DayZ 1.24
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EmoteClasses.c File Reference

Go to the source code of this file.

Classes

class  EmoteBase
 

Functions

class EmoteGreeting extends EmoteBase EmoteSOS ()
 
void EmoteGreeting ()
 
class EmoteHeart extends EmoteBase EmoteTaunt ()
 
void EmoteHeart ()
 
class EmoteLyingDown extends EmoteBase EmoteTauntKiss ()
 
void EmoteLyingDown ()
 
override bool EmoteCondition (int stancemask)
 
class EmotePoint extends EmoteBase EmoteTauntElbow ()
 
void EmotePoint ()
 
class EmoteThumb extends EmoteBase EmoteThumbDown ()
 
void EmoteThumb ()
 
class EmoteThroat extends EmoteBase EmoteDance ()
 
void EmoteThroat ()
 
class EmoteSalute extends EmoteBase EmoteTimeout ()
 
void EmoteSalute ()
 
class EmoteDabbing extends EmoteBase EmoteFacepalm ()
 
void EmoteDabbing ()
 
class EmoteClap extends EmoteBase EmoteSilent ()
 
void EmoteClap ()
 
class EmoteWatching extends EmoteBase EmoteHold ()
 
void EmoteWatching ()
 
class EmoteListening extends EmoteBase EmotePointSelf ()
 
void EmoteListening ()
 
class EmoteLookAtMe extends EmoteBase EmoteTauntThink ()
 
void EmoteLookAtMe ()
 
class EmoteMove extends EmoteBase EmoteGetDown ()
 
void EmoteMove ()
 
class EmoteCome extends EmoteBase EmoteSurrender ()
 
void EmoteCome ()
 
override bool DetermineOverride (out int callback_ID, out int stancemask, out bool is_fullbody)
 
override bool EmoteStartOverride (typename callbacktype, int id, int mask, bool fullbody)
 
class EmoteCampfireSit extends EmoteBase EmoteSitA ()
 
void EmoteCampfireSit ()
 
class EmoteSitB extends EmoteBase EmoteRPSRandom ()
 
void EmoteSitB ()
 
class EmoteRPSRock extends EmoteBase EmoteRPSPaper ()
 
void EmoteRPSRock ()
 
class EmoteRPSScisors extends EmoteBase EmoteNod ()
 
void EmoteRPSScisors ()
 
class EmoteShake extends EmoteBase EmoteShrug ()
 
void EmoteShake ()
 
class EmoteSuicide extends EmoteBase EmoteVomit ()
 
void EmoteSuicide ()
 
override bool CanBeCanceledNormally (notnull EmoteCB callback)
 
override void OnBeforeStandardCallbackCreated (int callback_ID, int stancemask, bool is_fullbody)
 
override void OnCallbackEnd ()
 

Variables

const float WATER_DEPTH = 0.15
 

Function Documentation

◆ CanBeCanceledNormally()

override bool EmoteVomit::CanBeCanceledNormally ( notnull EmoteCB callback)

Definition at line 791 of file EmoteClasses.c.

◆ DetermineOverride()

override bool DetermineOverride ( out int callback_ID,
out int stancemask,
out bool is_fullbody )

Definition at line 407 of file EmoteClasses.c.

408 {
409 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
410 return true;
411 }
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

◆ EmoteCampfireSit()

void EmoteSitA::EmoteCampfireSit ( )

Definition at line 445 of file EmoteClasses.c.

445 {
447 m_InputActionName = "EmoteSitA";
448 m_StanceMaskAdditive = 0;
449 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
450 m_AdditiveCallbackUID = 0;
451 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
452 m_HideItemInHands = false;
453 }
454}
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
const int ID_EMOTE_SITA
Definition constants.c:363

References EmoteConstants::ID_EMOTE_SITA, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteClap()

void EmoteSilent::EmoteClap ( )

Definition at line 260 of file EmoteClasses.c.

260 {
262 m_InputActionName = "EmoteSilent";
263 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
264 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
265 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
266 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
267 m_HideItemInHands = false;
268 }
269}
const int ID_EMOTE_SILENT
Definition constants.c:371

References EmoteConstants::ID_EMOTE_SILENT, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteCome()

void EmoteSurrender::EmoteCome ( )

Definition at line 401 of file EmoteClasses.c.

401 {
403 m_InputActionName = "EmoteSurrender";
404 m_HideItemInHands = false;
405 }
406
407 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
408 {
409 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
410 return true;
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
const int ID_EMOTE_SURRENDER
Definition constants.c:389

References EmoteConstants::ID_EMOTE_SURRENDER, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteCondition()

override bool EmoteCondition ( int stancemask)
protected

Definition at line 96 of file EmoteClasses.c.

96{
97 void EmotePoint()
98 {
100 m_InputActionName = "EmotePoint";
101 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
102 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
void EmotePoint()
const int ID_EMOTE_POINT
Definition constants.c:370

◆ EmoteDabbing()

void EmoteFacepalm::EmoteDabbing ( )

Definition at line 232 of file EmoteClasses.c.

232 {
234 m_InputActionName = "EmoteFacepalm";
235 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
236 m_StanceMaskFullbody = 0;
237 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
238 m_FullbodyCallbackUID = 0;
239 m_HideItemInHands = false;
240 }
241}
const int ID_EMOTE_FACEPALM
Definition constants.c:356

References EmoteConstants::ID_EMOTE_FACEPALM, and m_ID.

◆ EmoteDance()

Definition at line 151 of file EmoteClasses.c.

168 {
170 m_InputActionName = "EmoteDance";
171 m_StanceMaskAdditive = 0;
172 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
173 m_AdditiveCallbackUID = 0;
174 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
175 m_HideItemInHands = true;
176 }
const int ID_EMOTE_DANCE
Definition constants.c:361

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteFacepalm()

class EmoteDabbing extends EmoteBase EmoteFacepalm ( )

Definition at line 215 of file EmoteClasses.c.

232 {
234 m_InputActionName = "EmoteFacepalm";
235 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
236 m_StanceMaskFullbody = 0;
237 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
238 m_FullbodyCallbackUID = 0;
239 m_HideItemInHands = false;
240 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteGetDown()

class EmoteMove extends EmoteBase EmoteGetDown ( )

Definition at line 355 of file EmoteClasses.c.

372 {
374 m_InputActionName = "EmoteGetDown";
375 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
376 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
377 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
378 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
379 m_HideItemInHands = false;
380 }
const int ID_EMOTE_DOWN
Definition constants.c:381

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteGreeting()

void EmoteSOS::EmoteGreeting ( )

Definition at line 19 of file EmoteClasses.c.

19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }
28}
const int ID_EMOTE_SOS
Definition constants.c:351

References EmoteConstants::ID_EMOTE_SOS, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteHeart()

void EmoteTaunt::EmoteHeart ( )

Definition at line 47 of file EmoteClasses.c.

