Private Member Functions | |
proto native int | GetLaddersCount () |
proto native vector | GetLadderPosTop (int ladderIndex) |
proto native vector | GetLadderPosBottom (int ladderIndex) |
proto native int | GetDoorIndex (int componentIndex) |
Gets the index of the door based on the view geometry component index. | |
proto native int | GetDoorCount () |
Returns the number of the doors in the building. | |
proto native bool | IsDoorOpen (int index) |
When the door is requested to be fully open (animation wanted phase is greater than 0.5) | |
proto native bool | IsDoorOpening (int index) |
When the wanted phase is at the open phase target (1.0) | |
proto native bool | IsDoorOpeningAjar (int index) |
When the wanted phase is at the ajar phase target (0.2) | |
proto native bool | IsDoorClosing (int index) |
When the wanted phase is at the close phase target (0.0) | |
proto native bool | IsDoorOpened (int index) |
When the phase is at the open phase target (1.0) | |
proto native bool | IsDoorOpenedAjar (int index) |
When the phase is at the ajar phase target (0.2) | |
proto native bool | IsDoorClosed (int index) |
When the phase is at the close phase target (0.0) | |
proto native bool | IsDoorLocked (int index) |
When the door is locked. | |
proto native void | PlayDoorSound (int index) |
Plays the appropriate sound at the door, based on animation phase and state. | |
proto native void | OpenDoor (int index) |
Attempts to open the door. | |
proto native void | CloseDoor (int index) |
Attempts to close the door. | |
proto native void | LockDoor (int index, bool force=false) |
Locks the door if not already locked, resets the door health. 'force = true' will close the door if open. | |
proto native void | UnlockDoor (int index, bool animate=true) |
Unlocks the door if locked, AJAR animation optional. | |
proto native vector | GetDoorSoundPos (int index) |
Position in world space for where the door sounds are played from. | |
proto native float | GetDoorSoundDistance (int index) |
Audible distance for the door sound. | |
proto native void | OutputDoorLog () |
Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync. | |
int | GetNearestDoorBySoundPos (vector position) |
Gets the nearest door based on the sound position (quick and dirty function for debugging) | |
void | OnDoorOpenStart (DoorStartParams params) |
Event for when the door starts opening. | |
void | OnDoorOpenFinish (DoorFinishParams params) |
Event for when the door finishes opening. | |
void | OnDoorOpenAjarStart (DoorStartParams params) |
Event for when the door starts opening ajarred (usually after unlock) | |
void | OnDoorOpenAjarFinish (DoorFinishParams params) |
Event for when the door finishes opening ajarred (usually after unlock) | |
void | OnDoorCloseStart (DoorStartParams params) |
Event for when the door starts closing. | |
void | OnDoorCloseFinish (DoorFinishParams params) |
Event for when the door finishes closing. | |
void | OnDoorLocked (DoorLockParams params) |
Event for when the door is locked. | |
void | OnDoorUnlocked (DoorLockParams params) |
Event for when the door is unlocked. | |
bool | CanDoorBeOpened (int doorIndex, bool checkIfLocked=false) |
bool | CanDoorBeClosed (int doorIndex) |
bool | CanDoorBeLocked (int doorIndex) |
Check if the door is closed and if the door is unlocked. | |
int | GetLockCompatibilityType (int doorIdx) |
Which door is compatible with which key (door idx supplied). Bitwise. | |
override void | GetDebugActions (out TSelectableActionInfoArrayEx outputList) |
override bool | OnAction (int action_id, Man player, ParamsReadContext ctx) |
override bool | IsBuilding () |
override bool | CanObstruct () |
override bool | IsHealthVisible () |
void | Building () |
override bool | IsInventoryVisible () |
override int | GetMeleeTargetType () |
proto native InventoryItemType | GetInventoryItemType () |
proto native void | SwitchOn (bool onOff) |
Some inventoryItem devices can be switched on/off (radios, transmitters) | |
proto native bool | IsOn () |
Some inventoryItem devices can be switched on/off (radios, transmitters) | |
proto native void | EnableCollisionsWithCharacter (bool state) |
collisions with character | |
proto native bool | HasCollisionsWithCharacter () |
proto native MeleeCombatData | GetMeleeCombatData () |
proto native void | ThrowPhysically (DayZPlayer player, vector force, bool collideWithCharacters=true) |
proto native void | ForceFarBubble (bool state) |
Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'. | |
void | InventoryItem () |
void | OnRightClick () |
event bool | OnUseFromInventory (Man owner) |
string | GetTooltip () |
Get tooltip text. | |
override bool | IsInventoryItem () |
int | GetMeleeMode () |
int | GetMeleeHeavyMode () |
int | GetMeleeSprintMode () |
override bool | IsMeleeWeapon () |
bool | IsMeleeFinisher () |
void | PlayImpactSound (float weight, float velocity, int surfaceHash) |
protected void | InitImpactSoundData () |
AbstractWave | PlaySound (SoundObject so, SoundObjectBuilder sob) |
void | PlaySoundByAnimEvent (EAnimSoundEventID id) |
string | GetImpactSurfaceType (IEntity other, Contact impact) |
