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DayZPlayer Class Reference

Private Member Functions

void DayZPlayerImplement ()
 constructor
 
DayZPlayerImplementAiming GetAimingModel ()
 
DayZPlayerImplementMeleeCombat GetMeleeCombat ()
 
DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic ()
 
DayZPlayerImplementThrowing GetThrowing ()
 
DayZPlayerImplementFallDamage GetFallDamage ()
 
void ~DayZPlayerImplement ()
 
override bool IsEyeZoom ()
 Legacy.
 
override int GetEyeZoomLevel ()
 
override bool IsShootingFromCamera ()
 
void OverrideShootFromCamera (bool pState)
 
bool IsInIronsights ()
 
bool IsInOptics ()
 
override bool IsInThirdPerson ()
 
void SetIsInThirdPerson (bool state)
 
bool IsFireWeaponRaised ()
 
bool IsTryingHoldBreath ()
 
bool IsSprintFull ()
 
void ShowWeaponDebug (bool show)
 
bool IsWeaponDebugEnabled ()
 
void SetFallYDiff (float value)
 
override float GetCurrentWaterLevel ()
 
override void SetCurrentWaterLevel (float pWaterLevel)
 
void SetIronsights (bool value)
 
void SetOptics (bool value)
 
void ExitSights ()
 
void SwitchOptics (ItemOptics optic, bool state)
 
void SetClimbingLadderType (string value)
 
bool CanConsumeStamina (EStaminaConsumers consumer)
 Implementations only! - used on PlayerBase.
 
bool CanStartConsumingStamina (EStaminaConsumers consumer)
 
void DepleteStaminaEx (EStaminaModifiers modifier, float dT=-1, float coef=1.0)
 
bool IsInVehicle ()
 
bool IsSwimming ()
 
bool IsClimbingLadder ()
 
bool PlaySoundEventType (ESoundEventType soundType, int soundEventID, int param=0)
 Handle sound event by respective sound handler based on its type.
 
bool PlaySoundEvent (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false)
 
bool PlaySoundEventEx (EPlayerSoundEventID id, bool from_anim_system=false, bool is_from_server=false, int param=0)
 
bool IsFBSymptomPlaying ()
 
float GetDeltaT ()
 
Transport GetTransportCache ()
 Get the transport that was cached when entering unconsciousness.
 
override string GetDebugText ()
 
void TriggerPullPlayerOutOfVehicle ()
 
void TriggerPullPlayerOutOfVehicleImpl ()
 
override void OnVariablesSynchronized ()
 
bool HandleDeath (int pCurrentCommandID)
 
void ResetDeathStartTime ()
 
int GetTypeOfDeath (int pCurrentCommandID)
 
void SendDeathJuncture (int pAnimTypeDeath, float pAnimHitDirDeath)
 
override void EEKilled (Object killer)
 
void ShowDeadScreen (bool show, float duration)
 
override void StopDeathDarkeningEffect ()
 
void SimulateDeath (bool state)
 
void LockControls (bool state)
 
void SetDeathDarknessLevel (float duration, float tick_time)
 
void CompleteWeaponRaise ()
 
void ResetWeaponRaiseProgress ()
 
bool IsWeaponRaiseCompleted ()
 
DayZPlayerInventory GetDayZPlayerInventory ()
 
override void OnInputForRemote (ParamsReadContext ctx)
 
override void OnInputFromServer (ParamsReadContext ctx)
 
void RequestSoundEvent (EPlayerSoundEventID id, bool from_server_and_client=false)
 
void RequestSoundEventEx (EPlayerSoundEventID id, bool from_server_and_client=false, int param=0)
 
protected void SendSoundEvent (EPlayerSoundEventID id)
 
protected void SendSoundEventEx (EPlayerSoundEventID id, int param=0)
 
override void OnItemInHandsChanged ()
 
WeaponManager GetWeaponManager ()
 
void HandleWeapons (float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)
 
void HandleOptic (notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics)
 
bool IsInFullbodyDamageAnimation ()
 
void EvaluateDamageHit (int pCurrentCommandID)
 Must be ran at the start of CommandHandler before Jump is triggered.
 
bool HandleDamageHit (int pCurrentCommandID)
 
void ResetDamageHitState (bool resetTimer)
 
bool EvaluateDeathAnimation (int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)
 selects animation type and direction based on damage system data
 
bool EvaluateDamageHitAnimation (TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody)
 selects animation type and direction based on damage system data
 
override void EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 event from damage system
 
override bool HeadingModel (float pDt, SDayZPlayerHeadingModel pModel)
 is replayed after correction when 'NetworkRewindType.REPLAY' is used
 
override bool AimingModel (float pDt, SDayZPlayerAimingModel pModel)
 
bool ProcessJumpOrClimb (float pDt, int pCurrentCommandID)
 
bool CanJump ()
 
bool CanClimb (int climbType, SHumanCommandClimbResult climbRes)
 
void OnJumpStart ()
 
void OnJumpEnd (int pLandType=0)
 
void StopHandEvent ()
 
void StopWeaponEvent ()
 
void AbortWeaponEvent ()
 
void HandleADS ()
 
void HandleView ()
 
bool ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
override void CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
void HideClothing (ItemOptics optic, bool state)
 
void CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
override int CameraHandler (int pCameraMode)
 
void OnMovementChanged ()
 Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
 
void OnSprintStart ()
 
void OnSprintEnd ()
 
void OnInputUserDataReceived (ParamsReadContext ctx)
 
bool OnInputUserDataProcess (int userDataType, ParamsReadContext ctx)
 
void OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx)
 
