DIFF

class DayZAnimalSource

DayZAnimal DayZCreatureAI DayZCreature EntityAI Entity ObjectTyped Object IEntity Managed

All members, including inherited

Constructors 1

Members 7

protected vector m_DefaultHitPosition
bool m_DamageHitToProcess = false
int m_DamageHitType = 0
int m_DamageHitDirection = 0

Methods 32

proto native DayZAnimalInputController GetInputController()
Referenced by CommandHandler()
proto native void StartCommand_Death(int pType, int pDirection)
Referenced by HandleDeath()
proto native void StartCommand_Move()
Referenced by CommandHandler()
proto native void StartCommand_Jump()
Referenced by CommandHandler()
proto native void StartCommand_Attack()
Referenced by CommandHandler()
proto native void StartCommand_Hit(int pType, int pDirection)
Referenced by HandleDamageHit()
proto native DayZAnimalCommandScript StartCommand_Script(DayZAnimalCommandScript pInfectedCommand)

scripted commands

proto native DayZAnimalCommandScript StartCommand_ScriptInst(typename pCallbackClass)
proto native DayZAnimalCommandScript GetCommand_Script()
proto native void SignalAIAttackStarted()
Referenced by CommandHandler()
proto native void SignalAIAttackEnded()
Referenced by CommandHandler()
override bool IsHealthVisible()

sets default hit position and cache it here (mainly for impact particles)

override bool IsAnimal()
override bool IsInventoryVisible()
override int GetHideIconMask()
bool HandleDeath(int currentCommandID, DayZAnimalInputController inputController)
Referenced by CommandHandler()
bool HandleDamageHit(int currentCommandID)
Referenced by CommandHandler()
void QueueDamageHit(int type, int direction)
Referenced by EEHitBy()
bool ComputeDamageHitParams(EntityAI source, string dmgZone, string ammo, out int type, out int direction)
Referenced by EEHitBy()
int TranslateHitAngleDegToDirectionIndex(float angleDeg)
int FindComponentDirectionOffset(string component)
References string.Length()
override protected void EOnContact(IEntity other, Contact extra)

Phx contact event

void RegisterHitComponentsForAI()

register hit components for AI melee (used by attacking AI)

Referenced by DayZAnimal()
override string GetHitComponentForAI()

register hit components that are selected by probability

override string GetDefaultHitComponent()
override string GetDefaultHitPositionComponent()
Referenced by DayZAnimal()
override vector GetDefaultHitPosition()
protected vector SetDefaultHitPosition(string pSelection)
Referenced by DayZAnimal()