string | GetImpactSurfaceTypeEx (IEntity other, Contact impact, out int liquid) |
string | GetRuinedMeleeAmmoType () |
returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use | |
float | ProcessImpactSound (IEntity other, Contact extra, float weight, out int surfaceHash) |
float | ProcessImpactSoundEx (IEntity other, Contact extra, float weight, out int surfaceHash, out int liquidType) |
proto native UAInterface | GetInputInterface () |
Returns player's input interface. | |
proto native PlayerIdentity | GetIdentity () |
Returns player's identity. | |
proto native EntityAI | GetDrivingVehicle () |
Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL. | |
proto native owned string | GetCurrentWeaponMode () |
proto native void | SetSpeechRestricted (bool state) |
Set speech restriction. | |
proto native bool | IsSpeechRestricted () |
Check if player has resctricted speech. | |
proto native void | SetFaceTexture (string texture_name) |
Texture that is used on the Man's face and hands. | |
proto native void | SetFaceMaterial (string material_name) |
Material that is used on the Man's face and hands. | |
proto native bool | IsSoundInsideBuilding () |
proto native bool | IsCameraInsideVehicle () |
proto native owned string | GetMasterAttenuation () |
proto native void | SetMasterAttenuation (string masterAttenuation) |
void | Man () |
override bool | IsMan () |
override bool | IsHealthVisible () |
override bool | HasFixedActionTargetCursorPosition () |
bool | IsUnconscious () |
bool | IsUnconsciousStateOnly () |
uncon command might be still in progress but state already changed (for simple checks only - eg.: UI) | |
int | GetPlayerState () |
void | AddItemToDelete (EntityAI item) |
override bool | CanDropEntity (notnull EntityAI item) |
void | OnItemInHandsChanged () |
bool | NeedInventoryJunctureFromServer (notnull EntityAI item, EntityAI currParent, EntityAI newParent) |
void | LocalDestroyEntityInHands () |
void | PredictiveMoveItemFromHandsToInventory () |
void | JunctureDeleteItem (EntityAI item) |
override bool | CanBeSkinned () |
override bool | DisableVicinityIcon () |
void | UpdateInventoryMenu () |
bool | IsInventorySoftLocked () |
void | SetInventorySoftLock (bool status) |
bool | IsInTransport () |
returns true if man is in transport, false otherwise | |
void | StopDeathDarkeningEffect () |
bool | PhysicalPredictiveDropItem (EntityAI entity, bool heavy_item_only=true) |
void | SetProcessUIWarning (bool state) |
void | OnGameplayDataHandlerSync () |
bool | CanPlaceItem (EntityAI item) |
void | Transport () |
override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
override int | GetMeleeTargetType () |
protected override event | GetOwnerStateType () |
protected override event | GetMoveType () |
proto native void | Synchronize () |
Synchronizes car's state in case the simulation is not running. | |
proto native int | CrewSize () |
Returns crew capacity of this vehicle. | |
proto native int | CrewPositionIndex (int componentIdx) |
proto native int | CrewMemberIndex (Human player) |
proto native Human | CrewMember (int posIdx) |
proto native Human | CrewDriver () |
proto void | CrewEntry (int posIdx, out vector pos, out vector dir) |
Reads entry point and direction into vehicle on given position in model space. | |
proto void | CrewEntryWS (int posIdx, out vector pos, out vector dir) |
Reads entry point and direction into vehicle on given position in world space. | |
proto void | CrewTransform (int posIdx, out vector mat[4]) |
Returns crew transformation indside vehicle in model space. | |
proto void | CrewTransformWS (int posIdx, out vector mat[4]) |
Returns crew transformation indside vehicle in world space. | |
proto native void | CrewGetIn (Human player, int posIdx) |
Performs transfer of player from world into vehicle on given position. | |
proto native Human | CrewGetOut (int posIdx) |
Performs transfer of player from vehicle into world from given position. | |
proto native void | CrewDeath (int posIdx) |
Handles death of player in vehicle and awakes its physics if needed. | |
override bool | IsTransport () |
override bool | IsIgnoredByConstruction () |
override bool | IsHealthVisible () |
override bool | ShowZonesHealth () |
override int | GetHideIconMask () |
float | GetMomentum () |
bool | IsVitalSparkPlug () |
string | GetVehicleType () |
string | GetActionCompNameFuel () |
float | GetActionDistanceFuel () |
vector | GetRefillPointPosWS () |
protected VehicleFlippedContext | GetFlipContext () |
protected bool | DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance) |
protected bool | DetectFlipped (VehicleFlippedContext ctx) |
Override based on vehicle implementation (Car, Boat, modded, etc.) | |
bool | IsFlipped () |
Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state) | |
bool | IsActionFlipped (Man player) |
Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state) | |
bool | IsAnyCrewPresent () |
float | GetTransportCameraDistance () |
void | MarkCrewMemberUnconscious (int crewMemberIndex) |
void | MarkCrewMemberDead (int crewMemberIndex) |
