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()constructor
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, new DayZPlayerImplementJumpClimb(), new DayZPlayerImplementMeleeCombat(), new DayZPlayerImplementSwimming(), new DayZPlayerImplementThrowing(), new DayZPlayerMeleeFightLogic_LightHeavy(), CGame.GetWorld(), string.Hash(), World.Is3rdPersonDisabled(), EntityAI.RegisterNetSyncVariableBoolSignal(), IEntity.SetEventMask(), SetOptics(), new Timer(), PlayerConstants.FULL_SPRINT_DELAY_DEFAULT, m_ADSAutomationTimer, m_AimingModel, m_bADS, Man.m_CachedEquipmentStorage, m_Camera3rdPerson, m_ContinueFirearmMelee, m_CurrentWaterLevel, m_FallDamage, m_IsShootingFromCamera, m_JumpClimb, m_LastSurfaceUnderHash, m_MeleeCombat, m_MeleeFightLogic, m_NextVoNNoiseTime, m_PerformedActionSounds, m_ProcessFirearmMeleeHit, m_SprintedTime, m_SprintedTimePerStanceMin, m_SprintFull, m_Swimming, m_SyncedHitDataArray, m_Throwing, m_WeaponRaiseCompleted, and m_WeaponRaiseTimevoid ~DayZPlayerImplement()Constants 4
static const float DEFAULT_DYING_TIME = 2.5how long does it take to full death screen [s]
static const float DYING_PROGRESSION_TIME = 0.05time step for gradual update of dead screen visibilibty up to full visbility [s]
const float HIT_INTERVAL_MIN = 0.3Minimum time in seconds before a COMMANDID_HIT to COMMANDID_HIT transition is allowed
static const int DEAD_SCREEN_DELAY = 1000DEPRECATED
Members 96
ref HumanMovementState m_MovementState = new HumanMovementState()cached ptr for movement state
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, CanClimb(), CanJump(), CommandHandler(), EvaluateDamageHit(), EvaluateDamageHitAnimation(), HandleADS(), HandleView(), HandleWeapons(), HeadingModel(), IsClimbingLadder(), IsFireWeaponRaised(), IsInVehicle(), IsSwimming(), OnMovementChanged(), DayZPlayerImplementJumpClimb.JumpOrClimb(), MissionGameplay.OnUpdate(), PlayerBase.BrokenLegForceProne(), PlayerBase.BrokenLegWalkShock(), PlayerBase.CommandHandler(), PlayerBase.GetFeetDamageMoveModifier(), PlayerBase.HeadingModel(), PlayerBase.IsClimbing(), PlayerBase.IsFalling(), PlayerBase.IsInProne(), PlayerBase.IsInRasedProne(), PlayerBase.IsLeaning(), PlayerBase.IsSprinting(), PlayerBase.IsUnconscious(), PlayerBase.OnCommandHandlerTick(), PlayerBase.UpdateBrokenLegs(), ShockMdfr.GetRefillSpeed(), and TripWireTrigger.OnEnterServerEvent()protected ref DayZPlayerImplementAiming m_AimingModelprotected ref DayZPlayerImplementMeleeCombat m_MeleeCombatShow 1 more
, PlayerBase.DiagOnPostFrame()protected ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogicShow 3 more
, GetMeleeFightLogic(), PlayerBase.EEHitByRemote(), and PlayerBase.OnPlayerRecievedHit()protected ref DayZPlayerImplementSwimming m_Swimmingprotected ref DayZPlayerImplementThrowing m_Throwingprotected ref DayZPlayerImplementJumpClimb m_JumpClimbprotected ref DayZPlayerImplementFallDamage m_FallDamageShow 1 more
, PlayerBase.DiagOnPostFrame()protected ref PlayerSoundEventHandler m_PlayerSoundEventHandlerprotected ref ReplaceSoundEventHandler m_ReplaceSoundEventHandlerprotected SHumanCommandMoveSettings m_MoveSettingsprotected float m_FallYDiffprotected float m_SprintedTimeprotected float m_SprintedTimePerStanceMinprotected bool m_SprintFullprotected bool m_IsRaisedprotected bool m_ShouldReloadprotected bool m_Camera3rdPersonShow 2 more
, IsInThirdPerson(), and SetIsInThirdPerson()protected bool m_CameraZoomToggleprotected bool m_bADSprivate float m_WeaponRaiseTimemeasures time from the weapon raise start to complete raise (once per)
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, ResetWeaponRaiseProgress()protected bool m_WeaponRaiseCompletedShow 1 more
, ResetWeaponRaiseProgress()protected ECameraZoomType m_CameraEyeZoomLevelprotected bool m_CameraIronsightIronsight NOW!
protected bool m_CameraOpticsOptics NOW!
