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DayZCreatureAI Class Reference

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 DayZAIHitComponentm_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
 

Detailed Description

do not process rotations !

Member Function Documentation

◆ CommandHandler()

void CommandHandler ( float  dt,
int  currentCommandID,
bool  currentCommandFinished 
)
inlineprivate

◆ ComputeDamageHitParams()

bool ComputeDamageHitParams ( EntityAI  source,
string  dmgZone,
string  ammo,
out int  type,
out int  direction 
)
inlineprivate

◆ ComputeHitDirectionAngleDeg()

float ComputeHitDirectionAngleDeg ( EntityAI  source)
inlineprivate

◆ ConvertNonlethalDamage()

override protected float ConvertNonlethalDamage ( float  damage,
DamageType  damageType 
)
inlineprivate

◆ DayZAnimal()

void DayZAnimal ( )
inlineprivate

sets default hit position and cache it here (mainly for impact particles)

References GetDefaultHitPositionComponent(), m_HitComponentsForAI, and RegisterHitComponentsForAI().

◆ EEHitBy()

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

◆ EOnContact()

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

Phx contact event

References GetGame().

◆ FindComponentDirectionOffset()

int FindComponentDirectionOffset ( string  component)
inlineprivate

References component.

◆ GetCommand_Script()

proto native DayZAnimalCommandScript GetCommand_Script ( )
private

◆ GetDefaultHitComponent()

override string GetDefaultHitComponent ( )
inlineprivate

References m_DefaultHitComponent.

◆ GetDefaultHitPosition()

override vector GetDefaultHitPosition ( )
inlineprivate

◆ GetDefaultHitPositionComponent()

override string GetDefaultHitPositionComponent ( )
inlineprivate

◆ GetHideIconMask()

override int GetHideIconMask ( )
inlineprivate

◆ GetHitComponentForAI()

◆ GetInputController()

proto native DayZAnimalInputController GetInputController ( )
private

◆ HandleDamageHit()

bool HandleDamageHit ( int  currentCommandID)
inlineprivate

◆ HandleDeath()

bool HandleDeath ( int  currentCommandID,
DayZAnimalInputController  inputController 
)
inlineprivate

◆ IsAnimal()

override bool IsAnimal ( )
inlineprivate

◆ IsHealthVisible()

override bool IsHealthVisible ( )
inlineprivate

◆ IsInventoryVisible()

override bool IsInventoryVisible ( )
inlineprivate

◆ QueueDamageHit()

void QueueDamageHit ( int  type,
int  direction 
)
inlineprivate

◆ RegisterHitComponentsForAI()

void RegisterHitComponentsForAI ( )
inlineprivate

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().

◆ SetDefaultHitPosition()

protected vector SetDefaultHitPosition ( string  pSelection)
inlineprivate

◆ SignalAIAttackEnded()

proto native void SignalAIAttackEnded ( )
private

◆ SignalAIAttackStarted()

proto native void SignalAIAttackStarted ( )
private

◆ StartCommand_Attack()

proto native void StartCommand_Attack ( )
private

◆ StartCommand_Death()

proto native void StartCommand_Death ( int  pType,
int  pDirection 
)
private

◆ StartCommand_Hit()

proto native void StartCommand_Hit ( int  pType,
int  pDirection 
)
private

◆ StartCommand_Jump()

proto native void StartCommand_Jump ( )
private

◆ StartCommand_Move()

proto native void StartCommand_Move ( )
private

◆ StartCommand_Script()

proto native DayZAnimalCommandScript StartCommand_Script ( DayZAnimalCommandScript  pInfectedCommand)
private

scripted commands

◆ StartCommand_ScriptInst()

proto native DayZAnimalCommandScript StartCommand_ScriptInst ( typename pCallbackClass  )
private

◆ TranslateHitAngleDegToDirectionIndex()

int TranslateHitAngleDegToDirectionIndex ( float  angleDeg)
inlineprivate

Field Documentation

◆ m_DamageHitDirection

int m_DamageHitDirection = 0
private

◆ m_DamageHitToProcess

bool m_DamageHitToProcess = false
private

◆ m_DamageHitType

int m_DamageHitType = 0
private

◆ m_DefaultHitComponent

protected string m_DefaultHitComponent
private

◆ m_DefaultHitPosition

protected vector m_DefaultHitPosition
private

◆ m_DefaultHitPositionComponent

protected string m_DefaultHitPositionComponent
private

◆ m_HitComponentsForAI

protected ref array<ref DayZAIHitComponent> m_HitComponentsForAI
private

Melee hit components (AI targeting)


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