class HumanCommandActionCallbackSource
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- ActionBaseCB
- ActionContinuousBaseCB
- ActionActivateTrapCB
- ActionArmExplosiveCB
- ActionAttachExplosivesTriggerCB
- ActionBandageSelfCB
- ActionBandageTargetCB
- ActionBreakLongWoodenStickCB
- ActionBuildOvenCB
- ActionBuildPartCB
- ActionBuildStoneCircleCB
- ActionBurnSewSelfCB
- ActionBurnSewTargetCB
- ActionBuryAshesCB
- ActionBuryBodyCB
- ActionCheckPulseTargetCB
- ActionCollectBloodSelfCB
- ActionCollectBloodTargetCB
- ActionCollectSampleSelfCB
- ActionCollectSampleTargetCB
- ActionConsumeCB
- ActionCookOnStickCB
- ActionCoverHeadSelfCB
- ActionCoverHeadTargetCB
- ActionCPRCB
- ActionCraftArmbandCB
- ActionCraftBoltsCB
- ActionCraftBoltsFeatherCB
- ActionCraftBoneKnifeCB
- ActionCraftBoneKnifeEnvCB
- ActionCraftCB
- ActionCraftImprovisedEyePatchCB
- ActionCraftImprovisedFaceCoverCB
- ActionCraftImprovisedFeetCoverCB
- ActionCraftImprovisedHandsCoverCB
- ActionCraftImprovisedHeadCoverCB
- ActionCraftImprovisedLegsCoverCB
- ActionCraftImprovisedTorsoCoverCB
- ActionCraftRopeBeltCB
- ActionCraftStoneKnifeEnvCB
- ActionCreateGreenhouseGardenPlotCB
- ActionDeCraftDrysackBagCB
- ActionDeCraftRopeBeltCB
- ActionDeCraftWitchHoodCoifCB
- ActionDefibrilateSelfCB
- ActionDefibrilateTargetCB
- ActiondeployObjectCB
- ActionDestroyCombinationLockCB
- ActionDestroyPartCB
- ActionDialCombinationLockCB
- ActionDialCombinationLockOnTargetCB
- ActionDigInStashCB
- ActionDigOutStashCB
- ActionDigWormsCB
- ActionDisarmExplosiveCB
- ActionDisarmMineCB
- ActionDisinfectPlantCB
- ActionDisinfectSelfCB
- ActionDisinfectTargetCB
- ActionDismantleGardenPlotCB
- ActionDismantleOvenCB
- ActionDismantlePartCB
- ActionDismantleStoneCircleCB
- ActionDrainLiquidCB
- ActionDrinkCB
- ActionDrinkPondContinuousCB
- ActionDrinkWellContinuousCB
- ActionEatBigCB
- ActionEatCanCB
- ActionEatFruitCB
- ActionEatMeatCB
- ActionEatSmallCanCB
- ActionEatSnowContinuousCB
- ActionEmptyBottleBaseCB
- ActionEmptyMagazineCB
- ActionExtinguishFireplaceByExtinguisherCB
- ActionExtinguishFireplaceByLiquidCB
- ActionFeedVitaminBottleCB
- ActionFertilizeSlotCB
- ActionFillBottleBaseCB
- ActionFillBrakesCB
- ActionFillCoolantCB
- ActionFillFuelCB
- ActionFillGeneratorTankCB
- ActionFillObjectCB
- ActionFillOilCB
- ActionFishingNewCB
- ActionFoldBaseBuildingObjectCB
- ActionForceConsumeCB
- ActionForceDrinkCB
- ActionForceFeedCB
- ActionForceFeedMeatCB
- ActionForceFeedSmallCB
- ActionGiveBloodSelfCB
- ActionGiveBloodTargetCB
- ActionGiveSalineSelfCB
- ActionGiveSalineTargetCB
- ActionHarvestCropsCB
- ActionIgniteFireplaceByAirCB
- ActionLightItemOnFireCB
- ActionLoadMagazineCB
- ActionLoadMagazineQuickCB
- ActionLockAttachmentCB
- ActionLockDoorsCB
- ActionManipulateFlagCB
- ActionMeasureTemperatureSelfCB
- ActionMeasureTemperatureTargetCB
- ActionMineBushCB
- ActionMineRockCB
- ActionMineTreeCB
- ActionMountBarbedWireCB
- ActionPackGiftCB
- ActionPackTentCB
- ActionPlaceOnGroundCB
- ActionPourLiquidCB
- ActionPushObjectCB
- ActionRaiseAndViewCB
- ActionRaiseMegaphoneCB
- ActionReadPaperCB
- ActionRepackTentCB
- ActionRepairCarPartCB
- ActionRepairItemWithBlowtorchCB
- ActionRepairPartCB
- ActionRepairTentCB
- ActionRepairTentPartCB
- ActionRepairVehiclePartCB
- ActionRestrainSelfCB
- ActionRestrainTargetCB
- ActionSawPlanksCB
- ActionSetAlarmClockCB
