class EmoteManagerSource
Constructors 2
void EmoteManager(PlayerBase player)References Class.Cast(), DayZPlayerType.CommandSwimSettingsW(), ConstructData()
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, DayZPlayer.GetDayZPlayerType(), Human.GetInputController(), GetPlugin(), array.Insert(), new InventoryLocation(), CGame.IsServer(), Timer.Run(), InventoryLocation.SetHands(), new Timer(), CALLBACK_CMD_INVALID, m_AdminLog, m_controllsLocked, m_DeferredEmoteExecution, m_DeferredEmoteLauncherCleanup, m_DeferredGuaranteedEmoteId, m_DisconnectEmoteQueued, m_HandInventoryLocation, m_HIC, m_HumanSwimSettings, m_InterruptInputs, m_InventoryAccessLocked, m_ItemIsOn, m_Player, m_ReservationTimer, and m_RPSOutcomeReferenced by PlayerBase.Init()
void ~EmoteManager()Constants 4
protected const int CALLBACK_CMD_INVALID = -1Referenced by ClearDeferredExecution(), EmoteManager(), OnInputUserDataProcess()
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, OnSyncJuncture(), PlayEmote(), and Update()protected const int CALLBACK_CMD_END = -2Referenced by CanPlayEmote(), SendEmoteRequestSync(), SendEmoteRequestSyncEx()
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, Update()protected const int CALLBACK_CMD_GESTURE_INTERRUPT = -3Referenced by CanPlayEmote(), SendEmoteRequestSync(), SendEmoteRequestSyncEx()
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, ServerRequestEmoteCancel(), and Update()protected const int CALLBACK_CMD_INSTACANCEL = -4Referenced by CanPlayEmote(), OnInputUserDataProcess(), OnSyncJuncture()
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, PostSurrenderRequestServer(), and Update()Members 39
PlayerBase m_PlayerReferenced by AfterStoreLoad(), CanPlayEmote(), CheckEmoteLockedState()
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, ClearSurrenderState(), CommitSuicide(), ConstructData(), CreateBleedingEffect(), CreateEmoteCallback(), DetermineEmoteData(), EmoteManager(), HideItemInHands(), InterruptWaterCheck(), KillPlayer(), LogSuicide(), OnEmoteEnd(), OnInputUserDataProcess(), OnSyncJuncture(), PlayEmote(), PlaySurrenderInOut(), PostSurrenderRequestServer(), ServerRequestEmoteCancel(), SetEmoteLockState(), ShowItemInHands(), and Update()ItemBase m_itemEmoteCB m_CallbackHumanInputController m_HICref array<UAIDWrapper> m_InterruptInputDirectReferenced by InterruptGestureCheck()
ref InventoryLocation m_HandInventoryLocationReferenced by CheckEmoteLockedState(), EmoteManager(), PlaySurrenderInOut()
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, SetEmoteLockState()ref EmoteLauncher m_MenuEmoteReferenced by ClearEmoteLauncher(), CreateEmoteCBFromMenu(), GetEmoteLauncher()
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, SendEmoteRequestSyncEx(), SetClientLoggingOut(), Update(), PlayerBase.CanJump(), and PlayerBase.CanRoll()bool m_bEmoteIsRequestPendingbool m_bEmoteIsPlayingReferenced by CreateEmoteCallback(), IsEmotePlaying(), OnEmoteEnd()
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, PlayEmote(), and Update()bool m_IsSurrenderedbool m_ItemToBeCreatedbool m_CancelEmotebool m_InstantCancelEmotebool m_GestureInterruptInputprotected bool m_DisconnectEmoteQueuedreaction to client logging out
protected bool m_DeferredEmoteLauncherCleanupsafe cleanup from the outside
protected bool m_ItemToHandsdeprecated
protected bool m_ItemIsOnReferenced by EmoteManager()
protected bool m_MouseButtonPressedprotected bool m_PlayerDiesReferenced by OnEmoteEnd()
protected bool m_controllsLockedprotected bool m_InventoryAccessLockedprotected bool m_EmoteLockStateprotected int m_DeferredGuaranteedEmoteIdsecondary emote ID to ensure playback
protected int m_DeferredEmoteExecutionReferenced by ClearDeferredExecution(), EmoteManager(), OnSyncJuncture()
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, SendEmoteRequestSync(), SendEmoteRequestSyncEx(), and Update()protected int m_GestureIDprotected int m_PreviousGestureIDprotected int m_CurrentGestureIDReferenced by EndCallbackCommand(), OnCallbackEnd(), OnEmoteEnd()
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, OnSyncJuncture(), PlayEmote(), PlaySurrenderInOut(), SendEmoteRequestSync(), SendEmoteRequestSyncEx(), and Update()protected int m_LastMaskprotected int m_RPSOutcomeReferenced by EmoteManager(), OnInputUserDataProcess(), SendEmoteRequestSync()
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, SendEmoteRequestSyncEx(), and Update()protected int m_InterruptInputsCountReferenced by InterruptGestureCheck()
PluginAdminLog m_AdminLogprotected ref Timer m_ReservationTimeremote_ID,EmoteBase>
Referenced by CanPlayEmote(), ConstructData(), GetNameEmoteMap()
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, OnCallbackEnd(), OnSyncJuncture(), PlayEmote(), SendEmoteRequestSync(), SendEmoteRequestSyncEx(), and Update()registered 'EmoteBase' object refs
Referenced by ConstructData()
IDs of registered emotes (found in 'EmoteConstants'). For quick access.
