DayZ 1.24
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EmoteBase Class Reference
Collaboration diagram for EmoteBase:
[legend]

Protected Member Functions

bool EmoteCondition (int stancemask)
 
bool CanBeCanceledNormally (notnull EmoteCB callback)
 
bool EmoteFBStanceCheck (int stancemask)
 Checks for valid stance mask.
 
bool DetermineOverride (out int callback_ID, out int stancemask, out bool is_fullbody)
 
void OnBeforeStandardCallbackCreated (int callback_ID, int stancemask, bool is_fullbody)
 
void OnCallbackEnd ()
 
bool EmoteStartOverride (typename callbacktype, int id, int mask, bool fullbody)
 
void SetOwnerPlayer (PlayerBase player)
 
PlayerBase GetOwnerPlayer ()
 
int GetID ()
 
string GetInputActionName ()
 
int GetStanceMaskAdditive ()
 
int GetStanceMaskFullbody ()
 
int GetAdditiveCallbackUID ()
 
int GetFullbodyCallbackUID ()
 
bool GetHideItemInHands ()
 
void EmoteLyingDown ()
 
override bool EmoteCondition (int stancemask)
 

Protected Attributes

PlayerBase m_Player
 
int m_ID = -1
 
string m_InputActionName = ""
 
int m_StanceMaskAdditive = 0
 
int m_StanceMaskFullbody = 0
 
int m_AdditiveCallbackUID = 0
 
int m_FullbodyCallbackUID = 0
 
bool m_HideItemInHands = false
 
const float WATER_DEPTH = 0.15
 

Private Member Functions

void EmoteGreeting ()
 
void EmoteHeart ()
 
void EmotePoint ()
 
void EmoteThumb ()
 
void EmoteThroat ()
 
void EmoteSalute ()
 
void EmoteDabbing ()
 
void EmoteClap ()
 
void EmoteWatching ()
 
void EmoteListening ()
 
void EmoteLookAtMe ()
 
void EmoteMove ()
 
void EmoteCome ()
 
void EmoteCampfireSit ()
 
void EmoteSitB ()
 
void EmoteRPSRock ()
 
void EmoteRPSScisors ()
 
void EmoteShake ()
 
void EmoteSuicide ()
 
override bool DetermineOverride (out int callback_ID, out int stancemask, out bool is_fullbody)
 
override bool EmoteCondition (int stancemask)
 
override bool CanBeCanceledNormally (notnull EmoteCB callback)
 
override void OnBeforeStandardCallbackCreated (int callback_ID, int stancemask, bool is_fullbody)
 
override void OnCallbackEnd ()
 

Detailed Description

Definition at line 1 of file EmoteBase.c.

Member Function Documentation

◆ CanBeCanceledNormally() [1/2]

bool EmoteBase::CanBeCanceledNormally ( notnull EmoteCB callback)
inlineprotected

Definition at line 17 of file EmoteBase.c.

18 {
19 return true;
20 }

◆ CanBeCanceledNormally() [2/2]

override bool EmoteBase::CanBeCanceledNormally ( notnull EmoteCB callback)
inlineprivate

Definition at line 667 of file EmoteClasses.c.

668 {
669 int state = callback.GetState();
670 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
671 return false;
672
673 return super.CanBeCanceledNormally(callback);;
674 }

◆ DetermineOverride() [1/2]

bool EmoteBase::DetermineOverride ( out int callback_ID,
out int stancemask,
out bool is_fullbody )
inlineprotected

Definition at line 39 of file EmoteBase.c.

40 {
41 return false;
42 }

◆ DetermineOverride() [2/2]

override bool EmoteBase::DetermineOverride ( out int callback_ID,
out int stancemask,
out bool is_fullbody )
inlineprivate

Definition at line 581 of file EmoteClasses.c.

