class DayZPlayerImplementFallDamageSource
Constructors 1
void DayZPlayerImplementFallDamage(DayZPlayer pPlayer)Referenced by DayZPlayerImplement.DayZPlayerImplement()
Constants 38
static const string FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"Referenced by DisplayFallDamageDebugInfo(), HandleFallDamage(), PreloadAmmoTypeData()
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, PluginAdminLog.PlayerHitBy()static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"Referenced by DisplayFallDamageDebugInfo(), HandleFallDamage(), PreloadAmmoTypeData()
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, PluginAdminLog.PlayerHitBy()static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"Referenced by DamageAttachedGear(), DisplayFallDamageDebugInfo(), PreloadAmmoTypeData()
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, PluginAdminLog.PlayerHitBy()const float HEALTH_HEIGHT_LOW = 5const float HEALTH_HEIGHT_HIGH = 14Referenced by HandleFallDamage()
private const float SHOCK_HEIGHT_LOW = 3Referenced by HandleFallDamage()
private const float SHOCK_HEIGHT_HIGH = 12Referenced by HandleFallDamage()
private const float BROKENLEGS_HEIGHT_LOW = 5Referenced by HandleFallDamage()
private const float BROKENLEGS_HEIGHT_HIGH = 9Referenced by HandleFallDamage()
private const float GLOVES_HEALTH_HEIGHT_LOW = 5Referenced by HandleFallDamage()
private const float GLOVES_HEALTH_HEIGHT_HIGH = 15Referenced by HandleFallDamage()
private const float SHOES_HEALTH_HEIGHT_LOW = 2Referenced by HandleFallDamage()
private const float SHOES_HEALTH_HEIGHT_HIGH = 15Referenced by HandleFallDamage()
private const float PANTS_HEALTH_HEIGHT_LOW = 5Referenced by HandleFallDamage()
private const float PANTS_HEALTH_HEIGHT_HIGH = 16Referenced by HandleFallDamage()
private const float BLEEDINGHANDS_HEIGHT_LOW = 5Referenced by HandleFallDamage()
private const float BLEEDINGFEET_HEIGHT_LOW = 3Referenced by HandleFallDamage()
private const float BLEEDINGLEGS_HEIGHT_LOW = 10Referenced by HandleFallDamage()
private const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05Referenced by Randomize()
private const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1Referenced by Randomize()
private const float RANDOM_THRESHOLD_LEGS_LOW = 0.05Referenced by Randomize()
private const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1Referenced by Randomize()
private const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0Referenced by Randomize()
private const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2Referenced by Randomize()
private const float BLEEDING_CHANCE_HEIGHT_LOW = 3Referenced by HandleFallDamage()
private const float BLEEDING_CHANCE_HEIGHT_HIGH = 15Referenced by HandleFallDamage()
private static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125private static const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"}Referenced by AttachBleedingToZonesByHeight()
private static const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"}Referenced by AttachBleedingToZonesByHeight()
private static const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"}Referenced by AttachBleedingToZonesByHeight()
private const int DAMAGE_TYPE_GLOBAL = 0private const int DAMAGE_TYPE_LEGS = 1private const int DAMAGE_TYPE_ATTACHMENTS = 2const string FD_AMMO = "FallDamage"DEPRECATED
const float FD_DMG_FROM_HEIGHT = 2.5damage will not be taken into account bellow this HeightToDamage
const float FD_MAX_DMG_AT_HEIGHT = 15height where player gets 100% damage
const float FD_MAX_HEIGHT_LEG_BREAK = 8height where legs break most of the time
Members 4
DayZPlayer m_Playerprivate ref FallDamageData m_FallDamageDataReferenced by AttachBleedingToZonesByHeight(), DamageAttachedGear(), DayZPlayerImplementFallDamage()
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, FillDebugFallDamageData(), GetHeight(), GetLandType(), and HandleFallDamage()bool m_Debug = falseDIAG_DEVELOPERReferenced by PlayerBase.DiagOnPostFrame()
private static ref map<string, float> m_AmmoTypeDataDIAG_DEVELOPERMethods 15
float GetHeight()Referenced by FallDamageDebugData.Synch()
int GetLandType()void HandleFallDamage(FallDamageData pData)References AttachBleedingToZonesByHeight(), Class.Cast(), Math.Clamp()
