class DayZPlayerMeleeFightLogic_LightHeavySource
Constructors 2
void DayZPlayerMeleeFightLogic_LightHeavy(DayZPlayerImplement player)void ~DayZPlayerMeleeFightLogic_LightHeavy()Constants 4
const float CLOSE_TARGET_DISTANCE = 1.5const string DUMMY_HEAVY_AMMO = "Dummy_Heavy"Members 11
protected PlayerBase m_PlayerShow 14 more
, EvaluateHit_Common(), EvaluateHit_NonAlignableObjects(), EvaluateHit_Player(), GetAttackTypeByWeaponAttachments(), GetAttackTypeFromInputs(), HandleComboHit(), HandleFightLogic(), HandleHitEvent(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick(), HandleSprintAttack(), Init(), and IsShortDistance()protected ref DayZPlayerImplementMeleeCombat m_MeleeCombatprotected EMeleeHitType m_HitTypeprotected bool m_IsInBlockprotected bool m_IsEvadingprotected bool m_IsInComboRangeprotected bool m_WasPreviousHitProcessedprotected bool m_IsFinisherMethods 38
void Init(DayZPlayerImplement player)Show 9 more
, RegisterCooldowns(), m_DZPlayer, m_HitType, m_IsEvading, m_IsInBlock, m_MeleeCombat, m_Mission, m_Player, and m_WasPreviousHitProcessedbool IsInBlock()Show 2 more
, PlayerBase.OnPlayerRecievedHit(), and ZombieBase.FightLogic()void SetBlock(bool block)bool IsEvading()bool CanFight()Show 1 more
, m_Playerprotected void RegisterCooldowns()protected EMeleeHitType GetAttackTypeFromInputs(HumanInputController pInputs)protected EMeleeHitType GetAttackTypeByWeaponAttachments(EntityAI pEntity)Show 1 more
, m_Playerprotected float GetAttackTypeByDistanceToTarget(EntityAI pTarget, EMeleeTargetType pTargetType = EMeleeTargetType.ALIGNABLE)use stabbing if the bayonet/knife is attached to firearm
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, HandleProneKick(), and HandleSprintAttack()bool HandleFightLogic(int pCurrentCommandID, HumanInputController pInputs, EntityAI pEntityInHands, HumanMovementState pMovementState, out bool pContinueAttack)target is far from the player - forward movement attack
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, ShockHandler.CheckValue(), PlayerBase.DepleteStamina(), HumanCommandMove.ForceStance(), PlayerBase.GetBrokenLegs(), Human.GetCommand_Melee2(), Human.GetCommand_Move(), HumanCommandMove.GetCurrentInputAngle(), Man.GetHumanInventory(), HandleComboHit(), HandleHitEvent(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick(), HandleSprintAttack(), HumanInputController.IsAttackButtonDown(), HumanInventoryWithFSM.IsIdle(), HumanCommandMelee2.IsInComboRange(), HumanInputController.IsMeleeLREvade(), InventoryItem.IsMeleeWeapon(), HumanInputController.IsMeleeWeaponAttack(), DayZPlayerImplement.IsSprintFull(), Object.IsWeapon(), HumanInputController.IsWeaponRaised(), DayZPlayerUtils.PlayerCanChangeStance(), SetBlock(), SetCooldown(), HumanCommandMove.SetMeleeBlock(), ShockHandler.SetShock(), HumanCommandMove.StartMeleeEvadeA(), PlayerConstants.BROKEN_LEGS_LIGHT_MELEE_SHOCK, EVADE_COOLDOWN, m_IsEvading, m_IsInBlock, m_IsInComboRange, HumanMovementState.m_iStanceIdx, m_Player, and PlayerBase.m_ShockHandlerprotected bool HandleHitEvent(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)Handle the event that our melee hit something
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, EvaluateHit(), Human.GetCommand_Melee2(), DayZPlayerImplementMeleeCombat.GetFinisherType(), PlayerBase.GetItemOnSlot(), DayZPlayerImplementMeleeCombat.ResetTarget(), DayZPlayerImplementMeleeCombat.Update(), HumanCommandMelee2.WasHit(), m_HitType, m_MeleeCombat, m_Player, and m_WasPreviousHitProcessedprotected bool HandleInitialFirearmMelee(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)NOTE: Only singular (or first) hits, combo attacks are handled in combo
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, HumanCommandMove.ForceStance(), GetAttackTypeByDistanceToTarget(), GetAttackTypeByWeaponAttachments(), Human.GetCommand_Move(), HumanCommandMove.GetCurrentMovementSpeed(), DayZPlayerImplementMeleeCombat.GetHitPos(), GetTargetData(), PlayerBase.IsFighting(), Weapon_Base.IsWaitingForActionFinish(), Human.StartCommand_Melee2(), DayZPlayerImplementMeleeCombat.Update(), m_HitType, HumanMovementState.m_iStanceIdx, m_MeleeCombat, and m_Playerprotected bool HandleInitialMeleeErc(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)First attack in raised erc (light or heavy if modifier is used). Also added support for finishers