582 {
583 is_fullbody = true;
584 callback_ID = -1;
585 stancemask = 0;
586 string suicideStr;
588 weapon = m_Player.GetItemInHands();
589 if (weapon)
590 {
591 if (weapon.ConfigIsExisting("suicideAnim"))
592 suicideStr = weapon.ConfigGetString("suicideAnim");
593
594 if (weapon.IsKindOf("Pistol_Base"))
595 {
596 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
597 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
598 //m_Player.OverrideShootFromCamera(false);
599 }
600 else if (Weapon_Base.Cast(weapon)) //long firearms
601 {
602 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
603 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
604 //m_Player.OverrideShootFromCamera(false);
605 }
606 else
607 {
608 switch (suicideStr)
609 {
610 case "onehanded":
611 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
612 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
613 break;
614
615 case "fireaxe":
616 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
617 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
618 break;
619
620 case "pitchfork":
621 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
622 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
623 break;
624
625 case "sword":
626 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
627 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
628 break;
629
630 case "spear":
631 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
632 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
633 break;
634
635 case "woodaxe":
636 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
637 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
638 break;
639
640 case "sickle":
641 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
642 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
643 break;
644
645 case "hoe":
646 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
647 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
648 break;
649 }
650 }
651 }
652 if (callback_ID > -1)
653 return true;
654 return false;
655 }
PlayerBase m_Player
Definition EmoteBase.c:3
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References m_Player.

◆ EmoteCampfireSit()

void EmoteBase::EmoteCampfireSit ( )
inlineprivate

Definition at line 430 of file EmoteClasses.c.

431 {
433 m_InputActionName = "EmoteCampfireSit";
435 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
437 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
438 m_HideItemInHands = true;
439 }
bool m_HideItemInHands
Definition EmoteBase.c:10
int m_ID
Definition EmoteBase.c:4
int m_StanceMaskFullbody
Definition EmoteBase.c:7
int m_StanceMaskAdditive
Definition EmoteBase.c:6
int m_FullbodyCallbackUID
Definition EmoteBase.c:9
int m_AdditiveCallbackUID
Definition EmoteBase.c:8
string m_InputActionName
Definition EmoteBase.c:5
const int ID_EMOTE_CAMPFIRE
Definition constants.c:362

References EmoteConstants::ID_EMOTE_CAMPFIRE, and m_ID.

◆ EmoteClap()

void EmoteBase::EmoteClap ( )
inlineprivate

Definition at line 245 of file EmoteClasses.c.

246 {
248 m_InputActionName = "EmoteClap";
249 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
251 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
253 m_HideItemInHands = true;
254 }
const int ID_EMOTE_CLAP
Definition constants.c:369

References EmoteConstants::ID_EMOTE_CLAP, and m_ID.

◆ EmoteCome()

void EmoteBase::EmoteCome ( )
inlineprivate

Definition at line 385 of file EmoteClasses.c.

386 {
388 m_InputActionName = "EmoteCome";
389 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
390 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
391 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
392 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
393 m_HideItemInHands = false;
394 }
const int ID_EMOTE_COME
Definition constants.c:382

References EmoteConstants::ID_EMOTE_COME, and m_ID.

◆ EmoteCondition() [1/3]

bool EmoteBase::EmoteCondition ( int stancemask)
inlineprotected

Definition at line 12 of file EmoteBase.c.

13 {
14 return true;
15 }

◆ EmoteCondition() [2/3]

override bool EmoteBase::EmoteCondition ( int stancemask)
inlineprotected

Definition at line 72 of file EmoteClasses.c.

73 {
74 vector water_info = HumanCommandSwim.WaterLevelCheck(m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9));
75 if (water_info[0] < WATER_DEPTH) //is player able to lay down without "drowning"?
76 return true;
77 return false;
78 }
const float WATER_DEPTH
class HumanCommandLadder HumanCommandSwim()
Definition human.c:669

References HumanCommandSwim(), m_Player, and WATER_DEPTH.

◆ EmoteCondition() [3/3]

override bool EmoteBase::EmoteCondition ( int stancemask)
inlineprivate

Definition at line 657 of file EmoteClasses.c.

658 {
659 ItemBase itemInHands = m_Player.GetItemInHands();
660
661 if (!itemInHands.CanBeUsedForSuicide())
662 return false;
663
664 return super.EmoteCondition(stancemask);
665 }

References m_Player.

◆ EmoteDabbing()

void EmoteBase::EmoteDabbing ( )
inlineprivate

Definition at line 217 of file EmoteClasses.c.

218 {
220 //m_InputActionName = "EmoteDabbing";
221 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
223 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
225 m_HideItemInHands = true;
226 }
const int ID_EMOTE_DABBING
Definition constants.c:367

References EmoteConstants::ID_EMOTE_DABBING, and m_ID.