input IDs for the registered 'EmoteBase' objects
protected SHumanCommandSwimSettings m_HumanSwimSettingsMethods 46
void ConstructData()References EmoteConstructor.ConstructEmotes(), array.Count(), array.Count()
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, map.Count(), ErrorEx(), map.GetElement(), GetID(), EmoteBase.GetInputActionName(), UAInputAPI.GetInputByName(), GetUApi(), UAInput.ID(), array.Insert(), array.Insert(), array.Insert(), m_EmoteClassArray, m_EmoteIDs, m_EmoteInputIDs, m_NameEmoteMap, and m_PlayerReferenced by EmoteManager()
void SetGesture(int id)References m_GestureID
int GetGesture()References m_GestureID
int DetermineGestureIndex()References array.Count(), UAInputAPI.GetInputByID(), GetUApi()
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, UAInput.LocalPress(), m_EmoteIDs, and m_EmoteInputIDsReferenced by Update()
bool DetermineEmoteData(EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody)Also includes a stance check for FB callbacks
void SetPending(bool state)References m_bEmoteIsRequestPending
Referenced by OnEmoteEnd(), OnInputUserDataProcess(), PlayEmote()
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, SendEmoteRequestSync(), SendEmoteRequestSyncEx(), and Update()void Update(float deltaT)References HumanCommandActionCallback.Cancel(), Class.Cast(), ClearDeferredExecution()
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, ClearEmoteLauncher(), ClearSurrenderState(), PlayerBase.CloseInventoryMenu(), CommitSuicide(), DayZPlayerUtils.ConvertStanceMaskToStanceIdx(), CreateEmoteCBFromMenu(), HumanInventory.CreateInHands(), EntityAI.DeleteSafe(), DetermineGestureIndex(), EndCallbackCommand(), UIManager.FindMenu(), map.Get(), EmoteLauncher.GetForced(), Man.GetHumanInventory(), EmoteLauncher.GetID(), PlayerBase.GetItemInHands(), EmoteBase.GetStanceMaskFullbody(), HumanCommandActionCallback.GetState(), Object.GetType(), CGame.GetUIManager(), HumanCommandActionCallback.InternalCommand(), InterruptCallbackCommand(), InterruptGestureCheck(), InterruptWaterCheck(), Object.IsAlive(), CGame.IsClient(), HumanInputController.IsContinuousUseStart(), CGame.IsDedicatedServer(), IsEmotePlaying(), UIManager.IsMenuOpen(), DayZPlayer.IsPlayerInStance(), PlayerBase.IsRestrained(), CGame.IsServer(), HumanInputController.IsSingleUse(), EmoteLauncher.IsStartGuaranteed(), PlayerBase.IsUnconscious(), HumanInputController.IsWeaponRaised(), OnEmoteEnd(), PlayEmote(), DayZPlayerUtils.PlayerCanChangeStance(), PlaySurrenderInOut(), SendEmoteRequestSync(), SendEmoteRequestSyncEx(), SetEmoteLockState(), EmoteLauncher.SetForced(), SetPending(), EmoteLauncher.SetStartGuaranteed(), EmoteLauncher.WasSynced(), CALLBACK_CMD_END, CALLBACK_CMD_GESTURE_INTERRUPT, CALLBACK_CMD_INSTACANCEL, CALLBACK_CMD_INVALID, EmoteLauncher.FORCE_DIFFERENT, EmoteLauncher.FORCE_NONE, EmoteConstants.ID_EMOTE_RPS, EmoteConstants.ID_EMOTE_RPS_P, EmoteConstants.ID_EMOTE_RPS_R, EmoteConstants.ID_EMOTE_RPS_S, EmoteConstants.ID_EMOTE_SITA, EmoteConstants.ID_EMOTE_SUICIDE, EmoteConstants.ID_EMOTE_THUMB, EmoteConstants.ID_EMOTE_THUMBDOWN, m_bEmoteIsPlaying, m_bEmoteIsRequestPending, m_Callback, m_CancelEmote, m_CurrentGestureID, m_DeferredEmoteExecution, m_DeferredEmoteLauncherCleanup, m_DeferredGuaranteedEmoteId, m_DisconnectEmoteQueued, m_EmoteLockState, m_GestureInterruptInput, m_HIC, m_InstantCancelEmote, EmoteCB.m_IsFullbody, m_IsSurrendered, m_ItemToBeCreated, m_LastMask, m_MenuEmote, m_NameEmoteMap, m_Player, m_RPSOutcome, and HumanCommandActionCallback.STATE_LOOP_LOOPReferenced by PlayerBase.CommandHandler()