protected void | HandleByCrewMemberState (ECrewMemberState state) |
vector | GetTransportCameraOffset () |
int | GetAnimInstance () |
int | GetSeatAnimationType (int posIdx) |
int | Get3rdPersonCameraType () |
bool | CrewCanGetThrough (int posIdx) |
bool | CanReachSeatFromSeat (int currentSeat, int nextSeat) |
bool | CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0) |
bool | CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat) |
int | GetSeatIndexFromDoor (string pDoorSelection) |
bool | IsIgnoredObject (Object o) |
void | SetEngineZoneReceivedHit (bool pState) |
bool | HasEngineZoneReceivedHit () |
bool | IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4]) |
bool | IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
Shape | DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
void | AdvancedCommunication () |
void | TurnOnTransmitter () |
void | TurnOffTransmitter () |
void | InitializeActions () |
override void | GetActions (typename action_input_type, out array< ActionBase_Basic > actions) |
void | SetActions () |
void | AddAction (typename actionName) |
void | RemoveAction (typename actionName) |
void | JunctureTakeEntityToHands (notnull EntityAI item) |
hand juncture | |
void | PredictiveTakeEntityToHands (EntityAI item) |
void | LocalTakeEntityToHands (EntityAI item) |
void | ServerTakeEntityToHands (EntityAI item) |
void | TakeEntityToHandsImpl (InventoryMode mode, EntityAI item) |
protected bool | ReplaceItemWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
!hand -> !hand replace | |
bool | LocalReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda) |
bool | ServerReplaceItemWithNew (ReplaceItemWithNewLambdaBase lambda) |
protected bool | ReplaceItemElsewhereWithNewInHandsImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
!hand replace -> hand | |
bool | LocalReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda) |
bool | ServerReplaceItemElsewhereWithNewInHands (ReplaceItemWithNewLambdaBase lambda) |
protected bool | ReplaceItemInHandsWithNewImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
hand replace | |
bool | LocalReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda) |
bool | ServerReplaceItemInHandsWithNew (ReplaceItemWithNewLambdaBase lambda) |
protected bool | ReplaceItemInHandsWithNewElsewhereImpl (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
hand replace2 | |
bool | LocalReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda) |
bool | ServerReplaceItemInHandsWithNewElsewhere (ReplaceItemWithNewLambdaBase lambda) |
bool | JunctureTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
to inv juncture | |
override bool | PredictiveTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
override bool | LocalTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
override bool | ServerTakeEntityToInventory (FindInventoryLocationType flags, notnull EntityAI item) |
protected bool | TakeEntityToInventoryImpl (InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item) |
bool | JunctureTakeEntityToCargo (notnull EntityAI item) |
to cgo juncture | |
override bool | PredictiveTakeEntityToCargo (notnull EntityAI item) |
override bool | LocalTakeEntityToCargo (notnull EntityAI item) |
override bool | ServerTakeEntityToCargo (notnull EntityAI item) |
protected bool | TakeEntityToCargoImpl (InventoryMode mode, notnull EntityAI item) |
bool | JunctureTakeEntityAsAttachment (notnull EntityAI item) |
as att juncture | |
override bool | PredictiveTakeEntityAsAttachment (notnull EntityAI item) |
override bool | LocalTakeEntityAsAttachment (notnull EntityAI item) |
override bool | ServerTakeEntityAsAttachment (notnull EntityAI item) |
protected bool | TakeEntityAsAttachmentImpl (InventoryMode mode, notnull EntityAI item) |
bool | JunctureTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
as att ex juncture | |
override bool | PredictiveTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
override bool | LocalTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
override bool | ServerTakeEntityAsAttachmentEx (notnull EntityAI item, int slot) |
protected bool | TakeEntityAsAttachmentExImpl (InventoryMode mode, notnull EntityAI item, int slot) |
bool | JunctureSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
swap juncture | |
bool | PredictiveSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
bool | LocalSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
bool | ServerSwapEntities (notnull EntityAI item1, notnull EntityAI item2) |
protected bool | SwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2) |
bool | JunctureForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
ForceSwap juncture. | |
bool | PredictiveForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
bool | LocalForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
bool | ServerForceSwapEntities (notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
protected bool | ForceSwapEntitiesImpl (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst) |
bool | JunctureTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
to target inv juncture | |
