DayZ Scripts
v1.21.156300 ยท Jun 20, 2023
 
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EmoteClasses.c
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1
3{
5 {
7 m_InputActionName = "EmoteGreeting";
8 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
9 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
10 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
11 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
12 m_HideItemInHands = false;
13 }
14}
15
16class EmoteSOS extends EmoteBase
17{
18 void EmoteSOS()
19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }
28}
29
30class EmoteHeart extends EmoteBase
31{
33 {
35 m_InputActionName = "EmoteHeart";
36 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
37 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
38 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
39 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
40 m_HideItemInHands = true;
41 }
42}
43
44class EmoteTaunt extends EmoteBase
45{
46 void EmoteTaunt()
47 {
49 m_InputActionName = "EmoteTaunt";
50 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
51 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
52 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
53 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
54 m_HideItemInHands = false;
55 }
56}
57
59{
60 protected const float WATER_DEPTH = 0.15;
62 {
64 m_InputActionName = "EmoteLyingDown";
65 m_StanceMaskAdditive = 0;
66 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
67 m_AdditiveCallbackUID = 0;
68 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
69 m_HideItemInHands = true;
70 }
71
72 override bool EmoteCondition(int stancemask)
73 {
74 vector water_info = HumanCommandSwim.WaterLevelCheck( m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9) );
75 if ( water_info[0] < WATER_DEPTH ) //is player able to lay down without "drowning"?
76 return true;
77 return false;
78 }
79}
80
81class EmoteTauntKiss extends EmoteBase
82{
83 void EmoteTauntKiss()
84 {
86 m_InputActionName = "EmoteTauntKiss";
87 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
88 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
89 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
90 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
91 m_HideItemInHands = false;
92 }
93}
94
95class EmotePoint extends EmoteBase
98 {
100 m_InputActionName = "EmotePoint";
101 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
102 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
103 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
104 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
105 m_HideItemInHands = false;
106 }
107}
108
109class EmoteTauntElbow extends EmoteBase
110{
111 void EmoteTauntElbow()
114 m_InputActionName = "EmoteTauntElbow";
115 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
116 m_StanceMaskFullbody = 0;
117 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
118 m_FullbodyCallbackUID = 0;
119 m_HideItemInHands = true;
120 }
121}
122
124{
126 {
128 m_InputActionName = "EmoteThumb";
129 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
130 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
131 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
132 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
133 m_HideItemInHands = false;
134 }
135}
136
137class EmoteThumbDown extends EmoteBase
138{
139 void EmoteThumbDown()
142 m_InputActionName = "EmoteThumbDown";
143 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
144 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
145 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
146 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
147 m_HideItemInHands = false;
148 }
149}
150
152{
154 {
156 m_InputActionName = "EmoteThroat";
157 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
158 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
159 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
160 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
161 m_HideItemInHands = false;
162 }
163}
164
165class EmoteDance extends EmoteBase
166{
167 void EmoteDance()
170 m_InputActionName = "EmoteDance";
171 m_StanceMaskAdditive = 0;
172 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
173 m_AdditiveCallbackUID = 0;
174 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
175 m_HideItemInHands = true;
176 }
177
178 override bool EmoteCondition(int stancemask)
179 {
180 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
181 return false;
182
183 return true;
184 }
185}
186
188{
190 {
192 m_InputActionName = "EmoteSalute";
193 m_StanceMaskAdditive = 0;
194 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
195 m_AdditiveCallbackUID = 0;
196 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
197 m_HideItemInHands = true;
198 }
199}
200
201class EmoteTimeout extends EmoteBase
202{
203 void EmoteTimeout()
206 m_InputActionName = "EmoteTimeout";
207 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
208 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
209 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
210 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
211 m_HideItemInHands = true;
212 }
213}
214
216{
218 {
220 //m_InputActionName = "EmoteDabbing";
221 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
222 m_StanceMaskFullbody = 0;
223 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
224 m_FullbodyCallbackUID = 0;
225 m_HideItemInHands = true;
226 }
227}
228
229class EmoteFacepalm extends EmoteBase
230{
231 void EmoteFacepalm()
234 m_InputActionName = "EmoteFacepalm";
235 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
236 m_StanceMaskFullbody = 0;