AnimBootsType GetBootsType ()
 
AnimUpperBodyType GetBodyAttachmentType ()
 
AnimBackType GetBackAttachmentType ()
 
AnimRangedWeaponType GetShoulderAttachmentType ()
 
string GetSurfaceType (SurfaceAnimationBone limbType)
 
AbstractWave PlaySound (SoundObject so, SoundObjectBuilder sob)
 
void AddNoise (NoiseParams noisePar, float noiseMultiplier=1.0)
 
void OnStepEvent (string pEventType, string pUserString, int pUserInt)
 
void OnSoundEvent (string pEventType, string pUserString, int pUserInt)
 
void OnParticleEvent (string pEventType, string pUserString, int pUserInt)
 
void ProcessWeaponEvent (string pEventType, string pUserString, int pUserInt)
 
void ProcessAttachmentEvent (string pEventType, string pUserString, int pUserInt)
 
void SetVariablesLadderSoundObjectBuilder (SoundObjectBuilder soundObjectBuilder)
 
void ProcessSoundEvent (string pEventType, string pUserString, int pUserInt)
 
AbstractWave ProcessVoiceEvent (string pEventType, string pUserString, int pUserInt)
 
void ProcessFeetDamageServer (int pUserInt)
 
bool CheckForTakeItem (EntityAI item)
 
bool CheckForDropItem (EntityAI item)
 
bool CheckForRespawn (EntityAI item)
 
bool IsLanded (int pCurrentCommandID)
 
bool OnLand (int pCurrentCommandID, FallDamageData fallDamageData)
 
bool IsAlreadyInFallingCommand (int pCurrentCommandID)
 
void OverrideSlidePoseAngle (float value)
 movement sliding override, originally for FB gestures
 
float GetSlidePoseAngle ()
 
void CheckAnimationOverrides ()
 
bool IsPlayerSelected ()
 
bool IsRestrained ()
 
bool IsInFBEmoteState ()
 Checks if fullbody animation or specific locked state is active in emote manager.
 
void SetSuicide (bool state)
 
bool CommitedSuicide ()
 
void OnLadder (float delta_time, HumanMovementState pState)
 called every command handler tick when player is on ladder
 
override protected void EOnContact (IEntity other, Contact extra)
 
protected void AttenuateSoundIfNecessary (SoundObject soundObject)
 
void CheckLiftWeapon ()
 
void ProcessLiftWeapon ()
 
void SetHandheldOpticsInUse (bool state)
 
bool IsHandheldOpticsInUse ()
 
bool IsLiftWeapon ()
 
float GetWeaponObstruction ()
 
bool IsWeaponObstructionBlockingADS ()
 
bool IsRaised ()
 
bool IsFighting ()
 
bool CanPickupHeavyItem (notnull EntityAI item)
 -------------— Checks if player can pick up heavy item ----------------------—
 
bool CanPickupHeavyItemSwap (notnull EntityAI item1, notnull EntityAI item2)
 
protected override array< InventoryItemOnDrawOptics2D ()
 
private EntityAI GetNVEntityAttached ()
 
void SetReturnToOptics (bool state)
 
void RunADSTimer ()
 
void StopADSTimer ()
 
void SendCompleteWeaponRaiseJuncture ()
 
void DepleteStamina (EStaminaModifiers modifier, float dT=-1)
 

Private Attributes

ref HumanMovementState m_MovementState = new HumanMovementState()
 time step for gradual update of dead screen visibilibty up to full visbility [s]
 
protected ref DayZPlayerImplementAiming m_AimingModel
 
protected ref DayZPlayerImplementMeleeCombat m_MeleeCombat
 
protected ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic
 
protected ref DayZPlayerImplementSwimming m_Swimming
 
protected ref DayZPlayerImplementThrowing m_Throwing
 
protected ref DayZPlayerImplementJumpClimb m_JumpClimb
 
protected ref DayZPlayerImplementFallDamage m_FallDamage
 
protected ref PlayerSoundEventHandler m_PlayerSoundEventHandler
 
protected ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
 
protected SHumanCommandMoveSettings m_MoveSettings
 
protected float m_FallYDiff
 
protected float m_SprintedTime
 
protected float m_SprintedTimePerStanceMin
 
protected bool m_SprintFull
 
protected bool m_IsRaised
 
protected bool m_ShouldReload
 
protected bool m_Camera3rdPerson
 
protected bool m_CameraZoomToggle
 
protected bool m_bADS
 
private float m_WeaponRaiseTime
 
protected bool m_WeaponRaiseCompleted
 measures time from the weapon raise start to complete raise (once per)
 
