DayZ 1.24
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DayZPlayerImplementFallDamage.c File Reference

Go to the source code of this file.

Classes

class  FallDamageData
 

Functions

void DayZPlayerImplementFallDamage (DayZPlayer pPlayer)
 
float GetHeight ()
 
int GetLandType ()
 
void HandleFallDamage (FallDamageData pData)
 
float Randomize (int pType, float pValue)
 
void AttachBleedingToZonesByHeight (notnull PlayerBase pPlayer)
 
void DamageAttachedGear (notnull PlayerBase pPlayer)
 
void HandleFallDamage (float pHeight)
 
float DamageCoef (float pHeight)
 

Variables

class FallDamageData FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"
 
static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"
 
static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"
 
static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"
 
const float HEALTH_HEIGHT_LOW = 5
 
const float HEALTH_HEIGHT_HIGH = 14
 
const float SHOCK_HEIGHT_LOW = 3
 
const float SHOCK_HEIGHT_HIGH = 12
 
const float BROKENLEGS_HEIGHT_LOW = 5
 
const float BROKENLEGS_HEIGHT_HIGH = 9
 
const float GLOVES_HEALTH_HEIGHT_LOW = 5
 
const float GLOVES_HEALTH_HEIGHT_HIGH = 15
 
const float SHOES_HEALTH_HEIGHT_LOW = 2
 
const float SHOES_HEALTH_HEIGHT_HIGH = 15
 
const float PANTS_HEALTH_HEIGHT_LOW = 5
 
const float PANTS_HEALTH_HEIGHT_HIGH = 16
 
const float BLEEDINGHANDS_HEIGHT_LOW = 5
 
const float BLEEDINGFEET_HEIGHT_LOW = 3
 
const float BLEEDINGLEGS_HEIGHT_LOW = 10
 
const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05
 
const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1
 
const float RANDOM_THRESHOLD_LEGS_LOW = 0.05
 
const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1
 
const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0
 
const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2
 
const float BLEEDING_CHANCE_HEIGHT_LOW = 3
 
const float BLEEDING_CHANCE_HEIGHT_HIGH = 15
 
static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125
 
static const string BLEEDING_HANDS_SELECTIONS [2] = {"LeftForeArmRoll", "RightForeArmRoll"}
 
static const string BLEEDING_FEET_SELECTIONS [2] = {"LeftFoot", "RightFoot"}
 
static const string BLEEDING_LEGS_SELECTIONS [2] = {"LeftLeg", "RightLeg"}
 
const int DAMAGE_TYPE_GLOBAL = 0
 
const int DAMAGE_TYPE_LEGS = 1
 
const int DAMAGE_TYPE_ATTACHMENTS = 2
 
DayZPlayer m_Player
 
ref FallDamageData m_FallDamageData
 
const string FD_AMMO = "FallDamage"
 ammo type used for damaging
 
const float FD_DMG_FROM_HEIGHT = 2.5
 damage will not be taken into account bellow this HeightToDamage
 
const float FD_MAX_DMG_AT_HEIGHT = 15
 height where player gets 100% damage
 
const float FD_MAX_HEIGHT_LEG_BREAK = 8
 height where legs break most of the time
 

Function Documentation

◆ AttachBleedingToZonesByHeight()

void AttachBleedingToZonesByHeight ( notnull PlayerBase pPlayer)
private

Definition at line 179 of file DayZPlayerImplementFallDamage.c.

180 {
182
184 BleedingSourcesManagerServer bleedingManager = pPlayer.GetBleedingManagerServer();
185 if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingHandsCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Gloves") == null)
186 {
188 bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_HANDS_SELECTIONS[bleedingSelectionIndex]);
189 }
190
191 if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceCoef && m_FallDamageData.m_BleedingFeetCoef == 1.0 && pPlayer.FindAttachmentBySlotName("Feet") == null)
192 {
193
195 bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_FEET_SELECTIONS[bleedingSelectionIndex]);
196 }
197 if (Math.RandomFloatInclusive(0.0, 1.0) <= m_FallDamageData.m_BleedingChanceLegsCoef && m_FallDamageData.m_BleedingLegsCoef == 1.0)
198 {
199
201 bleedingManager.AttemptAddBleedingSourceBySelection(BLEEDING_LEGS_SELECTIONS[bleedingSelectionIndex]);
202 }
203 }
ref FallDamageData m_FallDamageData
static const string BLEEDING_FEET_SELECTIONS[2]
static const string BLEEDING_HANDS_SELECTIONS[2]
static const string BLEEDING_LEGS_SELECTIONS[2]
float GetTime()
Definition EnMath.c:7
proto native CGame GetGame()
static proto int Randomize(int seed)
Sets the seed for the random number generator.
static float RandomFloatInclusive(float min, float max)
Returns a random float number between and min [inclusive] and max [inclusive].
Definition EnMath.c:106
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].