237 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
238 m_FullbodyCallbackUID = 0;
239 m_HideItemInHands = false;
240 }
241}
242
243class EmoteClap extends EmoteBase
244{
246 {
248 m_InputActionName = "EmoteClap";
249 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
250 m_StanceMaskFullbody = 0;
251 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
252 m_FullbodyCallbackUID = 0;
253 m_HideItemInHands = true;
254 }
255}
256
257class EmoteSilent extends EmoteBase
258{
259 void EmoteSilent()
262 m_InputActionName = "EmoteSilent";
263 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
264 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
265 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
266 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
267 m_HideItemInHands = false;
268 }
269}
270
272{
274 {
276 m_InputActionName = "EmoteWatching";
277 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
278 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
279 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
280 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
281 m_HideItemInHands = false;
282 }
283}
284
285class EmoteHold extends EmoteBase
286{
287 void EmoteHold()
290 m_InputActionName = "EmoteHold";
291 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
292 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
293 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
294 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
295 m_HideItemInHands = false;
296 }
297}
298
300{
302 {
304 m_InputActionName = "EmoteListening";
305 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
306 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
307 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
308 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
309 m_HideItemInHands = false;
310 }
311}
312
313class EmotePointSelf extends EmoteBase
314{
315 void EmotePointSelf()
318 m_InputActionName = "EmotePointSelf";
319 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
320 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
321 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
322 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
323 m_HideItemInHands = false;
324 }
325}
326
328{
330 {
332 m_InputActionName = "EmoteLookAtMe";
333 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
334 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
335 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
336 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
337 m_HideItemInHands = false;
338 }
339}
340
341class EmoteTauntThink extends EmoteBase
342{
343 void EmoteTauntThink()
346 m_InputActionName = "EmoteTauntThink";
347 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
349 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
351 m_HideItemInHands = false;
352 }
353}
354
355class EmoteMove extends EmoteBase
356{
358 {
360 m_InputActionName = "EmoteMove";
361 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
362 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
363 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
364 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
365 m_HideItemInHands = false;
366 }
367}
368
369class EmoteGetDown extends EmoteBase
370{
371 void EmoteGetDown()
374 m_InputActionName = "EmoteGetDown";
375 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
376 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
377 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
378 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
379 m_HideItemInHands = false;
380 }
381}
382
383class EmoteCome extends EmoteBase
384{
386 {
388 m_InputActionName = "EmoteCome";
389 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
390 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
391 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
392 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
393 m_HideItemInHands = false;
394 }
395}
396
397//Handled directly via EmoteManager!
398class EmoteSurrender extends EmoteBase
399{
400 void EmoteSurrender()
403 m_InputActionName = "EmoteSurrender";
404 m_HideItemInHands = false;
405 }
406
407 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
408 {
409 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
410 return true;
411 }
412
413 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
414 {
415 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
416 if (!surrendered)
417 {
418 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
419 }
420 else
421 {
422 if (m_Player.GetItemInHands())
423 m_Player.GetItemInHands().Delete();
424 }
425
426 return true;
427 }
428}
429
431{
433 {
435 m_InputActionName = "EmoteCampfireSit";
436 m_StanceMaskAdditive = 0;
437 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
438 m_AdditiveCallbackUID = 0;
439 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
440 m_HideItemInHands = true;
441 }
442}
443
444class EmoteSitA extends EmoteBase
445{
446 void EmoteSitA()
449 m_InputActionName = "EmoteSitA";
450 m_StanceMaskAdditive = 0;
451 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
452 m_AdditiveCallbackUID = 0;
453 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
454 m_HideItemInHands = false;
455 }
456}
457
458class EmoteSitB extends EmoteBase
459{
461 {
463 m_InputActionName = "EmoteSitB";
464 m_StanceMaskAdditive = 0;
465 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
466 m_AdditiveCallbackUID = 0;
467 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
468 m_HideItemInHands = false;
469 }
470}
471
472class EmoteRPSRandom extends EmoteBase
473{
474 void EmoteRPSRandom()
477 m_InputActionName = "EmoteRPSRandom";
