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| static const float | DEFAULT_DYING_TIME = 2.5 |
| static const float | DYING_PROGRESSION_TIME = 0.05 |
| how long does it take to full death screen [s] | |
| static const int | DEAD_SCREEN_DELAY = 1000 |
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References g_Game.
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References g_Game, and SoundObject::SetKind().
This is main camera selection logic
ironsights
get movement state
VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT m_MovementState.m_iMovement = 0 (idle)
COMMANDID_ACTION returns stance right - ERECT/CROUCH
melee camera - not melee - stays in stance camera
special handling to allow the camera to fully blend before transitioning to the raised one
References Class::CastTo(), DayZPlayerCameras::DAYZCAMERA_1ST, DayZPlayerCameras::DAYZCAMERA_1ST_UNCONSCIOUS, DayZPlayerCameras::DAYZCAMERA_1ST_VEHICLE, DayZPlayerCameras::DAYZCAMERA_3RD_CLIMB, DayZPlayerCameras::DAYZCAMERA_3RD_CRO, DayZPlayerCameras::DAYZCAMERA_3RD_CRO_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED_MELEE, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_SPR, DayZPlayerCameras::DAYZCAMERA_3RD_JUMP, DayZPlayerCameras::DAYZCAMERA_3RD_PRO, DayZPlayerCameras::DAYZCAMERA_3RD_PRO_RAISED, DayZPlayerCameras::DAYZCAMERA_IRONSIGHTS, DayZPlayerCameras::DAYZCAMERA_OPTICS, GetParent(), HumanCommandVehicle::GetTransport(), HumanCommandMove::IsChangingStance(), HumanMovementState::IsRaised(), HumanMovementState::m_CommandTypeId, HumanMovementState::m_iStanceIdx, m_MovementState, and HumanInputController::WeaponADS().
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-------------— Checks if player can pick up heavy item ----------------------—
References DayZPlayerUtils().
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This is main command logic
handle all Camera changes, switch + zoom
handle death with high priority
check for water depth while getting out and start swimming if necessary this also handles the last frame of the vehicle command hence it doens't need separate check on pCurrentCommandFinished
handle finished commands
default behaviour after finish is to start move
debug test script command !PSOVIS
Sprint attack limiting - player has to be in full sprint for at least 0.5s
If we are not in fall command then something else is currently running and we can safely continue here, otherwise terminate here
throwing handling
melee
References UAInputAPI::ActivateModificator(), AddNoise(), DayZPlayerImplementFallDamage(), DayZPlayerType(), UAInputAPI::DeactivateModificator(), HumanCommandClimb::DoClimbTest(), ForceStandUpForHeavyItems(), PlayerConstants::FULL_SPRINT_DELAY_DEFAULT, g_Game, HumanCommandMove::GetCurrentMovementSpeed(), GetDayZPlayerType(), DiagMenu::GetEngineValue(), GetInstanceType(), NoiseAIEvaluate::GetNoiseReduction(), GetUApi(), HumanCommandAdditives(), HumanCommandFall(), HumanCommandVehicle::IsGettingOut(), HumanMovementState::IsInProne(), HumanMovementState::IsInRaisedProne(), HumanInputController::IsMeleeWeaponAttack(), IsPlayerSpeaking(), HumanMovementState::IsRaised(), FallDamageData::m_Height, HumanMovementState::m_iMovement, FallDamageData::m_LandType, HumanMovementState::m_LocalMovement, m_MovementState, ModCommandHandlerAfter(), ModCommandHandlerBefore(), ModCommandHandlerInside(), NoiseParams(), HumanCommandVehicle::ProcessLeaveEvents(), GearChangeActionCallback::SetVehicleCommand(), SHumanCommandClimbSettings(), and HumanCommandVehicle::WasGearChange().
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debug handling of adding commands
set item in hands
fuj
start show
damage test
References ECE_IN_INVENTORY, g_Game, DiagMenu::GetEngineRangeValue(), GetPluginManager(), HumanCommandWeapons::GetRunningAction(), HumanCommandAdditives(), HumanCommandWeapons::IsActionFinished(), HumanCommandWeapons::IsEvent(), PluginDayzPlayerDebug(), RF_DEFAULT, InventoryLocation::SetHands(), SpawnEntity(), and HumanCommandWeapons::StartAction().
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References HumanInputController::ResetFreeLookToggle().
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References CEApi, g_Game, GetBoneIndexByName(), GetCEApi(), LogManager::IsSyncLogEnable(), and syncDebugPrint().