protected bool m_CameraOpticsAimOverridefor tracking if aim limit is currently overriden by optics
protected float m_DeathDarkeningCurrentTimeprotected bool m_IsTryingHoldBreathprotected bool m_IsShootingFromCameraprotected bool m_PlayerSelectedprotected bool m_Suicideprotected bool m_IsUnconsciousShow 1 more
, PlayerBase.IsUnconsciousStateOnly()protected bool m_ShouldBeUnconsciousShow 2 more
, PlayerBase.OnSyncJuncture(), and PlayerBase.OnVehicleSeatDriverLeft()protected bool m_IsUnconsciousFallingbool m_UnconsciousDebugprotected int m_LastCommandBeforeUnconsciousref WeaponDebug m_WeaponDebugShow 1 more
, PlayerBase.OnCommandHandlerTick()ref DeathEffectTimer m_DeathEffectTimerref Timer m_FightEndBlendTimerprotected bool m_ProcessFirearmMeleeHitprotected bool m_ContinueFirearmMeleeprotected bool m_LiftWeapon_playerprotected float m_ObstructWeapon_playerShow 2 more
, PlayerBase.ProcessLiftWeapon(), and PlayerBase.SendLiftWeaponSync()protected bool m_ProcessLiftWeaponprotected bool m_ProcessLiftWeaponStateprotected float m_ProcessObstructWeaponprotected int m_LastSurfaceUnderHashprotected Transport m_TransportCacheShow 3 more
, HandleDeath(), PlayerBase.CommandHandler(), and PlayerBase.OnUnconsciousStart()protected string m_ClimbingLadderTypebool m_isFBsymptomPlayingprotected bool m_HandheldOpticsInUseprotected bool m_ResetADSprotected bool m_ProcessResetADSprotected int m_StepCounterprotected int m_NextVoNNoiseTimeprotected ref array<ref SyncHitInfo> m_SyncedHitDataArrayprotected ref array<AbstractWave> m_PerformedActionSoundsShow 1 more
, PlayerBase.CheckSoundEvent()protected bool m_RaiseStarted = falseprotected bool m_AimingFinisherStarted = falseprotected bool m_IsWeaponprivate float m_CurrentWaterLevelbool m_WasInVehicleprotected bool m_TriggerPullPlayerOutOfVehicleSynchprotected bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = falseprotected int m_PullPlayerOutOfVehicleState = -1int m_ActionSoundCategoryHashprotected float m_dTprotected float m_fObstructionSmoothprotected float m_fObstructionSmoothVelocity[1]float m_DeathHitDir = 0bool m_DeathJuctureSent = falsebool m_DamageHitFullbody = falseHandleDamageHit
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, ResetDamageHitState()int m_DamageHitAnimType = -1.0Show 1 more
, ResetDamageHitState()float m_DamageHitDir = 0.0float m_DamageHealth = 0.0float m_HitElapsedTime = HIT_INTERVAL_MINfloat m_fLastHeadingDiff = 0This HeadingModel
float m_LastHeadingAngleBlock2float m_LastHeadingAngleint m_LastBackSoundTimeint m_LastBackSoundTime2float m_SoundOffsetfloat m_DebugDirectionVal = -180bool m_DebugTypeVal = falseint m_DebugWeaponChangeStage = 0string m_DebugWeaponChangeItemint m_DebugWeaponChangeShowSlotprotected bool m_CameraEyeZoomDEPRECATED
protected bool m_ADSTimerLaunchedDEPRECATED
protected bool m_ProcessWeaponRaiseCompletedDEPRECATED
protected bool m_IsFireWeaponRaisedDEPRECATED, value still set for legacy reasons
protected bool m_WasIronSightmoved from player to weapon
Methods 159
protected override event typename GetOwnerStateType()FEATURE_NETWORK_RECONCILIATIONprotected override event typename GetMoveType()FEATURE_NETWORK_RECONCILIATIONprotected override event void ObtainState(PawnOwnerState pState)FEATURE_NETWORK_RECONCILIATIONShow 1 more
, DayZPlayerImplementOwnerState.m_fLastHeadingDiffprotected override event void RewindState(PawnOwnerState pState, PawnMove pMove, inout NetworkRewindType pRewindType)FEATURE_NETWORK_RECONCILIATIONShow 1 more
, DayZPlayerImplementOwnerState.m_fLastHeadingDiffDayZPlayerImplementAiming GetAimingModel()Show 12 more
, DayZPlayerCameraIronsights.OnUpdate(), PlayerBase.OnSyncJuncture(), PluginDiagMenu.CheckAimNoise(), PluginDiagMenu.OnRPC(), PluginDiagMenu.SendProceduralRecoilRPC(), PluginDiagMenuClient.CBWeaponAimNoise(), PluginDiagMenuClient.CBWeaponRecoil(), WeaponDebug.DisplayGeneralInfo(), WeaponFire.OnEntry(), WeaponFireMultiMuzzle.OnEntry(), WeaponFireToJam.OnEntry(), and WeaponFireWithEject.OnEntry()DayZPlayerImplementMeleeCombat GetMeleeCombat()DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic()DayZPlayerImplementThrowing GetThrowing()override bool IsShootingFromCamera()void OverrideShootFromCamera(bool pState)bool IsInIronsights()Show 2 more
