DIFF

class DayZPlayerImplementSource

SurvivorBase PlayerBaseClient PlayerBase ManBase DayZPlayerImplement DayZPlayer Human Man Person Pawn EntityAI Entity ObjectTyped Object IEntity Managed

All members, including inherited

Constructors 2

void ~DayZPlayerImplement()

Constants 4

static const float DEFAULT_DYING_TIME = 2.5

how long does it take to full death screen [s]

Referenced by SimulateDeath()
static const float DYING_PROGRESSION_TIME = 0.05

time step for gradual update of dead screen visibilibty up to full visbility [s]

Referenced by SimulateDeath()
const float HIT_INTERVAL_MIN = 0.3

Minimum time in seconds before a COMMANDID_HIT to COMMANDID_HIT transition is allowed

Referenced by HandleDamageHit()
static const int DEAD_SCREEN_DELAY = 1000

DEPRECATED

Members 96

protected ref DayZPlayerImplementAiming m_AimingModel
protected ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler
protected SHumanCommandMoveSettings m_MoveSettings
protected float m_FallYDiff
Referenced by CommandHandler(), and SetFallYDiff()
protected float m_SprintedTime
protected float m_SprintedTimePerStanceMin
protected bool m_SprintFull
protected bool m_IsRaised
protected bool m_ShouldReload
Referenced by HandleWeapons()
protected bool m_Camera3rdPerson
protected bool m_CameraZoomToggle
protected bool m_bADS
private float m_WeaponRaiseTime

measures time from the weapon raise start to complete raise (once per)

protected bool m_WeaponRaiseCompleted
protected ECameraZoomType m_CameraEyeZoomLevel
Referenced by GetEyeZoomLevel(), and HandleView()
protected bool m_CameraIronsight

Ironsight NOW!

protected bool m_CameraOpticsAimOverride

for tracking if aim limit is currently overriden by optics

Referenced by HandleView()
protected float m_DeathDarkeningCurrentTime
protected bool m_IsTryingHoldBreath
protected bool m_IsShootingFromCamera
protected bool m_PlayerSelected
protected bool m_Suicide
Referenced by CommitedSuicide(), and SetSuicide()
protected bool m_IsUnconsciousFalling
Referenced by PlayerBase.IsLanded()
protected int m_LastCommandBeforeUnconscious
ref DeathEffectTimer m_DeathEffectTimer
ref Timer m_FightEndBlendTimer
protected bool m_ProcessFirearmMeleeHit
protected bool m_ContinueFirearmMelee
protected bool m_ProcessLiftWeapon
protected bool m_ProcessLiftWeaponState
protected float m_ProcessObstructWeapon
protected int m_LastSurfaceUnderHash
protected string m_ClimbingLadderType
protected bool m_HandheldOpticsInUse
protected int m_StepCounter
Referenced by OnStepEvent()
protected int m_NextVoNNoiseTime
protected ref array<ref SyncHitInfo> m_SyncedHitDataArray
protected ref array<AbstractWave> m_PerformedActionSounds
protected bool m_RaiseStarted = false
Referenced by AimingModel()
protected bool m_AimingFinisherStarted = false
Referenced by AimingModel()
protected bool m_IsWeapon
private float m_CurrentWaterLevel
protected bool m_TriggerPullPlayerOutOfVehicleSynch
protected bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false
Referenced by HandleDeath()
protected int m_PullPlayerOutOfVehicleState = -1
int m_ActionSoundCategoryHash
protected float m_dT
protected float m_fObstructionSmooth
Referenced by HandleWeapons()
protected float m_fObstructionSmoothVelocity[1]
Referenced by HandleWeapons()
int m_DeathAnimType = -2

HandleDeath

Referenced by HandleDeath(), and OnSyncJuncture()
float m_DeathHitDir = 0
Referenced by HandleDeath(), and OnSyncJuncture()
bool m_DeathJuctureSent = false
Referenced by SendDeathJuncture()
bool m_DamageHitFullbody = false

HandleDamageHit

int m_DamageHitAnimType = -1.0
float m_DamageHitDir = 0.0
float m_DamageHealth = 0.0
Referenced by EvaluateDamageHit()
float m_HitElapsedTime = HIT_INTERVAL_MIN
float m_fLastHeadingDiff = 0