override bool | PredictiveTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
bool | PredictiveTakeOrSwapAttachment (notnull EntityAI item) |
override bool | LocalTakeEntityToTargetInventory (notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
protected bool | TakeEntityToTargetInventoryImpl (InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item) |
bool | JunctureTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
to target cgo ex juncture | |
override bool | PredictiveTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
override bool | LocalTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
override bool | ServerTakeEntityToTargetCargoEx (notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
protected bool | TakeEntityToTargetCargoExImpl (InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col) |
bool | JunctureTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
to target cgo juncture | |
override bool | PredictiveTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
override bool | LocalTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
override bool | ServerTakeEntityToTargetCargo (notnull EntityAI target, notnull EntityAI item) |
protected bool | TakeEntityToTargetCargoImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item) |
bool | JunctureTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
to target att ex juncture | |
override bool | PredictiveTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
override bool | LocalTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
override bool | ServerTakeEntityToTargetAttachmentEx (notnull EntityAI target, notnull EntityAI item, int slot) |
protected bool | TakeEntityToTargetAttachmentExImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot) |
bool | JunctureTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
to target att juncture | |
override bool | PredictiveTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
override bool | LocalTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
override bool | ServerTakeEntityToTargetAttachment (notnull EntityAI target, notnull EntityAI item) |
protected bool | TakeEntityToTargetAttachmentImpl (InventoryMode mode, notnull EntityAI target, notnull EntityAI item) |
bool | JunctureTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
to dst juncture | |
override bool | PredictiveTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
override bool | LocalTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
override bool | ServerTakeToDst (notnull InventoryLocation src, notnull InventoryLocation dst) |
protected bool | TakeToDstImpl (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst) |
proto native bool | StatRegister (string name) |
proto native float | StatGet (string name) |
Gets counter value of the specified stat type. | |
proto void | StatGetCounter (string name, out string value) |
Gets counter value as string of the specified stat type. | |
proto void | StatGetAsTime (string name, out string value) |
Gets counter value as formatted time string of the specified stat type. | |
proto native void | StatUpdate (string name, float value) |
Updates stat counter with given value. | |
proto native void | StatUpdateByTime (string name) |
Updates stat counter by time. | |
proto native void | StatUpdateByPosition (string name) |
Updates stat counter by player's actual position. | |
proto native void | StatUpdateByGivenPos (string name, vector pos) |
Updates stat counter by given position. | |
proto native void | StatInvokeUpdate () |
proto native void | StatSyncToClient () |
Private Attributes | |
ref TIntArray | m_InteractActions |
private SoundLookupTable | m_SoundImpactTable |
private float | m_SoundContactTickTime |
private bool | m_IsMeleeWeapon = false |
ref TIntArray | m_SingleUseActions |
ref TIntArray | m_ContinuousActions |
protected bool | m_EngineZoneReceivedHit |
protected vector | m_fuelPos |
protected ref set< int > | m_UnconsciousCrewMemberIndices |
protected ref set< int > | m_DeadCrewMemberIndices |
TInputActionMap | m_InputActionMap |
bool | m_ActionsInitialize |
Static Private Attributes | |
static private const float | SOUND_CONTACT_SKIP = 0.33 |
static private ref VehicleFlippedContext | m_FlippedContext |
Shared context across all vehicles for flipping. | |
static ref map< typename, ref TInputActionMap > | m_AdvComTypeActionsMap = new map<typename, ref TInputActionMap> |
protected ref ScriptInvoker | m_OnItemAddedToHands |
protected ref ScriptInvoker | m_OnItemRemovedFromHands |
proto native HumanInventory | GetHumanInventory () |
ScriptInvoker | GetOnItemAddedToHands () |
ScriptInvoker | GetOnItemRemovedFromHands () |
void | EEItemIntoHands (EntityAI item) |
void | EEItemOutOfHands (EntityAI item) |
bool | JunctureDropEntity (notnull EntityAI item) |
drop juncture | |
override bool | PredictiveDropEntity (notnull EntityAI item) |
override bool | LocalDropEntity (notnull EntityAI item) |
override bool | ServerDropEntity (notnull EntityAI item) |
protected bool | DropEntityImpl (InventoryMode mode, notnull EntityAI owner, notnull EntityAI item) |
Base native class of all vehicles in game.