◆ EmoteFBStanceCheck()

bool EmoteBase::EmoteFBStanceCheck ( int stancemask)
inlineprotected

Checks for valid stance mask.

Definition at line 23 of file EmoteBase.c.

24 {
25 int stanceIdx = DayZPlayerUtils.ConvertStanceMaskToStanceIdx(stancemask);
26
27 if (!m_Player)
28 {
29 ErrorEx("No player for 'PlayerCanChangeStance'");
30 return false;
31 }
32
33 if (stanceIdx != -1 && !DayZPlayerUtils.PlayerCanChangeStance(m_Player, stanceIdx))
34 return false;
35
36 return true;
37 }
void DayZPlayerUtils()
cannot be instantiated
enum ShapeType ErrorEx

References DayZPlayerUtils(), ErrorEx, and m_Player.

◆ EmoteGreeting()

void EmoteBase::EmoteGreeting ( )
inlineprivate

Definition at line 4 of file EmoteClasses.c.

5 {
7 m_InputActionName = "EmoteGreeting";
8 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
10 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
11 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
12 m_HideItemInHands = false;
13 }
const int ID_EMOTE_GREETING
Definition constants.c:350

References EmoteConstants::ID_EMOTE_GREETING, and m_ID.

◆ EmoteHeart()

void EmoteBase::EmoteHeart ( )
inlineprivate

Definition at line 32 of file EmoteClasses.c.

33 {
35 m_InputActionName = "EmoteHeart";
36 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
38 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
39 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
40 m_HideItemInHands = true;
41 }
const int ID_EMOTE_HEART
Definition constants.c:352

References EmoteConstants::ID_EMOTE_HEART, and m_ID.

◆ EmoteListening()

void EmoteBase::EmoteListening ( )
inlineprivate

Definition at line 301 of file EmoteClasses.c.

302 {
304 m_InputActionName = "EmoteListening";
305 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
306 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
307 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
308 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
309 m_HideItemInHands = false;
310 }
const int ID_EMOTE_LISTENING
Definition constants.c:376

References EmoteConstants::ID_EMOTE_LISTENING, and m_ID.

◆ EmoteLookAtMe()

void EmoteBase::EmoteLookAtMe ( )
inlineprivate

Definition at line 329 of file EmoteClasses.c.

330 {
332 m_InputActionName = "EmoteLookAtMe";
333 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
334 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
335 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
336 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
337 m_HideItemInHands = false;
338 }
const int ID_EMOTE_LOOKATME
Definition constants.c:378

References EmoteConstants::ID_EMOTE_LOOKATME, and m_ID.

◆ EmoteLyingDown()

void EmoteBase::EmoteLyingDown ( )
inlineprotected

Definition at line 61 of file EmoteClasses.c.

62 {
64 m_InputActionName = "EmoteLyingDown";
66 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
68 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
69 m_HideItemInHands = true;
70 }
const int ID_EMOTE_LYINGDOWN
Definition constants.c:354

References EmoteConstants::ID_EMOTE_LYINGDOWN, and m_ID.

◆ EmoteMove()

void EmoteBase::EmoteMove ( )
inlineprivate

Definition at line 357 of file EmoteClasses.c.

358 {
360 m_InputActionName = "EmoteMove";
361 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
362 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
363 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
364 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
365 m_HideItemInHands = false;
366 }
const int ID_EMOTE_MOVE
Definition constants.c:380

References EmoteConstants::ID_EMOTE_MOVE, and m_ID.

◆ EmotePoint()

void EmoteBase::EmotePoint ( )
inlineprivate

Definition at line 97 of file EmoteClasses.c.

98 {
100 m_InputActionName = "EmotePoint";
101 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
102 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
103 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
104 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
105 m_HideItemInHands = false;
106 }
const int ID_EMOTE_POINT
Definition constants.c:370

References EmoteConstants::ID_EMOTE_POINT, and m_ID.

◆ EmoteRPSRock()

void EmoteBase::EmoteRPSRock ( )
inlineprivate

Definition at line 486 of file EmoteClasses.c.

487 {
489 m_InputActionName = "EmoteRPSRock";
490 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
492 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
494 m_HideItemInHands = false;
495 }
const int ID_EMOTE_RPS_R
Definition constants.c:383

References EmoteConstants::ID_EMOTE_RPS_R, and m_ID.