References BLEEDING_FEET_SELECTIONS, BLEEDING_HANDS_SELECTIONS, BLEEDING_LEGS_SELECTIONS, GetGame(), GetTime(), m_FallDamageData, Math::RandomFloatInclusive(), Math::RandomInt(), and Math::Randomize().

Referenced by HandleFallDamage().

◆ DamageAttachedGear()

void DamageAttachedGear ( notnull PlayerBase pPlayer)
private

Definition at line 205 of file DayZPlayerImplementFallDamage.c.

206 {
207 EntityAI gloves = pPlayer.FindAttachmentBySlotName("Gloves");
208 if (gloves)
209 gloves.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, gloves.WorldToModel(gloves.GetPosition()), m_FallDamageData.m_GlovesHealthCoef);
210
211 EntityAI shoes = pPlayer.FindAttachmentBySlotName("Feet");
212 if (shoes)
213 shoes.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, shoes.WorldToModel(shoes.GetPosition()), m_FallDamageData.m_ShoesHealthCoef);
214
215 EntityAI pants = pPlayer.FindAttachmentBySlotName("Legs");
216 if (pants)
217 pants.ProcessDirectDamage(DT_CUSTOM, pPlayer, "", FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, pants.WorldToModel(pants.GetPosition()), m_FallDamageData.m_PantsHealthCoef);
218 }
static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS
static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT

References FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, and m_FallDamageData.

Referenced by HandleFallDamage().

◆ DamageCoef()

float DamageCoef ( float pHeight)
private

◆ DayZPlayerImplementFallDamage()

void DayZPlayerImplementFallDamage ( DayZPlayer pPlayer)
private

◆ GetHeight()

float GetHeight ( )
private

Definition at line 83 of file DayZPlayerImplementFallDamage.c.

84 {
85 return m_FallDamageData.m_Height;
86 }

References m_FallDamageData.

◆ GetLandType()

int GetLandType ( )
private

Definition at line 88 of file DayZPlayerImplementFallDamage.c.

89 {
90 return m_FallDamageData.m_LandType;
91 }

References m_FallDamageData.

◆ HandleFallDamage() [1/2]

void HandleFallDamage ( FallDamageData pData)
private

Definition at line 93 of file DayZPlayerImplementFallDamage.c.