void OnEmoteEnd()bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)Referenced by PlayerBase.OnInputUserDataProcess()
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)References EmoteBase.CanBeCanceledNormally(), map.Find(), CGame.IsClient()
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, DayZPlayerImplement.IsSwimming(), Serializer.Read(), SendEmoteRequestSync(), CALLBACK_CMD_INSTACANCEL, CALLBACK_CMD_INVALID, EmoteLauncher.FORCE_ALL, EmoteLauncher.FORCE_DIFFERENT, m_Callback, m_CancelEmote, m_CurrentGestureID, m_DeferredEmoteExecution, m_DeferredGuaranteedEmoteId, m_InstantCancelEmote, m_IsSurrendered, m_NameEmoteMap, and m_PlayerReferenced by PlayerBase.OnSyncJuncture()
void OnCallbackEnd()Referenced by EmoteCB.~EmoteCB()
void AfterStoreLoad()Referenced by PlayerBase.AfterStoreLoad()
References ClearDeferredExecution(), ClearEmoteLauncher(), CreateEmoteCallback()
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, DetermineEmoteData(), EmoteBase.EmoteStartOverride(), ErrorEx(), map.Find(), EmoteBase.GetHideItemInHands(), HideItemInHands(), IsEmotePlaying(), EmoteBase.OnBeforeStandardCallbackCreated(), PluginAdminLog.OnEmote(), SetEmoteLockState(), SetPending(), CALLBACK_CMD_INVALID, m_AdminLog, m_bEmoteIsPlaying, m_CurrentGestureID, m_DeferredGuaranteedEmoteId, m_NameEmoteMap, m_Player, and m_PreviousGestureIDprotected void HideItemInHands()Referenced by PlayEmote()
protected void ShowItemInHands()Referenced by OnEmoteEnd()
void RequestCommitSuicide()protected void CommitSuicide()References Object.AddHealth(), ScriptCallQueue.Call(), Weapon_Base.CanFire()
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, Class.CastTo(), Object.ConfigIsExisting(), EntityAI.FindAttachmentBySlotName(), DayZGame.GetCallQueue(), PlayerBase.GetItemInHands(), Object.GetMaxHealth(), HumanCommandActionCallback.InternalCommand(), Object.IsAlive(), Object.IsDamageDestroyed(), CGame.IsServer(), Weapon_Base.ProcessWeaponEvent(), HumanCommandActionCallback.RegisterAnimationEvent(), DayZPlayerImplement.SetSuicide(), PluginAdminLog.Suicide(), EmoteConstants.EMOTE_SUICIDE_BLEED, EmoteConstants.EMOTE_SUICIDE_DEATH, EmoteConstants.EMOTE_SUICIDE_SIMULATION_END, m_AdminLog, m_Callback, and m_Playervoid KillPlayer()Referenced by EmoteCB.OnAnimationEvent()
void LogSuicide()References Man.GetIdentity(), CGame.IsServer(), PluginAdminLog.Suicide()
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, m_AdminLog, and m_PlayerReferenced by EmoteCB.OnAnimationEvent()
Referenced by CreateEmoteCBFromMenu(), EndCallbackCommand(), InterruptCallbackCommand()
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, PlayEmote(), SendEmoteRequestSyncEx(), and Update()protected bool ClearDeferredExecution()void InterruptCallbackCommand()References ClearDeferredExecution(), ClearEmoteLauncher(), HumanCommandActionCallback.InternalCommand()
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, m_CallbackReferenced by Update()
void EndCallbackCommand()References ClearDeferredExecution(), ClearEmoteLauncher(), HumanCommandActionCallback.InternalCommand()