This HeadingModel

float m_LastHeadingAngleBlock

3rd person camera

Referenced by HandleView()
float m_LastHeadingAngleBlock2
Referenced by HandleView()
float m_LastHeadingAngle
Referenced by HandleView()
int m_LastBackSoundTime
Referenced by HandleView()
int m_LastBackSoundTime2
Referenced by HandleView()
float m_SoundOffset
Referenced by HandleView()
float m_TestDamageCounter = -1

This is Debug functionality

Referenced by CommandHandlerDebug()
float m_DebugDirectionVal = -180
Referenced by CommandHandlerDebug()
bool m_DebugTypeVal = false
Referenced by CommandHandlerDebug()
int m_DebugWeaponChangeStage = 0
Referenced by CommandHandlerDebug()
string m_DebugWeaponChangeItem
Referenced by CommandHandlerDebug()
int m_DebugWeaponChangeShowSlot
Referenced by CommandHandlerDebug()
protected bool m_CameraEyeZoom

DEPRECATED

ref Timer m_ADSAutomationTimer

DEPRECATED

Referenced by DayZPlayerImplement()
protected bool m_ADSTimerLaunched

DEPRECATED

protected bool m_ProcessWeaponRaiseCompleted

DEPRECATED

protected bool m_IsFireWeaponRaised

DEPRECATED, value still set for legacy reasons

Referenced by HandleWeapons()
protected bool m_WasIronSight

moved from player to weapon

Methods 159

protected override event typename GetOwnerStateType()FEATURE_NETWORK_RECONCILIATION
protected override event typename GetMoveType()FEATURE_NETWORK_RECONCILIATION
protected override event void RewindState(PawnOwnerState pState, PawnMove pMove, inout NetworkRewindType pRewindType)FEATURE_NETWORK_RECONCILIATION
References m_FallDamage
Referenced by EEHitBy()
override bool IsEyeZoom()

Legacy

override int GetEyeZoomLevel()
Referenced by IsEyeZoom()
override bool IsShootingFromCamera()
void OverrideShootFromCamera(bool pState)
override bool IsInThirdPerson()
void SetIsInThirdPerson(bool state)
bool IsTryingHoldBreath()
void ShowWeaponDebug(bool show)
References m_WeaponDebug
bool IsWeaponDebugEnabled()
References m_WeaponDebug
override void SetCurrentWaterLevel(float pWaterLevel)
void SetClimbingLadderType(string value)
bool CanConsumeStamina(EStaminaConsumers consumer)
bool CanStartConsumingStamina(EStaminaConsumers consumer)
void DepleteStaminaEx(EStaminaModifiers modifier, float dT = -1, float coef = 1.0)
bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param = 0)

Handle sound event by respective sound handler based on its type

Referenced by OnSoundEvent()
bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false)
Referenced by OnSoundEvent()
bool PlaySoundEventEx(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false, int param = 0)
bool StopSoundEvent(EPlayerSoundEventID id, bool is_from_server = false, int param = 0)
bool IsFBSymptomPlaying()
Referenced by CanClimb(), and CanJump()
Transport GetTransportCache()

Get the transport that was cached when entering unconsciousness

References m_TransportCache
void TriggerPullPlayerOutOfVehicleImpl()

And now we want to resume control of the player

override void OnVariablesSynchronized()

Handle own client animation freeze

void ResetDeathStartTime()

And now we want to resume control of the player

void SendDeathJuncture(int pAnimTypeDeath, float pAnimHitDirDeath)
Referenced by EEHitBy(), and EEKilled()
override void EEKilled(Object killer)
Referenced by PlayerBase.EEKilled()
override void StopDeathDarkeningEffect()
void SetDeathDarknessLevel(float duration, float tick_time)
void ResetWeaponRaiseProgress()
Referenced by HandleADS(), and HandleWeapons()
bool IsWeaponRaiseCompleted()
override void OnInputFromServer(ParamsReadContext ctx)
void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client = false)
Referenced by EEHitBy()
void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client = false, int param = 0)
void RequestSoundEventStop(EPlayerSoundEventID id, bool from_server_and_client = false, int param = EPlayerSoundEventParam.STOP_PLAYBACK)
protected void SendSoundEvent(EPlayerSoundEventID id)
protected void SendSoundEventEx(EPlayerSoundEventID id, int param = 0)
WeaponManager GetWeaponManager()
Referenced by HandleWeapons()
void HandleWeapons(float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)