47 {
49 m_InputActionName = "EmoteTaunt";
50 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
51 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
52 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
53 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
54 m_HideItemInHands = false;
55 }
56}
const int ID_EMOTE_TAUNT
Definition constants.c:353

References EmoteConstants::ID_EMOTE_TAUNT, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteHold()

Definition at line 271 of file EmoteClasses.c.

288 {
290 m_InputActionName = "EmoteHold";
291 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
292 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
293 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
294 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
295 m_HideItemInHands = false;
296 }
const int ID_EMOTE_HOLD
Definition constants.c:375

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteListening()

void EmotePointSelf::EmoteListening ( )

Definition at line 316 of file EmoteClasses.c.

316 {
318 m_InputActionName = "EmotePointSelf";
319 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
320 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
321 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
322 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
323 m_HideItemInHands = false;
324 }
325}
const int ID_EMOTE_POINTSELF
Definition constants.c:377

References EmoteConstants::ID_EMOTE_POINTSELF, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteLookAtMe()

void EmoteTauntThink::EmoteLookAtMe ( )

Definition at line 344 of file EmoteClasses.c.

344 {
346 m_InputActionName = "EmoteTauntThink";
347 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
349 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
351 m_HideItemInHands = false;
352 }
353}
const int ID_EMOTE_TAUNTTHINK
Definition constants.c:379

References EmoteConstants::ID_EMOTE_TAUNTTHINK, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteLyingDown()

void EmoteTauntKiss::EmoteLyingDown ( )
protected

Definition at line 85 of file EmoteClasses.c.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteMove()

void EmoteGetDown::EmoteMove ( )

Definition at line 372 of file EmoteClasses.c.

372 {
374 m_InputActionName = "EmoteGetDown";
375 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
376 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
377 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
378 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
379 m_HideItemInHands = false;
380 }
381}

References EmoteConstants::ID_EMOTE_DOWN, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteNod()

Definition at line 512 of file EmoteClasses.c.

529 {
531 m_InputActionName = "EmoteNod";
532 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
533 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
534 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
535 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
536 m_HideItemInHands = false;
537 }
const int ID_EMOTE_NOD
Definition constants.c:386

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmotePoint()

void EmoteTauntElbow::EmotePoint ( )

Definition at line 112 of file EmoteClasses.c.

112 {
114 m_InputActionName = "EmoteTauntElbow";
115 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
116 m_StanceMaskFullbody = 0;
117 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
118 m_FullbodyCallbackUID = 0;
119 m_HideItemInHands = true;
120 }
121}
const int ID_EMOTE_TAUNTELBOW
Definition constants.c:357

References EmoteConstants::ID_EMOTE_TAUNTELBOW, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmotePointSelf()

class EmoteListening extends EmoteBase EmotePointSelf ( )

Definition at line 299 of file EmoteClasses.c.

316 {
318 m_InputActionName = "EmotePointSelf";
319 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
320 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
321 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
322 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
323 m_HideItemInHands = false;
324 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteRPSPaper()

class EmoteRPSRock extends EmoteBase EmoteRPSPaper ( )

Definition at line 484 of file EmoteClasses.c.

501 {
503 m_InputActionName = "EmoteRPSPaper";
504 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
505 m_StanceMaskFullbody = 0;
506 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
507 m_FullbodyCallbackUID = 0;
508 m_HideItemInHands = false;
509 }
const int ID_EMOTE_RPS_P
Definition constants.c:384

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteRPSRandom()

class EmoteSitB extends EmoteBase EmoteRPSRandom ( )

Definition at line 456 of file EmoteClasses.c.

473 {
475 m_InputActionName = "EmoteRPSRandom";
476 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
477 m_StanceMaskFullbody = 0;
478 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
479 m_FullbodyCallbackUID = 0;
480 m_HideItemInHands = false;
481 }
const int ID_EMOTE_RPS
Definition constants.c:373

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteRPSRock()

void EmoteRPSPaper::EmoteRPSRock ( )

Definition at line 501 of file EmoteClasses.c.

501 {
503 m_InputActionName = "EmoteRPSPaper";
504 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
505 m_StanceMaskFullbody = 0;
506 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
507 m_FullbodyCallbackUID = 0;
508 m_HideItemInHands = false;
509 }
510}

References EmoteConstants::ID_EMOTE_RPS_P, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteRPSScisors()

void EmoteNod::EmoteRPSScisors ( )

Definition at line 529 of file EmoteClasses.c.

529 {
531 m_InputActionName = "EmoteNod";
532 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
533 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
534 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
535 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
536 m_HideItemInHands = false;
537 }
538}

References EmoteConstants::ID_EMOTE_NOD, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteSalute()

void EmoteTimeout::EmoteSalute ( )

Definition at line 204 of file EmoteClasses.c.

204 {
206 m_InputActionName = "EmoteTimeout";
207 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
208 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
209 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
210 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
211 m_HideItemInHands = true;
212 }
213}
const int ID_EMOTE_TIMEOUT
Definition constants.c:368

References EmoteConstants::ID_EMOTE_TIMEOUT, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteShake()

void EmoteShrug::EmoteShake ( )

Definition at line 557 of file EmoteClasses.c.

557 {
559 m_InputActionName = "EmoteShrug";
560 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
561 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
562 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
563 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
564 m_HideItemInHands = false;
565 }
566}
const int ID_EMOTE_SHRUG
Definition constants.c:388

References EmoteConstants::ID_EMOTE_SHRUG, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteShrug()

Definition at line 540 of file EmoteClasses.c.

557 {
559 m_InputActionName = "EmoteShrug";
560 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
561 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
562 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
563 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
564 m_HideItemInHands = false;
565 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteSilent()

class EmoteClap extends EmoteBase EmoteSilent ( )

Definition at line 243 of file EmoteClasses.c.

260 {
262 m_InputActionName = "EmoteSilent";
263 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
264 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
265 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
266 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
267 m_HideItemInHands = false;
268 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteSitA()

Definition at line 428 of file EmoteClasses.c.

445 {
447 m_InputActionName = "EmoteSitA";
448 m_StanceMaskAdditive = 0;
449 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
450 m_AdditiveCallbackUID = 0;
451 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
452 m_HideItemInHands = false;
453 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteSitB()

void EmoteRPSRandom::EmoteSitB ( )

Definition at line 473 of file EmoteClasses.c.

473 {
475 m_InputActionName = "EmoteRPSRandom";
476 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
477 m_StanceMaskFullbody = 0;
478 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
479 m_FullbodyCallbackUID = 0;
480 m_HideItemInHands = false;
481 }
482}

References EmoteConstants::ID_EMOTE_RPS, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteSOS()

Definition at line 2 of file EmoteClasses.c.

19 {
21 m_InputActionName = "EmoteSOS";
22 m_StanceMaskAdditive = 0;
23 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
24 m_AdditiveCallbackUID = 0;
25 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
26 m_HideItemInHands = true;
27 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteStartOverride()

override bool EmoteStartOverride ( typename callbacktype ,
int id,
int mask,
bool fullbody )

Definition at line 413 of file EmoteClasses.c.

