14 m_player.RequestHandAnimationStateRefresh();
43 m_player.GetItemInHands().DeleteSafe();
252 else if (
emote.GetAdditiveCallbackUID() != 0 &&
m_Player.IsPlayerInStance(
emote.GetStanceMaskAdditive()))
259 else if (
emote.GetFullbodyCallbackUID() != 0 &&
emote.EmoteFBStanceCheck(
emote.GetStanceMaskFullbody()))
280 m_Player.GetHumanInventory().CreateInHands(
"SurrenderDummyItem");
315 if (!
GetGame().IsDedicatedServer())
387 m_Player.GetItemInHands().DeleteSafe();
555 if (
emote.GetHideItemInHands())
559 ErrorEx(
"EmoteManager | DetermineEmoteData failed!");
638 if (!
weapon.IsDamageDestroyed())
643 else if (
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().ConfigIsExisting(
"suicideAnim"))
753 else if (!
GetGame().IsMultiplayer())
921 m_Player.GetActionManager().EnableActions(
true);
932 m_Player.GetActionManager().EnableActions(
false);
957 m_Player.GetItemInHands().DeleteSafe();
1028 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Neck");
1032 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll");
1036 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Spine2");
1040 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Spine2");
1044 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"Head");
1048 m_Player.GetBleedingManagerServer().AttemptAddBleedingSourceBySelection(
"LeftForeArmRoll");
1086 OverrideNewLocation(
gnd);
1091 if (PrepareLocations())
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
override void OnCallbackEnd()
void ChainedDropAndKillPlayerLambda(EntityAI old_item, string new_item_type, PlayerBase player)
ref Timer m_ReservationTimer
ref array< int > m_EmoteInputIDs
const int CALLBACK_CMD_END
ref array< UAInput > m_InterruptInputDirect
int m_InterruptInputsCount
void CheckEmoteLockedState()
void EmoteManager(PlayerBase player)
void CreateEmoteCBFromMenu(int id, bool interrupts_same=false)
const int CALLBACK_CMD_INVALID
ref array< string > m_InterruptInputs
bool CanPlayEmoteClientCheck(int id)
ref array< int > m_EmoteIDs
bool CanPlayEmote(int id)
int m_DeferredEmoteExecution
PluginAdminLog m_AdminLog
ref InventoryLocation m_HandInventoryLocation
void InterruptCallbackCommand()
void PlaySurrenderInOut(bool state)
int DetermineGestureIndex()
void CreateBleedingEffect(int Callback_ID)
map< int, ref EmoteBase > GetNameEmoteMap()
bool m_GestureInterruptInput
bool m_InventoryAccessLocked
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
const int CALLBACK_CMD_INSTACANCEL
void ServerRequestEmoteCancel()
void EndSurrenderRequest(SurrenderData data=null)
directly force-ends surrender state from outside of normal flow
void SetEmoteLockState(bool state)
ref EmoteLauncher m_MenuEmote
void CreateEmoteCallback(typename callbacktype, int id, int mask, bool fullbody)
bool InterruptGestureCheck()
bool InterruptWaterCheck()
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
void PickEmote(int gestureslot)
Deprecated.
bool DetermineEmoteData(EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody)
Also includes a stance check for FB callbacks.
SHumanCommandSwimSettings m_HumanSwimSettings
override void Execute(HumanInventoryWithFSM fsm_to_notify=null)
const int CALLBACK_CMD_GESTURE_INTERRUPT
ref map< int, ref EmoteBase > m_NameEmoteMap
HumanInputController m_HIC
ref array< ref EmoteBase > m_EmoteClassArray
void EndCallbackCommand()
bool m_MouseButtonPressed
bool m_InstantCancelEmote
EmoteLauncher GetEmoteLauncher()
bool m_bEmoteIsRequestPending
void SendEmoteRequestSync(int id)
void hndDebugPrint(string s)
PluginBase GetPlugin(typename plugin_type)
drops weapon in hands to ground and then calls kill
Super root of all classes in Enforce script.
DayZPlayerImplementThrowing GetThrowing()
override bool IsShootingFromCamera()
void OverrideShootFromCamera(bool pState)
WeaponManager GetWeaponManager()
void SetSuicide(bool state)
override float GetCurrentWaterLevel()
override void OnItemInHandsChanged()
DayZPlayerInventory GetDayZPlayerInventory()
bool IsThrowingModeEnabled()
static const int SJ_GESTURE_REQUEST
override void OnAnimationEvent(int pEventID)
override bool IsGestureCallback()
static const int FORCE_ALL
static const int FORCE_NONE
bool m_InterruptsSameIDEmote
static const int FORCE_DIFFERENT
void EmoteLauncher(int emoteID, bool interrupts_same)
script counterpart to engine's class Inventory
const int c_InventoryReservationTimeoutMS
reservations
HumanInventory... with FSM (synchronous, no anims)
static bool IsInventoryHFSMLogEnable()
The class that will be instanced (moddable)
base class for transformation operations (creating one item from another)
float m_fToCrouchLevel
when to crouch
float m_fToErectLevel
when to stand
Serialization general interface. Serializer API works with:
void End()
called on surrender end request end
signalize mechanism manipulation
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
const int EMOTE_SUICIDE_SIMULATION_END
const int EMOTE_SUICIDE_BLEED
const int EMOTE_SUICIDE_DEATH
const int ID_EMOTE_SURRENDER
const int ID_EMOTE_SUICIDE
const int ID_EMOTE_THUMBDOWN
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].