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event from damage system
References HumanCommandMelee2::Cancel(), component, HumanCommandFall(), and DayZPlayerSyncJunctures::SendDamageHitEx().
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Phx contact event
References g_Game, and GetParent().
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Must be ran at the start of CommandHandler before Jump is triggered.
Reset damage hit to prevent animation from playing unnecessarily when it is already cancelled out
ignore hit impacts in prone (for now)
References g_Game, PlayerConstants::HEAVY_HIT_THRESHOLD, HumanMovementState::m_iStanceIdx, and m_MovementState.
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selects animation type and direction based on damage system data
impact from infected attack will be light only
play full body when these coponents were hit
skip evaluation of dmg hit animation
direction
References Math::Acos(), vector::Dot(), g_Game, TotalDamageResult::GetHighestDamage(), GetPosition(), m_MovementState, vector::Normalize(), and Math::RAD2DEG.
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selects animation type and direction based on damage system data
direction
References Math::Acos(), vector::Dot(), g_Game, GetPosition(), vector::Normalize(), and Math::RAD2DEG.
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References HumanCommandWeapons::SetADS().
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References CachedEquipmentStorage().
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References GetParent().
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Referenced by DayZPlayerCameraBase(), HoldBreathFOVEffect(), and StdFovUpdate().
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References m_MeleeCombat.
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References GetDayZPlayerType().
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Get the transport that was cached when entering unconsciousness.
References HumanCommandUnconscious::IsInWater(), and HumanCommandUnconscious::IsOnLand().
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Referenced by HandsContainer::GetCombinationFlags(), and HandsContainer::OnPerformCombination().
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This is main command logic
artificial Auto-ADS delay
if !raised if sprinting
References HumanItemAccessor(), IsProcessing(), HumanMovementState::IsRaised(), HumanMovementState::m_iMovement, m_MovementState, HumanInputController::ResetADS(), HumanCommandWeapons::SetADS(), and HumanInputController::WeaponADS().
References HumanCommandVehicle::IsGettingIn(), and HumanCommandVehicle::IsGettingOut().
Can't pull a body out of a car that is in water, don't need to handle that
player looks to be dead now, not unconscious
we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
References Class::CastTo(), g_Game, HumanCommandVehicle::GetTransport(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), and DayZPlayerCommandDeathCallback::m_pPlayer.
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References UAInterface::SyncedPress_ID().
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3rd person camera
References Math::AbsFloat(), Math::AbsInt(), AbstractWave(), HumanInputController::CameraViewChanged(), g_Game, HumanInputController::GetMovement(), GetPosition(), IsPlayerInStance(), HumanMovementState::IsRaised(), HumanMovementState::IsRaisedInProne(), HumanInputController::IsZoomToggle(), HumanMovementState::m_iMovement, HumanMovementState::m_iStanceIdx, m_MovementState, name, path, SoundObject::SetPosition(), SetVerticalMinimumAimLimit(), SoundObjectBuilder(), and SoundParams().
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HandleWeapons
fire
References Math::AbsFloat(), Class::CastTo(), Math::Clamp(), g_Game, DiagMenu::GetValue(), HumanCommandWeapons::GetWeaponObstruction(), HumanInputController::IsAttackButton(), HumanInputController::IsAttackButtonDown(), HumanInputController::IsFireModeChange(), HumanInputController::IsHoldBreath(), ItemOptics::IsInOptics(), HumanMovementState::IsRaised(), ItemOptics::IsUsingWeaponIronsightsOverride(), HumanCommandWeapons::IsWeaponLifted(), HumanInputController::IsZeroingDown(), HumanInputController::IsZeroingUp(), Math::Lerp(), HumanCommandWeapons::LiftWeapon(), m_MovementState, HumanCommandWeapons::ObstructWeapon(), Math::SmoothCD(), ItemOptics::StepZeroingDown(), ItemOptics::StepZeroingUp(), and PlayerConstants::WEAPON_RAISE_BLEND_DELAY.
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is replayed after correction when 'NetworkRewindType.REPLAY' is used
on ladder - do nothing
if it's standing from prone on back
References DayZPlayerImplementHeading::ClampHeading(), DiagMenu::GetEngineValue(), HumanItemAccessor(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), IsLeavingUncon(), HumanCommandMove::IsStandingFromBack(), HumanCommandUnconscious::IsWakingUp(), HumanMovementState::m_CommandTypeId, HumanMovementState::m_iStanceIdx, m_MovementState, HumanItemBehaviorCfg::m_StanceRotation, DayZPlayerImplementHeading::NoHeading(), and DayZPlayerImplementHeading::RotateOrient().