94 {
96
99 m_FallDamageData.m_HealthCoef = Math.Clamp(m_FallDamageData.m_HealthCoef, 0, 1);
100
102 m_FallDamageData.m_ShockCoef = Math.Clamp(m_FallDamageData.m_ShockCoef, 0, 1);
103
105 m_FallDamageData.m_BrokenLegsCoef = Randomize(DAMAGE_TYPE_LEGS, m_FallDamageData.m_BrokenLegsCoef);
106 m_FallDamageData.m_BrokenLegsCoef = Math.Clamp(m_FallDamageData.m_BrokenLegsCoef, 0, 1);
107
108 m_FallDamageData.m_BleedingHandsCoef = Math.InverseLerp(0, BLEEDINGHANDS_HEIGHT_LOW, pData.m_Height);
109 m_FallDamageData.m_BleedingHandsCoef = Math.Clamp(m_FallDamageData.m_BleedingHandsCoef, 0, 1);
110
111 m_FallDamageData.m_BleedingFeetCoef = Math.InverseLerp(0, BLEEDINGFEET_HEIGHT_LOW, pData.m_Height);
112 m_FallDamageData.m_BleedingFeetCoef = Math.Clamp(m_FallDamageData.m_BleedingFeetCoef, 0, 1);
113
114 m_FallDamageData.m_BleedingLegsCoef = Math.InverseLerp(0, BLEEDINGLEGS_HEIGHT_LOW, pData.m_Height);
115 m_FallDamageData.m_BleedingLegsCoef = Math.Clamp(m_FallDamageData.m_BleedingLegsCoef, 0, 1);
116
118 m_FallDamageData.m_GlovesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_GlovesHealthCoef);
119 m_FallDamageData.m_GlovesHealthCoef = Math.Clamp(m_FallDamageData.m_GlovesHealthCoef, 0, 1);
120
122 m_FallDamageData.m_ShoesHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_ShoesHealthCoef);
123 m_FallDamageData.m_ShoesHealthCoef = Math.Clamp(m_FallDamageData.m_ShoesHealthCoef, 0, 1);
124
126 m_FallDamageData.m_PantsHealthCoef = Randomize(DAMAGE_TYPE_ATTACHMENTS, m_FallDamageData.m_PantsHealthCoef);
127 m_FallDamageData.m_PantsHealthCoef = Math.Clamp(m_FallDamageData.m_PantsHealthCoef, 0, 1);
128
130 m_FallDamageData.m_BleedingChanceCoef = Math.Clamp(m_FallDamageData.m_BleedingChanceCoef, 0, 0.7);
131
132 m_FallDamageData.m_BleedingChanceLegsCoef = 0.15;
133
134 if (GetGame().IsServer())
135 {
137 if (playerBase)
138 {
141 playerBase.DamageAllLegs(BROKENLEGS_HEALTH_DAMAGE_MAX * m_FallDamageData.m_BrokenLegsCoef);
142 }
143
144 vector posMS = m_Player.WorldToModel(m_Player.GetPosition());
145
146 m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_HEALTH, posMS, m_FallDamageData.m_HealthCoef);
147 m_Player.ProcessDirectDamage(DamageType.CUSTOM, m_Player, "", FALL_DAMAGE_AMMO_SHOCK, posMS, m_FallDamageData.m_ShockCoef);
148
149 if (playerBase)
150 playerBase.ForceUpdateInjuredState();
151 }
152 }
DamageType
exposed from C++ (do not change)
class FallDamageData FALL_DAMAGE_AMMO_HEALTH
void DamageAttachedGear(notnull PlayerBase pPlayer)
const float BLEEDINGFEET_HEIGHT_LOW
const float BLEEDING_CHANCE_HEIGHT_LOW
const float BLEEDINGLEGS_HEIGHT_LOW
const float SHOES_HEALTH_HEIGHT_HIGH
const float HEALTH_HEIGHT_LOW
const float PANTS_HEALTH_HEIGHT_HIGH
const float GLOVES_HEALTH_HEIGHT_LOW
static const string FALL_DAMAGE_AMMO_SHOCK
const float BROKENLEGS_HEIGHT_LOW
const float SHOCK_HEIGHT_HIGH
const float BLEEDINGHANDS_HEIGHT_LOW
void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer)
const int DAMAGE_TYPE_LEGS
const float GLOVES_HEALTH_HEIGHT_HIGH
const int DAMAGE_TYPE_GLOBAL
const float SHOES_HEALTH_HEIGHT_LOW
const float PANTS_HEALTH_HEIGHT_LOW
static const float BROKENLEGS_HEALTH_DAMAGE_MAX
const int DAMAGE_TYPE_ATTACHMENTS
const float SHOCK_HEIGHT_LOW
const float BROKENLEGS_HEIGHT_HIGH
float Randomize(int pType, float pValue)
const float BLEEDING_CHANCE_HEIGHT_HIGH
const float HEALTH_HEIGHT_HIGH
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...

References AttachBleedingToZonesByHeight(), BLEEDING_CHANCE_HEIGHT_HIGH, BLEEDING_CHANCE_HEIGHT_LOW, BLEEDINGFEET_HEIGHT_LOW, BLEEDINGHANDS_HEIGHT_LOW, BLEEDINGLEGS_HEIGHT_LOW, BROKENLEGS_HEALTH_DAMAGE_MAX, BROKENLEGS_HEIGHT_HIGH, BROKENLEGS_HEIGHT_LOW, Math::Clamp(), DAMAGE_TYPE_ATTACHMENTS, DAMAGE_TYPE_GLOBAL, DAMAGE_TYPE_LEGS, DamageAttachedGear(), FALL_DAMAGE_AMMO_HEALTH, FALL_DAMAGE_AMMO_SHOCK, GetGame(), GLOVES_HEALTH_HEIGHT_HIGH, GLOVES_HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, HEALTH_HEIGHT_LOW, Math::InverseLerp(), m_FallDamageData, m_Player, PANTS_HEALTH_HEIGHT_HIGH, PANTS_HEALTH_HEIGHT_LOW, Randomize(), SHOCK_HEIGHT_HIGH, SHOCK_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, and SHOES_HEALTH_HEIGHT_LOW.

