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void | ZombieBase () |
void | Init () |
override void | OnVariablesSynchronized () |
synced variable(s) handler | |
override void | EOnInit (IEntity other, int extra) |
override bool | IsZombie () |
override bool | IsDanger () |
override bool | IsZombieMilitary () |
bool | IsMale () |
override bool | CanBeBackstabbed () |
override AnimBootsType | GetBootsType () |
override bool | CanBeSkinned () |
override bool | IsHealthVisible () |
override bool | IsRefresherSignalingViable () |
override bool | IsSelfAdjustingTemperature () |
override string | GetHitComponentForAI () |
returns hit component for attacking AI | |
override string | GetDefaultHitComponent () |
returns default hit component (fallback) | |
override vector | GetDefaultHitPosition () |
protected vector | SetDefaultHitPosition (string pSelection) |
override array< string > | GetSuitableFinisherHitComponents () |
returns suitable hit components for finisher attacks; DEPRECATED | |
int | GetMindStateSynced () |
int | GetOrientationSynced () |
returns rounded zombie yaw for sync purposes | |
void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
void | CommandHandlerDebug (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
void | HandleMove (int pCurrentCommandID) |
void | HandleOrientation (float pDt, int pCurrentCommandID) |
bool | HandleDeath (int pCurrentCommandID) |
bool | EvaluateDeathAnimationEx (EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir) |
bool | EvaluateDeathAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType, out float pAnimHitDir) |
int | GetVaultType (float height) |
bool | HandleVault (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
bool | HandleMindStateChange (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
protected void | HandleSoundEvents () |
AbstractWave | ProcessVoiceFX (string pSoundSetName) |
override void | OnSoundVoiceEvent (int event_id, string event_user_string) |
protected void | ProcessSoundVoiceEvent (AnimSoundVoiceEvent sound_event, out AbstractWave aw) |
bool | FightLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
bool | ChaseAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
bool | FightAttackLogic (int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt) |
int | GetAttackPitch (EntityAI target) |
bool | HandleCrawlTransition (int pCurrentCommandID) |
bool | EvaluateCrawlTransitionAnimation (EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType) |
bool | HandleDamageHit (int pCurrentCommandID) |
bool | EvaluateDamageHitAnimation (EntityAI pSource, string pComponent, string pAmmoType, out bool pHeavyHit, out int pAnimType, out float pAnimHitDir) |
selects animation type and direction based on damage system data | |
float | ComputeHitDirectionAngle (EntityAI pSource) |
float | ComputeHitDirectionAngleEx (EntityAI pSource, int invertHitDir=0) |
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) |
protected void | DebugSound (string s) |
sound debug messages | |
override protected void | EOnContact (IEntity other, Contact extra) |
override bool | CanReceiveAttachment (EntityAI attachment, int slotId) |
override vector | GetCenter () |
override bool | IsBeingBackstabbed () |
returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides | |
override void | SetBeingBackstabbed (int backstabType) |
bool | IsCrawling () |
returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable) | |
void | OnRecoverFromDeath () |
override void | AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS) |
override bool | IsManagingArrows () |
override ArrowManagerBase | GetArrowManager () |
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do not attack players in vehicle - hotfix
target is outside the targeting cone; skip attack
References DayZPlayerUtils(), vector::Distance(), GetPosition, DayZInfectedInputController::GetTargetEntity(), m_AllTargetObjects, DayZInfectedAttackType::m_Cooldown, DayZInfectedAttackType::m_Distance, DayZInfectedAttackType::m_Subtype, m_TargetableObjects, and DayZInfectedAttackType::m_Type.
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CommandHandler
for mods
handle death
movement handler (just for sync now)
handle finished commands
default behaviour after finish is to start move
for mods
crawl transition
damage hits
References ModCommandHandlerAfter(), ModCommandHandlerBefore(), and ModCommandHandlerInside().
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CommandHandlerDebug
References GetPluginManager().
References Math::Acos(), vector::Dot(), GetPosition, vector::Normalize(), and Math::RAD2DEG.
References Math::Acos(), vector::Dot(), GetPosition, vector::Normalize(), and Math::RAD2DEG.
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sound debug messages
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Events from damage system
References component, and TotalDamageResult::GetDamage().
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References component.
Phx contact event
References GetGame().
References GetGame(), and Math::RandomInt().
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References vector::Dot(), GetPosition, and vector::Normalize().
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selects animation type and direction based on damage system data
heavy hit
anim type
direction
shock GetDamage
References CGame::ConfigGetInt(), and GetGame().
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anim type
direction
add some impulse if needed
References CGame::ConfigGetInt(), dBodyApplyImpulse(), and GetGame().
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do not attack players in vehicle - hotfix
target is outside the targeting cone; skip attack
References GameConstants::AI_ATTACKSPEED, DayZPlayerUtils(), vector::Distance(), GetPosition, DayZInfectedInputController::GetTargetEntity(), m_AllTargetObjects, DayZInfectedAttackType::m_Cooldown, DayZInfectedAttackType::m_Distance, DayZInfectedAttackType::m_Subtype, m_TargetableObjects, and DayZInfectedAttackType::m_Type.
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player is in block stance and facing the infected
infected is playing heavy attack - decrease the dmg to light
override hit pos by pos defined in type
infected is playing light attack - do not send damage, play animation instead
override hit pos by pos defined in type
References Math::AbsFloat(), GameConstants::AI_MAX_BLOCKABLE_ANGLE, Math3D::AngleFromPosition(), vector::DistanceSq(), EntityAI::GetMeleeTargetType(), DayZInfectedInputController::GetMindState(), GetPosition, DayZInfectedAttackType::m_AmmoType, DayZInfectedAttackType::m_Distance, DayZInfectedAttackType::m_IsHeavy, and Math::RAD2DEG.
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References m_ArrowManager.
no default hit pos fallback
References Math::AbsFloat(), GetPosition, and vector::Zero.
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References GetBoneIndexByName().
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returns default hit component (fallback)
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returns hit component for attacking AI
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returns rounded zombie yaw for sync purposes
returns suitable hit components for finisher attacks; DEPRECATED
References Math::RandomIntInclusive().
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Mind state change
References DayZInfectedInputController::GetMindState().
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HandleMove
References Math::AbsFloat(), and DayZCreatureAIInputController::GetMovementSpeed().
HandleOrientation
References Math::AbsInt(), Math::Atan2(), Math::Cos(), Math::DEG2RAD, GetOrientation(), Math::NormalizeAngle(), Math::RAD2DEG, Math::Round(), and Math::Sin().
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Sound (client only)
no sound handler - bail out
infected is dead
stop all sounds
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sets default hit position and cache it here (mainly for impact particles)
client only
References GetDefaultHitPositionComponent(), GetGame(), InfectedSoundEventHandler(), m_AllTargetObjects, m_ArrowManager, and m_TargetableObjects.
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returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
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returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
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stop state sound when playing anim SoundVoice
stop playing of old SoundVoice from anim (if any)
play new SoundVoice from anim
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synced variable(s) handler
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References GetGame(), PlaySound(), SoundObjectBuilder(), and SoundParams().
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References Init().
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HandleVault
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Combat
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Crawl transition
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HandleDeath
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Damage hits
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server / singleplayer properties
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