414 {
415 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
416 if (!surrendered)
417 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
418 else
419 {
420 if (m_Player.GetItemInHands())
421 m_Player.GetItemInHands().DeleteSafe();
422 }
423
424 return true;
425 }
DayZPlayer m_Player
Definition Hand_Events.c:42

References m_Player.

◆ EmoteSuicide()

void EmoteVomit::EmoteSuicide ( )

Definition at line 694 of file EmoteClasses.c.

694 {
696 m_InputActionName = "EmoteVomit";
697 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
698 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
699 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
700 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
701 m_HideItemInHands = false;
702 }
703
const int ID_EMOTE_VOMIT
Definition constants.c:390

References EmoteConstants::ID_EMOTE_VOMIT, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteSurrender()

class EmoteCome extends EmoteBase EmoteSurrender ( )

Definition at line 383 of file EmoteClasses.c.

401 {
403 m_InputActionName = "EmoteSurrender";
404 m_HideItemInHands = false;
405 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteTaunt()

Definition at line 30 of file EmoteClasses.c.

47 {
49 m_InputActionName = "EmoteTaunt";
50 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
51 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
52 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
53 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
54 m_HideItemInHands = false;
55 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteTauntElbow()

class EmotePoint extends EmoteBase EmoteTauntElbow ( )

Definition at line 95 of file EmoteClasses.c.

112 {
114 m_InputActionName = "EmoteTauntElbow";
115 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
116 m_StanceMaskFullbody = 0;
117 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
118 m_FullbodyCallbackUID = 0;
119 m_HideItemInHands = true;
120 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteTauntKiss()

class EmoteLyingDown extends EmoteBase EmoteTauntKiss ( )

Definition at line 58 of file EmoteClasses.c.

84 {
86 m_InputActionName = "EmoteTauntKiss";
87 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
88 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
89 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
90 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
91 m_HideItemInHands = false;
92 }
const int ID_EMOTE_TAUNTKISS
Definition constants.c:355

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteTauntThink()

class EmoteLookAtMe extends EmoteBase EmoteTauntThink ( )

Definition at line 327 of file EmoteClasses.c.

344 {
346 m_InputActionName = "EmoteTauntThink";
347 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
348 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
349 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
350 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
351 m_HideItemInHands = false;
352 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteThroat()

void EmoteDance::EmoteThroat ( )

Definition at line 168 of file EmoteClasses.c.

168 {
170 m_InputActionName = "EmoteDance";
171 m_StanceMaskAdditive = 0;
172 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
173 m_AdditiveCallbackUID = 0;
174 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
175 m_HideItemInHands = true;
176 }
177

References EmoteConstants::ID_EMOTE_DANCE, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteThumb()

void EmoteThumbDown::EmoteThumb ( )

Definition at line 140 of file EmoteClasses.c.

140 {
142 m_InputActionName = "EmoteThumbDown";
143 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
144 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
145 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
146 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
147 m_HideItemInHands = false;
148 }
149}
const int ID_EMOTE_THUMBDOWN
Definition constants.c:365

References EmoteConstants::ID_EMOTE_THUMBDOWN, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteThumbDown()

class EmoteThumb extends EmoteBase EmoteThumbDown ( )

Definition at line 123 of file EmoteClasses.c.

140 {
142 m_InputActionName = "EmoteThumbDown";
143 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
144 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
145 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
146 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
147 m_HideItemInHands = false;
148 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteTimeout()

class EmoteSalute extends EmoteBase EmoteTimeout ( )

Definition at line 187 of file EmoteClasses.c.

204 {
206 m_InputActionName = "EmoteTimeout";
207 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
208 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
209 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
210 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
211 m_HideItemInHands = true;
212 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteVomit()

Definition at line 568 of file EmoteClasses.c.

694 {
696 m_InputActionName = "EmoteVomit";
697 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
698 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
699 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
700 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
701 m_HideItemInHands = false;
702 }

Referenced by EmoteConstructor::RegisterEmotes().

◆ EmoteWatching()

void EmoteHold::EmoteWatching ( )

Definition at line 288 of file EmoteClasses.c.

288 {
290 m_InputActionName = "EmoteHold";
291 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
292 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
293 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
294 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
295 m_HideItemInHands = false;
296 }
297}

References EmoteConstants::ID_EMOTE_HOLD, and m_ID.

Referenced by EmoteConstructor::RegisterEmotes().

◆ OnBeforeStandardCallbackCreated()

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

Definition at line 800 of file EmoteClasses.c.

