class DayZPlayerSource
SurvivorBase › PlayerBaseClient › PlayerBase › ManBase › DayZPlayerImplement › DayZPlayer › Human › Man › Person › Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
All members, including inherited
Constants 4
const int SIMPLE_SELECTION_MELEE_RIFLE = 0const int SIMPLE_SELECTION_MELEE_MELEE = 1const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2const int SIMPLE_SELECTION_SHOULDER_MELEE = 3Members 1
protected ref ScriptInvoker m_OnDeathStartinvokers
Methods 49
proto native DayZPlayerType GetDayZPlayerType()returns appropriate DayZPlayerType
Show 15 more
, DayZPlayerImplement.OverrideSlidePoseAngle(), DayZPlayerImplement.ProcessAttachmentEvent(), DayZPlayerImplement.ProcessSoundEvent(), DayZPlayerImplement.ProcessVoiceEvent(), DayZPlayerImplement.ProcessWeaponEvent(), DayZPlayerImplementJumpClimb.JumpOrClimb(), DayZPlayerImplementSwimming.DayZPlayerImplementSwimming(), DayZPlayerUtils.CheckWaterLevel(), EmoteManager.EmoteManager(), PlayerBase.CanChangeStance(), PlayerBase.GetDefaultHitComponent(), PlayerBase.GetHitComponentForAI(), PlayerBase.GetSuitableFinisherHitComponents(), PlayerBase.Init(), and StaminaHandler.StaminaHandler()proto native DayZPlayerInstanceType GetInstanceType()override string GetDebugName()bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)---------------- heading model ------------------------- updated each tick this can limit / extend player's heading (orientation) behaviour in game
bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)updated each tick - this takes care about aiming
updated each tick handles: starting new commands, canceling, interruption pDt - delta time pCurrentCommandID - actually running command's ID pCurrentCommandFinished - is current command finished
virtual returns registered camera type pCameraMode - DayZPlayerConstants.CAMERAMODE_ ...
proto native DayZPlayerCamera GetCurrentCamera()gets current camera
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)gets transform of current player camera
proto native int GetCurrentPerItemCameraUD()gets current camera
proto native bool IsCameraBlending()functions usable only from CommandHandler
proto native int Random()Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (CommandHandler)
Returns: int value in range of <0,0xffffffff>
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)
pRange- upper bounds of random number
Returns: int value in range of <0,pRange-1>
proto native float Random01()Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
Returns: float value in range of <0,1>
bool IsEyeZoom()DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false
int GetEyeZoomLevel()returns eye zoom level, uses ECameraZoomType values
bool IsShootingFromCamera()return true if shots are fired from camere, otherwise false
bool IsHoldingBreath()return true if player is trying to hold breah, otherwise false
bool IsPerformingFBGesture()return true if player is currently performing FB gesture, otherwise false
bool IsInThirdPerson()return true if player is currently in 3pp, otherwise false
proto native MeleeCombatData GetMeleeCombatData()processes melee hit
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)processes melee hit (uses component index)
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)processes melee hit (uses component name)
proto native EClientKicked GetKickOffReason()get reason for kickoff if available (server only)
proto native void ReleaseNetworkControls()---------------- release controls -------------------------
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)---------------- sync stuff -------------------------
Show 26 more
, DayZPlayerInventory.TakeToDst(), DayZPlayerSyncJunctures.SendActionAcknowledgment(), DayZPlayerSyncJunctures.SendActionInterrupt(), DayZPlayerSyncJunctures.SendBrokenLegs(), DayZPlayerSyncJunctures.SendBrokenLegsEx(), DayZPlayerSyncJunctures.SendDamageHit(), DayZPlayerSyncJunctures.SendDamageHitEx(), DayZPlayerSyncJunctures.SendDeath(), DayZPlayerSyncJunctures.SendDeleteItem(), DayZPlayerSyncJunctures.SendGetInVehicle(), DayZPlayerSyncJunctures.SendInjury(), DayZPlayerSyncJunctures.SendKuruRequest(), DayZPlayerSyncJunctures.SendPlayerFBModifier(), DayZPlayerSyncJunctures.SendPlayerSymptomADD(), DayZPlayerSyncJunctures.SendPlayerSymptomFB(), DayZPlayerSyncJunctures.SendPlayerUnconsciousness(), DayZPlayerSyncJunctures.SendQuickbarSetShortcut(), DayZPlayerSyncJunctures.SendShock(), DayZPlayerSyncJunctures.SendWeaponActionAcknowledgment(), DayZPlayerSyncJunctures.SendWeaponJamChance(), EmoteManager.OnInputUserDataProcess(), EmoteManager.PostSurrenderRequestServer(), EmoteManager.ServerRequestEmoteCancel(), PlayerBase.ResetADSPlayerSync(), StaminaHandler.SyncAdditionalStaminaInfo(), and StaminaHandler.SyncStamina()proto native void StoreInputForRemotes(ParamsWriteContext ctx)proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)sets look limits for a player
returns look limits for a player
sets aim limits for a player
returns aim limits for a player
proto native void SetVerticalMinimumAimLimit(float value)sets aim lower limit for a player
void SetCurrentWaterLevel(float pWaterLevel)float GetCurrentWaterLevel()returns true if player is currently in one of the stances specified by stance mask IsPlayerInStance(STANCEMASK_ERECT | STANCEMASK_CROUCH) returns true if player is standing or crouching and not raised (aimed) IsPlayerInStance(STANCEMASK_PRONE | STANCEMASK_RAISEDPRONE) returns true if player is in prone (both raised or nonraised) IsPlayerInStance(STANCEMASK_ALL) returns true always IsPlayerInStance(STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE) returns true if player has raised hands
Show 25 more
, ActionBase.GetClosestPossibleStance(), ActionBase.GetStanceMask(), ActionBase.IsFullBody(), ActionDetach.CreateAndSetupActionCallback(), ActionMineTree.CanContinue(), ActionPushObject.ActionCondition(), ActionRestrainSelf.GetStanceMask(), ActionRestrainTarget.GetStanceMask(), ActionTakeArrowToHands.CreateAndSetupActionCallback(), ActionTakeHybridAttachmentToHands.CreateAndSetupActionCallback(), ActionTakeItemToHands.CreateAndSetupActionCallback(), ActionTakeMaterialToHands.CreateAndSetupActionCallback(), ActionUnfoldMap.OpenMap(), AnimatedActionBase.GetActionCommand(), AnimatedActionBase.GetCommandOverride(), ForceStandUpForHeavyItems(), DayZPlayerCameraIronsights.OnUpdate(), DayZPlayerImplement.HandleView(), EmoteManager.CreateEmoteCallback(), EmoteManager.DetermineEmoteData(), EmoteManager.InterruptWaterCheck(), EmoteManager.Update(), PlayerBase.CanRoll(), PlayerBase.OnCommandMoveStart(), and VicinityItemManager.GetFixedHeadHeightAdjustment()void OnInputForRemote(ParamsReadContext ctx)void OnInputFromServer(ParamsReadContext ctx)proto native float IsPlayerSpeaking()Check if player is using VoN to speak and return max amplitude from current samples
void ForceStandUpForHeavyItems(notnull EntityAI item)---------------- Forces player to stand up when swapping to heavy item -------------------------
Show 1 more
, IsPlayerInStance()void OnThrowingModeChange(bool change_to_enabled)ScriptInvoker GetOnDeathStart()override void OnCommandDeathStart()