78 if (
m_Player.GetActionManager() &&
m_Player.GetActionManager().GetRunningAction())
104 if (
pEntity.HasBayonetAttached())
106 else if (
pEntity.HasButtstockAttached())
213 m_Player.m_ShockHandler.CheckValue(
true);
239 hcm.SetMeleeBlock(
true);
244 hcm.SetMeleeBlock(
false);
250 hcm.SetMeleeBlock(
false);
316 if (
weapon.IsWaitingForActionFinish())
403 m_Player.m_ShockHandler.CheckValue(
true);
412 m_Player.m_ShockHandler.CheckValue(
true);
518 m_Player.m_ShockHandler.CheckValue(
true);
691 else if (
weapon.IsRuined())
779 gloves.DecreaseHealth(
"",
"", 1);
803 bleedingManager.AttemptAddBleedingSourceBySelection(
"RightForeArmRoll");
812 bleedingManager.AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll");
886 ret =
"FinisherHitNeck";
DayZPlayerImplement m_DZPlayer
Parent.
void DayZPlayerImplementMeleeCombat(DayZPlayerImplement player)
EMeleeHitType m_HitType
Hit type of the most recent attack.
int DetermineSpecificFinisherType(ItemBase weapon)
bool HandleProneKick(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)
kick from raised pne
void EvaluateHit_Player(InventoryItem weapon, Object target)
bool IsShortDistance(EntityAI pTarget, float pDistanceSq)
EFightLogicCooldownCategory
Light / Heavy punches.
void DamageHands(DayZPlayer DZPlayer, ClothingBase gloves, InventoryItem itemInHands)
void ~DayZPlayerMeleeFightLogic_LightHeavy()
ref DayZPlayerImplementMeleeCombat m_MeleeCombat
bool HandleHitEvent(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)
Handle the event that our melee hit something.
EMeleeHitType GetAttackTypeFromInputs(HumanInputController pInputs)
enum EFightLogicCooldownCategory EVADE_COOLDOWN
cooldown timers settings
bool IsBehindEntity(int angle, DayZPlayer source, Object target)
DEPRECATED - moved into DayZPlayerImplementMeleeCombat.
bool EvaluateFinisherAttack(InventoryItem weapon, Object target)
Check and evaluate stealth kill, if applicable.
string DetermineFinisherAmmo(int finisher_type)
Picks a specific finisher ammo fot the hit type. This gets synchronized and guides further behaviour ...
void DayZPlayerMeleeFightLogic_LightHeavy(DayZPlayerImplement player)
bool IsHitTypeFinisher(int type)
DEPRECATED.
const float CLOSE_TARGET_DISTANCE
void EvaluateHit_NonAlignableObjects(InventoryItem weapon, Object target)
void SetBlock(bool block)
ref map< int, ref Timer > m_CooldownTimers
bool HandleInitialFirearmMelee(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)
NOTE: Only singular (or first) hits, combo attacks are handled in combo.
int DetermineFinisherAnimation(int finisher_type)
Picks a specific finisher animation. Not used for mounted bayonet stabs.
void GetTargetData(out EntityAI target, out EMeleeTargetType targetType)
bool HandleFightLogic(int pCurrentCommandID, HumanInputController pInputs, EntityAI pEntityInHands, HumanMovementState pMovementState, out bool pContinueAttack)
bool HandleSprintAttack(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)
sprint attack in erc stance
bool DummyHitSelector(EMeleeHitType hitType, out string ammoType)
evaluation of hit player vs. player
void EvaluateHit_Infected(InventoryItem weapon, Object target)
float GetAttackTypeByDistanceToTarget(EntityAI pTarget, EMeleeTargetType pTargetType=EMeleeTargetType.ALIGNABLE)
const string DUMMY_HEAVY_AMMO
void EvaluateHit(InventoryItem weapon)
bool HandleComboHit(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)
combo hits - when we are already in Melee command and clicking UseButton
bool m_WasPreviousHitProcessed
EMeleeHitType GetAttackTypeByWeaponAttachments(EntityAI pEntity)
bool WeaponDestroyedCheck(InventoryItem weapon, out string ammo)
const string DUMMY_LIGHT_AMMO
dummy ammo types
void ResetCooldown(EFightLogicCooldownCategory cooldownCategory)
void EvaluateHit_Common(InventoryItem weapon, Object target, bool forcedDummy=false, int forcedWeaponMode=-1)
bool HandleInitialMeleeErc(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)
First attack in raised erc (light or heavy if modifier is used). Also added support for finishers.
void DayZPlayerUtils()
cannot be instantiated
class BoxCollidingParams component
ComponentInfo for BoxCollidingResult.
void SetCooldown(float val)
do not process rotations !
void DepleteStamina(EStaminaModifiers modifier, float dT=-1)
bool CanConsumeStamina(EStaminaConsumers consumer)
Implementations only! - used on PlayerBase.
DayZPlayerImplementMeleeCombat GetMeleeCombat()
static const int HIT_TYPE_FINISHER
static const int HIT_TYPE_FINISHER_NECK
HumanInventory... with FSM (synchronous, no anims)
static const float BROKEN_LEGS_LIGHT_MELEE_SHOCK
static const float BROKEN_LEGS_HEAVY_MELEE_SHOCK
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
const float PVP_MAX_BLOCKABLE_ANGLE
static proto float AngleFromPosition(vector origin, vector originDir, vector target)
Angle that a target is from the direction of an origin.
static proto float SqrFloat(float f)
Returns squared value.
static const float RAD2DEG
static proto float AbsFloat(float f)
Returns absolute value.
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
proto native int GetCurrentHitType()