protected ECameraZoomType m_CameraEyeZoomLevel
 
protected bool m_CameraIronsight
 
protected bool m_CameraOptics
 
protected bool m_CameraOpticsAimOverride
 
protected float m_DeathDarkeningCurrentTime
 
protected bool m_IsTryingHoldBreath
 
protected bool m_IsShootingFromCamera
 
protected bool m_PlayerSelected
 
protected bool m_Suicide
 
protected bool m_IsUnconscious
 
protected bool m_ShouldBeUnconscious
 
protected bool m_IsUnconsciousFalling
 
bool m_UnconsciousDebug
 
protected int m_LastCommandBeforeUnconscious
 
ref WeaponDebug m_WeaponDebug
 
ref DeathEffectTimer m_DeathEffectTimer
 
ref Timer m_FightEndBlendTimer
 
protected bool m_ProcessFirearmMeleeHit
 
protected bool m_ContinueFirearmMelee
 
protected bool m_LiftWeapon_player
 
protected float m_ObstructWeapon_player
 
protected bool m_ProcessLiftWeapon
 
protected bool m_ProcessLiftWeaponState
 
protected float m_ProcessObstructWeapon
 
protected int m_LastSurfaceUnderHash
 
protected Transport m_TransportCache
 
protected string m_ClimbingLadderType
 
bool m_isFBsymptomPlaying
 
protected bool m_HandheldOpticsInUse
 
protected bool m_ResetADS
 
protected bool m_ProcessResetADS
 
protected int m_StepCounter
 
protected int m_NextVoNNoiseTime
 
protected ref array< ref SyncHitInfo > m_SyncedHitDataArray
 
protected ref array< AbstractWavem_PerformedActionSounds
 
protected bool m_RaiseStarted = false
 
protected bool m_AimingFinisherStarted = false
 
protected bool m_IsWeapon
 
private float m_CurrentWaterLevel
 
bool m_WasInVehicle
 
protected bool m_TriggerPullPlayerOutOfVehicleSynch
 
protected bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
 
protected int m_PullPlayerOutOfVehicleState = -1
 
int m_ActionSoundCategoryHash
 
protected float m_dT
 
protected float m_fObstructionSmooth
 
protected float m_fObstructionSmoothVelocity [1]
 
int m_DeathAnimType = -2
 
float m_DeathHitDir = 0
 
bool m_DeathJuctureSent = false
 
bool m_DamageHitFullbody = false
 
int m_DamageHitAnimType = -1.0
 
float m_DamageHitDir = 0.0
 
float m_DamageHealth = 0.0
 
const float HIT_INTERVAL_MIN = 0.3
 
float m_HitElapsedTime = HIT_INTERVAL_MIN
 
float m_fLastHeadingDiff = 0
 
float m_LastHeadingAngleBlock
 
float m_LastHeadingAngleBlock2
 
float m_LastHeadingAngle
 
int m_LastBackSoundTime
 
int m_LastBackSoundTime2
 
float m_SoundOffset
 
float m_TestDamageCounter = -1
 
float m_DebugDirectionVal = -180
 VKOSTIK - tady dat 0 misto -1.
 
bool m_DebugTypeVal = false
 
int m_DebugWeaponChangeStage = 0
 
string m_DebugWeaponChangeItem
 
int m_DebugWeaponChangeShowSlot
 
protected bool m_CameraEyeZoom
 DEPRECATED.
 
ref Timer m_ADSAutomationTimer
 
protected bool m_ADSTimerLaunched
 
protected bool m_ProcessWeaponRaiseCompleted
 
protected bool m_IsFireWeaponRaised
 
protected bool m_WasIronSight
 

Static Private Attributes

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
 

Constructor & Destructor Documentation

◆ ~DayZPlayerImplement()

void ~DayZPlayerImplement ( )
inlineprivate

Member Function Documentation

◆ AbortWeaponEvent()

void AbortWeaponEvent ( )
inlineprivate

◆ AddNoise()

void AddNoise ( NoiseParams  noisePar,
float  noiseMultiplier = 1.0 
)
inlineprivate

◆ AimingModel()

◆ AttenuateSoundIfNecessary()

protected void AttenuateSoundIfNecessary ( SoundObject  soundObject)
inlineprivate

◆ CameraHandler()

◆ CanClimb()

bool CanClimb ( int  climbType,
SHumanCommandClimbResult  climbRes 
)
inlineprivate

◆ CanConsumeStamina()

bool CanConsumeStamina ( EStaminaConsumers  consumer)
inlineprivate

Implementations only! - used on PlayerBase.

Referenced by GetAttackTypeByWeaponAttachments(), GetAttackTypeFromInputs(), and HandleFightLogic().

◆ CanJump()

◆ CanPickupHeavyItem()

bool CanPickupHeavyItem ( notnull EntityAI  item)
inlineprivate

-------------— Checks if player can pick up heavy item ----------------------—

References DayZPlayerUtils().

