DayZ 1.24
Loading...
Searching...
No Matches
EmoteClasses.c
Go to the documentation of this file.
1
3{
5 {
7 m_InputActionName = "EmoteGreeting";
8 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
9 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
10 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_GREETING;
11 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_GREETING;
12 m_HideItemInHands = false;
13 }
14}
15
16class EmoteSOS extends EmoteBase
17{
18 void EmoteSOS()
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}
29
30class EmoteHeart extends EmoteBase
31{
33 {
35 m_InputActionName = "EmoteHeart";
36 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
37 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_PRONE;
38 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_HEART;
39 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_HEART;
40 m_HideItemInHands = true;
41 }
42}
43
44class EmoteTaunt extends EmoteBase
45{
46 void EmoteTaunt()
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}
57
59{
60 protected const float WATER_DEPTH = 0.15;
62 {
64 m_InputActionName = "EmoteLyingDown";
65 m_StanceMaskAdditive = 0;
66 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
67 m_AdditiveCallbackUID = 0;
68 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN;
69 m_HideItemInHands = true;
70 }
71
72 override bool EmoteCondition(int stancemask)
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 }
79}
80
81class EmoteTauntKiss extends EmoteBase
82{
83 void EmoteTauntKiss()
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 }
93}
94
95class EmotePoint extends EmoteBase
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 }
107}
108
109class EmoteTauntElbow extends EmoteBase
110{
111 void EmoteTauntElbow()
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}
122
124{
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 }
135}
136
137class EmoteThumbDown extends EmoteBase
138{
139 void EmoteThumbDown()
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}
150
152{
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 }
163}
164
165class EmoteDance extends EmoteBase
166{
167 void EmoteDance()
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
178 override bool EmoteCondition(int stancemask)
179 {
180 if (m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
181 return false;
182
183 return true;
184 }
185}
186
188{
190 {
192 m_InputActionName = "EmoteSalute";
193 m_StanceMaskAdditive = 0;
194 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_ERECT;
195 m_AdditiveCallbackUID = 0;
196 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SALUTE;
197 m_HideItemInHands = true;
198 }
199}
200
201class EmoteTimeout extends EmoteBase
202{
203 void EmoteTimeout()
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}
214
216{
218 {
220 //m_InputActionName = "EmoteDabbing";
221 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
222 m_StanceMaskFullbody = 0;
223 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_DABBING;
224 m_FullbodyCallbackUID = 0;
225 m_HideItemInHands = true;
226 }
227}
228
229class EmoteFacepalm extends EmoteBase
230{
231 void EmoteFacepalm()
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}
242
243class EmoteClap extends EmoteBase
244{
246 {
248 m_InputActionName = "EmoteClap";
249 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
250 m_StanceMaskFullbody = 0;
251 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_CLAP;
252 m_FullbodyCallbackUID = 0;
253 m_HideItemInHands = true;
254 }
255}
256
257class EmoteSilent extends EmoteBase
258{
259 void EmoteSilent()
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}
270
272{
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 }
283}
284
285class EmoteHold extends EmoteBase
286{
287 void EmoteHold()
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}
298
300{
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 }
311}
312
313class EmotePointSelf extends EmoteBase
314{
315 void EmotePointSelf()
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}
326
328{
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 }
339}
340
341class EmoteTauntThink extends EmoteBase
342{
343 void EmoteTauntThink()
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}
354
355class EmoteMove extends EmoteBase
356{
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 }
367}
368
369class EmoteGetDown extends EmoteBase
370{
371 void EmoteGetDown()
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}
382
383class EmoteCome extends EmoteBase
384{
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 }
395}
396
397//Handled directly via EmoteManager!
398class EmoteSurrender extends EmoteBase
399{
400 void EmoteSurrender()
403 m_InputActionName = "EmoteSurrender";
404 m_HideItemInHands = false;
405 }
406
408 {
409 stancemask = DayZPlayerConstants.STANCEMASK_ALL;
410 return true;
411 }
412
413 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
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 }
426}
427
429{
431 {
433 m_InputActionName = "EmoteCampfireSit";
434 m_StanceMaskAdditive = 0;
435 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
436 m_AdditiveCallbackUID = 0;
437 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_CAMPFIRE;
438 m_HideItemInHands = true;
439 }
440}
441
442class EmoteSitA extends EmoteBase
443{
444 void EmoteSitA()
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}
455
456class EmoteSitB extends EmoteBase
457{
459 {
461 m_InputActionName = "EmoteSitB";
462 m_StanceMaskAdditive = 0;
463 m_StanceMaskFullbody = DayZPlayerConstants.STANCEMASK_CROUCH;
464 m_AdditiveCallbackUID = 0;
465 m_FullbodyCallbackUID = DayZPlayerConstants.CMD_GESTUREFB_SITB;
466 m_HideItemInHands = false;
467 }
468}
469
470class EmoteRPSRandom extends EmoteBase
471{
472 void EmoteRPSRandom()
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}
483
485{
487 {