, StaminaHandler.ApplyExhaustion(), and WeaponManager.Update()bool IsInOptics()Show 2 more
, StaminaHandler.ApplyExhaustion(), and WeaponManager.Update()override bool IsInThirdPerson()void SetIsInThirdPerson(bool state)bool IsFireWeaponRaised()bool IsTryingHoldBreath()bool IsSprintFull()void ShowWeaponDebug(bool show)bool IsWeaponDebugEnabled()void SetFallYDiff(float value)override float GetCurrentWaterLevel()override void SetCurrentWaterLevel(float pWaterLevel)void SetIronsights(bool value)Show 2 more
, HandleADS(), and HandleOptic()void SetOptics(bool value)Show 3 more
, HumanInputController.ResetFreeLookToggle(), HumanCommandWeapons.SetADS(), and m_CameraOpticsShow 2 more
, ExitSights(), and SwitchOptics()void ExitSights()Show 3 more
, HandleView(), PlayerBase.CommandHandler(), and WeaponManager.Update()void SwitchOptics(ItemOptics optic, bool state)Show 1 more
, Weapon_Base.OnItemLocationChanged()void SetClimbingLadderType(string value)bool CanConsumeStamina(EStaminaConsumers consumer)bool CanStartConsumingStamina(EStaminaConsumers consumer)void DepleteStaminaEx(EStaminaModifiers modifier, float dT = -1, float coef = 1.0)override CachedEquipmentStorage GetCachedEquipment()bool IsInVehicle()Show 1 more
, m_MovementStateShow 13 more
, ActionTargetsCursor.GetTarget(), ActionTargetsCursor.Update(), AttachmentsOutOfReach.IsAttachmentReachable(), CarHornShortActionInput.UpdatePossibleActions(), EvaluateDamageHitAnimation(), HandleView(), DayZPlayerImplementMeleeCombat.HitZoneSelectionRaycast(), PlayerBase.BrokenLegForceProne(), PlayerBase.CanBeRestrained(), PlayerBase.CanBeTargetedByAI(), PlayerBase.CanReceiveItemIntoHands(), PlayerBase.TryHideItemInHands(), and ToggleLightsActionInput.UpdatePossibleActions()bool IsSwimming()Show 16 more
, EmoteManager.CanPlayEmote(), EmoteManager.OnSyncJuncture(), Environment.CheckWaterContact(), Environment.SetProcessedItemTemperature(), Hologram.IsRestrictedFromAdvancedPlacing(), PlayerBase.BrokenLegForceProne(), PlayerBase.BrokenLegWalkShock(), PlayerBase.CanBeRestrained(), PlayerBase.CanClimb(), PlayerBase.CanSpawnBreathVaporEffect(), PlayerBase.GetDrowningWaterLevelCheck(), PlayerBase.OnQuickBarContinuousUseStart(), PlayerBase.OnQuickBarSingleUse(), PlayerBase.TryHideItemInHands(), PlayerSoundEventBase.CanPlay(), and ShockMdfr.GetRefillSpeed()bool IsClimbingLadder()Show 10 more
, EmoteManager.CanPlayEmote(), Environment.CheckWaterContact(), Hologram.IsRestrictedFromAdvancedPlacing(), PlayerBase.BrokenLegForceProne(), PlayerBase.BrokenLegWalkShock(), PlayerBase.CanBeRestrained(), PlayerBase.OnQuickBarContinuousUseStart(), PlayerBase.OnQuickBarSingleUse(), PlayerBase.TryHideItemInHands(), and ShockMdfr.GetRefillSpeed()bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param = 0)Handle sound event by respective sound handler based on its type
bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false)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)float GetDeltaT()Show 25 more
, CAContinuousEmptyMagazine.Execute(), CAContinuousFertilizeGardenSlot.Execute(), CAContinuousFill.Execute(), CAContinuousFillBrakes.Execute(), CAContinuousFillCoolant.Execute(), CAContinuousFillFuel.Execute(), CAContinuousFillOil.Execute(), CAContinuousFillPowerGenerator.Execute(), CAContinuousFish.Execute(), CAContinuousMineWood.Execute(), CAContinuousQuantity.Execute(), CAContinuousQuantityLiquidTransfer.Execute(), CAContinuousQuantityRepeat.Execute(), CAContinuousRepeat.Execute(), CAContinuousRepeatFishing.Execute(), CAContinuousRepeatPushObject.Execute(), CAContinuousRepeatStartEngine.Execute(), CAContinuousTime.Execute(), CAContinuousTimeCooking.Execute(), CAContinuousTransferQuantity.Execute(), CAContinuousWaterPlant.Execute(), CAContinuousWaterSlot.Execute(), CAContinuousWringClothes.Execute(), CAInteractLoop.Execute(), and VicinityContainer.UpdateInterval()Transport GetTransportCache()Get the transport that was cached when entering unconsciousness
