundManagerServer

ref PlayerSoundManagerServer m_PlayerSoundManagerServer
private

◆ m_PlayerStats

ref PlayerStats m_PlayerStats
private

◆ m_PlayerStomach

ref PlayerStomach m_PlayerStomach
private

◆ m_PresenceNotifier

protected PluginPresenceNotifier m_PresenceNotifier
private

◆ m_ProcessAddEffectWidgets

protected ref array<int> m_ProcessAddEffectWidgets
private

◆ m_ProcessAddGlassesEffects

protected ref array<int> m_ProcessAddGlassesEffects
private

◆ m_ProcessRemoveEffectWidgets

protected ref array<int> m_ProcessRemoveEffectWidgets
private

◆ m_ProcessRemoveGlassesEffects

protected ref array<int> m_ProcessRemoveGlassesEffects
private

◆ m_ProcessUIWarning

protected bool m_ProcessUIWarning
private

◆ m_PulseType

EPulseType m_PulseType
private

◆ m_QBarItems

ref TStringArray m_QBarItems
staticprivate

◆ m_QuickBarBase

ref protected QuickBarBase m_QuickBarBase
private

◆ m_QuickBarBonus

int m_QuickBarBonus = 0
private

◆ m_QuickBarFT

bool m_QuickBarFT = false
private

◆ m_QuickBarHold

bool m_QuickBarHold
private

◆ m_RecipeAnimLength

float m_RecipeAnimLength
private

◆ m_RecipeID

int m_RecipeID = -1
private

◆ m_RecipePick

protected int m_RecipePick
private

◆ m_Recipes

ref array<int> m_Recipes
private

◆ m_RefreshAnimStateIdx

protected int m_RefreshAnimStateIdx
private

◆ m_RGSManager

ref protected RandomGeneratorSyncManager m_RGSManager
private

◆ m_SaySoundBuilder

ref SoundObjectBuilder m_SaySoundBuilder
private

◆ m_SaySoundLastSetName

string m_SaySoundLastSetName
private

◆ m_SaySoundObject

ref SoundObject m_SaySoundObject
private

◆ m_SaySoundParams

ref SoundParams m_SaySoundParams
private

◆ m_ServerPlayers

ref array<Man> m_ServerPlayers = new array<Man>
staticprivate

◆ m_Shakes

protected int m_Shakes
private

◆ m_ShakesForced

protected int m_ShakesForced
private

◆ m_ShockDealtEffect

ref ShockDealtEffect m_ShockDealtEffect
private

◆ m_ShockHandler

ref ShockHandler m_ShockHandler
private

◆ m_ShockSimplified

int m_ShockSimplified
private

◆ m_ShowDbgUI

bool m_ShowDbgUI = true
private

◆ m_SoftSkillsManager

ref SoftSkillsManager m_SoftSkillsManager
private

◆ m_SoundEvent

int m_SoundEvent
private

◆ m_SoundEventParam

int m_SoundEventParam
private

◆ m_SoundEventSent

bool m_SoundEventSent
private

◆ m_SoundFliesEffect

ref EffectSound m_SoundFliesEffect
private

◆ m_StaminaHandler

ref StaminaHandler m_StaminaHandler
private

◆ m_StaminaParam

ref Param3<float,float,bool> m_StaminaParam
private

◆ m_StaminaState

int m_StaminaState
private

◆ m_StanceIndicator

ref StanceIndicator m_StanceIndicator
private

◆ m_StatEnergy

protected PlayerStat<float> m_StatEnergy
private

◆ m_StatHeatComfort

protected PlayerStat<float> m_StatHeatComfort
private

◆ m_StatToxicity

protected PlayerStat<float> m_StatToxicity
private

◆ m_StatTremor

protected PlayerStat<float> m_StatTremor
private

◆ m_StatWater

protected PlayerStat<float> m_StatWater
private

◆ m_StoreLoadVersion

private int m_StoreLoadVersion
private

◆ m_SymptomManager

ref SymptomManager m_SymptomManager
private

◆ m_SyncedModifiers

int m_SyncedModifiers
private

◆ m_SyncedModifiersPrev

int m_SyncedModifiersPrev
private

◆ m_TrasferValues

ref TransferValues m_TrasferValues
private

◆ m_UALastMessage

protected string m_UALastMessage
private

user actions & symptoms

◆ m_UALastMessageTimer

protected ref Timer m_UALastMessageTimer
private

◆ m_UAParam

ref Param2<int,int> m_UAParam
private

◆ m_UAParamMessage

ref Param1<string> m_UAParamMessage
private

◆ m_UAProgressParam

ref Param2<float,float> m_UAProgressParam
private

◆ m_UnconParam

ref Param1<float> m_UnconParam
private

◆ m_UnconRefillModifier

float m_UnconRefillModifier = 1
private

◆ m_UnconsciousEndTime

float m_UnconsciousEndTime = 0
private

◆ m_UnconsciousTime

float m_UnconsciousTime
private

◆ m_UnconsciousVignetteTarget

float m_UnconsciousVignetteTarget = 2
private

◆ m_UndergroundBunkerHandler

protected ref UndergroundBunkerHandlerClient m_UndergroundBunkerHandler
private

◆ m_UndergroundHandler

protected ref UndergroundHandlerClient m_UndergroundHandler
private

◆ m_UndergroundPresence

EUndergroundPresence m_UndergroundPresence
private

◆ m_VirtualHud

ref VirtualHud m_VirtualHud
private

◆ m_VisibilityCoef

float m_VisibilityCoef
private

◆ m_WeaponManager

ref WeaponManager m_WeaponManager
private

◆ m_WorkingNVGHeadset

bool m_WorkingNVGHeadset
private

◆ OVERLOAD_LIMIT

const int OVERLOAD_LIMIT = 30000
private

◆ SHAKE_LEVEL_MAX

const int SHAKE_LEVEL_MAX = 7
private

◆ SIMPLIFIED_SHOCK_CAP

const int SIMPLIFIED_SHOCK_CAP = 63
private

◆ SOUND_BREAK_LEG

const string SOUND_BREAK_LEG = "broken_leg_SoundSet"
private

◆ SPREAD_AGENTS_OBJECTS

ref array<Object> SPREAD_AGENTS_OBJECTS = new array<Object>
staticprivate

DEPRECATED

◆ SPREAD_AGENTS_PROXY_CARGOS

ref array<CargoBase> SPREAD_AGENTS_PROXY_CARGOS = new array<CargoBase>
staticprivate

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