489 m_InputActionName = "EmoteRPSRock";
490 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
491 m_StanceMaskFullbody = 0;
492 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
493 m_FullbodyCallbackUID = 0;
494 m_HideItemInHands = false;
495 }
496}
497
498class EmoteRPSPaper extends EmoteBase
499{
500 void EmoteRPSPaper()
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}
511
513{
515 {
517 m_InputActionName = "EmoteRPSScisors";
518 m_StanceMaskAdditive = DayZPlayerConstants.STANCEMASK_ERECT;
519 m_StanceMaskFullbody = 0;
520 m_AdditiveCallbackUID = DayZPlayerConstants.CMD_GESTUREMOD_RPS;
521 m_FullbodyCallbackUID = 0;
522 m_HideItemInHands = false;
523 }
524}
525
526class EmoteNod extends EmoteBase
527{
528 void EmoteNod()
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}
539
541{
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 }
552}
553
554class EmoteShrug extends EmoteBase
555{
556 void EmoteShrug()
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}
567
569{
571 {
573 m_InputActionName = "EmoteSuicide";
574 m_StanceMaskAdditive = 0;
575 m_StanceMaskFullbody = 0;
576 m_AdditiveCallbackUID = 0;
577 m_FullbodyCallbackUID = 0;
578 m_HideItemInHands = false;
579 }
580
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 }
656
657 override bool EmoteCondition(int stancemask)
658 {
659 ItemBase itemInHands = m_Player.GetItemInHands();
660
661 if (!itemInHands.CanBeUsedForSuicide())
662 return false;
663
664 return super.EmoteCondition(stancemask);
665 }
666
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 }
675
677 {
678 if (callback_ID > -1)
679 {
680 if (callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_PISTOL || callback_ID == DayZPlayerConstants.CMD_SUICIDEFB_RIFLE)
682 }
683 }
684
685 override void OnCallbackEnd()
686 {
687 m_Player.SetSuicide(false);
688 }
689}
690
691class EmoteVomit extends EmoteBase
692{
693 void EmoteVomit()
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
704 override bool EmoteCondition(int stancemask)
705 {
706 return DayZPlayerUtils.PlayerCanChangeStance(m_Player, DayZPlayerConstants.STANCEIDX_CROUCH);
707 }
708
709 override bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
710 {
711 if (m_Player.GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_SERVER || !GetGame().IsMultiplayer())
712 {
713 SymptomBase symptom = m_Player.GetSymptomManager().QueueUpPrimarySymptom(SymptomIDs.SYMPTOM_VOMIT);
714
715 if (symptom)
716 symptom.SetDuration(Math.RandomIntInclusive(4, 8));
717 }
718
719 m_Player.GetEmoteManager().SetEmoteLockState(false);
720
721 return true;
722 }
723}
void DayZPlayerUtils()
cannot be instantiated
eBrokenLegs
Definition EBrokenLegs.c:2
int m_ID
ID of effect, given by SEffectManager when registered (automatically done when playing through it)
Definition Effect.c:49
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 EmotePoint()
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()
DayZPlayer m_Player
Definition Hand_Events.c:42
void OverrideShootFromCamera(bool pState)
void SetSuicide(bool state)
void EmoteThumb()
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()
override bool CanBeCanceledNormally(notnull EmoteCB callback)
void EmoteLyingDown()
override void OnBeforeStandardCallbackCreated(int callback_ID, int stancemask, bool is_fullbody)
void EmoteRPSRock()
void EmoteSitB()
override bool EmoteCondition(int stancemask)
void EmoteDabbing()
void EmoteWatching()
void EmoteMove()
void EmoteHeart()
override bool DetermineOverride(out int callback_ID, out int stancemask, out bool is_fullbody)
bool EmoteStartOverride(typename callbacktype, int id, int mask, bool fullbody)
Definition EmoteBase.c:47
void EmoteThroat()
void EmoteGreeting()
Definition EmoteClasses.c:4
void EmoteShake()
bool EmoteCondition(int stancemask)
Definition EmoteBase.c:12
override void OnCallbackEnd()
Definition EnMath.c:7
DayZPlayerInstanceType
defined in C++
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597
proto native CGame GetGame()
const int ID_EMOTE_LOOKATME
Definition constants.c:378
const int ID_EMOTE_TIMEOUT
Definition constants.c:368
const int ID_EMOTE_SHRUG
Definition constants.c:388
const int ID_EMOTE_VOMIT
Definition constants.c:390
const int ID_EMOTE_RPS_P
Definition constants.c:384
const int ID_EMOTE_CAMPFIRE
Definition constants.c:362
const int ID_EMOTE_RPS
Definition constants.c:373
const int ID_EMOTE_SURRENDER
Definition constants.c:389
const int ID_EMOTE_CLAP
Definition constants.c:369
const int ID_EMOTE_FACEPALM
Definition constants.c:356
const int ID_EMOTE_SITA
Definition constants.c:363
const int ID_EMOTE_POINT
Definition constants.c:370
const int ID_EMOTE_DOWN
Definition constants.c:381
const int ID_EMOTE_THUMB
Definition constants.c:358
const int ID_EMOTE_SILENT
Definition constants.c:371
const int ID_EMOTE_MOVE
Definition constants.c:380
const int ID_EMOTE_POINTSELF
Definition constants.c:377
const int ID_EMOTE_SHAKE
Definition constants.c:387
const int ID_EMOTE_LISTENING
Definition constants.c:376
const int ID_EMOTE_TAUNT
Definition constants.c:353
const int ID_EMOTE_DANCE
Definition constants.c:361
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_NOD
Definition constants.c:386
const int ID_EMOTE_HEART
Definition constants.c:352
const int ID_EMOTE_COME
Definition constants.c:382
const int ID_EMOTE_SOS
Definition constants.c:351
const int ID_EMOTE_TAUNTTHINK
Definition constants.c:379
const int ID_EMOTE_RPS_R
Definition constants.c:383
const int ID_EMOTE_SALUTE
Definition constants.c:372
const int ID_EMOTE_HOLD
Definition constants.c:375
const int ID_EMOTE_SITB
Definition constants.c:364
const int ID_EMOTE_LYINGDOWN
Definition constants.c:354
const int ID_EMOTE_TAUNTKISS
Definition constants.c:355
const int ID_EMOTE_THUMBDOWN
Definition constants.c:365
const int ID_EMOTE_TAUNTELBOW
Definition constants.c:357
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