151      if (!m_DeathSyncSent) 
 
  158          m_KillerData.m_Killer = 
killer;
 
  159          m_KillerData.m_MurderWeapon = 
source;
 
  167            m_KilledByHeadshot = 
true;
 
  168            if (m_KillerData.m_Killer == 
killer)
 
  169              m_KillerData.m_KillerHiTheBrain = 
true;
 
  174        m_DeathSyncSent = 
true;
 
  198      SetHealth(
dmgZone, 
"Health", 0.0);
 
override int GetHideIconMask()
 
DamageType
exposed from C++ (do not change)
 
proto native void PrePhys_SetRotation(float pInRot[4])
 
bool PostPhysUpdate(float pDt)
 
proto native void PostPhys_SetPosition(vector pInTransl)
quaternion in world space
 
class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished(bool pFinished)
DayZAnimalCommandScript fully scriptable command.
 
proto native bool PrePhys_GetRotation(out float pOutRot[4])
 
proto native void PostPhys_GetRotation(out float pOutRot[4])
vec3 in world space
 
proto native bool PrePhys_GetTranslation(out vector pOutTransl)
script function usable in PrePhysUpdate
 
proto native void PostPhys_SetRotation(float pInRot[4])
vec3 in world space
 
proto native void PrePhys_SetTranslation(vector pInTransl)
 
proto native void PostPhys_LockRotation()
quaternion in world space
 
proto native void PostPhys_GetPosition(out vector pOutTransl)
script function usable in PostPhysUpdate
 
enum DayZInfectedConstants ANIM_DEATH_BACKSTAB
 
enum DayZInfectedConstants ANIM_DEATH_DEFAULT
 
enum DayZInfectedConstants MOVEMENTSTATE_WALK
 
enum DayZInfectedConstants ANIM_DEATH_IMPULSE
 
enum DayZInfectedConstants MOVEMENTSTATE_IDLE
 
@ COMMANDID_MOVE
anim commands
 
@ MINDSTATE_CALM
mind states
 
enum DayZInfectedConstants MOVEMENTSTATE_RUN
 
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
 
base class of all commands exposed to script to provide common functionality over animations
 
do not process rotations !
 
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
 
static void SendEntityKilled(EntityAI victim, EntityAI killer, EntityAI source, bool is_headshot)
 
const float NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED
 
const float NL_DAMAGE_FIREARM_CONVERSION_INFECTED
 
proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
 
proto native bool WasHit()
is true only once after hit event
 
proto native HumanCommandMove GetCommand_Move()
 
proto native HumanCommandMove StartCommand_Move()
--— MOVE --—
 
proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false)
--— Death --—
 
enum HumanMoveCommandID GetTransformWS(out vector pTm[4])
gets human transform in World Space
 
proto native HumanInputController GetInputController()
returns human input controller
 
proto native HumanCommandScript GetCommand_Script()
is human is in command action - returns its callback, if current command is action
 
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)
— SCRIPTED COMMANDS