◆ CanPickupHeavyItemSwap()

bool CanPickupHeavyItemSwap ( notnull EntityAI  item1,
notnull EntityAI  item2 
)
inlineprivate

◆ CanStartConsumingStamina()

bool CanStartConsumingStamina ( EStaminaConsumers  consumer)
inlineprivate

◆ CheckAnimationOverrides()

void CheckAnimationOverrides ( )
inlineprivate

◆ CheckForDropItem()

bool CheckForDropItem ( EntityAI  item)
inlineprivate

◆ CheckForRespawn()

bool CheckForRespawn ( EntityAI  item)
inlineprivate

Player respawn

◆ CheckForTakeItem()

bool CheckForTakeItem ( EntityAI  item)
inlineprivate

anti-cheat condition

◆ CheckLiftWeapon()

void CheckLiftWeapon ( )
private

◆ CommandHandler()

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

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, HumanCommandMove::GetCurrentMovementSpeed(), GetDayZPlayerType(), DiagMenu::GetEngineValue(), GetGame(), GetInstanceType(), NoiseAIEvaluate::GetNoiseReduction(), CGame::GetTime(), GetUApi(), CGame::GetVoiceLevel(), 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().

◆ CommandHandlerDebug()

void CommandHandlerDebug ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)
inlineprivate

◆ CommitedSuicide()

bool CommitedSuicide ( )
inlineprivate

◆ CompleteWeaponRaise()

void CompleteWeaponRaise ( )
inlineprivate

◆ DayZPlayerImplement()

◆ DepleteStamina()

◆ DepleteStaminaEx()

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

◆ EEHitBy()

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

◆ EEKilled()

override void EEKilled ( Object  killer)
inlineprivate

◆ EOnContact()

override protected void EOnContact ( IEntity  other,
Contact  extra 
)
inlineprivate

Phx contact event

References GetGame(), and GetParent().

◆ EvaluateDamageHit()

void EvaluateDamageHit ( int  pCurrentCommandID)
inlineprivate

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 GetGame(), Mission::GetHud(), CGame::GetMission(), GetPlayer(), PlayerConstants::HEAVY_HIT_THRESHOLD, HumanMovementState::m_iStanceIdx, m_MovementState, and Hud::SpawnHitDirEffect().

◆ EvaluateDamageHitAnimation()

bool EvaluateDamageHitAnimation ( TotalDamageResult  pDamageResult,
int  pDamageType,
EntityAI  pSource,
string  pComponent,
string  pAmmoType,
vector  pModelPos,
out int  pAnimType,
out float  pAnimHitDir,
out bool  pAnimHitFullbody 
)
inlineprivate

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(), CGame::ConfigGetInt(), vector::Dot(), GetGame(), TotalDamageResult::GetHighestDamage(), GetPosition, m_MovementState, vector::Normalize(), and Math::RAD2DEG.

◆ EvaluateDeathAnimation()

bool EvaluateDeathAnimation ( int  pDamageType,
EntityAI  pSource,
string  pAmmoType,
out int  pAnimType,
out float  pAnimHitDir 
)
inlineprivate

selects animation type and direction based on damage system data

direction

References Math::Acos(), CGame::ConfigGetInt(), vector::Dot(), GetGame(), GetPosition, vector::Normalize(), and Math::RAD2DEG.

◆ ExitSights()

void ExitSights ( )
inlineprivate

◆ GetAimingModel()

DayZPlayerImplementAiming GetAimingModel ( )
inlineprivate

◆ GetBackAttachmentType()

AnimBackType GetBackAttachmentType ( )
inlineprivate

◆ GetBodyAttachmentType()

AnimUpperBodyType GetBodyAttachmentType ( )
inlineprivate

◆ GetBootsType()

AnimBootsType GetBootsType ( )
inlineprivate

◆ GetCurrentWaterLevel()

override float GetCurrentWaterLevel ( )
inlineprivate

◆ GetDayZPlayerInventory()

DayZPlayerInventory GetDayZPlayerInventory ( )
inlineprivate

◆ GetDebugText()

override string GetDebugText ( )
inlineprivate

References GetParent().

◆ GetDeltaT()

float GetDeltaT ( )
inlineprivate

◆ GetEyeZoomLevel()

override int GetEyeZoomLevel ( )
inlineprivate

◆ GetFallDamage()

DayZPlayerImplementFallDamage GetFallDamage ( )
inlineprivate

◆ GetMeleeCombat()

DayZPlayerImplementMeleeCombat GetMeleeCombat ( )
inlineprivate

References m_MeleeCombat.

Referenced by Init().

◆ GetMeleeFightLogic()

DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic ( )
inlineprivate

◆ GetNVEntityAttached()

private EntityAI GetNVEntityAttached ( )
inlineprivate

TODO: transitional change - will be cleaned in near future Do NOT mod this method - will be removed

◆ GetShoulderAttachmentType()

AnimRangedWeaponType GetShoulderAttachmentType ( )
inlineprivate

◆ GetSlidePoseAngle()

float GetSlidePoseAngle ( )
inlineprivate

References GetDayZPlayerType().

