class ManSourceSource
SurvivorBase › PlayerBaseClient › PlayerBase › ManBase › DayZPlayerImplement › DayZPlayer › Human › Man › Person › Pawn › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
Base class depends on build flags: PersonFEATURE_NETWORK_RECONCILIATION · EntityAI!FEATURE_NETWORK_RECONCILIATION
All members, including inherited
Constructors 1
void Man()Members 3
protected ref ScriptInvoker m_OnItemAddedToHandsprotected ref ScriptInvoker m_OnItemRemovedFromHandsprotected ref CachedEquipmentStorageBase m_CachedEquipmentStorageMethods 136
proto native UAInterface GetInputInterface()Returns player's input interface
proto native PlayerIdentity GetIdentity()Returns player's identity
proto native EntityAI GetDrivingVehicle()proto native owned string GetCurrentWeaponMode()proto native void SetSpeechRestricted(bool state)Set speech restriction
proto native bool IsSpeechRestricted()Check if player has resctricted speech
proto native void SetFaceTexture(string texture_name)Texture that is used on the Man's face and hands
proto native void SetFaceMaterial(string material_name)proto native bool IsSoundInsideBuilding()proto native bool IsCameraInsideVehicle()proto native owned string GetMasterAttenuation()proto native void SetMasterAttenuation(string masterAttenuation)override bool IsMan()override bool IsHealthVisible()override bool HasFixedActionTargetCursorPosition()bool IsUnconscious()Show 11 more
, DayZPlayerImplement.EvaluateDamageHit(), DayZPlayerImplement.EvaluateDamageHitAnimation(), DayZPlayerImplement.HandleDeath(), DayZPlayerImplement.HeadingModel(), InGameMenu.OnClick(), InGameMenu.OnClick_Respawn(), InGameMenu.UpdateGUI(), MissionGameplay.InputBufferCheck(), MissionGameplay.OnUpdate(), RespawnDialogue.RequestRespawn(), and RespawnDialogue.Update()bool IsUnconsciousStateOnly()uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)
int GetPlayerState()void AddItemToDelete(EntityAI item)proto native HumanInventory GetHumanInventory()Returns player's inventory
proto native EntityAI GetEntityInHands()Returns the current entity in hands
ScriptInvoker GetOnItemAddedToHands()ScriptInvoker GetOnItemRemovedFromHands()void EEItemIntoHands(EntityAI item)void EEItemOutOfHands(EntityAI item)Show 4 more
, Entity.GetSimulationTimeStamp(), JunctureDropEntity(), NeedInventoryJunctureFromServer(), and Print()protected bool DropEntityImpl(InventoryMode mode, notnull EntityAI owner, notnull EntityAI item)Show 1 more
, ServerDropEntity()void OnItemInHandsChanged()Show 12 more
, HandActionDestroyed.Action(), HandActionDrop.Action(), HandActionForceSwap.Action(), HandActionMoveTo.Action(), HandActionReplaced.Action(), HandActionSwap.Action(), HandActionTake.Action(), HandActionThrow.Action(), HandAnimatedMoveToDst_W4T.OnEntry(), HandAnimatedMoveToDst_W4T_Basic.OnEntry(), HandForceSwappingAnimated_Show.OnEntry(), and HandTakingAnimated_Show.OnEntry()bool NeedInventoryJunctureFromServer(notnull EntityAI item, EntityAI currParent, EntityAI newParent)Show 19 more
, DayZPlayerInventory.TakeToDst(), HumanInventory.ThrowEntity(), PredictiveDropEntity(), PredictiveForceSwapEntities(), PredictiveMoveItemFromHandsToInventory(), PredictiveSwapEntities(), PredictiveTakeEntityAsAttachment(), PredictiveTakeEntityAsAttachmentEx(), PredictiveTakeEntityToCargo(), PredictiveTakeEntityToHands(), PredictiveTakeEntityToInventory(), PredictiveTakeEntityToTargetAttachment(), PredictiveTakeEntityToTargetAttachmentEx(), PredictiveTakeEntityToTargetCargo(), PredictiveTakeEntityToTargetCargoEx(), PredictiveTakeEntityToTargetInventory(), PredictiveTakeToDst(), PlayerContainer.Select(), and ZombieContainer.Select()void JunctureTakeEntityToHands(notnull EntityAI item)void PredictiveTakeEntityToHands(EntityAI item)void LocalTakeEntityToHands(EntityAI item)void ServerTakeEntityToHands(EntityAI item)void TakeEntityToHandsImpl(InventoryMode mode, EntityAI item)Show 15 more
, Object.GetDebugName(), Object.GetDebugName(), GetEntityInHands(), GetHumanInventory(), EntityAI.GetInventory(), EntityAI.GetInventory(), Entity.GetSimulationTimeStamp(), CGame.IsDedicatedServer(), LogManager.IsSyncLogEnable(), InventoryLocation.SetHands(), InventoryLocation.SetHands(), GameInventory.SwapEntities(), syncDebugPrint(), HumanInventory.TakeToDst(), and UpdateInventoryMenu()Show 2 more