◆ EmoteRPSScisors()

void EmoteBase::EmoteRPSScisors ( )
inlineprivate

Definition at line 514 of file EmoteClasses.c.

515 {
517 m_InputActionName = "EmoteRPSScisors";
518 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
520 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
522 m_HideItemInHands = false;
523 }
const int ID_EMOTE_RPS_S
Definition constants.c:385

References EmoteConstants::ID_EMOTE_RPS_S, and m_ID.

◆ EmoteSalute()

void EmoteBase::EmoteSalute ( )
inlineprivate

Definition at line 189 of file EmoteClasses.c.

190 {
192 m_InputActionName = "EmoteSalute";
194 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
196 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
197 m_HideItemInHands = true;
198 }
const int ID_EMOTE_SALUTE
Definition constants.c:372

References EmoteConstants::ID_EMOTE_SALUTE, and m_ID.

◆ EmoteShake()

void EmoteBase::EmoteShake ( )
inlineprivate

Definition at line 542 of file EmoteClasses.c.

543 {
545 m_InputActionName = "EmoteShake";
546 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
547 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
548 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
549 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
550 m_HideItemInHands = false;
551 }
const int ID_EMOTE_SHAKE
Definition constants.c:387

References EmoteConstants::ID_EMOTE_SHAKE, and m_ID.

◆ EmoteSitB()

void EmoteBase::EmoteSitB ( )
inlineprivate

Definition at line 458 of file EmoteClasses.c.

459 {
461 m_InputActionName = "EmoteSitB";
463 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
465 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
466 m_HideItemInHands = false;
467 }
const int ID_EMOTE_SITB
Definition constants.c:364

References EmoteConstants::ID_EMOTE_SITB, and m_ID.

◆ EmoteStartOverride()

bool EmoteBase::EmoteStartOverride ( typename callbacktype ,
int id,
int mask,
bool fullbody )
inlineprotected

Definition at line 47 of file EmoteBase.c.

48 {
49 return false;
50 }

◆ EmoteSuicide()

void EmoteBase::EmoteSuicide ( )
inlineprivate

Definition at line 570 of file EmoteClasses.c.

571 {
573 m_InputActionName = "EmoteSuicide";
578 m_HideItemInHands = false;
579 }
const int ID_EMOTE_SUICIDE
Definition constants.c:360

References EmoteConstants::ID_EMOTE_SUICIDE, and m_ID.

◆ EmoteThroat()

void EmoteBase::EmoteThroat ( )
inlineprivate

Definition at line 153 of file EmoteClasses.c.

154 {
156 m_InputActionName = "EmoteThroat";
157 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
158 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
159 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
160 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
161 m_HideItemInHands = false;
162 }
const int ID_EMOTE_THROAT
Definition constants.c:359

References EmoteConstants::ID_EMOTE_THROAT, and m_ID.

◆ EmoteThumb()

void EmoteBase::EmoteThumb ( )
inlineprivate

Definition at line 125 of file EmoteClasses.c.

126 {
128 m_InputActionName = "EmoteThumb";
129 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
130 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
131 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
132 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
133 m_HideItemInHands = false;
134 }
const int ID_EMOTE_THUMB
Definition constants.c:358

References EmoteConstants::ID_EMOTE_THUMB, and m_ID.

◆ EmoteWatching()

void EmoteBase::EmoteWatching ( )
inlineprivate

Definition at line 273 of file EmoteClasses.c.

274 {
276 m_InputActionName = "EmoteWatching";
277 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
278 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
279 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
280 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
281 m_HideItemInHands = false;
282 }
const int ID_EMOTE_WATCHING
Definition constants.c:374

References EmoteConstants::ID_EMOTE_WATCHING, and m_ID.

◆ GetAdditiveCallbackUID()

int EmoteBase::GetAdditiveCallbackUID ( )
inlineprotected

Definition at line 85 of file EmoteBase.c.

86 {
88 }

References m_AdditiveCallbackUID.

◆ GetFullbodyCallbackUID()

int EmoteBase::GetFullbodyCallbackUID ( )
inlineprotected

Definition at line 90 of file EmoteBase.c.

91 {
93 }

References m_FullbodyCallbackUID.

◆ GetHideItemInHands()

bool EmoteBase::GetHideItemInHands ( )
inlineprotected

Definition at line 95 of file EmoteBase.c.