HandleWeapons

References Math.AbsFloat(), WeaponManager.CanEjectBullet(), Weapon_Base.CanEnterIronsights()
Show 72 more, WeaponManager.CanFire(), Weapon_Base.CanProcessWeaponEvents(), Class.CastTo(), CheckLiftWeapon(), Math.Clamp(), CompleteWeaponRaise(), WeaponLiftDiag.Data(), WeaponManager.EjectBullet(), Weapon.ExitOptics(), WeaponManager.Fire(), Weapon.GetAttachedOptics(), Weapon_Base.GetBurstCount(), WeaponManager.GetBurstOption(), Human.GetCommandModifier_Weapons(), Weapon.GetCurrentModeAutoFire(), Weapon.GetCurrentModeBurstSize(), Weapon.GetCurrentMuzzle(), GetDayZPlayerInventory(), CGame.GetInput(), Man.GetInputInterface(), Human.GetMovementState(), DiagMenu.GetValue(), PluginDiagMenuClient.GetWeaponLiftDiag(), GetWeaponManager(), HumanCommandWeapons.GetWeaponObstruction(), HandleOptic(), DayZPlayerInventory.HandleWeaponEvents(), HumanInputController.IsAttackButton(), HumanInputController.IsAttackButtonDown(), Weapon.IsChamberEjectable(), Weapon.IsChamberFiredOut(), IsFighting(), HumanInputController.IsFireModeChange(), HumanInputController.IsHoldBreath(), IsInIronsights(), IsInOptics(), ItemOptics.IsInOptics(), Weapon.IsInOptics(), HumanMovementState.IsRaised(), ItemOptics.IsUsingWeaponIronsightsOverride(), Weapon_Base.IsWaitingForActionFinish(), HumanCommandWeapons.IsWeaponLifted(), IsWeaponRaiseCompleted(), HumanInputController.IsZeroingDown(), HumanInputController.IsZeroingUp(), Math.Lerp(), HumanCommandWeapons.LiftWeapon(), Input.LocalRelease(), HumanCommandWeapons.ObstructWeapon(), ProcessLiftWeapon(), Weapon_Base.ResetBurstCount(), ResetWeaponRaiseProgress(), WeaponLiftDiagData.SetInterpolation(), WeaponManager.SetNextMuzzleMode(), Math.SmoothCD(), ItemOptics.StepZeroingDown(), Weapon.StepZeroingDownAllMuzzles(), ItemOptics.StepZeroingUp(), Weapon.StepZeroingUpAllMuzzles(), UAInterface.SyncedValue(), m_CameraIronsight, m_CameraOptics, m_fObstructionSmooth, m_fObstructionSmoothVelocity, m_IsFireWeaponRaised, m_IsTryingHoldBreath, m_LiftWeapon_player, m_MovementState, m_ObstructWeapon_player, m_ShouldReload, m_WeaponRaiseTime, and PlayerConstants.WEAPON_RAISE_BLEND_DELAY
Referenced by CommandHandler()
void ResetDamageHitState(bool resetTimer)
Referenced by HandleDamageHit()
bool EvaluateDeathAnimation(int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)

selects animation type and direction based on damage system data

Referenced by EEHitBy()
bool EvaluateDamageHitAnimation(TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody)

selects animation type and direction based on damage system data

Referenced by EEHitBy()
void OnJumpStart()
void OnJumpEnd(int pLandType = 0)
void HandleView()