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, PlayerBase.DamageAllLegs(), DamageAttachedGear(), PlayerBase.ForceUpdateInjuredState(), Math.InverseLerp(), CGame.IsServer(), Object.ProcessDirectDamage(), Randomize(), BLEEDING_CHANCE_HEIGHT_HIGH, BLEEDING_CHANCE_HEIGHT_LOW, BLEEDINGFEET_HEIGHT_LOW, BLEEDINGHANDS_HEIGHT_LOW, BLEEDINGLEGS_HEIGHT_LOW, BROKENLEGS_HEALTH_DAMAGE_MAX, BROKENLEGS_HEIGHT_HIGH, BROKENLEGS_HEIGHT_LOW, DAMAGE_TYPE_ATTACHMENTS, DAMAGE_TYPE_GLOBAL, DAMAGE_TYPE_LEGS, FALL_DAMAGE_AMMO_HEALTH, FALL_DAMAGE_AMMO_SHOCK, GLOVES_HEALTH_HEIGHT_HIGH, GLOVES_HEALTH_HEIGHT_LOW, HEALTH_HEIGHT_HIGH, HEALTH_HEIGHT_LOW, FallDamageData.m_BleedingChanceCoef, FallDamageData.m_BleedingChanceLegsCoef, FallDamageData.m_BleedingFeetCoef, FallDamageData.m_BleedingHandsCoef, FallDamageData.m_BleedingLegsCoef, FallDamageData.m_BrokenLegsCoef, m_FallDamageData, FallDamageData.m_GlovesHealthCoef, FallDamageData.m_HealthCoef, FallDamageData.m_Height, FallDamageData.m_PantsHealthCoef, m_Player, FallDamageData.m_ShockCoef, FallDamageData.m_ShoesHealthCoef, PANTS_HEALTH_HEIGHT_HIGH, PANTS_HEALTH_HEIGHT_LOW, SHOCK_HEIGHT_HIGH, SHOCK_HEIGHT_LOW, SHOES_HEALTH_HEIGHT_HIGH, SHOES_HEALTH_HEIGHT_LOW, and vector.ZeroReferenced by DayZPlayerImplement.CommandHandler()
Referenced by HandleFallDamage()
private void AttachBleedingToZonesByHeight(notnull PlayerBase pPlayer)References BleedingSourcesManagerBase.AttemptAddBleedingSourceBySelection(), EntityAI.FindAttachmentBySlotName(), PlayerBase.GetBleedingManagerServer()
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, CGame.GetTime(), Math.RandomFloatInclusive(), Math.RandomInt(), Math.Randomize(), BLEEDING_FEET_SELECTIONS, BLEEDING_HANDS_SELECTIONS, BLEEDING_LEGS_SELECTIONS, FallDamageData.m_BleedingChanceCoef, FallDamageData.m_BleedingChanceLegsCoef, FallDamageData.m_BleedingFeetCoef, FallDamageData.m_BleedingHandsCoef, FallDamageData.m_BleedingLegsCoef, and m_FallDamageDataReferenced by HandleFallDamage()
private void DamageAttachedGear(notnull PlayerBase pPlayer)References EntityAI.FindAttachmentBySlotName(), Object.GetPosition(), Object.GetPosition()
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, Object.GetPosition(), Object.ProcessDirectDamage(), Object.ProcessDirectDamage(), Object.ProcessDirectDamage(), Object.WorldToModel(), Object.WorldToModel(), Object.WorldToModel(), FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, m_FallDamageData, FallDamageData.m_GlovesHealthCoef, FallDamageData.m_PantsHealthCoef, and FallDamageData.m_ShoesHealthCoefReferenced by HandleFallDamage()
FallDamageDebugData GetFallDamageDebugData()DIAG_DEVELOPERvoid ShowFallDamageDebugInfo(bool enabled)DIAG_DEVELOPERReferenced by PlayerBase.DiagOnPostFrame()
private static string LandTypeToString(int landType)DIAG_DEVELOPERReferenced by DisplayFallDamageDebugInfo()
private void PreloadAmmoTypeData()DIAG_DEVELOPERReferenced by DayZPlayerImplementFallDamage()
private vector GetValuesFromAmmoType(string pAmmoType)DIAG_DEVELOPERReferenced by PreloadAmmoTypeData()
static void DisplayFallDamageDebugInfo(bool enabled, FallDamageDebugData data)DIAG_DEVELOPERReferences DbgUI.Begin(), Math.Clamp(), DbgUI.End()
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, string.Format(), LandTypeToString(), DbgUI.Text(), BROKENLEGS_HEALTH_DAMAGE_MAX, FALL_DAMAGE_AMMO_HEALTH, FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT, FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS, FALL_DAMAGE_AMMO_SHOCK, m_AmmoTypeData, FallDamageDebugData.m_BleedingChanceCoef, FallDamageDebugData.m_BleedingFeetCoef, FallDamageDebugData.m_BleedingHandsCoef, FallDamageDebugData.m_BleedingLegsCoef, FallDamageDebugData.m_BrokenLegsCoef, FallDamageDebugData.m_GlovesHealthCoef, FallDamageDebugData.m_HealthCoef, FallDamageDebugData.m_Height, FallDamageDebugData.m_LandType, FallDamageDebugData.m_PantsHealthCoef, FallDamageDebugData.m_ShockCoef, FallDamageDebugData.m_ShoesHealthCoef, and float.MAXvoid FillDebugFallDamageData(FallDamageDebugData data)DIAG_DEVELOPERReferences FallDamageDebugData.m_BleedingChanceCoef, FallDamageData.m_BleedingChanceCoef, FallDamageDebugData.m_BleedingFeetCoef
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, FallDamageData.m_BleedingFeetCoef, FallDamageDebugData.m_BleedingHandsCoef, FallDamageData.m_BleedingHandsCoef, FallDamageDebugData.m_BleedingLegsCoef, FallDamageData.m_BleedingLegsCoef, FallDamageDebugData.m_BrokenLegsCoef, FallDamageData.m_BrokenLegsCoef, m_FallDamageData, FallDamageDebugData.m_GlovesHealthCoef, FallDamageData.m_GlovesHealthCoef, FallDamageDebugData.m_HealthCoef, FallDamageData.m_HealthCoef, FallDamageDebugData.m_Height, FallDamageData.m_Height, FallDamageDebugData.m_LandType, FallDamageData.m_LandType, FallDamageDebugData.m_PantsHealthCoef, FallDamageData.m_PantsHealthCoef, FallDamageDebugData.m_ShockCoef, FallDamageData.m_ShockCoef, FallDamageDebugData.m_ShoesHealthCoef, and FallDamageData.m_ShoesHealthCoefReferenced by FallDamageDebugData.Synch()
void HandleFallDamage(float pHeight)Referenced by DayZPlayerImplement.CommandHandler()