override string GetDebugText()Show 2 more
, Entity.GetIsSimulationDisabled(), and IEntity.GetParent()void TriggerPullPlayerOutOfVehicle()void TriggerPullPlayerOutOfVehicleImpl()And now we want to resume control of the player
override void OnVariablesSynchronized()Handle own client animation freeze
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, m_TriggerPullPlayerOutOfVehicleSynchvoid DeathDropHandEntity()Show 30 more
, Transport.CrewGetOut(), Transport.CrewMemberIndex(), Entity.DisableSimulation(), Human.GetCommand_Vehicle(), Man.GetIdentity(), Human.GetItemAccessor(), DayZGame.GetMissionState(), HumanCommandVehicle.GetTransport(), GetTypeOfDeath(), CGame.GetWorld(), HumanItemAccessor.HideItemInHands(), HumanCommandVehicle.IsGettingIn(), HumanCommandVehicle.IsGettingOut(), Man.IsUnconscious(), Transport.MarkCrewMemberDead(), Human.PhysicsSetRagdoll(), Human.PhysicsSetSolid(), PlayerIdentityBase.Possess(), World.SetVoiceOn(), Human.StartCommand_Death(), m_DeathAnimType, m_DeathHitDir, DayZPlayerCommandDeathCallback.m_pPlayer, DayZPlayerVehicleCommandDeathCallback.m_pPlayer, m_PullPlayerOutOfVehicleKeepsInLocalSpace, m_PullPlayerOutOfVehicleState, m_ShouldBeUnconscious, m_TransportCache, m_WasInVehicle, and DayZGame.MISSION_STATE_GAMEvoid ResetDeathStartTime()And now we want to resume control of the player
override void EEKilled(Object killer)override void StopDeathDarkeningEffect()void SimulateDeath(bool state)Show 15 more
, LockControls(), Timer.Run(), AbstractSoundScene.SetMusicVolume(), AbstractSoundScene.SetRadioVolume(), AbstractSoundScene.SetSoundVolume(), AbstractSoundScene.SetSpeechExVolume(), AbstractSoundScene.SetVOIPVolume(), ShowDeadScreen(), StopDeathDarkeningEffect(), DEFAULT_DYING_TIME, DYING_PROGRESSION_TIME, m_DeathEffectTimer, m_IsUnconscious, EntityAI.m_KilledByHeadshot, and DayZGame.MISSION_STATE_GAMEvoid LockControls(bool state)Show 4 more
, UIManager.GetMenu(), CGame.GetUIManager(), UIManager.IsDialogVisible(), and UIManager.ShowUICursor()void CompleteWeaponRaise()Show 1 more
, m_WeaponRaiseTimevoid ResetWeaponRaiseProgress()bool IsWeaponRaiseCompleted()DayZPlayerInventory GetDayZPlayerInventory()Show 19 more
, AbortWeaponEvent(), CommandHandler(), HandleADS(), HandleWeapons(), OnInputForRemote(), OnInputFromServer(), StopHandEvent(), StopWeaponEvent(), SyncDeferredEventToRemotes(), DayZPlayerImplementThrowing.CanChangeThrowingStance(), EmoteManager.CanPlayEmote(), FirearmActionBase.ActionCondition(), Inventory.UpdateInterval(), PlayerBase.CanDeleteItems(), PlayerBase.HandleRemoteItemManipulation(), PlayerBase.OnQuickBarSingleUse(), TrapSpawnBase.OnPlacementComplete(), WeaponManager.CanFire(), and WeaponManager.StartPendingAction()override void OnInputForRemote(ParamsReadContext ctx)override void OnInputFromServer(ParamsReadContext ctx)Show 1 more
, Serializer.Read()void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client = false)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)override void OnItemInHandsChanged()WeaponManager GetWeaponManager()void HandleWeapons(float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)HandleWeapons
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, 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_DELAYvoid HandleOptic(notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics)fire
bool IsInFullbodyDamageAnimation()void EvaluateDamageHit(int pCurrentCommandID)Must be ran at the start of CommandHandler before Jump is triggered