478 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
479 m_StanceMaskFullbody = 0;
480 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
481 m_FullbodyCallbackUID = 0;
482 m_HideItemInHands = false;
483 }
484}
485
487{
489 {
491 m_InputActionName = "EmoteRPSRock";
492 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
493 m_StanceMaskFullbody = 0;
494 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
495 m_FullbodyCallbackUID = 0;
496 m_HideItemInHands = false;
497 }
498}
499
500class EmoteRPSPaper extends EmoteBase
501{
502 void EmoteRPSPaper()
505 m_InputActionName = "EmoteRPSPaper";
506 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
507 m_StanceMaskFullbody = 0;
508 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
509 m_FullbodyCallbackUID = 0;
510 m_HideItemInHands = false;
511 }
512}
513
515{
517 {
519 m_InputActionName = "EmoteRPSScisors";
520 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
521 m_StanceMaskFullbody = 0;
522 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
523 m_FullbodyCallbackUID = 0;
524 m_HideItemInHands = false;
525 }
526}
527
528class EmoteNod extends EmoteBase
529{
530 void EmoteNod()
533 m_InputActionName = "EmoteNod";
534 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
535 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
536 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
537 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
538 m_HideItemInHands = false;
539 }
540}
541
543{
545 {
547 m_InputActionName = "EmoteShake";
548 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
549 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
550 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
551 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
552 m_HideItemInHands = false;
553 }
554}
555
556class EmoteShrug extends EmoteBase
557{
558 void EmoteShrug()
561 m_InputActionName = "EmoteShrug";
562 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
563 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
564 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
565 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
566 m_HideItemInHands = false;
567 }
568}
569
571{
573 {
575 m_InputActionName = "EmoteSuicide";
576 m_StanceMaskAdditive = 0;
577 m_StanceMaskFullbody = 0;
578 m_AdditiveCallbackUID = 0;
579 m_FullbodyCallbackUID = 0;
580 m_HideItemInHands = false;
581 }
582
583 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
584 {
585 is_fullbody = true;
586 callback_ID = -1;
587 stancemask = 0;
588 string suicideStr;
589 ItemBase weapon;
590 weapon = m_Player.GetItemInHands();
591 if (weapon)
592 {
593 if (weapon.ConfigIsExisting("suicideAnim"))
594 {
595 suicideStr = weapon.ConfigGetString("suicideAnim");
596 }
597
598 if (weapon.IsKindOf("Pistol_Base"))
599 {
600 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
601 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
602 //m_Player.OverrideShootFromCamera(false);
603 }
604 else if (Weapon_Base.Cast(weapon)) //long firearms
605 {
606 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
607 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
608 //m_Player.OverrideShootFromCamera(false);
609 }
610 else
611 {
612 switch (suicideStr)
613 {
614 case "onehanded":
615 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
616 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
617 break;
618
619 case "fireaxe":
620 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
621 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
622 break;
623
624 case "pitchfork":
625 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
626 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
627 break;
628
629 case "sword":
630 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
631 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
632 break;
633
634 case "spear":
635 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
636 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
637 break;
638
639 case "woodaxe":
640 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
641 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
642 break;
643
644 case "sickle":
645 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
646 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
647 break;
648
649 case "hoe":
650 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
651 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
652 break;
653 }
654 }
655 }
656 if (callback_ID > -1)
657 {
658 return true;
659 }
660 return false;
661 }
662
663 override bool EmoteCondition(int stancemask)
664 {
665 Weapon_Base weapon;
666 weapon = Weapon_Base.Cast(m_Player.GetItemInHands());
667
668 if (weapon)
669 return weapon.ConfigGetBool("isSuicideWeapon");
670
671 return super.EmoteCondition(stancemask);
672 }
673
674 override bool CanBeCanceledNormally(notnull EmoteCB callback)
675 {
676 int state = callback.GetState();
677 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
678 return false;
679
680 return super.CanBeCanceledNormally(callback);;
681 }
682
683 override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
684 {
685 if (callback_ID > -1)
686 {
687 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
689 }
690 else if (callback_ID < 0)
691 {
692 m_Player.SetInventorySoftLock(false);
693 }
694 }
695
696 override void OnCallbackEnd()
697 {
698 m_Player.SetSuicide(false);
699 }
700}
701
702class EmoteVomit extends EmoteBase
703{
704 void EmoteVomit()
707 m_InputActionName = "EmoteVomit";
708 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
709 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
710 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
