class HumanCommandMelee2Source
Constructors 2
private void HumanCommandMelee2()private void ~HumanCommandMelee2()Constants 4
static const int HIT_TYPE_LIGHT = 0static const int HIT_TYPE_HEAVY = 1static const int HIT_TYPE_FINISHER = 2liver stab
static const int HIT_TYPE_FINISHER_NECK = 3Methods 8
proto native void ContinueCombo(bool pHeavyHit, float pComboValue, EntityAI target = null, vector hitPos = vector.Zero)marks command to continue to combo
Referenced by DayZPlayerMeleeFightLogic_LightHeavy.HandleComboHit()
proto native bool IsInComboRange()returns true if hit is in range, where person can continue to combo
Referenced by DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic()
proto native bool WasHit()is true only once after hit event
Referenced by DayZPlayerMeleeFightLogic_LightHeavy.HandleHitEvent()
proto native void Cancel()cancels command melee and goes to HumanCommandMove
Referenced by DayZPlayerImplement.EEHitBy()
proto native bool IsOnBack()is on back in prone stance?
proto native int GetComboCount()Referenced by DayZPlayerImplementMeleeCombat.ShowDebugMeleeTarget()
proto native int GetCurrentHitType()proto native bool IsFinisher()Referenced by DayZPlayerImplement.AimingModel()