28enum DayZInfectedDeathAnims
33 ANIM_DEATH_NECKSTAB = 3
38 proto native
void SetStanceVariation(
int pStanceVariation);
39 proto native
void SetIdleState(
int pIdleState);
40 proto native
void StartTurn(
float pDirection,
int pSpeedType);
41 proto native
bool IsTurning();
56 proto native
bool WasHit();
60 proto native
bool WasLand();
78 void DayZInfectedCommandScript(
DayZInfected pInfected) {}
79 void ~DayZInfectedCommandScript() {}
115 proto native DayZInfectedType GetDayZInfectedType();
118 proto native DayZInfectedCommandVault StartCommand_Vault(
int pType);
120 proto native
void StartCommand_Hit(
bool pHeavy,
int pType,
float pDirection);
121 proto native DayZInfectedCommandAttack StartCommand_Attack(
EntityAI pTarget,
int pType,
float pSubtype);
122 proto native
void StartCommand_Crawl(
int pType);
124 proto native
bool CanAttackToPosition(
vector pTargetPosition);
127 proto native DayZInfectedCommandVault GetCommand_Vault();
128 proto native DayZInfectedCommandAttack GetCommand_Attack();
131 proto native DayZInfectedCommandScript
StartCommand_Script(DayZInfectedCommandScript pInfectedCommand);
138 const float LEG_CRIPPLE_THRESHOLD = 74.0;
139 bool m_HeavyHitOverride;
154 super.EEHitBy(damageResult, damageType, source,
component, dmgZone, ammo, modelPos, speedCoef);
164 float dam = damageResult.
GetDamage(dmgZone,
"Shock");
167 HandleSpecialZoneDamage(dmgZone,dam);
168 AddHealth(
"",
"Health",-ConvertNonlethalDamage(dam));
174 if ( !m_DeathSyncSent )
176 Man killer = source.GetHierarchyRootPlayer();
182 m_KillerData.m_MurderWeapon = source;
185 if ( killer && killer.IsPlayer() )
188 if ( dmgZone ==
"Head" )
190 m_KilledByHeadshot =
true;
191 if (m_KillerData.m_Killer == killer)
192 m_KillerData.m_KillerHiTheBrain =
true;
196 m_DeathSyncSent =
true;
201 float ConvertNonlethalDamage(
float damage)
205 return converted_dmg;
208 void HandleSpecialZoneDamage(
string dmgZone,
float damage)
210 if ( damage < LEG_CRIPPLE_THRESHOLD )
213 if (dmgZone ==
"LeftLeg" || dmgZone ==
"RightLeg")
215 SetHealth(dmgZone,
"Health",0.0);
217 if (dmgZone ==
"Torso" || dmgZone ==
"Head")
219 m_HeavyHitOverride =
true;
225 return EInventoryIconVisibility.HIDE_VICINITY;
override int GetHideIconMask()
proto native void PrePhys_SetRotation(float pInRot[4])
bool PostPhysUpdate(float pDt)
proto native void PostPhys_SetPosition(vector pInTransl)
quaternion in world space
class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished(bool pFinished)
DayZAnimalCommandScript fully scriptable command.
proto native bool PrePhys_GetRotation(out float pOutRot[4])
proto native void PostPhys_GetRotation(out float pOutRot[4])
vec3 in world space
proto native bool PrePhys_GetTranslation(out vector pOutTransl)
script function usable in PrePhysUpdate
proto native void PostPhys_SetRotation(float pInRot[4])
vec3 in world space
proto native void PrePhys_SetTranslation(vector pInTransl)
proto native void PostPhys_LockRotation()
quaternion in world space
proto native void PostPhys_GetPosition(out vector pOutTransl)
script function usable in PostPhysUpdate
@ COMMANDID_MOVE
anim commands
@ MINDSTATE_CALM
mind states
enum DayZInfectedConstantsMovement ANIM_DEATH_BACKSTAB
enum DayZInfectedConstantsMovement ANIM_DEATH_IMPULSE
DayZInfectedConstantsMovement
enum DayZInfectedConstantsMovement ANIM_DEATH_DEFAULT
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
base class of all commands exposed to script to provide common functionality over animations
do not process rotations !
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
base "helper" class for nonlethal ammo handling
static void SendEntityKilled(EntityAI victim, EntityAI killer, EntityAI source, bool is_headshot)
proto native float GetDamage(string zoneName, string healthType)
const float PROJECTILE_CONVERSION_INFECTED
proto native ToType()
Returns internal type representation. Can be used in runtime, or cached in variables and used for fas...
proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
proto native bool WasHit()
is true only once after hit event
proto native HumanCommandMove GetCommand_Move()
proto native HumanCommandMove StartCommand_Move()
returns current command ID
proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass)
--โ Death --โ
enum HumanMoveCommandID GetTransformWS(out vector pTm[4])
gets human transform in World Space
proto native HumanInputController GetInputController()
returns human input controller
proto native HumanCommandScript GetCommand_Script()
is human is in command action - returns its callback, if current command is action
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)
โ SCRIPTED COMMANDS