802{
803 void EmoteGreeting()
804 {
806 m_InputActionName = "EmoteGreeting";
807 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
808 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
809 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
810 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
811 m_HideItemInHands = false;
812 }
813}
814
815class EmoteSOS extends EmoteBase
816{
817 void EmoteSOS()
818 {
820 m_InputActionName = "EmoteSOS";
821 m_StanceMaskAdditive = 0;
822 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
823 m_AdditiveCallbackUID = 0;
824 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
825 m_HideItemInHands = true;
826 }
827}
828
829class EmoteHeart extends EmoteBase
830{
831 void EmoteHeart()
832 {
834 m_InputActionName = "EmoteHeart";
835 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
836 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
837 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
838 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
839 m_HideItemInHands = true;
840 }
841}
842
843class EmoteTaunt extends EmoteBase
844{
845 void EmoteTaunt()
846 {
848 m_InputActionName = "EmoteTaunt";
849 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
850 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
851 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
852 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
853 m_HideItemInHands = false;
854 }
855}
856
857class EmoteLyingDown extends EmoteBase
858{
859 protected const float WATER_DEPTH = 0.15;
860 void EmoteLyingDown()
861 {
863 m_InputActionName = "EmoteLyingDown";
864 m_StanceMaskAdditive = 0;
865 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
866 m_AdditiveCallbackUID = 0;
867 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
868 m_HideItemInHands = true;
869 }
870
871 override bool EmoteCondition(int stancemask)
872 {
873 vector water_info = HumanCommandSwim.WaterLevelCheck(m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9));
874 if (water_info[0] < WATER_DEPTH) //is player able to lay down without "drowning"?
875 return true;
876 return false;
877 }
878}
879
880class EmoteTauntKiss extends EmoteBase
881{
882 void EmoteTauntKiss()
883 {
885 m_InputActionName = "EmoteTauntKiss";
886 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
887 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
888 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
889 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
890 m_HideItemInHands = false;
891 }
892}
893
894class EmotePoint extends EmoteBase
895{
896 void EmotePoint()
897 {
899 m_InputActionName = "EmotePoint";
900 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
901 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
902 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
903 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
904 m_HideItemInHands = false;
905 }
906}
907
908class EmoteTauntElbow extends EmoteBase
909{
910 void EmoteTauntElbow()
911 {
913 m_InputActionName = "EmoteTauntElbow";
914 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
915 m_StanceMaskFullbody = 0;
916 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
917 m_FullbodyCallbackUID = 0;
918 m_HideItemInHands = true;
919 }
920}
921
922class EmoteThumb extends EmoteBase
923{
924 void EmoteThumb()
925 {
927 m_InputActionName = "EmoteThumb";
928 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
929 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
930 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
931 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
932 m_HideItemInHands = false;
933 }
934}
935
936class EmoteThumbDown extends EmoteBase
937{
938 void EmoteThumbDown()
939 {
941 m_InputActionName = "EmoteThumbDown";
942 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
943 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
944 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
945 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
946 m_HideItemInHands = false;
947 }
948}
949
950class EmoteThroat extends EmoteBase
951{
952 void EmoteThroat()
953 {
955 m_InputActionName = "EmoteThroat";
956 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
957 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
958 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
959 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
960 m_HideItemInHands = false;
961 }
962}
963
964class EmoteDance extends EmoteBase
965{
966 void EmoteDance()
967 {
969 m_InputActionName = "EmoteDance";
970 m_StanceMaskAdditive = 0;
971 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
972 m_AdditiveCallbackUID = 0;
973 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
974 m_HideItemInHands = true;
975 }
976
977 override bool EmoteCondition(int stancemask)
978 {
979 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
980 return false;
981
982 return true;
983 }
984}
985
986class EmoteSalute extends EmoteBase
987{
988 void EmoteSalute()
989 {
991 m_InputActionName = "EmoteSalute";
992 m_StanceMaskAdditive = 0;
993 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
994 m_AdditiveCallbackUID = 0;
995 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
996 m_HideItemInHands = true;
997 }
998}
999
1000class EmoteTimeout extends EmoteBase
1001{
1002 void EmoteTimeout()
1003 {
1005 m_InputActionName = "EmoteTimeout";
1006 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1007 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1008 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1009 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1010 m_HideItemInHands = true;
1011 }
1012}
1013
1014class EmoteDabbing extends EmoteBase
1015{
1016 void EmoteDabbing()
1017 {
1019 //m_InputActionName = "EmoteDabbing";
1020 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1021 m_StanceMaskFullbody = 0;
1022 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1023 m_FullbodyCallbackUID = 0;
1024 m_HideItemInHands = true;
1025 }
1026}
1027
1028class EmoteFacepalm extends EmoteBase
1029{
1030 void EmoteFacepalm()
1031 {
1033 m_InputActionName = "EmoteFacepalm";
1034 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1035 m_StanceMaskFullbody = 0;
1036 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1037 m_FullbodyCallbackUID = 0;
1038 m_HideItemInHands = false;
1039 }
1040}
1041
1042class EmoteClap extends EmoteBase
1043{
1044 void EmoteClap()
1045 {
1047 m_InputActionName = "EmoteClap";
1048 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1049 m_StanceMaskFullbody = 0;
1050 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1051 m_FullbodyCallbackUID = 0;
1052 m_HideItemInHands = true;
1053 }
1054}
1055
1056class EmoteSilent extends EmoteBase
1057{
1058 void EmoteSilent()
1059 {
1061 m_InputActionName = "EmoteSilent";
1062 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1063 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1064 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1065 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1066 m_HideItemInHands = false;
1067 }
1068}
1069
1070class EmoteWatching extends EmoteBase
1071{
1072 void EmoteWatching()
1073 {
1075 m_InputActionName = "EmoteWatching";
1076 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1077 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1078 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1079 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1080 m_HideItemInHands = false;
1081 }
1082}
1083
1084class EmoteHold extends EmoteBase
