DayZ 1.24
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HumanCommandMelee2 Class Reference
Collaboration diagram for HumanCommandMelee2:
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Private Member Functions

void HumanCommandMelee2 ()
 
void ~HumanCommandMelee2 ()
 
proto native void ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
 marks command to continue to combo
 
proto native bool IsInComboRange ()
 returns true if hit is in range, where person can continue to combo
 
proto native bool WasHit ()
 is true only once after hit event
 
proto native void Cancel ()
 cancels command melee and goes to HumanCommandMove
 
proto native bool IsOnBack ()
 is on back in prone stance?
 
proto native int GetComboCount ()
 
proto native int GetCurrentHitType ()
 
proto native bool IsFinisher ()
 

Static Private Attributes

static const int HIT_TYPE_LIGHT = 0
 
static const int HIT_TYPE_HEAVY = 1
 
static const int HIT_TYPE_FINISHER = 2
 
static const int HIT_TYPE_FINISHER_NECK = 3
 

Detailed Description

Definition at line 533 of file human.c.

Constructor & Destructor Documentation

◆ HumanCommandMelee2()

void HumanCommandMelee2::HumanCommandMelee2 ( )
inlineprivate

Definition at line 535 of file human.c.

535{}

◆ ~HumanCommandMelee2()

void HumanCommandMelee2::~HumanCommandMelee2 ( )
inlineprivate

Definition at line 536 of file human.c.

536{}

Member Function Documentation

◆ Cancel()

proto native void HumanCommandMelee2::Cancel ( )
private

cancels command melee and goes to HumanCommandMove

◆ ContinueCombo()

proto native void HumanCommandMelee2::ContinueCombo ( bool pHeavyHit,
float pComboValue,
EntityAI target = null,
vector hitPos = vector.Zero )
private

marks command to continue to combo

◆ GetComboCount()

proto native int HumanCommandMelee2::GetComboCount ( )
private

◆ GetCurrentHitType()

proto native int HumanCommandMelee2::GetCurrentHitType ( )
private

◆ IsFinisher()

proto native bool HumanCommandMelee2::IsFinisher ( )
private

◆ IsInComboRange()

proto native bool HumanCommandMelee2::IsInComboRange ( )
private

returns true if hit is in range, where person can continue to combo

◆ IsOnBack()

proto native bool HumanCommandMelee2::IsOnBack ( )
private

is on back in prone stance?

◆ WasHit()

proto native bool HumanCommandMelee2::WasHit ( )
private

is true only once after hit event

Member Data Documentation

◆ HIT_TYPE_FINISHER

const int HumanCommandMelee2::HIT_TYPE_FINISHER = 2
staticprivate

Definition at line 540 of file human.c.

Referenced by DetermineFinisherAnimation().

◆ HIT_TYPE_FINISHER_NECK

const int HumanCommandMelee2::HIT_TYPE_FINISHER_NECK = 3
staticprivate

Definition at line 541 of file human.c.

Referenced by DetermineFinisherAnimation().

◆ HIT_TYPE_HEAVY

const int HumanCommandMelee2::HIT_TYPE_HEAVY = 1
staticprivate

Definition at line 539 of file human.c.

◆ HIT_TYPE_LIGHT

const int HumanCommandMelee2::HIT_TYPE_LIGHT = 0
staticprivate

Definition at line 538 of file human.c.


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