◆ GetSurfaceType()

string GetSurfaceType ( SurfaceAnimationBone  limbType)
inlineprivate

◆ GetThrowing()

DayZPlayerImplementThrowing GetThrowing ( )
inlineprivate

◆ GetTransportCache()

Transport GetTransportCache ( )
inlineprivate

Get the transport that was cached when entering unconsciousness.

◆ GetTypeOfDeath()

int GetTypeOfDeath ( int  pCurrentCommandID)
inlineprivate

◆ GetWeaponManager()

◆ GetWeaponObstruction()

float GetWeaponObstruction ( )
private

◆ HandleADS()

void HandleADS ( )
inlineprivate

◆ HandleDamageHit()

bool HandleDamageHit ( int  pCurrentCommandID)
inlineprivate

◆ HandleDeath()

bool HandleDeath ( int  pCurrentCommandID)
inlineprivate

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, GetGame(), HumanCommandVehicle::GetTransport(), CGame::GetWorld(), HumanCommandVehicle::IsGettingIn(), HumanCommandVehicle::IsGettingOut(), DayZPlayerCommandDeathCallback::m_pPlayer, and World::SetVoiceOn().

◆ HandleOptic()

void HandleOptic ( notnull ItemOptics  optic,
bool  inHands,
HumanInputController  pInputs,
out bool  pExitOptics 
)
inlineprivate

◆ HandleView()

◆ HandleWeapons()

◆ HeadingModel()

◆ HideClothing()

void HideClothing ( ItemOptics  optic,
bool  state 
)
inlineprivate

◆ IsAlreadyInFallingCommand()

bool IsAlreadyInFallingCommand ( int  pCurrentCommandID)
inlineprivate

◆ IsClimbingLadder()

bool IsClimbingLadder ( )
inlineprivate

◆ IsEyeZoom()

override bool IsEyeZoom ( )
inlineprivate

Legacy.

References GetEyeZoomLevel().

◆ IsFBSymptomPlaying()

bool IsFBSymptomPlaying ( )
inlineprivate

◆ IsFighting()

bool IsFighting ( )
private

◆ IsFireWeaponRaised()

bool IsFireWeaponRaised ( )
inlineprivate

◆ IsHandheldOpticsInUse()

bool IsHandheldOpticsInUse ( )
inlineprivate

◆ IsInFBEmoteState()

bool IsInFBEmoteState ( )
private

Checks if fullbody animation or specific locked state is active in emote manager.

◆ IsInFullbodyDamageAnimation()

bool IsInFullbodyDamageAnimation ( )
inlineprivate

◆ IsInIronsights()

bool IsInIronsights ( )
inlineprivate

◆ IsInOptics()

bool IsInOptics ( )
inlineprivate

Referenced by SelectCrossHair().

◆ IsInThirdPerson()

override bool IsInThirdPerson ( )
inlineprivate

◆ IsInVehicle()

bool IsInVehicle ( )
inlineprivate

◆ IsLanded()

bool IsLanded ( int  pCurrentCommandID)
inlineprivate

References HumanCommandFall().

◆ IsLiftWeapon()

bool IsLiftWeapon ( )
private

◆ IsPlayerSelected()

◆ IsRaised()

◆ IsRestrained()

bool IsRestrained ( )
private

Referenced by CanPlayEmote(), and Update().

◆ IsShootingFromCamera()

override bool IsShootingFromCamera ( )
inlineprivate

Referenced by OnEmoteEnd(), and StdFovUpdate().

◆ IsSprintFull()

bool IsSprintFull ( )
inlineprivate

Referenced by HandleFightLogic().

◆ IsSwimming()

◆ IsTryingHoldBreath()

bool IsTryingHoldBreath ( )
inlineprivate

◆ IsWeaponDebugEnabled()

bool IsWeaponDebugEnabled ( )
inlineprivate

◆ IsWeaponObstructionBlockingADS()

bool IsWeaponObstructionBlockingADS ( )
private

◆ IsWeaponRaiseCompleted()

bool IsWeaponRaiseCompleted ( )
inlineprivate

◆ LockControls()

◆ ModCommandHandlerAfter()

bool ModCommandHandlerAfter ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)
inlineprivate

◆ ModCommandHandlerBefore()

bool ModCommandHandlerBefore ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)
inlineprivate

ModOverrides

◆ ModCommandHandlerInside()

bool ModCommandHandlerInside ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)
inlineprivate

◆ OnDrawOptics2D()

protected override array< InventoryItem > OnDrawOptics2D ( )
inlineprivate

Called when 2D optics are about to be drawn.

Returns
Collection of optics to be drawn. Draws the provided optics when of ItemOptics type. Draws optic of current muzzle when of Weapon_Base type.

References HumanInventory::GetEntityInHands(), ItemOptics::IsInOptics(), and ItemOptics::IsUsingOptics2DModel().

