DIFF

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_OnItemAddedToHands
protected ref ScriptInvoker m_OnItemRemovedFromHands

Methods 136

proto native PlayerIdentity GetIdentity()

Returns player's identity

proto native EntityAI GetDrivingVehicle()

Returns vehicle which this Man object is driving. If this Man object isn't as driver of any vehicle it will return NULL.

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)

Material that is used on the Man's face and hands

proto native owned string GetMasterAttenuation()
override bool IsMan()
override bool IsHealthVisible()
override bool HasFixedActionTargetCursorPosition()
bool IsUnconsciousStateOnly()

uncon command might be still in progress but state already changed (for simple checks only - eg.: UI)

void AddItemToDelete(EntityAI item)
Referenced by EntityAI.DeleteSafe()
proto native HumanInventory GetHumanInventory()

Returns player's inventory

proto native EntityAI GetEntityInHands()

Returns the current entity in hands

bool JunctureDropEntity(notnull EntityAI item)
References DropEntityImpl()
void JunctureTakeEntityToHands(notnull EntityAI item)
void ServerTakeEntityToHands(EntityAI item)
protected 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 LocalReplaceItemElsewhereWithNewInHands(ReplaceItemWithNewLambdaBase lambda)
bool LocalReplaceItemInHandsWithNew(ReplaceItemWithNewLambdaBase lambda)
bool JunctureTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
override bool LocalTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
override bool ServerTakeEntityToInventory(FindInventoryLocationType flags, notnull EntityAI item)
bool JunctureTakeEntityToCargo(notnull EntityAI item)
override bool LocalTakeEntityToCargo(notnull EntityAI item)
override bool ServerTakeEntityToCargo(notnull EntityAI item)
bool JunctureTakeEntityAsAttachment(notnull EntityAI item)
override bool LocalTakeEntityAsAttachment(notnull EntityAI item)
override bool ServerTakeEntityAsAttachment(notnull EntityAI item)
bool JunctureTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
override bool LocalTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
override bool ServerTakeEntityAsAttachmentEx(notnull EntityAI item, int slot)
bool JunctureSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
bool LocalSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
bool ServerSwapEntities(notnull EntityAI item1, notnull EntityAI item2)
bool JunctureForceSwapEntities(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)
bool JunctureTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
override bool LocalTakeEntityToTargetInventory(notnull EntityAI target, FindInventoryLocationType flags, notnull EntityAI item)
bool JunctureTakeEntityToTargetCargoEx(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)
bool JunctureTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
override bool LocalTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
override bool ServerTakeEntityToTargetCargo(notnull EntityAI target, notnull EntityAI item)
bool JunctureTakeEntityToTargetAttachmentEx(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)
bool JunctureTakeEntityToTargetAttachment(notnull EntityAI target, notnull EntityAI item)
bool JunctureTakeToDst(notnull InventoryLocation src, notnull InventoryLocation dst)
References TakeToDstImpl()
Referenced by PredictiveTakeToDst()
void JunctureDeleteItem(EntityAI item)
Referenced by EntityAI.DeleteSafe()
override bool CanBeSkinned()
override bool DisableVicinityIcon()
proto native bool StatRegister(string name)
in name
The name of the stat type.
proto void StatGetCounter(string name, out string value)
in name
The name of the stat type.
out value
A formatted string containing stat value.
proto void StatGetAsTime(string name, out string value)
in name
The name of the stat type.
out value
A formatted string containing stat value.
proto native void StatUpdate(string name, float 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.
proto native void StatUpdateByGivenPos(string name, vector pos)
in name
The name of the stat type.
in pos
The specified position.
proto native void StatInvokeUpdate()

Invokes read stats from server to client.

NoteCall this on client when you need update stats.
proto native void StatSyncToClient()

Invokes save stats from server to client.

NoteCall this on server when you need update stats.
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

bool CanPlaceItem(EntityAI item)
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.