- ActionSetKitchenTimerCB
- ActionSewSelfCB
- ActionSewTargetCB
- ActionShaveCB
- ActionShaveTargetCB
- ActionSkinningCB
- ActionSortAmmoPileCB
- ActionSplintSelfCB
- ActionSplintTargetCB
- ActionStartCarCB
- ActionStartEngineBoatCB
- ActionStripCarrierVestCB
- ActionTestBloodSelfCB
- ActionTestBloodTargetCB
- ActionTransferLiquidCB
- ActionTuneFrequencyCB
- ActionTuneRadioStationCB
- ActionTurnValveCB
- ActionUncoverHeadSelfCB
- ActionUncoverHeadTargetCB
- ActionUnlockDoorsCB
- ActionUnmountBarbedWireCB
- ActionUnpackBoxCB
- ActionUnpackGiftCB
- ActionUnrestrainSelfCB
- ActionUnrestrainTargetCB
- ActionUnrestrainTargetHandsCB
- ActionUpgradeTorchFromGasPumpCB
- ActionUseRangefinderCB
- ActionWashHandsItemContinuousCB
- ActionWashHandsSnowCB
- ActionWashHandsWaterCB
- ActionWashHandsWellCB
- ActionWaterGardenSlotCB
- ActionWaterPlantCB
- ActionWorldCraftCB
- ActionWringClothesCB
- ActionWritePaperCB
- ActionInteractBaseCB
- ActionSingleUseBaseCB
- ActionUnfoldMapCB
- ActionContinuousBaseCB
- EmoteCB
- GearChangeActionCallback
- PluginDayzPlayerActionCallback
- SymptomCB
Constructors 2
private void HumanCommandActionCallback()private void ~HumanCommandActionCallback()Constants 8
static const int STATE_NONE = 0undef state - not running anymore
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, GetStateString()static const int STATE_LOOP_IN = 1looped state
static const int STATE_LOOP_LOOP = 2static const int STATE_LOOP_END = 3static const int STATE_LOOP_END2 = 4static const int STATE_LOOP_LOOP2 = 5static const int STATE_LOOP_ACTION = 6Methods 18
proto native Human GetHuman()get the human this cb belongs to
proto native void Cancel()cancels action
proto native void InternalCommand(int pInternalCommandId)calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...
enables character aligning to desired position and direction in world space
proto native void ResetAligning()disables character aligning
proto native void EnableCancelCondition(bool pEnable)enables calling cancel condition default is disabled when enabled - there must be a function "bool CancelCondition()" implemented
proto native bool DefaultCancelCondition()system implemented cancel condition (now raise or sprint cancels action)
registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
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, ActionFishingNewCB.InitActionComponent(), ActionInteractBaseCB.InitActionComponent(), ActionSingleUseBaseCB.InitActionComponent(), ActionUnfoldMapCB.ActionUnfoldMapCB(), EmoteManager.CommitSuicide(), EmoteManager.PlaySurrenderInOut(), and PluginDayzPlayerActionCallback.PluginDayzPlayerActionCallback()proto native void EnableStateChangeCallback()enables state change callback OnStateChange
proto native int GetState()returns one of STATE_...
returns debug string of current state
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, STATE_LOOP_IN, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, STATE_NONE, and STATE_NORMALstring GetStateString()returns debug string of current state
void OnAnimationEvent(int pEventID)calls animation event -> must be registered with RegisterAnimationEvent
void OnFinish(bool pCanceled)called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)
called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
bool IsUserActionCallback()bool IsGestureCallback()bool IsSymptomCallback()