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, EmoteConstants.ID_EMOTE_DANCE, m_Callback, and m_CurrentGestureIDvoid SendEmoteRequestSync(int id)References EmoteBase.CanBeCanceledNormally(), CanPlayEmote(), CanPlayEmoteClientCheck()
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, ScriptInputUserData.CanStoreInputUserData(), EndCallbackCommand(), map.Get(), CGame.IsClient(), IsEmotePlaying(), CGame.IsMultiplayer(), PlayEmote(), Math.RandomInt(), ScriptInputUserData.Send(), SetEmoteLockState(), SetPending(), Serializer.Write(), CALLBACK_CMD_END, CALLBACK_CMD_GESTURE_INTERRUPT, EmoteLauncher.FORCE_NONE, EmoteConstants.ID_EMOTE_RPS, EmoteConstants.ID_EMOTE_RPS_P, EmoteConstants.ID_EMOTE_RPS_R, EmoteConstants.ID_EMOTE_RPS_S, m_Callback, m_CurrentGestureID, m_DeferredEmoteExecution, m_NameEmoteMap, and m_RPSOutcomeprotected void SendEmoteRequestSyncEx(notnull EmoteLauncher launcher)To avoid mixing m_MenuEmote with exceptional sync commands
References EmoteBase.CanBeCanceledNormally(), CanPlayEmote(), CanPlayEmoteClientCheck()
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, ScriptInputUserData.CanStoreInputUserData(), ClearEmoteLauncher(), EndCallbackCommand(), map.Get(), EmoteLauncher.GetForced(), EmoteLauncher.GetID(), CGame.IsClient(), IsEmotePlaying(), CGame.IsMultiplayer(), EmoteLauncher.IsStartGuaranteed(), PlayEmote(), Math.RandomInt(), ScriptInputUserData.Send(), SetEmoteLockState(), SetPending(), EmoteLauncher.VerifySyncRequest(), Serializer.Write(), CALLBACK_CMD_END, CALLBACK_CMD_GESTURE_INTERRUPT, EmoteConstants.ID_EMOTE_RPS, EmoteConstants.ID_EMOTE_RPS_P, EmoteConstants.ID_EMOTE_RPS_R, EmoteConstants.ID_EMOTE_RPS_S, m_Callback, m_CurrentGestureID, m_DeferredEmoteExecution, m_MenuEmote, m_NameEmoteMap, and m_RPSOutcomeReferenced by Update()
References Class.CastTo(), DetermineEmoteData(), EmoteBase.EmoteCondition()
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, map.Find(), PlayerBase.GetActionManager(), Human.GetCommand_Action(), Human.GetCommand_Move(), Human.GetCommand_Vehicle(), Human.GetCommandModifier_Action(), DayZPlayerImplement.GetDayZPlayerInventory(), PlayerBase.GetItemInHands(), ActionManagerBase.GetRunningAction(), DayZPlayerImplement.GetThrowing(), PlayerBase.GetWeaponManager(), Object.IsAlive(), HumanCommandMove.IsChangingStance(), PlayerBase.IsClimbing(), DayZPlayerImplement.IsClimbingLadder(), IsEmotePlaying(), PlayerBase.IsFalling(), PlayerBase.IsFighting(), ItemBase.IsHeavyBehaviour(), PlayerBase.IsItemsToDelete(), PlayerBase.IsJumpInProgress(), HumanCommandMove.IsOnBack(), DayZPlayerInventory.IsProcessing(), PlayerBase.IsRestrained(), PlayerBase.IsRestrainStarted(), PlayerBase.IsRolling(), WeaponManager.IsRunning(), EntityAI.IsSetForDeletion(), DayZPlayerImplement.IsSwimming(), DayZPlayerImplementThrowing.IsThrowingModeEnabled(), PlayerBase.IsUnconscious(), HumanInputController.IsWeaponRaised(), CALLBACK_CMD_END, CALLBACK_CMD_GESTURE_INTERRUPT, CALLBACK_CMD_INSTACANCEL, EmoteConstants.ID_EMOTE_SURRENDER, m_HIC, m_IsSurrendered, m_NameEmoteMap, and m_PlayerReferenced by OnInputUserDataProcess(), SendEmoteRequestSync(), SendEmoteRequestSyncEx()
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, GesturesMenu.ProcessEmoteConditionRequest()void PlaySurrenderInOut(bool state)References PlayerBase.CanDropEntity(), GameInventory.ClearInventoryReservationEx(), CreateEmoteCallback()