◆ HandleFallDamage() [2/2]

void HandleFallDamage ( float pHeight)
private

◆ Randomize()

float Randomize ( int pType,
float pValue )
private

Definition at line 154 of file DayZPlayerImplementFallDamage.c.

155 {
157
158 int randomizedSign = -1;
159 if (Math.RandomIntInclusive(1, 2) % 2 == 1)
160 randomizedSign = 1;
161
162 float randomizationValue = 0;
163 switch (pType)
164 {
167 break;
168 case DAMAGE_TYPE_LEGS:
170 break;
173 break;
174 }
175
177 }
const float RANDOM_THRESHOLD_HEALTH_LOW
const float RANDOM_THRESHOLD_LEGS_LOW
const float RANDOM_THRESHOLD_HEALTH_HIGH
const float RANDOM_THRESHOLD_LEGS_HIGH
const float RANDOM_THRESHOLD_ATTACHMENTS_LOW
const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH
static int RandomIntInclusive(int min, int max)
Returns a random int number between and min [inclusive] and max [inclusive].
Definition EnMath.c:54

References DAMAGE_TYPE_ATTACHMENTS, DAMAGE_TYPE_GLOBAL, DAMAGE_TYPE_LEGS, GetGame(), GetTime(), RANDOM_THRESHOLD_ATTACHMENTS_HIGH, RANDOM_THRESHOLD_ATTACHMENTS_LOW, RANDOM_THRESHOLD_HEALTH_HIGH, RANDOM_THRESHOLD_HEALTH_LOW, RANDOM_THRESHOLD_LEGS_HIGH, RANDOM_THRESHOLD_LEGS_LOW, Math::RandomFloatInclusive(), Math::RandomIntInclusive(), and Math::Randomize().

Referenced by HandleFallDamage().

Variable Documentation

◆ BLEEDING_CHANCE_HEIGHT_HIGH

const float BLEEDING_CHANCE_HEIGHT_HIGH = 15
private

Definition at line 53 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BLEEDING_CHANCE_HEIGHT_LOW

const float BLEEDING_CHANCE_HEIGHT_LOW = 3
private

Definition at line 52 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BLEEDING_FEET_SELECTIONS

const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"}
staticprivate

Definition at line 58 of file DayZPlayerImplementFallDamage.c.

58{"LeftFoot", "RightFoot"};

Referenced by AttachBleedingToZonesByHeight().

◆ BLEEDING_HANDS_SELECTIONS

const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"}
staticprivate

Definition at line 57 of file DayZPlayerImplementFallDamage.c.

57{"LeftForeArmRoll", "RightForeArmRoll"};

Referenced by AttachBleedingToZonesByHeight().

◆ BLEEDING_LEGS_SELECTIONS

const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"}
staticprivate

Definition at line 59 of file DayZPlayerImplementFallDamage.c.

59{"LeftLeg", "RightLeg"};

Referenced by AttachBleedingToZonesByHeight().

◆ BLEEDINGFEET_HEIGHT_LOW

const float BLEEDINGFEET_HEIGHT_LOW = 3
private

Definition at line 42 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BLEEDINGHANDS_HEIGHT_LOW

const float BLEEDINGHANDS_HEIGHT_LOW = 5
private

Definition at line 41 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BLEEDINGLEGS_HEIGHT_LOW

const float BLEEDINGLEGS_HEIGHT_LOW = 10
private

Definition at line 43 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BROKENLEGS_HEALTH_DAMAGE_MAX

const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125
staticprivate

Definition at line 55 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BROKENLEGS_HEIGHT_HIGH

const float BROKENLEGS_HEIGHT_HIGH = 9
private

Definition at line 32 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ BROKENLEGS_HEIGHT_LOW

const float BROKENLEGS_HEIGHT_LOW = 5
private

Definition at line 31 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ DAMAGE_TYPE_ATTACHMENTS

const int DAMAGE_TYPE_ATTACHMENTS = 2
private

Definition at line 63 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage(), and Randomize().

◆ DAMAGE_TYPE_GLOBAL

const int DAMAGE_TYPE_GLOBAL = 0
private

Definition at line 61 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage(), and Randomize().

◆ DAMAGE_TYPE_LEGS

const int DAMAGE_TYPE_LEGS = 1
private

Definition at line 62 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage(), and Randomize().