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References GetGame(), GetPlayer(), and m_ActionsInitialize.
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References g_Game, GetType(), and m_InteractActions.
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References IsDoorOpen().
Check if the door is closed and if the door is unlocked.
References IsDoorLocked(), and IsDoorOpen().
References IsDoorLocked(), and IsDoorOpen().
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Attempts to close the door.
Referenced by OnAction().
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Handles death of player in vehicle and awakes its physics if needed.
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Returns the driver Null can be returned if no Human is present.
Reads entry point and direction into vehicle on given position in model space.
Reads entry point and direction into vehicle on given position in world space.
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Performs transfer of player from world into vehicle on given position.
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Performs transfer of player from vehicle into world from given position.
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Returns crew member based on position index. Null can be returned if no Human is present on the given position.
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Returns crew member index based on player's instance. -1 is returned when the player is not isnide.
Returns crew member index based on action component index. -1 is returned when no crew position corresponds to given component index.
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Returns crew capacity of this vehicle.
Returns crew transformation indside vehicle in model space.
Returns crew transformation indside vehicle in world space.
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References ARGB(), Debug::DrawBox(), Transport::IsAreaAtDoorFree(), and Shape.
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Override based on vehicle implementation (Car, Boat, modded, etc.)
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References Math::Cos(), Math::DEG2RAD, vector::Direction(), vector::Dot(), GetGame(), CGame::GetSurface(), CGame::GetWaterDepth(), SurfaceDetectionResult::height, SurfaceDetectionParameters::ignore, SurfaceDetectionParameters::includeWater, VehicleFlippedContext::m_SurfaceParams, VehicleFlippedContext::m_SurfaceResult, vector::Normalize(), SurfaceDetectionParameters::position, SurfaceDetectionParameters::rsd, Shape, SurfaceDetectionParameters::type, vector::Up, and vector::Zero.
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Referenced by VicinityContainer::UpdateInterval().
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References HumanInventory::DropEntity(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by JunctureDropEntity(), LocalDropEntity(), PredictiveDropEntity(), and ServerDropEntity().
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References component.
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collisions with character
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Sets the item to use the server configured 'networkRangeFar' instead of 'networkRangeNear'.
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References InitializeActions(), m_ActionsInitialize, and m_InputActionMap.
Referenced by ScriptConsoleItemsTab::ListItemRelatedActions().
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References SAT_DEBUG_ACTION.
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Returns the number of the doors in the building.
Referenced by GetNearestDoorBySoundPos().
Gets the index of the door based on the view geometry component index.
Position in world space for where the door sounds are played from.
Referenced by GetNearestDoorBySoundPos().
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Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.
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References DiagMenu::GetBool().
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Referenced by VicinitySlotsContainer::ExcludeFromContainer().
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inventory Returns player's inventory
Referenced by HandActionBase::Action(), DropEntityImpl(), ForceSwapEntitiesImpl(), InventoryItem::GetRecipesActions(), LocalDestroyEntityInHands(), HandStateBase::OnEntry(), PredictiveMoveItemFromHandsToInventory(), HumanInventory::RedirectToHandEvent(), ReplaceItemElsewhereWithNewInHandsImpl(), ReplaceItemInHandsWithNewElsewhereImpl(), ReplaceItemInHandsWithNewImpl(), ReplaceItemWithNewImpl(), SwapEntitiesImpl(), TakeEntityAsAttachmentExImpl(), TakeEntityAsAttachmentImpl(), TakeEntityToCargoImpl(), TakeEntityToHandsImpl(), TakeEntityToInventoryImpl(), and TakeToDstImpl().
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Returns player's identity.
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Returns player's input interface.
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Which door is compatible with which key (door idx supplied). Bitwise.
doorIdx |
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Referenced by EvaluateHit(), and DayZInfected::FightLogic().
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References dBodyGetMass(), GetVelocity(), and vector::Length().
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Gets the nearest door based on the sound position (quick and dirty function for debugging)
References vector::DistanceSq(), GetDoorCount(), and GetDoorSoundPos().
Referenced by OnAction().
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References m_OnItemAddedToHands.
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References m_OnItemRemovedFromHands.
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returns ammo (projectile) used in melee if the item is destroyed. Override higher for specific use
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Get tooltip text.
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References m_AdvComTypeActionsMap, m_InputActionMap, SetActions(), and Type.
