DIFF

class DayZPlayerImplementFallDamageSource

Constructors 1

void DayZPlayerImplementFallDamage(DayZPlayer pPlayer)

Constants 38

static const string FALL_DAMAGE_AMMO_HEALTH = "FallDamageHealth"
static const string FALL_DAMAGE_AMMO_SHOCK = "FallDamageShock"
static const string FALL_DAMAGE_AMMO_HEALTH_ATTACHMENT = "FallDamageHealthAttachment"
static const string FALL_DAMAGE_AMMO_HEALTH_OTHER_ATTACHMENTS = "FallDamageHealthOtherAttachments"
const float HEALTH_HEIGHT_LOW = 5
const float HEALTH_HEIGHT_HIGH = 14
Referenced by HandleFallDamage()
private const float SHOCK_HEIGHT_LOW = 3
Referenced by HandleFallDamage()
private const float SHOCK_HEIGHT_HIGH = 12
Referenced by HandleFallDamage()
private const float BROKENLEGS_HEIGHT_LOW = 5
Referenced by HandleFallDamage()
private const float BROKENLEGS_HEIGHT_HIGH = 9
Referenced by HandleFallDamage()
private const float GLOVES_HEALTH_HEIGHT_LOW = 5
Referenced by HandleFallDamage()
private const float GLOVES_HEALTH_HEIGHT_HIGH = 15
Referenced by HandleFallDamage()
private const float SHOES_HEALTH_HEIGHT_LOW = 2
Referenced by HandleFallDamage()
private const float SHOES_HEALTH_HEIGHT_HIGH = 15
Referenced by HandleFallDamage()
private const float PANTS_HEALTH_HEIGHT_LOW = 5
Referenced by HandleFallDamage()
private const float PANTS_HEALTH_HEIGHT_HIGH = 16
Referenced by HandleFallDamage()
private const float BLEEDINGHANDS_HEIGHT_LOW = 5
Referenced by HandleFallDamage()
private const float BLEEDINGFEET_HEIGHT_LOW = 3
Referenced by HandleFallDamage()
private const float BLEEDINGLEGS_HEIGHT_LOW = 10
Referenced by HandleFallDamage()
private const float RANDOM_THRESHOLD_HEALTH_LOW = 0.05
Referenced by Randomize()
private const float RANDOM_THRESHOLD_HEALTH_HIGH = 0.1
Referenced by Randomize()
private const float RANDOM_THRESHOLD_LEGS_LOW = 0.05
Referenced by Randomize()
private const float RANDOM_THRESHOLD_LEGS_HIGH = 0.1
Referenced by Randomize()
private const float RANDOM_THRESHOLD_ATTACHMENTS_LOW = 0
Referenced by Randomize()
private const float RANDOM_THRESHOLD_ATTACHMENTS_HIGH = 0.2
Referenced by Randomize()
private const float BLEEDING_CHANCE_HEIGHT_LOW = 3
Referenced by HandleFallDamage()
private const float BLEEDING_CHANCE_HEIGHT_HIGH = 15
Referenced by HandleFallDamage()
private static const float BROKENLEGS_HEALTH_DAMAGE_MAX = 125
private static const string BLEEDING_HANDS_SELECTIONS[2] = {"LeftForeArmRoll", "RightForeArmRoll"}
private static const string BLEEDING_FEET_SELECTIONS[2] = {"LeftFoot", "RightFoot"}
private static const string BLEEDING_LEGS_SELECTIONS[2] = {"LeftLeg", "RightLeg"}
private const int DAMAGE_TYPE_GLOBAL = 0
Referenced by HandleFallDamage(), and Randomize()
private const int DAMAGE_TYPE_LEGS = 1
Referenced by HandleFallDamage(), and Randomize()
private const int DAMAGE_TYPE_ATTACHMENTS = 2
Referenced by HandleFallDamage(), and Randomize()
const string FD_AMMO = "FallDamage"

DEPRECATED

const float FD_DMG_FROM_HEIGHT = 2.5

damage will not be taken into account bellow this HeightToDamage

const float FD_MAX_DMG_AT_HEIGHT = 15

height where player gets 100% damage

const float FD_MAX_HEIGHT_LEG_BREAK = 8

height where legs break most of the time

Members 4

bool m_Debug = falseDIAG_DEVELOPER
private static ref map<string, float> m_AmmoTypeDataDIAG_DEVELOPER

Methods 15

void ShowFallDamageDebugInfo(bool enabled)DIAG_DEVELOPER
private static string LandTypeToString(int landType)DIAG_DEVELOPER
private vector GetValuesFromAmmoType(string pAmmoType)DIAG_DEVELOPER
Referenced by PreloadAmmoTypeData()
void HandleFallDamage(float pHeight)
float DamageCoef(float pHeight)