◆ OnInputForRemote()

override void OnInputForRemote ( ParamsReadContext  ctx)
inlineprivate

◆ OnInputFromServer()

override void OnInputFromServer ( ParamsReadContext  ctx)
inlineprivate

◆ OnInputUserDataProcess()

bool OnInputUserDataProcess ( int  userDataType,
ParamsReadContext  ctx 
)
inlineprivate

◆ OnInputUserDataReceived()

void OnInputUserDataReceived ( ParamsReadContext  ctx)
inlineprivate

◆ OnItemInHandsChanged()

◆ OnJumpEnd()

void OnJumpEnd ( int  pLandType = 0)
inlineprivate

◆ OnJumpStart()

void OnJumpStart ( )
inlineprivate

◆ OnLadder()

void OnLadder ( float  delta_time,
HumanMovementState  pState 
)
private

called every command handler tick when player is on ladder

◆ OnLand()

bool OnLand ( int  pCurrentCommandID,
FallDamageData  fallDamageData 
)
inlineprivate

◆ OnMovementChanged()

void OnMovementChanged ( )
inlineprivate

Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..

References HumanMovementState::m_iMovement, HumanMovementState::m_LocalMovement, and m_MovementState.

◆ OnParticleEvent()

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

◆ OnSoundEvent()

void OnSoundEvent ( string  pEventType,
string  pUserString,
int  pUserInt 
)
inlineprivate

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

◆ OnSprintEnd()

void OnSprintEnd ( )
inlineprivate

◆ OnSprintStart()

void OnSprintStart ( )
inlineprivate

◆ OnStepEvent()

◆ OnSyncJuncture()

◆ OnVariablesSynchronized()

override void OnVariablesSynchronized ( )
inlineprivate

References GetGame().

◆ OverrideShootFromCamera()

void OverrideShootFromCamera ( bool  pState)
inlineprivate

◆ OverrideSlidePoseAngle()

void OverrideSlidePoseAngle ( float  value)
inlineprivate

movement sliding override, originally for FB gestures

References GetDayZPlayerType().

◆ PlaySound()

◆ PlaySoundEvent()

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

◆ PlaySoundEventEx()

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

Referenced by PlaySound().

◆ PlaySoundEventType()

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

Handle sound event by respective sound handler based on its type.

◆ ProcessAttachmentEvent()

void ProcessAttachmentEvent ( string  pEventType,
string  pUserString,
int  pUserInt 
)
inlineprivate

◆ ProcessFeetDamageServer()

void ProcessFeetDamageServer ( int  pUserInt)
private

◆ ProcessJumpOrClimb()

bool ProcessJumpOrClimb ( float  pDt,
int  pCurrentCommandID 
)
inlineprivate

Jump / Climb

References HumanInputController::IsJumpClimb().

◆ ProcessLiftWeapon()

void ProcessLiftWeapon ( )
private

◆ ProcessSoundEvent()

◆ ProcessVoiceEvent()

AbstractWave ProcessVoiceEvent ( string  pEventType,
string  pUserString,
int  pUserInt 
)
inlineprivate

◆ ProcessWeaponEvent()

◆ RequestSoundEvent()

void RequestSoundEvent ( EPlayerSoundEventID  id,
bool  from_server_and_client = false 
)
private

◆ RequestSoundEventEx()

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

◆ ResetDamageHitState()

void ResetDamageHitState ( bool  resetTimer)
inlineprivate

◆ ResetDeathStartTime()

void ResetDeathStartTime ( )
inlineprivate

References ResetDeathCooldown().

◆ ResetWeaponRaiseProgress()

void ResetWeaponRaiseProgress ( )
inlineprivate

◆ RunADSTimer()

void RunADSTimer ( )
private

◆ SendCompleteWeaponRaiseJuncture()

void SendCompleteWeaponRaiseJuncture ( )
private

◆ SendDeathJuncture()

void SendDeathJuncture ( int  pAnimTypeDeath,
float  pAnimHitDirDeath 
)
inlineprivate

◆ SendSoundEvent()

protected void SendSoundEvent ( EPlayerSoundEventID  id)
private

◆ SendSoundEventEx()

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

◆ SetClimbingLadderType()

void SetClimbingLadderType ( string  value)
inlineprivate

◆ SetCurrentWaterLevel()

override void SetCurrentWaterLevel ( float  pWaterLevel)
inlineprivate

◆ SetDeathDarknessLevel()

void SetDeathDarknessLevel ( float  duration,
float  tick_time 
)
private

◆ SetFallYDiff()

void SetFallYDiff ( float  value)
inlineprivate

◆ SetHandheldOpticsInUse()

void SetHandheldOpticsInUse ( bool  state)
inlineprivate

◆ SetIronsights()

void SetIronsights ( bool  value)
inlineprivate

◆ SetIsInThirdPerson()

void SetIsInThirdPerson ( bool  state)
inlineprivate

◆ SetOptics()

void SetOptics ( bool  value)
inlineprivate

◆ SetReturnToOptics()

void SetReturnToOptics ( bool  state)
private

◆ SetSuicide()

void SetSuicide ( bool  state)
inlineprivate

◆ SetVariablesLadderSoundObjectBuilder()

void SetVariablesLadderSoundObjectBuilder ( SoundObjectBuilder  soundObjectBuilder)
inlineprivate

◆ ShowDeadScreen()

◆ ShowWeaponDebug()

void ShowWeaponDebug ( bool  show)
inlineprivate

◆ SimulateDeath()

◆ StopADSTimer()

void StopADSTimer ( )
private

◆ StopDeathDarkeningEffect()

override void StopDeathDarkeningEffect ( )
inlineprivate

Referenced by CGame::OnRespawnEvent().