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References AnimSoundLookupTableBank(), and AnimSoundObjectBuilderBank::GetInstance().
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Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
References DetectFlipped(), VehicleFlippedContext::m_ActionPlayer, and VehicleFlippedContext::m_bIsAction.
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References Transport::IsAreaAtDoorFree().
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Referenced by PluginBase::SpawnEntityOnCursorDir().
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When the phase is at the close phase target (0.0)
When the wanted phase is at the close phase target (0.0)
When the door is locked.
Referenced by CanDoorBeLocked(), and CanDoorBeOpened().
When the door is requested to be fully open (animation wanted phase is greater than 0.5)
Referenced by CanDoorBeClosed(), CanDoorBeLocked(), and CanDoorBeOpened().
When the phase is at the open phase target (1.0)
When the phase is at the ajar phase target (0.2)
When the wanted phase is at the open phase target (1.0)
When the wanted phase is at the ajar phase target (0.2)
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Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
References DetectFlipped(), VehicleFlippedContext::m_ActionPlayer, and VehicleFlippedContext::m_bIsAction.
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Referenced by IsColliding(), and IsCollidingEx().
If the player can't interact (hint: collide) with the object, then it is ignored
Ignore any player that is currently in this vehicle
References Class::CastTo(), dBodyGetInteractionLayer(), dGetInteractionLayer(), and HumanCommandVehicle::GetTransport().
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returns true if man is in transport, false otherwise
References GetParent().
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Referenced by VicinityContainer::UpdateInterval().
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Referenced by ActionBase::Can(), Entity::CanBeTargetedByAI(), Clothing_Base::CanLoadItemIntoCargoClothingConditions(), ClothingBase::CanPutAsAttachment(), Clothing::CanPutInCargo(), Clothing_Base::CanPutInCargoClothingConditions(), Clothing_Base::CanReceiveItemIntoCargoClothingConditions(), VicinityItemManager::ExcludeFromContainer_Phase1(), ActionTargetsCursor::GetItemHealth(), Entity::InitTemperature(), InventoryItem::OnItemLocationChanged(), Clothing_Base::SmershException(), and Entity::UseConfigInitTemperature().
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Referenced by Achievements::OnPlayerKilled(), and PluginBase::PlayerHitBy().
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Some inventoryItem devices can be switched on/off (radios, transmitters)
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Check if player has resctricted speech.
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uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)
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ForceSwap juncture.
References ForceSwapEntitiesImpl().
swap juncture
References SwapEntitiesImpl().
as att juncture
References TakeEntityAsAttachmentImpl().
Referenced by PredictiveTakeEntityAsAttachment().
as att ex juncture
References TakeEntityAsAttachmentExImpl().
Referenced by PredictiveTakeEntityAsAttachmentEx().
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to inv juncture
References TakeEntityToInventoryImpl().
Referenced by PredictiveTakeEntityToInventory().
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to target att juncture
References TakeEntityToTargetAttachmentImpl().
Referenced by PredictiveTakeEntityToTargetAttachment().
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to target att ex juncture
References TakeEntityToTargetAttachmentExImpl().
Referenced by PredictiveTakeEntityToTargetAttachmentEx().
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to target cgo juncture
References TakeEntityToTargetCargoImpl().
Referenced by PredictiveTakeEntityToTargetCargo().
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to target cgo ex juncture
References TakeEntityToTargetCargoExImpl().
Referenced by PredictiveTakeEntityToTargetCargoEx().
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to target inv juncture
References TakeEntityToTargetInventoryImpl().
Referenced by PredictiveTakeEntityToTargetInventory().
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References DropEntityImpl().
Referenced by UnlockServer().
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References ForceSwapEntitiesImpl().
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References ReplaceItemElsewhereWithNewInHandsImpl().
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References ReplaceItemInHandsWithNewImpl().
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References ReplaceItemInHandsWithNewElsewhereImpl().
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References ReplaceItemWithNewImpl().
References SwapEntitiesImpl().
References TakeEntityAsAttachmentExImpl().
Referenced by ActionAttachWheels::OnExecuteClient(), and ActionAttachWheels::OnExecuteServer().
References TakeEntityToCargoImpl().
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References TakeEntityToHandsImpl().
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References TakeEntityToInventoryImpl().
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References TakeEntityToTargetAttachmentImpl().
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References TakeEntityToTargetAttachmentExImpl().
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References TakeEntityToTargetCargoImpl().
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References TakeEntityToTargetCargoExImpl().
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References TakeEntityToTargetInventoryImpl().
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References TakeToDstImpl().
Referenced by DropNonUsableMaterialsServer().
