DIFF

class DayZPlayerMeleeFightLogic_LightHeavySource

Constructors 2

void DayZPlayerMeleeFightLogic_LightHeavy(DayZPlayerImplement player)
References Init()
void ~DayZPlayerMeleeFightLogic_LightHeavy()

Constants 4

const float EVADE_COOLDOWN = 0.5

cooldown timers settings

Referenced by HandleFightLogic()
const float CLOSE_TARGET_DISTANCE = 1.5
const string DUMMY_LIGHT_AMMO = "Dummy_Light"

dummy ammo types

Referenced by DummyHitSelector()
const string DUMMY_HEAVY_AMMO = "Dummy_Heavy"
Referenced by DummyHitSelector()

Members 11

protected ref map<int, ref Timer> m_CooldownTimers
protected Mission m_Mission
Referenced by Init()
protected bool m_IsInBlock
Referenced by HandleFightLogic(), Init(), IsInBlock()
Show 1 more, SetBlock()
protected bool m_IsEvading
Referenced by HandleFightLogic(), Init(), IsEvading()
Show 1 more, ResetCooldown()
protected bool m_IsInComboRange
Referenced by HandleFightLogic()
protected bool m_WasPreviousHitProcessed
Referenced by HandleComboHit(), HandleHitEvent(), HandleInitialMeleeErc()
Show 1 more, Init()
protected DayZPlayerImplement m_DZPlayer

DEPRECATED

Referenced by Init()
protected bool m_IsFinisher

Methods 38

bool IsEvading()
References m_IsEvading
bool GetCurrentHitType()
References m_HitType
protected void RegisterCooldowns()
Referenced by Init()
protected EMeleeHitType GetAttackTypeByWeaponAttachments(EntityAI pEntity)
protected float GetAttackTypeByDistanceToTarget(EntityAI pTarget, EMeleeTargetType pTargetType = EMeleeTargetType.ALIGNABLE)

use stabbing if the bayonet/knife is attached to firearm

protected bool HandleSprintAttack(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)

sprint attack in erc stance

Referenced by HandleFightLogic()
protected void EvaluateHit_Infected(InventoryItem weapon, Object target)

if the oponnent is in Melee Block shift the damage down

Referenced by EvaluateHit()
protected bool DummyHitSelector(EMeleeHitType hitType, out string ammoType)

evaluation of hit player vs. player

Referenced by EvaluateHit_Common()
protected bool IsBehindEntity(int angle, DayZPlayer source, Object target)

DEPRECATED - moved into DayZPlayerImplementMeleeCombat

protected void SetCooldown(float time, EFightLogicCooldownCategory cooldownCategory)
References map.Get(), IsRunning(), Run()
Show 2 more, Stop(), and m_CooldownTimers
Referenced by HandleFightLogic()
protected void ResetCooldown(EFightLogicCooldownCategory cooldownCategory)

param for ResetCooldown

References m_IsEvading
protected void EnableControls()
Referenced by HandleHitEvent()
protected void DisableControls()
int DetermineFinisherAnimation(int finisher_type)

Picks a specific finisher animation. Not used for mounted bayonet stabs

string DetermineFinisherAmmo(int finisher_type)

Picks a specific finisher ammo for the hit type. This gets synchronized and guides further behaviour of the target.

int GetFinisherType(InventoryItem weapon, EntityAI target)
bool IsHitTypeFinisher(int type)
int DetermineSpecificFinisherType(ItemBase weapon, int component)