◆ FALL_DAMAGE_AMMO_HEALTH

class FallDamageData FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"

Referenced by HandleFallDamage().

◆ FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT

const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"
static

Definition at line 23 of file DayZPlayerImplementFallDamage.c.

Referenced by DamageAttachedGear().

◆ FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS

const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"
static

Definition at line 24 of file DayZPlayerImplementFallDamage.c.

Referenced by DamageAttachedGear().

◆ FALL_DAMAGE_AMMO_SHOCK

const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"
static

Definition at line 21 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ FD_AMMO

const string FD_AMMO = "FallDamage"
private

ammo type used for damaging

DEPRECATED

Definition at line 326 of file DayZPlayerImplementFallDamage.c.

◆ FD_DMG_FROM_HEIGHT

const float FD_DMG_FROM_HEIGHT = 2.5
private

damage will not be taken into account bellow this HeightToDamage

Definition at line 327 of file DayZPlayerImplementFallDamage.c.

◆ FD_MAX_DMG_AT_HEIGHT

const float FD_MAX_DMG_AT_HEIGHT = 15
private

height where player gets 100% damage

Definition at line 328 of file DayZPlayerImplementFallDamage.c.

◆ FD_MAX_HEIGHT_LEG_BREAK

const float FD_MAX_HEIGHT_LEG_BREAK = 8
private

height where legs break most of the time

Definition at line 329 of file DayZPlayerImplementFallDamage.c.

◆ GLOVES_HEALTH_HEIGHT_HIGH

const float GLOVES_HEALTH_HEIGHT_HIGH = 15
private

Definition at line 35 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ GLOVES_HEALTH_HEIGHT_LOW

const float GLOVES_HEALTH_HEIGHT_LOW = 5
private

Definition at line 34 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ HEALTH_HEIGHT_HIGH

const float HEALTH_HEIGHT_HIGH = 14

Definition at line 27 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ HEALTH_HEIGHT_LOW

const float HEALTH_HEIGHT_LOW = 5

Definition at line 26 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ m_FallDamageData

◆ m_Player

DayZPlayer m_Player
private

Definition at line 65 of file DayZPlayerImplementFallDamage.c.

◆ PANTS_HEALTH_HEIGHT_HIGH

const float PANTS_HEALTH_HEIGHT_HIGH = 16
private

Definition at line 39 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ PANTS_HEALTH_HEIGHT_LOW

const float PANTS_HEALTH_HEIGHT_LOW = 5
private

Definition at line 38 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ RANDOM_THRESHOLD_ATTACHMENTS_HIGH

const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2
private

Definition at line 50 of file DayZPlayerImplementFallDamage.c.

Referenced by Randomize().

◆ RANDOM_THRESHOLD_ATTACHMENTS_LOW

const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0
private

Definition at line 49 of file DayZPlayerImplementFallDamage.c.

Referenced by Randomize().

◆ RANDOM_THRESHOLD_HEALTH_HIGH

const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1
private

Definition at line 46 of file DayZPlayerImplementFallDamage.c.

Referenced by Randomize().

◆ RANDOM_THRESHOLD_HEALTH_LOW

const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05
private

Definition at line 45 of file DayZPlayerImplementFallDamage.c.

Referenced by Randomize().

◆ RANDOM_THRESHOLD_LEGS_HIGH

const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1
private

Definition at line 48 of file DayZPlayerImplementFallDamage.c.

Referenced by Randomize().

◆ RANDOM_THRESHOLD_LEGS_LOW

const float RANDOM_THRESHOLD_LEGS_LOW = 0.05
private

Definition at line 47 of file DayZPlayerImplementFallDamage.c.

Referenced by Randomize().

◆ SHOCK_HEIGHT_HIGH

const float SHOCK_HEIGHT_HIGH = 12
private

Definition at line 30 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ SHOCK_HEIGHT_LOW

const float SHOCK_HEIGHT_LOW = 3
private

Definition at line 29 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ SHOES_HEALTH_HEIGHT_HIGH

const float SHOES_HEALTH_HEIGHT_HIGH = 15
private

Definition at line 37 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().

◆ SHOES_HEALTH_HEIGHT_LOW

const float SHOES_HEALTH_HEIGHT_LOW = 2
private

Definition at line 36 of file DayZPlayerImplementFallDamage.c.

Referenced by HandleFallDamage().