Locks the door if not already locked, resets the door health. 'force = true' will close the door if open.
Referenced by OnAction().
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References SetFlags().
Referenced by Entity::EEItemLocationChanged(), and Entity::IsSlotReserved().
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Referenced by PredictiveDropEntity(), PredictiveForceSwapEntities(), PredictiveMoveItemFromHandsToInventory(), PredictiveSwapEntities(), PredictiveTakeEntityAsAttachment(), PredictiveTakeEntityAsAttachmentEx(), PredictiveTakeEntityToCargo(), PredictiveTakeEntityToHands(), PredictiveTakeEntityToInventory(), PredictiveTakeEntityToTargetAttachment(), PredictiveTakeEntityToTargetAttachmentEx(), PredictiveTakeEntityToTargetCargo(), PredictiveTakeEntityToTargetCargoEx(), PredictiveTakeEntityToTargetInventory(), and PredictiveTakeToDst().
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References CloseDoor(), GetGame(), GetNearestDoorBySoundPos(), LockDoor(), OpenDoor(), OutputDoorLog(), PlayDoorSound(), and UnlockDoor().
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Event for when the door finishes closing.
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Event for when the door starts closing.
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Event for when the door is locked.
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Event for when the door finishes opening ajarred (usually after unlock)
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Event for when the door starts opening ajarred (usually after unlock)
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Event for when the door finishes opening.
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Event for when the door starts opening.
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Event for when the door is unlocked.
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Attempts to open the door.
Referenced by OnAction().
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Requires special build as logging is disabled even on internal builds due to memory usage. Used for checking of possible causes of navmesh desync.
Referenced by OnAction().
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Plays the appropriate sound at the door, based on animation phase and state.
Referenced by OnAction().
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References PlaySound(), and SoundObjectBuilder().
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returns item to previous location, if available
References ScriptInputUserData::CanStoreInputUserData(), GetDebugName(), HumanInventory::GetEntityInHands(), GetHumanInventory(), LogManager::IsSyncLogEnable(), NeedInventoryJunctureFromServer(), Print(), syncDebugPrint(), HumanInventory::TakeEntityToInventory(), TakeToDst(), and UpdateInventoryMenu().
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References PredictiveSwapEntities(), and PredictiveTakeEntityAsAttachment().
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References ScriptInputUserData::CanStoreInputUserData(), JunctureTakeToDst(), NeedInventoryJunctureFromServer(), Print(), and TakeToDstImpl().
Referenced by ManBase::PredictiveTakeToDst().
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References GetGame(), CGame::GetTickTime(), string::Hash(), vector::Length(), and Contact::RelativeVelocityBefore.
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References GetGame(), ActionBase::GetInputType(), GetPlayer(), and m_InputActionMap.
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!hand replace -> hand
References ReplaceItemWithNewLambdaBase::DumpToString(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemElsewhereWithNewInHands(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by LocalReplaceItemElsewhereWithNewInHands(), and ServerReplaceItemElsewhereWithNewInHands().
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hand replace2
References ReplaceItemWithNewLambdaBase::DumpToString(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemInHandsWithNewElsewhere(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by LocalReplaceItemInHandsWithNewElsewhere(), and ServerReplaceItemInHandsWithNewElsewhere().
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hand replace
References ReplaceItemWithNewLambdaBase::DumpToString(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemInHandsWithNew(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by LocalReplaceItemInHandsWithNew(), and ServerReplaceItemInHandsWithNew().
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!hand -> !hand replace
References ReplaceItemWithNewLambdaBase::DumpToString(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::ReplaceItemWithNew(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by LocalReplaceItemWithNew(), and ServerReplaceItemWithNew().
References DropEntityImpl().
Referenced by UnlockServer().
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References ForceSwapEntitiesImpl().
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References ReplaceItemElsewhereWithNewInHandsImpl().
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References ReplaceItemInHandsWithNewImpl().
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References ReplaceItemInHandsWithNewElsewhereImpl().
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References ReplaceItemWithNewImpl().
References SwapEntitiesImpl().
References TakeEntityAsAttachmentImpl().
References TakeEntityAsAttachmentExImpl().
References TakeEntityToCargoImpl().
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References TakeEntityToHandsImpl().
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References TakeEntityToInventoryImpl().
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References TakeEntityToTargetAttachmentImpl().
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References TakeEntityToTargetAttachmentExImpl().
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References TakeEntityToTargetCargoImpl().
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References TakeEntityToTargetCargoExImpl().
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References TakeToDstImpl().
Referenced by DropNonUsableMaterialsServer(), and ActionUnpackGift::OnFinishProgressServer().