1085{
1086 void EmoteHold()
1087 {
1089 m_InputActionName = "EmoteHold";
1090 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1091 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1092 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1093 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1094 m_HideItemInHands = false;
1095 }
1096}
1097
1098class EmoteListening extends EmoteBase
1099{
1100 void EmoteListening()
1101 {
1103 m_InputActionName = "EmoteListening";
1104 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1105 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1106 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1107 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1108 m_HideItemInHands = false;
1109 }
1110}
1111
1112class EmotePointSelf extends EmoteBase
1113{
1114 void EmotePointSelf()
1115 {
1117 m_InputActionName = "EmotePointSelf";
1118 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1119 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1120 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1121 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1122 m_HideItemInHands = false;
1123 }
1124}
1125
1126class EmoteLookAtMe extends EmoteBase
1127{
1128 void EmoteLookAtMe()
1129 {
1131 m_InputActionName = "EmoteLookAtMe";
1132 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1133 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1134 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1135 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1136 m_HideItemInHands = false;
1137 }
1138}
1139
1140class EmoteTauntThink extends EmoteBase
1141{
1142 void EmoteTauntThink()
1143 {
1145 m_InputActionName = "EmoteTauntThink";
1146 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1147 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1148 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1149 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1150 m_HideItemInHands = false;
1151 }
1152}
1153
1154class EmoteMove extends EmoteBase
1155{
1156 void EmoteMove()
1157 {
1159 m_InputActionName = "EmoteMove";
1160 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1161 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1162 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1163 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1164 m_HideItemInHands = false;
1165 }
1166}
1167
1168class EmoteGetDown extends EmoteBase
1169{
1170 void EmoteGetDown()
1171 {
1173 m_InputActionName = "EmoteGetDown";
1174 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1175 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1176 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1177 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1178 m_HideItemInHands = false;
1179 }
1180}
1181
1182class EmoteCome extends EmoteBase
1183{
1184 void EmoteCome()
1185 {
1187 m_InputActionName = "EmoteCome";
1188 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1189 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1190 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1191 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1192 m_HideItemInHands = false;
1193 }
1194}
1195
1196//Handled directly via EmoteManager!
1197class EmoteSurrender extends EmoteBase
1198{
1199 void EmoteSurrender()
1200 {
1202 m_InputActionName = "EmoteSurrender";
1203 m_HideItemInHands = false;
1204 }
1205
1206 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1207 {
1208 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
1209 return true;
1210 }
1211
1212 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1213 {
1214 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
1215 if (!surrendered)
1216 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
1217 else
1218 {
1219 if (m_Player.GetItemInHands())
1220 m_Player.GetItemInHands().DeleteSafe();
1221 }
1222
1223 return true;
1224 }
1225}
1226
1227class EmoteCampfireSit extends EmoteBase
1228{
1229 void EmoteCampfireSit()
1230 {
1232 m_InputActionName = "EmoteCampfireSit";
1233 m_StanceMaskAdditive = 0;
1234 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1235 m_AdditiveCallbackUID = 0;
1236 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1237 m_HideItemInHands = true;
1238 }
1239}
1240
1241class EmoteSitA extends EmoteBase
1242{
1243 void EmoteSitA()
1244 {
1246 m_InputActionName = "EmoteSitA";
1247 m_StanceMaskAdditive = 0;
1248 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1249 m_AdditiveCallbackUID = 0;
1250 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1251 m_HideItemInHands = false;
1252 }
1253}
1254
1255class EmoteSitB extends EmoteBase
1256{
1257 void EmoteSitB()
1258 {
1260 m_InputActionName = "EmoteSitB";
1261 m_StanceMaskAdditive = 0;
1262 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1263 m_AdditiveCallbackUID = 0;
1264 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1265 m_HideItemInHands = false;
1266 }
1267}
1268
1269class EmoteRPSRandom extends EmoteBase
1270{
1271 void EmoteRPSRandom()
1272 {
1274 m_InputActionName = "EmoteRPSRandom";
1275 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1276 m_StanceMaskFullbody = 0;
1277 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1278 m_FullbodyCallbackUID = 0;
1279 m_HideItemInHands = false;
1280 }
1281}
1282
1283class EmoteRPSRock extends EmoteBase
1284{
1285 void EmoteRPSRock()
1286 {
1288 m_InputActionName = "EmoteRPSRock";
1289 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1290 m_StanceMaskFullbody = 0;
1291 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1292 m_FullbodyCallbackUID = 0;
1293 m_HideItemInHands = false;
1294 }
1295}
1296
1297class EmoteRPSPaper extends EmoteBase
1298{
1299 void EmoteRPSPaper()
1300 {
1302 m_InputActionName = "EmoteRPSPaper";
1303 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1304 m_StanceMaskFullbody = 0;
1305 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1306 m_FullbodyCallbackUID = 0;
1307 m_HideItemInHands = false;
1308 }
1309}
1310
1311class EmoteRPSScisors extends EmoteBase
1312{
1313 void EmoteRPSScisors()
1314 {
1316 m_InputActionName = "EmoteRPSScisors";
1317 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1318 m_StanceMaskFullbody = 0;
1319 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1320 m_FullbodyCallbackUID = 0;
1321 m_HideItemInHands = false;
1322 }
1323}
1324
1325class EmoteNod extends EmoteBase
1326{
1327 void EmoteNod()
1328 {
1330 m_InputActionName = "EmoteNod";
1331 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1332 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1333 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1334 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1335 m_HideItemInHands = false;
1336 }
1337}
1338
1339class EmoteShake extends EmoteBase
1340{
1341 void EmoteShake()
1342 {
1344 m_InputActionName = "EmoteShake";
1345 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1346 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1347 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1348 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1349 m_HideItemInHands = false;
1350 }
1351}
1352
1353class EmoteShrug extends EmoteBase
1354{
1355 void EmoteShrug()
1356 {
1358 m_InputActionName = "EmoteShrug";
1359 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1360 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1361 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1362 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1363 m_HideItemInHands = false;
1364 }
1365}
1366
1367class EmoteSuicide extends EmoteBase
