do not process rotations ! More...
Private Member Functions | |
proto native DayZAnimalInputController | GetInputController () |
proto native void | StartCommand_Death (int pType, int pDirection) |
proto native void | StartCommand_Move () |
proto native void | StartCommand_Jump () |
proto native void | StartCommand_Attack () |
proto native void | StartCommand_Hit (int pType, int pDirection) |
proto native DayZAnimalCommandScript | StartCommand_Script (DayZAnimalCommandScript pInfectedCommand) |
scripted commands | |
proto native DayZAnimalCommandScript | StartCommand_ScriptInst (typename pCallbackClass) |
proto native DayZAnimalCommandScript | GetCommand_Script () |
proto native void | SignalAIAttackStarted () |
proto native void | SignalAIAttackEnded () |
void | DayZAnimal () |
override bool | IsHealthVisible () |
override bool | IsAnimal () |
override bool | IsInventoryVisible () |
override int | GetHideIconMask () |
void | CommandHandler (float dt, int currentCommandID, bool currentCommandFinished) |
bool | HandleDeath (int currentCommandID, DayZAnimalInputController inputController) |
bool | HandleDamageHit (int currentCommandID) |
override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
void | QueueDamageHit (int type, int direction) |
bool | ComputeDamageHitParams (EntityAI source, string dmgZone, string ammo, out int type, out int direction) |
float | ComputeHitDirectionAngleDeg (EntityAI source) |
int | TranslateHitAngleDegToDirectionIndex (float angleDeg) |
int | FindComponentDirectionOffset (string component) |
override protected void | EOnContact (IEntity other, Contact extra) |
void | RegisterHitComponentsForAI () |
register hit components for AI melee (used by attacking AI) | |
override string | GetHitComponentForAI () |
override string | GetDefaultHitComponent () |
override string | GetDefaultHitPositionComponent () |
override vector | GetDefaultHitPosition () |
protected vector | SetDefaultHitPosition (string pSelection) |
override protected float | ConvertNonlethalDamage (float damage, DamageType damageType) |
Private Attributes | |
protected ref array< ref DayZAIHitComponent > | m_HitComponentsForAI |
Melee hit components (AI targeting) | |
protected string | m_DefaultHitComponent |
protected string | m_DefaultHitPositionComponent |
protected vector | m_DefaultHitPosition |
bool | m_DamageHitToProcess = false |
int | m_DamageHitType = 0 |
int | m_DamageHitDirection = 0 |
do not process rotations !
for mods
for mods
References DayZAnimalInputController::IsAttack(), DayZCreatureAIInputController::IsJump(), ModCommandHandlerAfter(), ModCommandHandlerBefore(), and ModCommandHandlerInside().
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References Math::Acos(), vector::Dot(), GetPosition, vector::Normalize(), and Math::RAD2DEG.
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sets default hit position and cache it here (mainly for impact particles)
References GetDefaultHitPositionComponent(), m_HitComponentsForAI, and RegisterHitComponentsForAI().
Phx contact event
References GetGame().
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References m_DefaultHitComponent.
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References m_DefaultHitPositionComponent.
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References DayZAnimalInputController::IsDead().
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register hit components for AI melee (used by attacking AI)
registers default hit compoent for the entity
registers default hit position component for entity
register hit components that are selected by probability
References m_DefaultHitComponent, m_DefaultHitPositionComponent, m_HitComponentsForAI, and DayZAIHitComponentHelpers::RegisterHitComponent().
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scripted commands
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Melee hit components (AI targeting)