if !raised if sprinting

References Math.AbsFloat(), Math.AbsInt(), SoundObjectBuilder.BuildSoundObject()
Show 59 more, SoundObjectBuilder.BuildSoundObject(), HumanInputController.CameraViewChanged(), CGame.ConfigGetChildName(), CGame.ConfigGetChildrenCount(), CGame.ConfigGetTextArray(), ExitSights(), GameInventory.FindAttachment(), array.Get(), array.Get(), EntityAI.GetAttachmentSoundType(), MiscGameplayFunctions.GetHeadingAngle(), Human.GetInputController(), EntityAI.GetInventory(), HumanInputController.GetMovement(), Object.GetPosition(), CGame.GetSoundScene(), GetSurfaceType(), CGame.GetTime(), CGame.GetWorld(), World.Is3rdPersonDisabled(), Object.IsAlive(), IsClimbingLadder(), IsInVehicle(), DayZPlayer.IsPlayerInStance(), IsRaised(), HumanMovementState.IsRaised(), HumanMovementState.IsRaisedInProne(), IsSwimming(), IsWeaponObstructionBlockingADS(), HumanInputController.IsZoomToggle(), AbstractSoundScene.Play3D(), SoundObject.SetPosition(), SoundObject.SetPosition(), AbstractWave.SetStartOffset(), AbstractWave.SetStartOffset(), DayZPlayer.SetVerticalMinimumAimLimit(), AbstractWave.SetVolumeRelative(), AbstractWave.SetVolumeRelative(), new SoundObjectBuilder(), new SoundParams(), new TStringArray(), DayZPlayerCameraIronsights.CONST_UD_MIN, DayZPlayerCameraIronsights.CONST_UD_MIN_BACK, m_Camera3rdPerson, m_CameraEyeZoomLevel, m_CameraIronsight, m_CameraOptics, m_CameraOpticsAimOverride, HumanMovementState.m_iMovement, HumanMovementState.m_iStanceIdx, m_IsWeapon, m_LastBackSoundTime, m_LastBackSoundTime2, m_LastHeadingAngle, m_LastHeadingAngleBlock, m_LastHeadingAngleBlock2, m_LiftWeapon_player, m_MovementState, and m_SoundOffset
Referenced by CommandHandler()
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)

ModOverrides

Referenced by CommandHandler()
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Referenced by CommandHandler()
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Referenced by CommandHandler()
override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
References UAInputAPI.ActivateModificator(), Human.AddCommandModifier_Action(), AddNoise()
Show 107 more, DayZPlayerMeleeFightLogic_LightHeavy.CanFight(), Class.Cast(), Class.Cast(), DayZPlayerImplementJumpClimb.CheckAndFinishJump(), DayZPlayerImplementSwimming.CheckSwimmingStart(), DayZPlayerType.CommandClimbSettingsW(), Transport.CrewMemberIndex(), UAInputAPI.DeactivateModificator(), HumanCommandClimb.DoClimbTest(), new FallDamageData(), DayZPlayer.ForceStandUpForHeavyItems(), Human.GetCommand_Move(), Human.GetCommand_Vehicle(), Human.GetCommandModifier_Additives(), Human.GetCommandModifier_Weapons(), HumanCommandMove.GetCurrentMovementSpeed(), GetDayZPlayerInventory(), DayZPlayer.GetDayZPlayerType(), DiagMenu.GetEngineValue(), Man.GetEntityInHands(), Man.GetHumanInventory(), Human.GetInputController(), DayZPlayer.GetInstanceType(), Human.GetMovementState(), DayZPlayerType.GetNoiseParamsLandHeavy(), DayZPlayerType.GetNoiseParamsLandLight(), DayZPlayerType.GetNoiseParamsShout(), DayZPlayerType.GetNoiseParamsTalk(), DayZPlayerType.GetNoiseParamsWhisper(), NoiseAIEvaluate.GetNoiseReduction(), Transport.GetSeatAnimationType(), CGame.GetTime(), GetUApi(), CGame.GetVoiceLevel(), CGame.GetWeather(), HandleADS(), HandleDeath(), DayZPlayerImplementFallDamage.HandleFallDamage(), DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic(), DayZPlayerInventory.HandleInventory(), HandleOptic(), DayZPlayerImplementSwimming.HandleSwimming(), DayZPlayerImplementThrowing.HandleThrowing(), HandleView(), HandleWeapons(), IsAlreadyInFallingCommand(), HumanCommandVehicle.IsGettingOut(), IsHandheldOpticsInUse(), Class.IsInherited(), HumanMovementState.IsInProne(), HumanMovementState.IsInRaisedProne(), IsLanded(), HumanInputController.IsMeleeWeaponAttack(), DayZPlayer.IsPlayerSpeaking(), HumanMovementState.IsRaised(), CGame.IsServer(), ModCommandHandlerAfter(), ModCommandHandlerBefore(), ModCommandHandlerInside(), OnLadder(), OnLand(), OnMovementChanged(), Object.OnPlayerRecievedHit(), Human.PhysicsGetPositionWS(), Human.PhysicsIsFalling(), ProcessJumpOrClimb(), HumanCommandVehicle.ProcessLeaveEvents(), SetFallYDiff(), HumanCommandAdditives.SetTalking(), GearChangeActionCallback.SetVehicleCommand(), Human.StartCommand_Fall(), Human.StartCommand_Move(), Human.StartCommand_Swim(), Human.StartCommand_Vehicle(), HumanInventory.Update(), HumanCommandVehicle.WasGearChange(), PlayerConstants.FULL_SPRINT_DELAY_DEFAULT, DayZPlayerImplementFallDamage.HEALTH_HEIGHT_LOW, HumanCommandFall.LANDTYPE_HEAVY, HumanCommandFall.LANDTYPE_LIGHT, HumanCommandFall.LANDTYPE_MEDIUM, HumanCommandFall.LANDTYPE_NONE, DayZPlayerImplementSwimming.m_bWasSwimming, m_CameraOptics, m_ContinueFirearmMelee, m_dT, m_FallDamage, m_FallYDiff, SHumanCommandClimbSettings.m_fFwMaxDistance, FallDamageData.m_Height, HumanMovementState.m_iMovement, m_IsRaised, m_IsWeapon, m_JumpClimb, FallDamageData.m_LandType, m_LastCommandBeforeUnconscious, HumanMovementState.m_LocalMovement, m_MeleeFightLogic, m_MovementState, m_NextVoNNoiseTime, m_ProcessFirearmMeleeHit, m_SprintedTime, m_SprintedTimePerStanceMin, m_SprintFull, m_Swimming, m_Throwing, and m_TransportCache
void HideClothing(ItemOptics optic, bool state)
void OnMovementChanged()

Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..

Referenced by CommandHandler()
void OnSprintStart()
Referenced by OnMovementChanged()
void OnSprintEnd()
Referenced by OnMovementChanged()
void OnInputUserDataReceived(ParamsReadContext ctx)

Input userdata

void AddNoise(NoiseParams noisePar, float noiseMultiplier = 1.0)
void OnParticleEvent(string pEventType, string pUserString, int pUserInt)
void SetVariablesLadderSoundObjectBuilder(SoundObjectBuilder soundObjectBuilder)
Referenced by ProcessSoundEvent()
void ProcessFeetDamageServer(int pUserInt)
Referenced by OnStepEvent()
bool CheckForTakeItem(EntityAI item)

anti-cheat condition

Referenced by CheckForDropItem()
bool CheckForDropItem(EntityAI item)
bool CheckForRespawn(EntityAI item)

Player respawn

bool IsLanded(int pCurrentCommandID)
bool OnLand(int pCurrentCommandID, FallDamageData fallDamageData)
bool IsAlreadyInFallingCommand(int pCurrentCommandID)
void OverrideSlidePoseAngle(float value)

movement sliding override, originally for FB gestures

void CheckAnimationOverrides()
bool IsRestrained()
bool IsInFBEmoteState()

Checks if fullbody animation or specific locked state is active in emote manager

Referenced by CanClimb(), and CanJump()
void SetSuicide(bool state)
References m_Suicide
bool CommitedSuicide()
References m_Suicide
Referenced by HandleDamageHit(), and HandleDeath()
void OnLadder(float delta_time, HumanMovementState pState)

called every command handler tick when player is on ladder

Referenced by CommandHandler()
override protected void EOnContact(IEntity other, Contact extra)

Phx contact event

void CheckLiftWeapon()
Referenced by HandleWeapons()
void ProcessLiftWeapon()
Referenced by HandleWeapons()
bool IsHandheldOpticsInUse()
bool IsLiftWeapon()
Referenced by HandleADS()
float GetWeaponObstruction()
bool IsWeaponObstructionBlockingADS()
bool IsFighting()
Referenced by HandleADS(), and HandleWeapons()
bool CanPickupHeavyItem(notnull EntityAI item)

---------------- Checks if player can pick up heavy item -------------------------

bool CanPickupHeavyItemSwap(notnull EntityAI item1, notnull EntityAI item2)
void SetReturnToOptics(bool state)

DEPRECATED

void RunADSTimer()

DEPRECATED

void StopADSTimer()

DEPRECATED

void SendCompleteWeaponRaiseJuncture()

DEPRECATED

void DepleteStamina(EStaminaModifiers modifier, float dT = -1)