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, Object.GetMaxHealth(), CGame.GetMission(), CGame.GetPlayer(), Object.IsAlive(), Man.IsUnconscious(), Hud.SpawnHitDirEffect(), PlayerConstants.HEAVY_HIT_THRESHOLD, SyncHitInfo.m_AnimType, m_DamageHealth, m_DamageHitAnimType, m_DamageHitDir, m_DamageHitFullbody, SyncHitInfo.m_Fullbody, SyncHitInfo.m_HasSource, SyncHitInfo.m_HealthDamage, SyncHitInfo.m_HitDir, HumanMovementState.m_iStanceIdx, m_MovementState, and m_SyncedHitDataArrayignore hit impacts in prone (for now)
void ResetDamageHitState(bool resetTimer)bool EvaluateDeathAnimation(int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)selects animation type and direction based on damage system data
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
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, Object.GetDirection(), Object.GetHealth(), TotalDamageResult.GetHighestDamage(), Human.GetMovementState(), Object.GetPosition(), Object.GetPosition(), DayZPlayerMeleeFightLogic_LightHeavy.IsInBlock(), Class.IsInherited(), IsInVehicle(), IsSwimming(), Man.IsUnconscious(), vector.Normalize(), vector.Normalize(), m_MeleeFightLogic, m_MovementState, and Math.RAD2DEGoverride void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)event from damage system
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, EvaluateDeathAnimation(), Human.GetCommand_Fall(), Human.GetCommand_Melee2(), GetFallDamage(), EntityAI.GetHierarchyRootPlayer(), DayZPlayerImplementFallDamage.GetLandType(), Object.IsAlive(), EntityAI.IsPlayer(), new KillerData(), RequestSoundEvent(), DayZPlayerSyncJunctures.SendDamageHitEx(), SendDeathJuncture(), HumanCommandFall.LANDTYPE_MEDIUM, EntityAI.m_DeathSyncSent, EntityAI.m_KilledByHeadshot, KillerData.m_Killer, EntityAI.m_KillerData, KillerData.m_KillerHiTheBrain, KillerData.m_MurderWeapon, and EntityAI.m_TransportHitRegisteredoverride bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)is replayed after correction when 'NetworkRewindType.REPLAY' is used
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, Human.GetCommand_Vehicle(), DiagMenu.GetEngineValue(), Human.GetItemAccessor(), HumanItemAccessor.GetItemInHandsBehaviourCfg(), Human.GetMovementState(), Object.IsAlive(), HumanCommandVehicle.IsGettingIn(), HumanCommandVehicle.IsGettingOut(), HumanCommandMove.IsLeavingUncon(), HumanCommandMove.IsStandingFromBack(), Man.IsUnconscious(), HumanCommandUnconscious.IsWakingUp(), DayZPlayerImplementHeading.NoHeading(), DayZPlayerImplementHeading.RotateOrient(), HumanMovementState.m_CommandTypeId, m_fLastHeadingDiff, HumanMovementState.m_iStanceIdx, m_MovementState, and HumanItemBehaviorCfg.m_StanceRotationoverride bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)This Aiming Model
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, HumanMovementState.IsRaised(), DayZPlayerImplementAiming.OnFinisherBegin(), DayZPlayerImplementAiming.OnRaiseBegin(), DayZPlayerImplementAiming.ProcessAimFilters(), DayZPlayerImplementAiming.ProcessStealthFilters(), m_AimingFinisherStarted, m_AimingModel, HumanMovementState.m_CommandTypeId, SDayZPlayerAimingModel.m_fCurrentAimY, HumanMovementState.m_iStanceIdx, m_MovementState, and m_RaiseStartedShow 2 more
, DayZPlayerImplementJumpClimb.WasSuccessful(), and m_JumpClimbbool CanJump()Show 13 more
, Human.GetItemAccessor(), HumanItemAccessor.GetItemInHandsBehaviourCfg(), HumanCommandMove.IsChangingStance(), IsFBSymptomPlaying(), IsInFBEmoteState(), IsRaised(), IsRestrained(), Man.IsUnconscious(), DayZPlayerUtils.PlayerCanChangeStance(), UAInterface.SyncedPress(), HumanItemBehaviorCfg.m_bJumpAllowed, HumanMovementState.m_iStanceIdx, and m_MovementStatebool CanClimb(int climbType, SHumanCommandClimbResult climbRes)Show 16 more
, Man.GetInputInterface(), Human.GetItemAccessor(), HumanItemAccessor.GetItemInHandsBehaviourCfg(), IsFBSymptomPlaying(), EntityAI.IsHologram(), IsInFBEmoteState(), IsRaised(), IsRestrained(), Man.IsUnconscious(), UAInterface.SyncedPress(), HumanItemBehaviorCfg.m_bJumpAllowed, SHumanCommandClimbResult.m_ClimbOverStandPointParent, SHumanCommandClimbResult.m_ClimbStandPointParent, SHumanCommandClimbResult.m_GrabPointParent, HumanMovementState.m_iStanceIdx, and m_MovementStatevoid OnJumpStart()void OnJumpEnd(int pLandType = 0)void StopHandEvent()void StopWeaponEvent()void AbortWeaponEvent()void SyncDeferredEventToRemotes()void HandleADS()This is main command logic