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, DisableControls(), GetAttackTypeByDistanceToTarget(), GetAttackTypeFromInputs(), PlayerBase.GetBrokenLegs(), DayZPlayerImplementMeleeCombat.GetFinisherType(), DayZPlayerImplementMeleeCombat.GetHitPos(), GetTargetData(), Object.SetBeingBackstabbed(), ShockHandler.SetShock(), Human.StartCommand_Melee2(), DayZPlayerImplementMeleeCombat.Update(), PlayerConstants.BROKEN_LEGS_HEAVY_MELEE_SHOCK, PlayerConstants.BROKEN_LEGS_LIGHT_MELEE_SHOCK, m_HitType, m_MeleeCombat, m_Player, PlayerBase.m_ShockHandler, and m_WasPreviousHitProcessedprotected bool HandleProneKick(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)kick from raised pne
protected bool HandleSprintAttack(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)sprint attack in erc stance
protected bool HandleComboHit(int pCurrentCommandID, HumanInputController pInputs, InventoryItem itemInHands, HumanMovementState pMovementState, out bool pContinueAttack)combo hits - when we are already in Melee command and clicking UseButton
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, DisableControls(), GetAttackTypeByDistanceToTarget(), GetAttackTypeByWeaponAttachments(), GetAttackTypeFromInputs(), PlayerBase.GetBrokenLegs(), Human.GetCommand_Melee2(), DayZPlayerImplementMeleeCombat.GetFinisherType(), DayZPlayerImplementMeleeCombat.GetHitPos(), GetTargetData(), Object.IsWeapon(), ShockHandler.SetShock(), DayZPlayerImplementMeleeCombat.Update(), PlayerConstants.BROKEN_LEGS_HEAVY_MELEE_SHOCK, PlayerConstants.BROKEN_LEGS_LIGHT_MELEE_SHOCK, m_HitType, m_MeleeCombat, m_Player, PlayerBase.m_ShockHandler, and m_WasPreviousHitProcessedprotected void EvaluateHit(InventoryItem weapon)stamina depletion per attack
protected void EvaluateHit_Player(InventoryItem weapon, Object target)Show 12 more
, EvaluateHit_Common(), MiscGameplayFunctions.GetHeadingVector(), DayZPlayerImplementMeleeCombat.GetHitZoneIdx(), DayZPlayerImplement.GetMeleeFightLogic(), Object.GetPosition(), Object.GetPosition(), DayZPlayerImplementMeleeCombat.GetWeaponMode(), IsInBlock(), m_MeleeCombat, m_Player, GameConstants.PVP_MAX_BLOCKABLE_ANGLE, and Math.RAD2DEGprotected void EvaluateHit_Infected(InventoryItem weapon, Object target)if the oponnent is in Melee Block shift the damage down
protected bool EvaluateFinisherAttack(InventoryItem weapon, Object target)Check and evaluate stealth kill, if applicable
protected void EvaluateHit_Common(InventoryItem weapon, Object target, bool forcedDummy = false, int forcedWeaponMode = -1)protected void EvaluateHit_NonAlignableObjects(InventoryItem weapon, Object target)override hit pos by pos defined in type
bool WeaponDestroyedCheck(InventoryItem weapon, out string ammo)protected void GetTargetData(out EntityAI target, out EMeleeTargetType targetType)Show 1 more
, m_MeleeCombatShow 2 more
, HandleProneKick(), and HandleSprintAttack()protected bool DummyHitSelector(EMeleeHitType hitType, out string ammoType)evaluation of hit player vs. player
protected bool IsBehindEntity(int angle, DayZPlayer source, Object target)DEPRECATED - moved into DayZPlayerImplementMeleeCombat
protected void SetCooldown(float time, EFightLogicCooldownCategory cooldownCategory)protected void ResetCooldown(EFightLogicCooldownCategory cooldownCategory)param for ResetCooldown
protected void EnableControls()protected void DisableControls()Show 2 more
, HandleProneKick(), and HandleSprintAttack()protected void DamageHands(DayZPlayer DZPlayer, ClothingBase gloves, InventoryItem itemInHands)Picks a specific finisher animation. Not used for mounted bayonet stabs
Picks a specific finisher ammo for the hit type. This gets synchronized and guides further behaviour of the target.
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, DayZPlayerImplementMeleeCombat.GetHitPos(), Object.GetPosition(), m_MeleeCombat, and m_Playerint GetFinisherType(InventoryItem weapon, EntityAI target)