1368{
1369 void EmoteSuicide()
1370 {
1372 m_InputActionName = "EmoteSuicide";
1373 m_StanceMaskAdditive = 0;
1374 m_StanceMaskFullbody = 0;
1375 m_AdditiveCallbackUID = 0;
1376 m_FullbodyCallbackUID = 0;
1377 m_HideItemInHands = false;
1378 }
1379
1380 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1381 {
1382 is_fullbody = true;
1383 callback_ID = -1;
1384 stancemask = 0;
1385 string suicideStr;
1387 weapon = m_Player.GetItemInHands();
1388 if (weapon)
1389 {
1390 if (weapon.ConfigIsExisting("suicideAnim"))
1391 suicideStr = weapon.ConfigGetString("suicideAnim");
1392
1393 if (weapon.IsKindOf("Pistol_Base"))
1394 {
1395 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1396 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1397 //m_Player.OverrideShootFromCamera(false);
1398 }
1399 else if (Weapon_Base.Cast(weapon)) //long firearms
1400 {
1401 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1402 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1403 //m_Player.OverrideShootFromCamera(false);
1404 }
1405 else
1406 {
1407 switch (suicideStr)
1408 {
1409 case "onehanded":
1410 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1411 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1412 break;
1413
1414 case "fireaxe":
1415 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1416 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1417 break;
1418
1419 case "pitchfork":
1420 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1421 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1422 break;
1423
1424 case "sword":
1425 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1426 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1427 break;
1428
1429 case "spear":
1430 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1431 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1432 break;
1433
1434 case "woodaxe":
1435 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1436 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1437 break;
1438
1439 case "sickle":
1440 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1441 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1442 break;
1443
1444 case "hoe":
1445 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1446 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1447 break;
1448 }
1449 }
1450 }
1451 if (callback_ID > -1)
1452 return true;
1453 return false;
1454 }
1455
1456 override bool EmoteCondition(int stancemask)
1457 {
1458 ItemBase itemInHands = m_Player.GetItemInHands();
1459
1460 if (!itemInHands.CanBeUsedForSuicide())
1461 return false;
1462
1463 return super.EmoteCondition(stancemask);
1464 }
1465
1467 {
1468 int state = callback.GetState();
1469 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1470 return false;
1471
1472 return super.CanBeCanceledNormally(callback);;
1473 }
1474
1476 {
1477 if (callback_ID > -1)
1478 {
1479 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1481 }
1482 }
1483
1484 override void OnCallbackEnd()
1485 {
1486 m_Player.SetSuicide(false);
1487 }
1488}
1489
1490class EmoteVomit extends EmoteBase
1491{
1492 void EmoteVomit()
1493 {
1495 m_InputActionName = "EmoteVomit";
1496 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1497 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1498 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1499 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1500 m_HideItemInHands = false;
1501 }
1502
1503 override bool EmoteCondition(int stancemask)
1504 {
1505 return DayZPlayerUtils.PlayerCanChangeStance(m_Player, DayZPlayerConstants.STANCEIDX_CROUCH);
1506 }
1507
1508 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1509 {
1510 if (m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
1511 {
1512 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1513
1514 if (symptom)
1515 symptom.SetDuration(Math.RandomIntInclusive(4, 8));
1516 }
1517
1518 m_Player.GetEmoteManager().SetEmoteLockState(false);
1519
1520 return true;
1521 }
1522}
void DayZPlayerUtils()
cannot be instantiated
eBrokenLegs
Definition EBrokenLegs.c:2
class EmoteWatching extends EmoteBase EmoteHold()
class EmoteLyingDown extends EmoteBase EmoteTauntKiss()
class EmoteClap extends EmoteBase EmoteSilent()
class EmoteShake extends EmoteBase EmoteShrug()
class EmoteListening extends EmoteBase EmotePointSelf()
void EmoteGreeting()
const float WATER_DEPTH
class EmoteSitB extends EmoteBase EmoteRPSRandom()
class EmoteMove extends EmoteBase EmoteGetDown()
class EmoteRPSRock extends EmoteBase EmoteRPSPaper()
void EmoteWatching()
class EmoteHeart extends EmoteBase EmoteTaunt()
class EmoteSalute extends EmoteBase EmoteTimeout()
class EmoteRPSScisors extends EmoteBase EmoteNod()
class EmoteSuicide extends EmoteBase EmoteVomit()
void EmoteLookAtMe()
void EmoteThroat()
void EmoteSuicide()
class EmoteThroat extends EmoteBase EmoteDance()
void EmoteLyingDown()
class EmotePoint extends EmoteBase EmoteTauntElbow()
class EmoteGreeting extends EmoteBase EmoteSOS()
void EmoteDabbing()
void EmoteSitB()
class EmoteLookAtMe extends EmoteBase EmoteTauntThink()
void EmoteCampfireSit()
void EmoteMove()
void EmoteCome()
void EmoteHeart()
void EmoteSalute()
void EmoteRPSScisors()
void EmoteRPSRock()
void EmoteThumb()
void EmoteListening()
class EmoteThumb extends EmoteBase EmoteThumbDown()
void EmoteClap()
void EmoteShake()
class EmoteDabbing extends EmoteBase EmoteFacepalm()
class EmoteCampfireSit extends EmoteBase EmoteSitA()
class EmoteCome extends EmoteBase EmoteSurrender()
void OverrideShootFromCamera(bool pState)
void SetSuicide(bool state)
void OnCallbackEnd()
void EmoteThumb()
bool CanBeCanceledNormally(notnull EmoteCB callback)
Definition EmoteBase.c:17
bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
Definition EmoteBase.c:39
void EmoteLookAtMe()
void EmoteListening()
void EmoteRPSScisors()
void EmoteSuicide()
void EmotePoint()
void EmoteClap()
void EmoteSalute()
void EmoteCampfireSit()
void EmoteCome()
void EmoteLyingDown()
void EmoteRPSRock()
void EmoteSitB()
void EmoteDabbing()
void EmoteWatching()
void EmoteMove()
void EmoteHeart()
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Definition EmoteBase.c:47
void EmoteThroat()
void EmoteShake()
bool EmoteCondition(int stancemask)
Definition EmoteBase.c:12
void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
Definition EnMath.c:7
DayZPlayerInstanceType
defined in C++
proto native CGame GetGame()
const int ID_EMOTE_LOOKATME
Definition constants.c:378
const int ID_EMOTE_CAMPFIRE
Definition constants.c:362
const int ID_EMOTE_CLAP
Definition constants.c:369
const int ID_EMOTE_THUMB
Definition constants.c:358
const int ID_EMOTE_MOVE
Definition constants.c:380
const int ID_EMOTE_SHAKE
Definition constants.c:387
const int ID_EMOTE_LISTENING
Definition constants.c:376
const int ID_EMOTE_WATCHING
Definition constants.c:374
const int ID_EMOTE_RPS_S
Definition constants.c:385
const int ID_EMOTE_GREETING
Definition constants.c:350
const int ID_EMOTE_THROAT
Definition constants.c:359
const int ID_EMOTE_SUICIDE
Definition constants.c:360
const int ID_EMOTE_HEART
Definition constants.c:352
const int ID_EMOTE_COME
Definition constants.c:382
const int ID_EMOTE_RPS_R
Definition constants.c:383
const int ID_EMOTE_SALUTE
Definition constants.c:372
const int ID_EMOTE_SITB
Definition constants.c:364
const int ID_EMOTE_LYINGDOWN
Definition constants.c:354
const int ID_EMOTE_DABBING
Definition constants.c:367
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54
class HumanCommandLadder HumanCommandSwim()
Definition human.c:669

