DayZ 1.24
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AnimalBase.c
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1class AnimalBase extends DayZAnimal
2{
4
5 void AnimalBase()
6 {
8 }
9
11 {
12 return m_ArrowManager;
13 }
14
16 {
17 return false;
18 }
19}
20
21class Animal_BosTaurus extends AnimalBase
22{
23 override void RegisterHitComponentsForAI()
24 {
25 m_DefaultHitComponent = "Zone_Chest";
35 override string CaptureSound()
36 {
37 return "CattleBellow_SoundSet";
38 }
39
40 override string ReleaseSound()
41 {
42 return "CattleMooA_SoundSet";
43 }
44}
46
47class Animal_CanisLupus extends AnimalBase
48{
49 override void RegisterHitComponentsForAI()
50 {
51 m_DefaultHitComponent = "Zone_Chest";
53
59 }
60
61 override bool IsDanger()
62 {
63 return true;
64 }
65
66 override string CaptureSound()
67 {
68 return "WolfWhimper_SoundSet";
69 }
70
71 override string ReleaseSound()
72 {
73 return "WolfBark_SoundSet";
74 }
75}
76
78{
89
90 override string CaptureSound()
91 {
92 return "GoatBleat_B_SoundSet";
93 }
94
95 override string ReleaseSound()
96 {
97 return "GoatBleat_A_SoundSet";
98 }
99
100}
103{
104 override string GetDestructionBehaviour()
105 {
106 return "DestructionEffectSpookyGoat";
107 }
108
110 {
111 return true;
112 }
113
114#ifndef SERVER
115 protected GoatLight m_EyeLight;
116
117 override void EEInit()
118 {
119 if (!IsDamageDestroyed())//walking up to or connecting to already dead zombies check
120 m_EyeLight = GoatLight.Cast(ScriptedLightBase.CreateLightAtObjMemoryPoint(GoatLight, this, "GoatLight"));
121 }
122
124 {
125 if (m_EyeLight)
126 m_EyeLight.Destroy();
127 }
128 override void OnDamageDestroyed(int oldLevel)
129 {
130 if (m_EyeLight)
131 m_EyeLight.FadeOut(15);
132
133 }
134#endif
135
137 {
138 return true;
139 }
140}
141
143{
154
155 override string CaptureSound()
156 {
157 return "HareSquawk_SoundSet";
158 }
159
160 override string ReleaseSound()
161 {
162 return "HareChirp_SoundSet";
163 }
164}
166
168{
169 override void RegisterHitComponentsForAI()
170 {
171 m_DefaultHitComponent = "Zone_Chest";
173
178 }
179
180 override string CaptureSound()
181 {
182 return "DeerBleat_SoundSet";
183 }
184
185 override string ReleaseSound()
186 {
187 return "DeerRoar_SoundSet";
188 }
189}
191
193{
194 override void RegisterHitComponentsForAI()
195 {
196 m_DefaultHitComponent = "Spine";
198
205 }
206
207 override string CaptureSound()
208 {
209 return "HenScream_SoundSet";
210 }
211
212 override string ReleaseSound()
213 {
214 return "HenCluck_X_SoundSet";
215 }
216
217 override bool ReplaceOnDeath()
218 {
219 return true;
220 }
221
222 override bool CanBeSkinned()
223 {
224 return false;
225 }
226
227 override string GetDeadItemName()
228 {
229 return "DeadRooster";
230 }
231
232 override bool KeepHealthOnReplace()
233 {
234 return false;
235 }
236}
237
239{
240 override string GetDeadItemName()
241 {
242 return "DeadChicken_Brown";
243 }
244}
245
247{
248 override string GetDeadItemName()
249 {
250 return "DeadChicken_Brown";
251 }
252}
253
255{
256 override string GetDeadItemName()
257 {
258 return "DeadChicken_Spotted";
259 }
260}
261
263{
264 override string GetDeadItemName()
265 {
266 return "DeadChicken_White";
267 }
268}
269
270
271class Animal_OvisAries extends AnimalBase
272{
284
285 override string CaptureSound()
286 {
287 return "SheepBleat_E_SoundSet";
288 }
289
290 override string ReleaseSound()
291 {
292 return "SheepBleat_G_SoundSet";
293 }
294}
295class Animal_OvisAriesF extends Animal_OvisAries {}
296
298{
299 override void RegisterHitComponentsForAI()
300 {
301 m_DefaultHitComponent = "Zone_Spine";
303
309 }
310
311 override string CaptureSound()
312 {
313 return "HogSqueal_SoundSet";
314 }
315
316 override string ReleaseSound()
317 {
318 return "HogGrunt_G_SoundSet";
319 }
320}
321
322class Animal_SusScrofa extends AnimalBase
323{
334
335 override string CaptureSound()
336 {
337 return "HogSqueal_SoundSet";
338 }
339
340 override string ReleaseSound()
341 {
342 return "HogGrunt_G_SoundSet";
343 }
344}
345
346class Animal_UrsusArctos extends AnimalBase
347{
348 override void RegisterHitComponentsForAI()
349 {
350 m_DefaultHitComponent = "Zone_Head";
352
357 }
358
359 override bool IsDanger()
360 {
361 return true;
362 }
363
364 override string CaptureSound()
365 {
366 return "BearSnarl_SoundSet";
367 }
368
369 override string ReleaseSound()
370 {
371 return "BearRoarShort_SoundSet";
372 }
373}
bool IsDamageDestroyed(ActionTarget target)
Definition ActionBase.c:841
GoatLight m_EyeLight
Definition AnimalBase.c:115
override bool IsDestructionBehaviour()
Definition AnimalBase.c:109
ref ArrowManagerBase m_ArrowManager
Definition AnimalBase.c:24
void ~Animal_CapraHircus_Spooky()
Definition AnimalBase.c:123
override bool ReplaceOnDeath()
Definition AnimalBase.c:217
override string ReleaseSound()
Definition AnimalBase.c:40
override string GetDeadItemName()
Definition AnimalBase.c:227
override string CaptureSound()
Definition AnimalBase.c:35
override bool ResistContaminatedEffect()
Definition AnimalBase.c:136
override bool IsDanger()
Definition AnimalBase.c:61
class Animal_CapraHircus extends AnimalBase GetDestructionBehaviour()
Definition AnimalBase.c:104
override bool CanBeSkinned()
Definition AnimalBase.c:222
override void OnDamageDestroyed(int oldLevel)
Definition AnimalBase.c:128
class AnimalBase extends DayZAnimal RegisterHitComponentsForAI()
Definition AnimalBase.c:23
override bool KeepHealthOnReplace()
Definition AnimalBase.c:232
override void EEInit()
override string GetDeadItemName()
Definition AnimalBase.c:256
override string GetDeadItemName()
Definition AnimalBase.c:240
override string ReleaseSound()
Definition AnimalBase.c:95
override string CaptureSound()
Definition AnimalBase.c:90
override void RegisterHitComponentsForAI()
Definition AnimalBase.c:79
static void RegisterHitComponent(array< ref DayZAIHitComponent > pHitComponents, string pName, float pWeight)
Register Hit Component for AI targeting.
override ArrowManagerBase GetArrowManager()
Definition AnimalBase.c:10
ref ArrowManagerBase m_ArrowManager
Definition AnimalBase.c:3
void AnimalBase()
Definition AnimalBase.c:5
override bool IsRefresherSignalingViable()
Definition AnimalBase.c:15
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
Definition dayzplayer.c:582
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
Definition dayzplayer.c:460
string m_DefaultHitComponent
Definition dayzplayer.c:583
string m_DefaultHitPositionComponent
Definition dayzplayer.c:584