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, ExitSights(), Weapon.GetAttachedOptics(), Human.GetCommand_Melee2(), Human.GetCommandModifier_Weapons(), GetDayZPlayerInventory(), Man.GetEntityInHands(), Human.GetInputController(), Human.GetItemAccessor(), Human.GetMovementState(), GetThrowing(), Weapon_Base.GetWasIronSight(), PlayerBase.GetWeaponManager(), Object.IsAlive(), IsFighting(), IsHandheldOpticsInUse(), HumanItemAccessor.IsItemInHandsWeapon(), IsLiftWeapon(), DayZPlayerInventory.IsProcessing(), IsRaised(), HumanMovementState.IsRaised(), PlayerBase.IsRolling(), WeaponManager.IsRunning(), DayZPlayerImplementThrowing.IsThrowingModeEnabled(), IsWeaponObstructionBlockingADS(), IsWeaponRaiseCompleted(), HumanInputController.ResetADS(), ResetWeaponRaiseProgress(), HumanCommandWeapons.SetADS(), SetIronsights(), Weapon_Base.SetWasIronSight(), SwitchOptics(), HumanInputController.WeaponADS(), m_bADS, m_CameraIronsight, m_CameraOptics, HumanMovementState.m_iMovement, m_LiftWeapon_player, m_MovementState, and m_ResetADSvoid HandleView()if !raised if sprinting
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, 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_SoundOffsetModOverrides
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, 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_TransportCachevoid HideClothing(ItemOptics optic, bool state)Show 29 more
, Class.Cast(), Class.Cast(), PluginDayzPlayerDebug.CommandHandler(), Human.GetCommandModifier_Additives(), Human.GetCommandModifier_Weapons(), DiagMenu.GetEngineRangeValue(), Man.GetEntityInHands(), Man.GetHumanInventory(), CGame.GetPlayer(), PluginManager.GetPluginByType(), GetPluginManager(), HumanCommandWeapons.GetRunningAction(), HumanCommandWeapons.IsActionFinished(), HumanCommandWeapons.IsEvent(), PluginDayzPlayerDebug.IsWeaponChange(), PlayerBase.PredictiveDropEntity(), HumanCommandAdditives.SetExhaustion(), InventoryLocation.SetHands(), HumanCommandAdditives.SetInjured(), SpawnEntity(), HumanCommandWeapons.StartAction(), HumanCommandWeapons.StartAction(), Human.StartCommand_Damage(), m_DebugDirectionVal, m_DebugTypeVal, m_DebugWeaponChangeItem, m_DebugWeaponChangeShowSlot, m_DebugWeaponChangeStage, and m_TestDamageCounterThis is main camera selection logic
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, Weapon.GetAttachedOptics(), Human.GetCommand_Move(), Human.GetCommand_Vehicle(), Human.GetCurrentCommandID(), Man.GetEntityInHands(), Human.GetInputController(), Human.GetMovementState(), IEntity.GetParent(), HumanCommandVehicle.GetTransport(), HumanCommandMove.IsChangingStance(), HumanMovementState.IsRaised(), IsWeaponObstructionBlockingADS(), HumanInputController.WeaponADS(), DayZPlayerCameras.DAYZCAMERA_1ST, DayZPlayerCameras.DAYZCAMERA_1ST_UNCONSCIOUS, DayZPlayerCameras.DAYZCAMERA_1ST_VEHICLE, DayZPlayerCameras.DAYZCAMERA_3RD_CLIMB, DayZPlayerCameras.DAYZCAMERA_3RD_CRO, DayZPlayerCameras.DAYZCAMERA_3RD_CRO_RAISED, DayZPlayerCameras.DAYZCAMERA_3RD_ERC, DayZPlayerCameras.DAYZCAMERA_3RD_ERC_RAISED, DayZPlayerCameras.DAYZCAMERA_3RD_ERC_RAISED_MELEE, DayZPlayerCameras.DAYZCAMERA_3RD_ERC_SPR, DayZPlayerCameras.DAYZCAMERA_3RD_JUMP, DayZPlayerCameras.DAYZCAMERA_3RD_PRO, DayZPlayerCameras.DAYZCAMERA_3RD_PRO_RAISED, DayZPlayerCameras.DAYZCAMERA_IRONSIGHTS, DayZPlayerCameras.DAYZCAMERA_OPTICS, DayZPlayerImplementJumpClimb.m_bIsJumpInProgress, m_Camera3rdPerson, m_CameraIronsight, m_CameraOptics, HumanMovementState.m_CommandTypeId, m_IsRaised, HumanMovementState.m_iStanceIdx, m_IsWeapon, m_JumpClimb, m_LiftWeapon_player, and m_MovementStatevoid OnMovementChanged()Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
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, HumanMovementState.m_LocalMovement, and m_MovementStatevoid OnSprintStart()Show 1 more