◆ StopHandEvent()

void StopHandEvent ( )
inlineprivate

◆ StopWeaponEvent()

void StopWeaponEvent ( )
inlineprivate

◆ SwitchOptics()

◆ TriggerPullPlayerOutOfVehicle()

void TriggerPullPlayerOutOfVehicle ( )
inlineprivate

we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle

References Class::CastTo(), GetGame(), and GetParent().

◆ TriggerPullPlayerOutOfVehicleImpl()

void TriggerPullPlayerOutOfVehicleImpl ( )
inlineprivate

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().

Field Documentation

◆ DEAD_SCREEN_DELAY

const int DEAD_SCREEN_DELAY = 1000
staticprivate

◆ DEFAULT_DYING_TIME

const float DEFAULT_DYING_TIME = 2.5
staticprivate

◆ DYING_PROGRESSION_TIME

const float DYING_PROGRESSION_TIME = 0.05
staticprivate

how long does it take to full death screen [s]

◆ HIT_INTERVAL_MIN

const float HIT_INTERVAL_MIN = 0.3
private

◆ m_ActionSoundCategoryHash

int m_ActionSoundCategoryHash
private

◆ m_ADSAutomationTimer

ref Timer m_ADSAutomationTimer
private

◆ m_ADSTimerLaunched

protected bool m_ADSTimerLaunched
private

◆ m_AimingFinisherStarted

protected bool m_AimingFinisherStarted = false
private

◆ m_AimingModel

protected ref DayZPlayerImplementAiming m_AimingModel
private

◆ m_bADS

protected bool m_bADS
private

◆ m_Camera3rdPerson

protected bool m_Camera3rdPerson
private

◆ m_CameraEyeZoom

protected bool m_CameraEyeZoom
private

DEPRECATED.

◆ m_CameraEyeZoomLevel

protected ECameraZoomType m_CameraEyeZoomLevel
private

◆ m_CameraIronsight

protected bool m_CameraIronsight
private

◆ m_CameraOptics

protected bool m_CameraOptics
private

◆ m_CameraOpticsAimOverride

protected bool m_CameraOpticsAimOverride
private

◆ m_CameraZoomToggle

protected bool m_CameraZoomToggle
private

◆ m_ClimbingLadderType

protected string m_ClimbingLadderType
private

◆ m_ContinueFirearmMelee

protected bool m_ContinueFirearmMelee
private

◆ m_CurrentWaterLevel

private float m_CurrentWaterLevel
private

◆ m_DamageHealth

float m_DamageHealth = 0.0
private

◆ m_DamageHitAnimType

int m_DamageHitAnimType = -1.0
private

◆ m_DamageHitDir

float m_DamageHitDir = 0.0
private

◆ m_DamageHitFullbody

bool m_DamageHitFullbody = false
private

HandleDamageHit

◆ m_DeathAnimType

int m_DeathAnimType = -2
private

HandleDeath

◆ m_DeathDarkeningCurrentTime

protected float m_DeathDarkeningCurrentTime
private

◆ m_DeathEffectTimer

ref DeathEffectTimer m_DeathEffectTimer
private

◆ m_DeathHitDir

float m_DeathHitDir = 0
private

◆ m_DeathJuctureSent

bool m_DeathJuctureSent = false
private

◆ m_DebugDirectionVal

float m_DebugDirectionVal = -180
private

VKOSTIK - tady dat 0 misto -1.