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References HumanMovementState::m_CommandTypeId, and m_MovementState.
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Legacy.
References GetEyeZoomLevel().
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References HumanMovementState::IsRaised(), and m_MovementState.
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Checks if fullbody animation or specific locked state is active in emote manager.
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References GetParent(), HumanMovementState::m_CommandTypeId, and m_MovementState.
References HumanCommandFall().
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Referenced by StdFovUpdate().
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References HumanMovementState::m_CommandTypeId, and m_MovementState.
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References g_Game, INPUT_DEVICE_GAMEPAD, INPUT_DEVICE_KEYBOARD, and INPUT_DEVICE_MOUSE.
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ModOverrides
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Called when 2D optics are about to be drawn.
ItemOptics type. Draws optic of current muzzle when of Weapon_Base type. References HumanInventory::GetEntityInHands(), ItemOptics::IsInOptics(), ItemOptics::IsUsableWithNV(), ItemOptics::IsUsingOptics2DModel(), CachedEquipmentStorageQuery::m_Category, and CachedEquipmentStorageQuery::m_Placement.
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References Error(), INPUT_UDT_INVENTORY, and Serializer::Read().
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References INPUT_UDT_MELEE_TARGET, m_MeleeCombat, Serializer::Read(), and vector::Zero.
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Input userdata
References Error(), OnInputUserDataProcess(), and Serializer::Read().
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References HumanInventoryWithFSM::CheckFSMState().
Referenced by HandActionBase::Action(), NetSyncCurrentStateID(), and OnAfterStoreLoad().
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called every command handler tick when player is on ladder
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References HumanCommandFall(), and FallDamageData::m_LandType.
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Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
References HumanMovementState::m_iMovement, HumanMovementState::m_LocalMovement, and m_MovementState.
References GetInstanceType(), and Debug::Log().
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References UAInputAPI::GetInputByID(), GetInstanceType(), GetUApi(), and UAInput::Unlock().
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References UAInputAPI::GetInputByID(), GetInstanceType(), GetUApi(), and UAInput::Lock().
Event Processing
References AddNoise(), PlayerConstants::CHECK_EVERY_N_STEP, Count, DayZPlayerType(), g_Game, VegetationSound::GetAnimEventIds(), GetDayZPlayerType(), NoiseAIEvaluate::GetNoiseMultiplier(), NoiseAIEvaluate::GetNoiseReduction(), GetOrientation(), GetPosition(), DayZPlayerTypeStepSoundLookupTable::GetSoundBuilder(), VegetationSound::GetSoundObjectBuilder(), Surface::GetStepsParticleID(), string::Hash(), string::Length(), Debug::Log(), HumanMovementState::m_iMovement, HumanMovementState::m_iStanceIdx, NoiseParams(), ParticleManager(), PlaySound(), MiscEffects::PlayVegetationCollideParticles(), SoundObjectBuilder(), Vector(), and WoodBase().
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References g_Game.
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movement sliding override, originally for FB gestures
References GetDayZPlayerType().
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Sounds
References AbstractWave(), g_Game, GetPosition(), and SoundObject::SetPosition().
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Handle sound event by respective sound handler based on its type.
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Jump / Climb
References HumanInputController::IsJumpClimb().
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References ResetDeathCooldown().
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References DayZPlayerSyncJunctures::SendDeath().
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Referenced by DayZPlayerImplementSwimming::HandleSwimming().
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References HumanInputController::ResetFreeLookToggle(), and HumanCommandWeapons::SetADS().
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References HumanInputController::ResetFreeLookToggle(), and HumanCommandWeapons::SetADS().
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References CALL_CATEGORY_GUI, g_Game, and OnlineServices::SetMultiplayState().
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Referenced by CGame::OnRespawnEvent().
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we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
References Class::CastTo(), g_Game, and GetParent().
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Reset the cooldown so simulation doesn't automatically get re-disabled
Synced to re-enable simulation on client as the death processing sets disable simulation to local only
Handle own client animation freeze
References GetInstanceType(), and ResetDeathCooldown().
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how long does it take to full death screen [s]
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DEPRECATED.
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HandleDamageHit
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HandleDeath
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VKOSTIK - tady dat 0 misto -1.
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This HeadingModel
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time step for gradual update of dead screen visibilibty up to full visbility [s]
cached ptr for movement state
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measures time from the weapon raise start to complete raise (once per)
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