DIFF

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 = 0
const int SIMPLE_SELECTION_MELEE_MELEE = 1
const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2
const int SIMPLE_SELECTION_SHOULDER_MELEE = 3

Members 1

protected ref ScriptInvoker m_OnDeathStart

invokers

Methods 49

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

void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)

updated each tick handles: starting new commands, canceling, interruption pDt - delta time pCurrentCommandID - actually running command's ID pCurrentCommandFinished - is current command finished

int CameraHandler(int pCameraMode)

virtual returns registered camera type pCameraMode - DayZPlayerConstants.CAMERAMODE_ ...

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()
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)

functions usable only from CommandHandler

proto native void AnimSetFloat(int pVar, float pFlt)
proto native void AnimSetInt(int pVar, int pInt)
proto native void AnimSetBool(int pVar, bool pBool)
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>

proto native float RandomRange(int pRange)

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

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 bool DebugSyncShadowSetup(DayZPlayer pPlayer)
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)

sets look limits for a player

proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight)

returns look limits for a player

proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)

sets aim limits for a player

proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight)

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()
proto native bool IsPlayerInStance(int pStanceMask)

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

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 -------------------------

void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
void OnThrowingModeChange(bool change_to_enabled)
override void OnCommandDeathStart()