96 {
97 return m_HideItemInHands;
98 }

References m_HideItemInHands.

◆ GetID()

int EmoteBase::GetID ( )
inlineprotected

Definition at line 65 of file EmoteBase.c.

66 {
67 return m_ID;
68 }

References m_ID.

◆ GetInputActionName()

string EmoteBase::GetInputActionName ( )
inlineprotected

Definition at line 70 of file EmoteBase.c.

71 {
72 return m_InputActionName;
73 }

References m_InputActionName.

Referenced by GetBoundButtonText().

◆ GetOwnerPlayer()

PlayerBase EmoteBase::GetOwnerPlayer ( )
inlineprotected

Definition at line 60 of file EmoteBase.c.

61 {
62 return m_Player;
63 }

References m_Player.

◆ GetStanceMaskAdditive()

int EmoteBase::GetStanceMaskAdditive ( )
inlineprotected

Definition at line 75 of file EmoteBase.c.

76 {
78 }

References m_StanceMaskAdditive.

◆ GetStanceMaskFullbody()

int EmoteBase::GetStanceMaskFullbody ( )
inlineprotected

Definition at line 80 of file EmoteBase.c.

81 {
83 }

References m_StanceMaskFullbody.

◆ OnBeforeStandardCallbackCreated() [1/2]

void EmoteBase::OnBeforeStandardCallbackCreated ( int callback_ID,
int stancemask,
bool is_fullbody )
protected

◆ OnBeforeStandardCallbackCreated() [2/2]

override void EmoteBase::OnBeforeStandardCallbackCreated ( int callback_ID,
int stancemask,
bool is_fullbody )
inlineprivate

Definition at line 676 of file EmoteClasses.c.

677 {
678 if (callback_ID > -1)
679 {
680 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
681 m_Player.OverrideShootFromCamera(false);
682 }
683 }

References m_Player, and DayZPlayer::OverrideShootFromCamera().

◆ OnCallbackEnd() [1/2]

void EmoteBase::OnCallbackEnd ( )
protected

◆ OnCallbackEnd() [2/2]

override void EmoteBase::OnCallbackEnd ( )
inlineprivate

Definition at line 685 of file EmoteClasses.c.

686 {
687 m_Player.SetSuicide(false);
688 }

References m_Player, and DayZPlayer::SetSuicide().

◆ SetOwnerPlayer()

void EmoteBase::SetOwnerPlayer ( PlayerBase player)
inlineprotected

Definition at line 52 of file EmoteBase.c.

53 {
55 }

References m_Player.

Member Data Documentation

◆ m_AdditiveCallbackUID

int EmoteBase::m_AdditiveCallbackUID = 0
protected

Definition at line 8 of file EmoteBase.c.

Referenced by GetAdditiveCallbackUID().

◆ m_FullbodyCallbackUID

int EmoteBase::m_FullbodyCallbackUID = 0
protected

Definition at line 9 of file EmoteBase.c.

Referenced by GetFullbodyCallbackUID().

◆ m_HideItemInHands

bool EmoteBase::m_HideItemInHands = false
protected

Definition at line 10 of file EmoteBase.c.

Referenced by GetHideItemInHands().

◆ m_ID

int EmoteBase::m_ID = -1
protected

Definition at line 4 of file EmoteBase.c.

Referenced by GetID().

◆ m_InputActionName

string EmoteBase::m_InputActionName = ""
protected

Definition at line 5 of file EmoteBase.c.

Referenced by GetInputActionName().

◆ m_Player

PlayerBase EmoteBase::m_Player
protected

Definition at line 3 of file EmoteBase.c.

Referenced by EmoteFBStanceCheck(), GetOwnerPlayer(), and SetOwnerPlayer().

◆ m_StanceMaskAdditive

int EmoteBase::m_StanceMaskAdditive = 0
protected

Definition at line 6 of file EmoteBase.c.

Referenced by GetStanceMaskAdditive().

◆ m_StanceMaskFullbody

int EmoteBase::m_StanceMaskFullbody = 0
protected

Definition at line 7 of file EmoteBase.c.

Referenced by GetStanceMaskFullbody().

◆ WATER_DEPTH

const float EmoteBase::WATER_DEPTH = 0.15
protected

Definition at line 60 of file EmoteClasses.c.


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