, ServerTakeEntityToHands(), and PlayerBase.TakeEntityToHandsImpl()void LocalDestroyEntityInHands()void PredictiveMoveItemFromHandsToInventory()ToDo: Old system method. Might should be adjusted to new system at some point
Show 19 more
, GameInventory.GetCurrentInventoryLocation(), Object.GetDebugName(), GetEntityInHands(), EntityAI.GetHierarchyRootPlayer(), GetHumanInventory(), EntityAI.GetInventory(), InventoryLocation.GetParent(), Entity.GetSimulationTimeStamp(), LogManager.IsSyncLogEnable(), InventoryLocation.IsValid(), GameInventory.LocationCanMoveEntity(), GameInventory.LocationGetEntity(), NeedInventoryJunctureFromServer(), Print(), syncDebugPrint(), HumanInventory.TakeEntityToInventory(), HumanInventory.TakeToDst(), UpdateInventoryMenu(), and EntityAI.m_OldLocationprotected bool ReplaceItemWithNewImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)This should not happen after clearing inventory reservation but just in case handle also getting a new location if the old location is obscured by an item.
bool LocalReplaceItemWithNew(ReplaceItemWithNewLambdaBase lambda)bool ServerReplaceItemWithNew(ReplaceItemWithNewLambdaBase lambda)protected bool ReplaceItemElsewhereWithNewInHandsImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)bool LocalReplaceItemElsewhereWithNewInHands(ReplaceItemWithNewLambdaBase lambda)bool ServerReplaceItemElsewhereWithNewInHands(ReplaceItemWithNewLambdaBase lambda)protected bool ReplaceItemInHandsWithNewImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)bool LocalReplaceItemInHandsWithNew(ReplaceItemWithNewLambdaBase lambda)bool ServerReplaceItemInHandsWithNew(ReplaceItemWithNewLambdaBase lambda)Show 8 more
, ActionCollectSampleSelf.OnEndServer(), ActionCollectSampleTarget.OnEndServer(), ActionUnfoldEntity.OnExecuteServer(), ActionUnpackBox.OnFinishProgressServer(), Edible_Base.ReplaceEdibleWithNew(), FlammableBase.TryTransformIntoStick(), MiscGameplayFunctions.TurnItemInHandsIntoItemEx(), and SeedPackBase.EmptySeedPack()protected bool ReplaceItemInHandsWithNewElsewhereImpl(InventoryMode mode, ReplaceItemWithNewLambdaBase lambda)bool LocalReplaceItemInHandsWithNewElsewhere(ReplaceItemWithNewLambdaBase lambda)bool ServerReplaceItemInHandsWithNewElsewhere(ReplaceItemWithNewLambdaBase lambda)bool JunctureTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)override bool PredictiveTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)override bool LocalTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)override bool ServerTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)protected bool TakeEntityToInventoryImpl(InventoryMode mode, FindInventoryLocationType flags, notnull EntityAI item)protected bool TakeEntityToCargoImpl(InventoryMode mode, notnull EntityAI item)Show 2 more
, ServerTakeEntityToCargo(), and PlayerBase.TakeEntityToCargoImpl()protected bool TakeEntityAsAttachmentImpl(InventoryMode mode, notnull EntityAI item)protected bool TakeEntityAsAttachmentExImpl(InventoryMode mode, notnull EntityAI item, int slot)Show 4 more
, Entity.GetSimulationTimeStamp(), NeedInventoryJunctureFromServer(), Print(), and SwapEntitiesImpl()Show 10 more
, Attachments.Select(), CargoContainer.Select(), ContainerWithCargoAndAttachments.TakeAsAttachment(), HandsContainer.TakeAsAttachment(), HandsPreview.Select(), PredictiveTakeOrSwapAttachment(), PlayerBase.PredictiveSwapEntities(), PlayerContainer.OnDropReceivedFromGhostArea(), VicinitySlotsContainer.Select(), and ZombieContainer.Select()protected bool SwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2)Show 1 more
, ServerSwapEntities()bool JunctureForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)bool PredictiveForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)bool LocalForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)bool ServerForceSwapEntities(notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)protected bool ForceSwapEntitiesImpl(InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation item2_dst)Show 1 more