◆ m_DebugTypeVal

bool m_DebugTypeVal = false
private

◆ m_DebugWeaponChangeItem

string m_DebugWeaponChangeItem
private

◆ m_DebugWeaponChangeShowSlot

int m_DebugWeaponChangeShowSlot
private

◆ m_DebugWeaponChangeStage

int m_DebugWeaponChangeStage = 0
private

◆ m_dT

protected float m_dT
private

◆ m_FallDamage

protected ref DayZPlayerImplementFallDamage m_FallDamage
private

◆ m_FallYDiff

protected float m_FallYDiff
private

◆ m_FightEndBlendTimer

ref Timer m_FightEndBlendTimer
private

◆ m_fLastHeadingDiff

float m_fLastHeadingDiff = 0
private

This HeadingModel

◆ m_fObstructionSmooth

protected float m_fObstructionSmooth
private

◆ m_fObstructionSmoothVelocity

protected float m_fObstructionSmoothVelocity[1]
private

◆ m_HandheldOpticsInUse

protected bool m_HandheldOpticsInUse
private

◆ m_HitElapsedTime

float m_HitElapsedTime = HIT_INTERVAL_MIN
private

◆ m_isFBsymptomPlaying

bool m_isFBsymptomPlaying
private

◆ m_IsFireWeaponRaised

protected bool m_IsFireWeaponRaised
private

◆ m_IsRaised

protected bool m_IsRaised
private

◆ m_IsShootingFromCamera

protected bool m_IsShootingFromCamera
private

◆ m_IsTryingHoldBreath

protected bool m_IsTryingHoldBreath
private

◆ m_IsUnconscious

protected bool m_IsUnconscious
private

◆ m_IsUnconsciousFalling

protected bool m_IsUnconsciousFalling
private

◆ m_IsWeapon

protected bool m_IsWeapon
private

◆ m_JumpClimb

protected ref DayZPlayerImplementJumpClimb m_JumpClimb
private

◆ m_LastBackSoundTime

int m_LastBackSoundTime
private

◆ m_LastBackSoundTime2

int m_LastBackSoundTime2
private

◆ m_LastCommandBeforeUnconscious

protected int m_LastCommandBeforeUnconscious
private

◆ m_LastHeadingAngle

float m_LastHeadingAngle
private

◆ m_LastHeadingAngleBlock

float m_LastHeadingAngleBlock
private

◆ m_LastHeadingAngleBlock2

float m_LastHeadingAngleBlock2
private

◆ m_LastSurfaceUnderHash

protected int m_LastSurfaceUnderHash
private

◆ m_LiftWeapon_player

protected bool m_LiftWeapon_player
private

◆ m_MeleeCombat

protected ref DayZPlayerImplementMeleeCombat m_MeleeCombat
private

◆ m_MeleeFightLogic

protected ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic
private

◆ m_MovementState

ref HumanMovementState m_MovementState = new HumanMovementState()
private

time step for gradual update of dead screen visibilibty up to full visbility [s]

cached ptr for movement state

◆ m_MoveSettings

protected SHumanCommandMoveSettings m_MoveSettings
private

◆ m_NextVoNNoiseTime

protected int m_NextVoNNoiseTime
private

◆ m_ObstructWeapon_player

protected float m_ObstructWeapon_player
private

◆ m_PerformedActionSounds

protected ref array<AbstractWave> m_PerformedActionSounds
private

◆ m_PlayerSelected

protected bool m_PlayerSelected
private

◆ m_PlayerSoundEventHandler

protected ref PlayerSoundEventHandler m_PlayerSoundEventHandler
private

◆ m_ProcessFirearmMeleeHit

protected bool m_ProcessFirearmMeleeHit
private

◆ m_ProcessLiftWeapon

protected bool m_ProcessLiftWeapon
private

◆ m_ProcessLiftWeaponState

protected bool m_ProcessLiftWeaponState
private

◆ m_ProcessObstructWeapon

protected float m_ProcessObstructWeapon
private

◆ m_ProcessResetADS

protected bool m_ProcessResetADS
private

◆ m_ProcessWeaponRaiseCompleted

protected bool m_ProcessWeaponRaiseCompleted
private

◆ m_PullPlayerOutOfVehicleKeepsInLocalSpace

protected bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
private

◆ m_PullPlayerOutOfVehicleState

protected int m_PullPlayerOutOfVehicleState = -1
private

◆ m_RaiseStarted

protected bool m_RaiseStarted = false
private

◆ m_ReplaceSoundEventHandler

protected ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
private

◆ m_ResetADS

protected bool m_ResetADS
private

◆ m_ShouldBeUnconscious

protected bool m_ShouldBeUnconscious
private

◆ m_ShouldReload

protected bool m_ShouldReload
private

◆ m_SoundOffset

float m_SoundOffset
private

◆ m_SprintedTime

protected float m_SprintedTime
private

◆ m_SprintedTimePerStanceMin

protected float m_SprintedTimePerStanceMin
private

◆ m_SprintFull

protected bool m_SprintFull
private

◆ m_StepCounter

protected int m_StepCounter
private

◆ m_Suicide

protected bool m_Suicide
private

◆ m_Swimming

protected ref DayZPlayerImplementSwimming m_Swimming
private

◆ m_SyncedHitDataArray

protected ref array<ref SyncHitInfo> m_SyncedHitDataArray
private

◆ m_TestDamageCounter

float m_TestDamageCounter = -1
private

This is Debug functionality

◆ m_Throwing

protected ref DayZPlayerImplementThrowing m_Throwing
private

◆ m_TransportCache

protected Transport m_TransportCache
private

◆ m_TriggerPullPlayerOutOfVehicleSynch

protected bool m_TriggerPullPlayerOutOfVehicleSynch
private

◆ m_UnconsciousDebug

bool m_UnconsciousDebug
private

◆ m_WasInVehicle

bool m_WasInVehicle
private

◆ m_WasIronSight

protected bool m_WasIronSight
private

◆ m_WeaponDebug

ref WeaponDebug m_WeaponDebug
private

◆ m_WeaponRaiseCompleted

protected bool m_WeaponRaiseCompleted
private

measures time from the weapon raise start to complete raise (once per)

◆ m_WeaponRaiseTime

private float m_WeaponRaiseTime
private

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