, UAInput.Lock()void OnSprintEnd()Show 2 more
, UAInput.LocalValue(), and UAInput.Unlock()void OnInputUserDataReceived(ParamsReadContext ctx)Input userdata
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)Show 10 more
, Object.GetPosition(), Object.IsAlive(), Serializer.Read(), DayZPlayerImplementMeleeCombat.SetFinisherType(), DayZPlayerImplementMeleeCombat.SetHitPos(), DayZPlayerImplementMeleeCombat.SetHitZoneIdx(), DayZPlayerImplementMeleeCombat.SetTargetObject(), m_MeleeCombat, PlayerConstants.MAX_FINISHER_RANGE, and vector.Zerovoid OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)SyncJunctures
AnimBootsType GetBootsType()AnimUpperBodyType GetBodyAttachmentType()AnimBackType GetBackAttachmentType()AnimRangedWeaponType GetShoulderAttachmentType()Show 1 more
, EntityAI.GetInventory()string GetSurfaceType(SurfaceAnimationBone limbType)Show 3 more
, OnStepEvent(), DigSoundEventBase.SelectSoundID(), and EnvDebugPlayerData.Synch()AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)Sounds
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, SoundObject.SetPosition()Show 2 more
, ProcessVoiceEvent(), and ProcessWeaponEvent()void AddNoise(NoiseParams noisePar, float noiseMultiplier = 1.0)Event Processing
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, SoundObjectBuilder.BuildSoundObject(), Class.Cast(), array.Count(), array.Count(), array.Find(), string.Format(), array.Get(), array.Get(), VegetationSound.GetAnimEventIds(), GetBootsType(), DayZPlayer.GetDayZPlayerType(), ParticleManager.GetInstance(), Human.GetMovementState(), NoiseAIEvaluate.GetNoiseMultiplier(), DayZPlayerType.GetNoiseParamsCrouch(), DayZPlayerType.GetNoiseParamsProne(), DayZPlayerType.GetNoiseParamsStand(), NoiseAIEvaluate.GetNoiseReduction(), Object.GetOrientation(), CGame.GetPlayer(), Object.GetPosition(), DayZPlayerTypeStepSoundLookupTable.GetSoundBuilder(), VegetationSound.GetSoundObjectBuilder(), DayZPlayerType.GetStepSoundLookupTable(), Surface.GetStepsParticleID(), GetSurfaceType(), DayZPlayerType.GetVegetationSounds(), CGame.GetWeather(), string.Hash(), string.Hash(), WoodBase.HasPlayerCollisionParticle(), WoodBase.HasPlayerCollisionSound(), new HumanMovementState(), array.Insert(), CGame.IsBoxCollidingGeometry(), CGame.IsServer(), string.Length(), string.Length(), Debug.Log(), ParticleManager.PlayInWorldEx(), PlaySound(), MiscEffects.PlayVegetationCollideParticles(), ProcessFeetDamageServer(), Vector(), PlayerConstants.CHECK_EVERY_N_STEP, HumanMovementState.m_iMovement, HumanMovementState.m_iStanceIdx, m_LastSurfaceUnderHash, and m_StepCounterShow 23 more
, SoundObjectBuilder.BuildSoundObject(), Class.CastTo(), DayZPlayer.GetDayZPlayerType(), Man.GetEntityInHands(), InventoryItem.GetInventoryItemType(), NoiseAIEvaluate.GetNoiseReduction(), ItemBase.GetQuantity(), ItemBase.GetQuantityMax(), ItemBase.GetQuantityMin(), AnimSoundEvent.GetSoundBuilderEx(), InventoryItemType.GetSoundEvent(), DayZPlayerType.GetSoundWeaponEvent(), CGame.GetWeather(), ItemBase.HasQuantity(), array.Insert(), CGame.IsDedicatedServer(), Class.IsInherited(), CGame.IsServer(), Man.IsSoundInsideBuilding(), PlaySound(), m_ActionSoundCategoryHash, AnimSoundEvent.m_NoiseParams, and m_PerformedActionSoundsvoid SetVariablesLadderSoundObjectBuilder(SoundObjectBuilder soundObjectBuilder)Show 17 more
, SoundObjectBuilder.BuildSoundObject(), Human.GetCommand_Ladder(), DayZPlayer.GetDayZPlayerType(), NoiseAIEvaluate.GetNoiseReduction(), CGame.GetNoiseSystem(), Object.GetPosition(), AnimSoundEvent.GetSoundBuilder(), DayZPlayerTypeAnimTable.GetSoundEvent(), DayZPlayerType.GetSoundTable(), CGame.GetWeather(), array.Insert(), CGame.IsDedicatedServer(), CGame.IsServer(), PlaySound(), SetVariablesLadderSoundObjectBuilder(), AnimSoundEvent.m_NoiseParams, and m_PerformedActionSoundsAbstractWave ProcessVoiceEvent(string pEventType, string pUserString, int pUserInt)Show 14 more