, ServerForceSwapEntities()bool JunctureTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)override bool PredictiveTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)override bool LocalTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)protected bool TakeEntityToTargetInventoryImpl(InventoryMode mode, notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)bool JunctureTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)override bool PredictiveTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)override bool LocalTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)override bool ServerTakeEntityToTargetCargoEx(notnull CargoBase cargo, notnull EntityAI item, int row, int col)protected bool TakeEntityToTargetCargoExImpl(InventoryMode mode, notnull CargoBase cargo, notnull EntityAI item, int row, int col)protected bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)bool JunctureTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)override bool PredictiveTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)override bool LocalTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)override bool ServerTakeEntityToTargetAttachmentEx(notnull EntityAI target, notnull EntityAI item, int slot)protected bool TakeEntityToTargetAttachmentExImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item, int slot)override bool PredictiveTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)protected bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)bool JunctureTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)override bool PredictiveTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)override bool LocalTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)override bool ServerTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)protected bool TakeToDstImpl(InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst)Show 2 more
, ServerTakeToDst(), and PlayerBase.TakeToDstImpl()void JunctureDeleteItem(EntityAI item)override bool CanBeSkinned()override bool DisableVicinityIcon()void UpdateInventoryMenu()Show 16 more
, PredictiveMoveItemFromHandsToInventory(), ReplaceItemElsewhereWithNewInHandsImpl(), ReplaceItemInHandsWithNewElsewhereImpl(), ReplaceItemInHandsWithNewImpl(), ReplaceItemWithNewImpl(), SwapEntitiesImpl(), TakeEntityAsAttachmentExImpl(), TakeEntityAsAttachmentImpl(), TakeEntityToCargoImpl(), TakeEntityToHandsImpl(), TakeEntityToInventoryImpl(), TakeEntityToTargetAttachmentExImpl(), TakeEntityToTargetCargoExImpl(), TakeEntityToTargetCargoImpl(), TakeEntityToTargetInventoryImpl(), and TakeToDstImpl()CachedEquipmentStorageBase GetCachedEquipment()Show 2 more
, EntityAI.EEItemDetached(), and EntityAI.EEItemLocationChanged()- in
name - The name of the stat type.
- in
name - The name of the stat type.
- in
name - The name of the stat type.
- out
value - A formatted string containing stat value.
- in
name - The name of the stat type.
- out
value - A formatted string containing stat value.
- in
name - The name of the stat type.
- in
value - The specified value.
proto native void StatUpdateByTime(string name)Use this to measure play time.
- in
name - The name of the stat type.
proto native void StatUpdateByPosition(string name)Use this to measure player's travelling distance.
- in
name - The name of the stat type.
- in
name - The name of the stat type.
- in
pos - The specified position.
proto native void StatInvokeUpdate()Invokes read stats from server to client.
proto native void StatSyncToClient()Invokes save stats from server to client.
bool IsInventorySoftLocked()void SetInventorySoftLock(bool status)bool IsInTransport()returns true if man is in transport, false otherwise
void StopDeathDarkeningEffect()void SetProcessUIWarning(bool state)void OnGameplayDataHandlerSync()depricated, sync now happens before the player is created, calling of this event still happens for legacy reasons
protected array<InventoryItem> OnDrawOptics2D()Called when 2D optics are about to be drawn.
Returns: Collection of optics to be drawn. Draws the provided optics when of `ItemOptics` type. Draws optic of current muzzle when of `Weapon_Base` type.