711 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
712 m_HideItemInHands = false;
713 }
714
715 override bool EmoteCondition(int stancemask)
716 {
717 return DayZPlayerUtils.PlayerCanChangeStance(m_Player,DayZPlayerConstants.STANCEIDX_CROUCH);
718 }
719
720 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
721 {
722 if ( m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer() )
723 {
724 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
725
726 if ( symptom )
727 {
728 symptom.SetDuration(Math.RandomIntInclusive(4,8));
729 }
730 }
731
732 m_Player.GetEmoteManager().SetEmoteLockState(false);
733
734 return true;
735 }
736}
private void DayZPlayerUtils()
cannot be instantiated
eBrokenLegs
Definition EBrokenLegs.c:2
protected int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
class EmoteWatching extends EmoteBase EmoteHold()
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
void EmoteHeart()
void EmoteSuicide()
void EmoteGreeting()
class EmoteClap extends EmoteBase EmoteSilent()
class EmoteShake extends EmoteBase EmoteShrug()
class EmoteListening extends EmoteBase EmotePointSelf()
class EmoteSitB extends EmoteBase EmoteRPSRandom()
class EmoteMove extends EmoteBase EmoteGetDown()
void EmoteWatching()
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
class EmoteHeart extends EmoteBase EmoteTaunt()
void EmoteSitB()
void EmoteShake()
void EmoteThumb()
void EmoteRPSRock()
protected const float WATER_DEPTH
void EmoteRPSScisors()
class EmoteSalute extends EmoteBase EmoteTimeout()
void EmoteSalute()
void EmotePoint()
class EmoteRPSScisors extends EmoteBase EmoteNod()
class EmoteSuicide extends EmoteBase EmoteVomit()
void EmoteMove()
class EmoteThroat extends EmoteBase EmoteDance()
class EmotePoint extends EmoteBase EmoteTauntElbow()
void EmoteLookAtMe()
void EmoteThroat()
class EmoteGreeting extends EmoteBase EmoteSOS()
void EmoteLyingDown()
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
void EmoteDabbing()
void EmoteCome()
class EmoteThumb extends EmoteBase EmoteThumbDown()
void EmoteListening()
void EmoteClap()
void EmoteCampfireSit()
class EmoteDabbing extends EmoteBase EmoteFacepalm()
class EmoteCampfireSit extends EmoteBase EmoteSitA()
class EmoteCome extends EmoteBase EmoteSurrender()
DayZPlayer m_Player
Definition Hand_Events.c:42
void OverrideShootFromCamera(bool pState)
void SetSuicide(bool state)
void EmoteHeart()
void EmoteSuicide()
void EmoteGreeting()
Definition EmoteClasses.c:4
override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
void EmoteWatching()
void EmoteSitB()
void EmoteShake()
void EmoteThumb()
void EmoteRPSRock()
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
void EmoteRPSScisors()
void EmoteSalute()
void EmotePoint()
void EmoteMove()
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Definition EmoteBase.c:47
void EmoteLookAtMe()
void EmoteThroat()
void EmoteLyingDown()
void EmoteDabbing()
override bool EmoteCondition(int stancemask)
bool EmoteCondition(int stancemask)
Definition EmoteBase.c:12
override void OnCallbackEnd()
void EmoteCome()
void EmoteListening()
void EmoteClap()
override bool CanBeCanceledNormally(notnull EmoteCB callback)
void EmoteCampfireSit()
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Definition EmoteBase.c:39
Definition EnMath.c:7
void SetDuration(float duration)
Definition StateBase.c:80
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
proto native CGame GetGame()
const int ID_EMOTE_LYINGDOWN
Definition constants.c:338
const int ID_EMOTE_THROAT
Definition constants.c:343
const int ID_EMOTE_RPS_P
Definition constants.c:368
const int ID_EMOTE_NOD
Definition constants.c:370
const int ID_EMOTE_RPS
Definition constants.c:357
const int ID_EMOTE_TIMEOUT
Definition constants.c:352
const int ID_EMOTE_VOMIT
Definition constants.c:374
const int ID_EMOTE_RPS_R
Definition constants.c:367
const int ID_EMOTE_SHAKE
Definition constants.c:371
const int ID_EMOTE_TAUNTTHINK
Definition constants.c:363
const int ID_EMOTE_THUMBDOWN
Definition constants.c:349
const int ID_EMOTE_DOWN
Definition constants.c:365
const int ID_EMOTE_FACEPALM
Definition constants.c:340
const int ID_EMOTE_SITA
Definition constants.c:347
const int ID_EMOTE_CAMPFIRE
Definition constants.c:346
const int ID_EMOTE_SOS
Definition constants.c:335
const int ID_EMOTE_SITB
Definition constants.c:348
const int ID_EMOTE_DABBING
Definition constants.c:351
const int ID_EMOTE_GREETING
Definition constants.c:334
const int ID_EMOTE_THUMB
Definition constants.c:342
const int ID_EMOTE_POINTSELF
Definition constants.c:361
const int ID_EMOTE_LOOKATME
Definition constants.c:362
const int ID_EMOTE_SILENT
Definition constants.c:355
const int ID_EMOTE_TAUNTELBOW
Definition constants.c:341
const int ID_EMOTE_SURRENDER
Definition constants.c:373
const int ID_EMOTE_LISTENING
Definition constants.c:360
const int ID_EMOTE_SHRUG
Definition constants.c:372
const int ID_EMOTE_MOVE
Definition constants.c:364
const int ID_EMOTE_TAUNTKISS
Definition constants.c:339
const int ID_EMOTE_TAUNT
Definition constants.c:337
const int ID_EMOTE_SALUTE
Definition constants.c:356
const int ID_EMOTE_RPS_S
Definition constants.c:369
const int ID_EMOTE_DANCE
Definition constants.c:345
const int ID_EMOTE_COME
Definition constants.c:366
const int ID_EMOTE_HOLD
Definition constants.c:359
const int ID_EMOTE_SUICIDE
Definition constants.c:344
const int ID_EMOTE_WATCHING
Definition constants.c:358
const int ID_EMOTE_HEART
Definition constants.c:336
const int ID_EMOTE_CLAP
Definition constants.c:353
const int ID_EMOTE_POINT
Definition constants.c:354
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:53
class HumanCommandLadder HumanCommandSwim()
Definition human.c:662