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References AddAction().
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Material that is used on the Man's face and hands.
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Texture that is used on the Man's face and hands.
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Set speech restriction.
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Referenced by ActionTargetsCursor::GetItemDesc().
Gets counter value of the specified stat type.
[in] | name | The name of the stat type. |
Gets counter value as formatted time string of the specified stat type.
[in] | name | The name of the stat type. |
[out] | value | A formatted string containing stat value. |
Gets counter value as string of the specified stat type.
[in] | name | The name of the stat type. |
[out] | value | A formatted string containing stat value. |
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Invokes read stats from server to client.
Stats Registers new stat type for this player.
[in] | name | The name of the stat type. |
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Invokes save stats from server to client.
Updates stat counter with given value.
[in] | name | The name of the stat type. |
[in] | value | The specified value. |
Updates stat counter by given position.
[in] | name | The name of the stat type. |
[in] | pos | The specified position. |
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Updates stat counter by player's actual position.
Use this to measure player's travelling distance.
[in] | name | The name of the stat type. |
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Updates stat counter by time.
Use this to measure play time.
[in] | name | The name of the stat type. |
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References GameInventory::CanSwapEntitiesEx(), Error(), GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), HumanInventory::SwapEntities(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by JunctureSwapEntities(), LocalSwapEntities(), PredictiveSwapEntities(), and ServerSwapEntities().
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Some inventoryItem devices can be switched on/off (radios, transmitters)
Referenced by ActionTurnOnSpotlight::OnExecuteServer(), and ActionTurnOnWhileOnGround::OnExecuteServer().
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Synchronizes car's state in case the simulation is not running.
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References GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), HumanInventory::TakeEntityAsAttachmentEx(), and UpdateInventoryMenu().
Referenced by JunctureTakeEntityAsAttachmentEx(), LocalTakeEntityAsAttachmentEx(), PredictiveTakeEntityAsAttachmentEx(), and ServerTakeEntityAsAttachmentEx().
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References GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), GameInventory::TakeEntityAsAttachment(), and UpdateInventoryMenu().
Referenced by JunctureTakeEntityAsAttachment(), LocalTakeEntityAsAttachment(), PredictiveTakeEntityAsAttachment(), and ServerTakeEntityAsAttachment().
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References GetDebugName(), HumanInventory::GetEntityInHands(), GetGame(), GetHumanInventory(), LogManager::IsSyncLogEnable(), InventoryLocation::SetHands(), syncDebugPrint(), HumanInventory::TakeToDst(), and UpdateInventoryMenu().
Referenced by JunctureTakeEntityToHands(), LocalTakeEntityToHands(), PerformSwap(), PredictiveTakeEntityToHands(), and ServerTakeEntityToHands().
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References GetDebugName(), GetHumanInventory(), LogManager::IsSyncLogEnable(), syncDebugPrint(), HumanInventory::TakeEntityToInventory(), and UpdateInventoryMenu().
Referenced by JunctureTakeEntityToInventory(), LocalTakeEntityToInventory(), PredictiveTakeEntityToInventory(), and ServerTakeEntityToInventory().
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References GetDebugName(), LogManager::IsSyncLogEnable(), syncDebugPrint(), and UpdateInventoryMenu().
Referenced by JunctureTakeEntityToTargetAttachmentEx(), LocalTakeEntityToTargetAttachmentEx(), PredictiveTakeEntityToTargetAttachmentEx(), ServerTakeEntityToTargetAttachmentEx(), and TakeEntityToTargetAttachmentImpl().
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Unlocks the door if locked, AJAR animation optional.
Referenced by OnAction().
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Referenced by DropEntityImpl(), ForceSwapEntitiesImpl(), LocalDestroyEntityInHands(), PredictiveMoveItemFromHandsToInventory(), ReplaceItemElsewhereWithNewInHandsImpl(), ReplaceItemInHandsWithNewElsewhereImpl(), ReplaceItemInHandsWithNewImpl(), ReplaceItemWithNewImpl(), SwapEntitiesImpl(), TakeEntityAsAttachmentExImpl(), TakeEntityAsAttachmentImpl(), TakeEntityToCargoImpl(), TakeEntityToHandsImpl(), TakeEntityToInventoryImpl(), TakeEntityToTargetAttachmentExImpl(), TakeEntityToTargetCargoExImpl(), TakeEntityToTargetCargoImpl(), TakeEntityToTargetInventoryImpl(), and TakeToDstImpl().
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Shared context across all vehicles for flipping.
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Referenced by GetOnItemAddedToHands().
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Referenced by GetOnItemRemovedFromHands().
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