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, EntityAI.GetInventory(), PlayerBase.GetItemInHands(), GameInventory.HasInventoryReservation(), Object.IsAlive(), CGame.IsMultiplayer(), CGame.IsServer(), PlayerBase.IsUnconscious(), OnEmoteEnd(), PlayerBase.PhysicalPredictiveDropItem(), HumanCommandActionCallback.RegisterAnimationEvent(), Man.ServerDropEntity(), EmoteConstants.ID_EMOTE_SURRENDER, m_Callback, m_CurrentGestureID, m_HandInventoryLocation, m_Player, and m_PreviousGestureIDvoid SetEmoteLockState(bool state)References GameInventory.AddInventoryReservationEx(), GameInventory.ClearInventoryReservationEx(), PlayerBase.CloseInventoryMenu()
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, ActionManagerBase.EnableActions(), UIManager.FindMenu(), PlayerBase.GetActionManager(), EntityAI.GetInventory(), CGame.GetUIManager(), GameInventory.HasInventoryReservation(), CGame.IsClient(), InventoryLocation.SetHands(), PlayerBase.SetInventorySoftLock(), GameInventory.c_InventoryReservationTimeoutMS, m_Callback, m_controllsLocked, m_EmoteLockState, m_HandInventoryLocation, m_InventoryAccessLocked, EmoteCB.m_IsFullbody, and m_PlayerReferenced by ClearSurrenderState(), ForceSurrenderState(), OnEmoteEnd()
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, PlayEmote(), SendEmoteRequestSync(), SendEmoteRequestSyncEx(), Update(), and EmoteVomit.EmoteStartOverride()void CheckEmoteLockedState()References Class.Cast(), GameInventory.ExtendInventoryReservationEx(), EntityAI.GetInventory()
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, PlayerBase.GetItemInHands(), m_EmoteLockState, m_HandInventoryLocation, and m_Playervoid EndSurrenderRequest(SurrenderData data = null)directly force-ends surrender state AND requests hard cancel
Referenced by PlayerBase.EndSurrenderRequest()
void SetClientLoggingOut(bool state)protected void ClearSurrenderState()Queues item deletion only, surrender state cleared from item event directly
References Class.Cast(), EntityAI.DeleteSafe(), PlayerBase.GetItemInHands()
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, SetEmoteLockState(), m_IsSurrendered, m_ItemToBeCreated, and m_PlayerReferenced by Update()
void ForceSurrenderState(bool state)protected void PostSurrenderRequestServer()server only
Referenced by EndSurrenderRequest()
void ServerRequestEmoteCancel()References DayZPlayer.SendSyncJuncture(), Serializer.Write(), CALLBACK_CMD_GESTURE_INTERRUPT
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, m_Player, and DayZPlayerSyncJunctures.SJ_GESTURE_REQUESTbool InterruptGestureCheck()Referenced by Update()
bool InterruptWaterCheck()References DayZPlayerImplement.GetCurrentWaterLevel(), PlayerBase.GetModifiersManager(), ModifiersManager.IsModifierActive()
Referenced by Update()
bool IsEmotePlaying()References m_NameEmoteMap
Referenced by GestureMenuItem.GestureMenuItem()
void CreateBleedingEffect(int Callback_ID)References BleedingSourcesManagerBase.AttemptAddBleedingSourceBySelection(), ErrorEx(), PlayerBase.GetBleedingManagerServer()
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, Object.IsAlive(), CGame.IsServer(), and m_PlayerReferenced by EmoteCB.OnAnimationEvent()
protected void PickEmote(int gestureslot)Deprecated