◆ OnCallbackEnd()

override void EmoteVomit::OnCallbackEnd ( )

Definition at line 809 of file EmoteClasses.c.

811{
812 void EmoteGreeting()
813 {
815 m_InputActionName = "EmoteGreeting";
816 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
817 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
818 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
819 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
820 m_HideItemInHands = false;
821 }
822}
823
824class EmoteSOS extends EmoteBase
825{
826 void EmoteSOS()
827 {
829 m_InputActionName = "EmoteSOS";
830 m_StanceMaskAdditive = 0;
831 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
832 m_AdditiveCallbackUID = 0;
833 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SOS;
834 m_HideItemInHands = true;
835 }
836}
837
838class EmoteHeart extends EmoteBase
839{
840 void EmoteHeart()
841 {
843 m_InputActionName = "EmoteHeart";
844 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
845 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
846 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
847 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
848 m_HideItemInHands = true;
849 }
850}
851
852class EmoteTaunt extends EmoteBase
853{
854 void EmoteTaunt()
855 {
857 m_InputActionName = "EmoteTaunt";
858 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
859 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
860 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNT;
861 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNT;
862 m_HideItemInHands = false;
863 }
864}
865
866class EmoteLyingDown extends EmoteBase
867{
868 protected const float WATER_DEPTH = 0.15;
869 void EmoteLyingDown()
870 {
872 m_InputActionName = "EmoteLyingDown";
873 m_StanceMaskAdditive = 0;
874 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
875 m_AdditiveCallbackUID = 0;
876 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
877 m_HideItemInHands = true;
878 }
879
880 override bool EmoteCondition(int stancemask)
881 {
882 vector water_info = HumanCommandSwim.WaterLevelCheck(m_Player, m_Player.GetPosition() - (m_Player.GetDirection() * 0.9));
883 if (water_info[0] < WATER_DEPTH) //is player able to lay down without "drowning"?
884 return true;
885 return false;
886 }
887}
888
889class EmoteTauntKiss extends EmoteBase
890{
891 void EmoteTauntKiss()
892 {
894 m_InputActionName = "EmoteTauntKiss";
895 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
896 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
897 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS;
898 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTKISS;
899 m_HideItemInHands = false;
900 }
901}
902
903class EmotePoint extends EmoteBase
904{
905 void EmotePoint()
906 {
908 m_InputActionName = "EmotePoint";
909 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
910 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
911 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINT;
912 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINT;
913 m_HideItemInHands = false;
914 }
915}
916
917class EmoteTauntElbow extends EmoteBase
918{
919 void EmoteTauntElbow()
920 {
922 m_InputActionName = "EmoteTauntElbow";
923 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
924 m_StanceMaskFullbody = 0;
925 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW;
926 m_FullbodyCallbackUID = 0;
927 m_HideItemInHands = true;
928 }
929}
930
931class EmoteThumb extends EmoteBase
932{
933 void EmoteThumb()
934 {
936 m_InputActionName = "EmoteThumb";
937 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
938 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
939 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMB;
940 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMB;
941 m_HideItemInHands = false;
942 }
943}
944
945class EmoteThumbDown extends EmoteBase
946{
947 void EmoteThumbDown()
948 {
950 m_InputActionName = "EmoteThumbDown";
951 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
952 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
953 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THUMBDOWN;
954 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THUMBDOWN;
955 m_HideItemInHands = false;
956 }
957}
958
959class EmoteThroat extends EmoteBase
960{
961 void EmoteThroat()
962 {
964 m_InputActionName = "EmoteThroat";
965 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
966 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
967 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_THROAT;
968 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_THROAT;
969 m_HideItemInHands = false;
970 }
971}
972
973class EmoteDance extends EmoteBase
974{
975 void EmoteDance()
976 {
978 m_InputActionName = "EmoteDance";
979 m_StanceMaskAdditive = 0;
980 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
981 m_AdditiveCallbackUID = 0;
982 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DANCE;
983 m_HideItemInHands = true;
984 }
985
986 override bool EmoteCondition(int stancemask)
987 {
988 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
989 return false;
990
991 return true;
992 }
993}
994
995class EmoteSalute extends EmoteBase
996{
997 void EmoteSalute()
998 {
1000 m_InputActionName = "EmoteSalute";
1001 m_StanceMaskAdditive = 0;
1002 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
1003 m_AdditiveCallbackUID = 0;
1004 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
1005 m_HideItemInHands = true;
1006 }
1007}
1008
1009class EmoteTimeout extends EmoteBase
1010{
1011 void EmoteTimeout()
1012 {
1014 m_InputActionName = "EmoteTimeout";
1015 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1016 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1017 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TIMEOUT;
1018 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TIMEOUT;
1019 m_HideItemInHands = true;
1020 }
1021}
1022
1023class EmoteDabbing extends EmoteBase
1024{
1025 void EmoteDabbing()
1026 {
1028 //m_InputActionName = "EmoteDabbing";
1029 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1030 m_StanceMaskFullbody = 0;
1031 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
1032 m_FullbodyCallbackUID = 0;
1033 m_HideItemInHands = true;
1034 }
1035}
1036
1037class EmoteFacepalm extends EmoteBase
1038{
1039 void EmoteFacepalm()
1040 {
1042 m_InputActionName = "EmoteFacepalm";
1043 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1044 m_StanceMaskFullbody = 0;
1045 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_FACEPALM;
1046 m_FullbodyCallbackUID = 0;
1047 m_HideItemInHands = false;
1048 }
1049}
1050
1051class EmoteClap extends EmoteBase
1052{
1053 void EmoteClap()
1054 {
1056 m_InputActionName = "EmoteClap";
1057 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1058 m_StanceMaskFullbody = 0;
1059 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
1060 m_FullbodyCallbackUID = 0;
1061 m_HideItemInHands = true;
1062 }
1063}
1064
1065class EmoteSilent extends EmoteBase
1066{
1067 void EmoteSilent()
1068 {
1070 m_InputActionName = "EmoteSilent";
1071 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1072 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1073 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SILENCE;
1074 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SILENCE;
1075 m_HideItemInHands = false;
1076 }
1077}
1078
1079class EmoteWatching extends EmoteBase
1080{
1081 void EmoteWatching()
1082 {
1084 m_InputActionName = "EmoteWatching";
1085 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1086 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1087 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_WATCHING;
1088 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_WATCHING;
1089 m_HideItemInHands = false;
1090 }
1091}
1092
1093class EmoteHold extends EmoteBase
1094{
1095 void EmoteHold()
1096 {
1098 m_InputActionName = "EmoteHold";
1099 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1100 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1101 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HOLD;
1102 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HOLD;
1103 m_HideItemInHands = false;
1104 }
1105}
1106
1107class EmoteListening extends EmoteBase
1108{
1109 void EmoteListening()
1110 {
1112 m_InputActionName = "EmoteListening";
1113 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1114 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1115 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LISTENING;
1116 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LISTENING;
1117 m_HideItemInHands = false;
1118 }
1119}
1120
1121class EmotePointSelf extends EmoteBase
1122{
1123 void EmotePointSelf()
1124 {
1126 m_InputActionName = "EmotePointSelf";
1127 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1128 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1129 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_POINTSELF;
1130 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_POINTSELF;
1131 m_HideItemInHands = false;
1132 }
1133}
1134
1135class EmoteLookAtMe extends EmoteBase
1136{
1137 void EmoteLookAtMe()
1138 {
1140 m_InputActionName = "EmoteLookAtMe";
1141 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1142 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1143 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_LOOKATME;
1144 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LOOKATME;
1145 m_HideItemInHands = false;
1146 }
1147}
1148
1149class EmoteTauntThink extends EmoteBase
1150{
1151 void EmoteTauntThink()
1152 {
1154 m_InputActionName = "EmoteTauntThink";
1155 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1156 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1157 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_TAUNTTHINK;
1158 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_TAUNTTHINK;
1159 m_HideItemInHands = false;
1160 }
1161}