, Class.Cast(), Object.ConfigGetInt(), Object.ConfigGetInt(), Object.ConfigGetString(), Object.ConfigGetString(), GameInventory.FindAttachment(), DayZPlayer.GetDayZPlayerType(), EntityAI.GetInventory(), DayZPlayerTypeVoiceSoundLookupTable.GetSoundBuilder(), DayZPlayerType.GetVoiceSoundLookupTable(), PlayerBase.GetVoiceType(), string.Hash(), PlayerBase.IsMale(), and PlaySound()void ProcessFeetDamageServer(int pUserInt)anti-cheat condition
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, IsRestrained(), Man.IsUnconscious(), and PlayerBase.DEBUG_INVENTORY_ACCESSPlayer respawn
override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)DEVELOPERShow 4 more
, HumanInputController.OverrideMovementSpeed(), Print(), Serializer.Read(), and Param1.param1bool OnLand(int pCurrentCommandID, FallDamageData fallDamageData)void OverrideSlidePoseAngle(float value)movement sliding override, originally for FB gestures
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, SHumanCommandMoveSettings.m_fSlidingPoseAngle, and m_MoveSettingsfloat GetSlidePoseAngle()void CheckAnimationOverrides()bool IsPlayerSelected()Show 11 more
, CrossHairSelector.GetActionManager(), CrossHairSelector.Update(), ShowDeadScreen(), ItemActionsWidget.GetActionManager(), NotifiersManager.OnScheduledTick(), PlayerBase.CheckAnimationOverrides(), PlayerBase.CheckDeath(), PlayerBase.CommandHandler(), PlayerBase.OnScheduledTick(), PlayerBase.SetDeathDarknessLevel(), and ProjectedCrosshair.Update()bool IsRestrained()bool IsInFBEmoteState()Checks if fullbody animation or specific locked state is active in emote manager
void OnLadder(float delta_time, HumanMovementState pState)called every command handler tick when player is on ladder
Phx contact event
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, CGame.IsServer(), and EntityAI.RegisterTransportHit()protected void AttenuateSoundIfNecessary(SoundObject soundObject)Show 3 more
, Man.IsSoundInsideBuilding(), Man.IsSoundInsideBuilding(), and SoundObject.SetKind()Show 2 more
, ProcessVoiceEvent(), and ProcessWeaponEvent()void CheckLiftWeapon()void ProcessLiftWeapon()void SetHandheldOpticsInUse(bool state)Show 1 more
, ActionViewOptics.ExitOptics()bool IsHandheldOpticsInUse()bool IsLiftWeapon()float GetWeaponObstruction()bool IsWeaponObstructionBlockingADS()bool IsRaised()Show 18 more
, CrossHairSelector.FloatingCrossHair(), CrossHairSelector.SelectCrossHair(), CanClimb(), CanJump(), HandleADS(), HandleView(), Hologram.IsRestrictedFromAdvancedPlacing(), InventoryActionHandler.OnUpdate(), MissionGameplay.OnUpdate(), PlayerBase.CanBeRestrained(), PlayerBase.CanSprint(), PlayerBase.EEItemIntoHands(), PlayerBase.IsMapCallbackCancelInput(), PlayerBase.OnQuickBarContinuousUseStart(), PlayerBase.OnQuickBarSingleUse(), ProjectedCrosshair.Update(), SneezeSymptom.OnGetActivatedServer(), and WeaponManager.CanFire()bool IsFighting()---------------- Checks if player can pick up heavy item -------------------------
protected override array<InventoryItem> OnDrawOptics2D()Called when 2D optics are about to be drawn.
Returns: Collection of optics to be drawn. Draws the provided optics when of `ItemOptics` type. Draws optic of current muzzle when of `Weapon_Base` type.
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, Class.Cast(), Class.Cast(), Class.Cast(), Weapon.GetAttachedOptics(), GetCachedEquipment(), CachedEquipmentStorageBase.GetEntitiesByCategory(), HumanInventory.GetEntityInHands(), Man.GetHumanInventory(), array.Insert(), ItemOptics.IsInOptics(), PlayerBase.IsNVGWorking(), ItemOptics.IsUsableWithNV(), ItemOptics.IsUsingOptics2DModel(), CachedEquipmentStorageQuery.m_Category, and CachedEquipmentStorageQuery.m_PlacementWeapon_Base SpawnWeaponInHands(string type)DIAG_DEVELOPERvoid SetReturnToOptics(bool state)DEPRECATED
void RunADSTimer()DEPRECATED
void StopADSTimer()DEPRECATED
void SendCompleteWeaponRaiseJuncture()DEPRECATED
void DepleteStamina(EStaminaModifiers modifier, float dT = -1)