1162
1163class EmoteMove extends EmoteBase
1164{
1165 void EmoteMove()
1166 {
1168 m_InputActionName = "EmoteMove";
1169 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1170 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1171 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_MOVE;
1172 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_MOVE;
1173 m_HideItemInHands = false;
1174 }
1175}
1176
1177class EmoteGetDown extends EmoteBase
1178{
1179 void EmoteGetDown()
1180 {
1182 m_InputActionName = "EmoteGetDown";
1183 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1184 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1185 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DOWN;
1186 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_DOWN;
1187 m_HideItemInHands = false;
1188 }
1189}
1190
1191class EmoteCome extends EmoteBase
1192{
1193 void EmoteCome()
1194 {
1196 m_InputActionName = "EmoteCome";
1197 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1198 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1199 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_COME;
1200 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_COME;
1201 m_HideItemInHands = false;
1202 }
1203}
1204
1205//Handled directly via EmoteManager!
1206class EmoteSurrender extends EmoteBase
1207{
1208 void EmoteSurrender()
1209 {
1211 m_InputActionName = "EmoteSurrender";
1212 m_HideItemInHands = false;
1213 }
1214
1215 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1216 {
1217 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
1218 return true;
1219 }
1220
1221 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1222 {
1223 bool surrendered = m_Player.GetEmoteManager().m_IsSurrendered;
1224 if (!surrendered)
1225 m_Player.GetEmoteManager().PlaySurrenderInOut(true);
1226 else
1227 {
1228 if (m_Player.GetItemInHands())
1229 m_Player.GetItemInHands().DeleteSafe();
1230 }
1231
1232 return true;
1233 }
1234}
1235
1236class EmoteCampfireSit extends EmoteBase
1237{
1238 void EmoteCampfireSit()
1239 {
1241 m_InputActionName = "EmoteCampfireSit";
1242 m_StanceMaskAdditive = 0;
1243 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1244 m_AdditiveCallbackUID = 0;
1245 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
1246 m_HideItemInHands = true;
1247 }
1248}
1249
1250class EmoteSitA extends EmoteBase
1251{
1252 void EmoteSitA()
1253 {
1255 m_InputActionName = "EmoteSitA";
1256 m_StanceMaskAdditive = 0;
1257 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1258 m_AdditiveCallbackUID = 0;
1259 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITA;
1260 m_HideItemInHands = false;
1261 }
1262}
1263
1264class EmoteSitB extends EmoteBase
1265{
1266 void EmoteSitB()
1267 {
1269 m_InputActionName = "EmoteSitB";
1270 m_StanceMaskAdditive = 0;
1271 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
1272 m_AdditiveCallbackUID = 0;
1273 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
1274 m_HideItemInHands = false;
1275 }
1276}
1277
1278class EmoteRPSRandom extends EmoteBase
1279{
1280 void EmoteRPSRandom()
1281 {
1283 m_InputActionName = "EmoteRPSRandom";
1284 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1285 m_StanceMaskFullbody = 0;
1286 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1287 m_FullbodyCallbackUID = 0;
1288 m_HideItemInHands = false;
1289 }
1290}
1291
1292class EmoteRPSRock extends EmoteBase
1293{
1294 void EmoteRPSRock()
1295 {
1297 m_InputActionName = "EmoteRPSRock";
1298 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1299 m_StanceMaskFullbody = 0;
1300 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1301 m_FullbodyCallbackUID = 0;
1302 m_HideItemInHands = false;
1303 }
1304}
1305
1306class EmoteRPSPaper extends EmoteBase
1307{
1308 void EmoteRPSPaper()
1309 {
1311 m_InputActionName = "EmoteRPSPaper";
1312 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1313 m_StanceMaskFullbody = 0;
1314 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1315 m_FullbodyCallbackUID = 0;
1316 m_HideItemInHands = false;
1317 }
1318}
1319
1320class EmoteRPSScisors extends EmoteBase
1321{
1322 void EmoteRPSScisors()
1323 {
1325 m_InputActionName = "EmoteRPSScisors";
1326 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
1327 m_StanceMaskFullbody = 0;
1328 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
1329 m_FullbodyCallbackUID = 0;
1330 m_HideItemInHands = false;
1331 }
1332}
1333
1334class EmoteNod extends EmoteBase
1335{
1336 void EmoteNod()
1337 {
1339 m_InputActionName = "EmoteNod";
1340 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1341 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1342 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1343 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1344 m_HideItemInHands = false;
1345 }
1346}
1347
1348class EmoteShake extends EmoteBase
1349{
1350 void EmoteShake()
1351 {
1353 m_InputActionName = "EmoteShake";
1354 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1355 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1356 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHAKEHEAD;
1357 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHAKEHEAD;
1358 m_HideItemInHands = false;
1359 }
1360}
1361
1362class EmoteShrug extends EmoteBase
1363{
1364 void EmoteShrug()
1365 {
1367 m_InputActionName = "EmoteShrug";
1368 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1369 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1370 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_SHRUG;
1371 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SHRUG;
1372 m_HideItemInHands = false;
1373 }
1374}
1375
1376class EmoteSuicide extends EmoteBase
1377{
1378 void EmoteSuicide()
1379 {
1381 m_InputActionName = "EmoteSuicide";
1382 m_StanceMaskAdditive = 0;
1383 m_StanceMaskFullbody = 0;
1384 m_AdditiveCallbackUID = 0;
1385 m_FullbodyCallbackUID = 0;
1386 m_HideItemInHands = false;
1387 }
1388
1389 override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
1390 {
1391 is_fullbody = true;
1392 callback_ID = -1;
1393 stancemask = 0;
1394 string suicideStr;
1396 weapon = m_Player.GetItemInHands();
1397 if (weapon)
1398 {
1399 if (weapon.ConfigIsExisting("suicideAnim"))
1400 suicideStr = weapon.ConfigGetString("suicideAnim");
1401
1402 if (weapon.IsKindOf("Pistol_Base"))
1403 {
1404 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
1405 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1406 //m_Player.OverrideShootFromCamera(false);
1407 }
1408 else if (Weapon_Base.Cast(weapon)) //long firearms
1409 {
1410 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
1411 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1412 //m_Player.OverrideShootFromCamera(false);
1413 }
1414 else
1415 {
1416 switch (suicideStr)
1417 {
1418 case "onehanded":
1419 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_1HD;
1420 stancemask = DayZPlayerConstants.STANCEMASK_CROUCH;
1421 break;
1422
1423 case "fireaxe":
1424 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE;
1425 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1426 break;
1427
1428 case "pitchfork":
1429 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
1430 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1431 break;
1432
1433 case "sword":
1434 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
1435 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1436 break;
1437
1438 case "spear":
1439 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
1440 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1441 break;
1442
1443 case "woodaxe":
1444 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
1445 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1446 break;
1447
1448 case "sickle":
1449 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_SICKLE;
1450 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1451 break;
1452
1453 case "hoe":
1454 callback_ID = DayZPlayerConstants.CMD_SUICIDEFB_HOE;
1455 stancemask = DayZPlayerConstants.STANCEMASK_ERECT;
1456 break;
1457 }
1458 }
1459 }
1460 if (callback_ID > -1)
1461 return true;
1462 return false;
1463 }
1464
1465 override bool EmoteCondition(int stancemask)
1466 {
1467 ItemBase itemInHands = m_Player.GetItemInHands();
1468
1469 if (!itemInHands.CanBeUsedForSuicide())
1470 return false;
1471
1472 return super.EmoteCondition(stancemask);
1473 }
1474
1476 {
1477 int state = callback.GetState();
1478 if (state > HumanCommandActionCallback.STATE_LOOP_LOOP) //Cannot be canceled once started
1479 return false;
1480
1481 return super.CanBeCanceledNormally(callback);;
1482 }
1483
1485 {
1486 if (callback_ID > -1)
1487 {
1488 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
1490 }
1491 }
1492
1493 override void OnCallbackEnd()
1494 {
1495 m_Player.SetSuicide(false);
1496 }
1497}
1498
1499class EmoteVomit extends EmoteBase
1500{
1501 void EmoteVomit()
1502 {
1504 m_InputActionName = "EmoteVomit";
1505 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
1506 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
1507 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_NODHEAD;
1508 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_NODHEAD;
1509 m_HideItemInHands = false;
1510 }
1511
1512 override bool EmoteCondition(int stancemask)
1513 {
1514 return DayZPlayerUtils.PlayerCanChangeStance(m_Player, DayZPlayerConstants.STANCEIDX_CROUCH);
1515 }
1516
1517 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
1518 {
1519 if (m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
1520 {
1521 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
1522
1523 if (symptom)
1524 symptom.SetDuration(Math.RandomIntInclusive(4, 8));
1525 }
1526
1527 m_Player.GetEmoteManager().SetEmoteLockState(false);
1528
1529 return true;
1530 }
1531}

Variable Documentation

◆ WATER_DEPTH

const float WATER_DEPTH = 0.15
protected

Definition at line 84 of file EmoteClasses.c.

Referenced by EmoteBase::EmoteCondition().