DIFF

class PlayerBaseSource

SurvivorBase PlayerBaseClient PlayerBase ManBase DayZPlayerImplement DayZPlayer Human Man Person Pawn EntityAI Entity ObjectTyped Object IEntity Managed

All members, including inherited

Constructors 2

void PlayerBase()
References Init()
void ~PlayerBase()

sets default hit position and cache it here (mainly for impact particles)

Constants 6

const int SIMPLIFIED_SHOCK_CAP = 63
const int ACT_STORE_SAVE_VERSION = 4
Referenced by OnStoreSave()
const int OVERLOAD_LIMIT = 30000
Referenced by IsOverloaded()
const string SOUND_BREAK_LEG = "broken_leg_SoundSet"
Referenced by BreakLegSound()
const string CONTAMINATED_AREA_AMBIENT = "ContaminatedArea_SoundSet"

obsolete, use EffectTrigger::GetAmbientSoundsetName() instead

Members 246

private int m_LastShavedSeconds
private bool m_LiquidTendencyDrain

client-side only - Obsolete

private bool m_FlagRaisingTendency
protected bool m_HasHeatBuffer
protected int m_HeatBufferStage
protected float m_HeatBufferDynamicMax
protected bool m_IsInColdArea
Referenced by GetInColdArea(), and SetInColdArea()
protected bool m_PlayerLoaded
protected bool m_PlayerDisconnectProcessed
protected bool m_ProcessUIWarning
protected int m_LocalRefreshAnimStateIdx
protected int m_RefreshAnimStateIdx
private int m_StoreLoadVersion
protected int m_LifespanLevelLocal

control variable for change calls

protected int m_AnimCommandStarting

signals the command that is about to start the next frame (e.g. Swim, Fall...)

private PluginPlayerStatus m_ModulePlayerStatus
Referenced by Init(), and SetStamina()
PluginConfigEmotesProfile m_ConfigEmotesProfile
Referenced by Init()
private PluginLifespan m_ModuleLifespan
Referenced by Init(), OnPlayerLoaded(), OnVariablesSynchronized()
Show 1 more, ShavePlayer()
protected PluginPresenceNotifier m_PresenceNotifier
protected ref UndergroundHandlerClient m_UndergroundHandler
PluginRecipesManager m_ModuleRecipesManager
Referenced by Init(), and OnSelectPlayer()
ref BleedingSourcesManagerRemote m_BleedingManagerRemote
int m_Agents
ref SymptomManager m_SymptomManager
Referenced by GetSymptomManager(), and Init()
ref VirtualHud m_VirtualHud
Referenced by GetVirtualHud(), Init(), OnPlayerLoaded()
Show 1 more, OnScheduledTick()
ref SoftSkillsManager m_SoftSkillsManager
Referenced by GetSoftSkillsManager(), and Init()
ref StanceIndicator m_StanceIndicator
Referenced by CommandHandler(), and Init()
ref TransferValues m_TrasferValues
Referenced by GetTransferValues(), Init(), OnRPC()
Show 1 more, OnScheduledTick()
ref DebugMonitorValues m_DebugMonitorValues
Referenced by EEHitBy(), GetDebugMonitorValues(), Init()
Show 2 more, OnCommandHandlerTick(), and OnRPC()
float m_VisibilityCoef
float m_OriginalSlidePoseAngle
int m_SoundEvent
int m_SoundEventParam
int m_FliesIndex
Referenced by Init(), and SetDecayEffects()
bool m_SoundEventSent
ref Param2<float,float> m_UAProgressParam
Referenced by Init()
ref Param2<int,int> m_UAParam
Referenced by Init()
ref Param3<float,float,bool> m_StaminaParam
ref Param1<string> m_UAParamMessage
Referenced by Init(), and OnRPC()
ref Param1<float> m_UnconParam
Referenced by Init(), and OnUnconsciousUpdate()
ref Param1<float> m_DeathDarkeningParam
Referenced by Init(), and SetDeathDarknessLevel()
ref EffectRadial m_EffectRadial
ref ShockDealtEffect m_ShockDealtEffect
ref EffectParticle m_FliesEff
ref TInputActionMap m_InputActionMap

Backwards compatibility

Referenced by AddAction(), GetActions(), InitializeActions()
Show 1 more, RemoveAction()
ref TInputActionMap m_InputActionMapControled
ref TInputActionMap m_InputActionMapAsTarget
bool m_ActionsInitialize
Referenced by AddAction(), GetActions(), and Init()
ref CraftingManager m_CraftingManager
ref ArrowManagerPlayer m_ArrowManager
Referenced by GetArrowManager(), and Init()
ref InventoryActionHandler m_InventoryActionHandler
Referenced by EOnPostFrame(), and Init()
ref PlayerSoundManagerServer m_PlayerSoundManagerServer
ref PlayerSoundManagerClient m_PlayerSoundManagerClient
ref HeatComfortAnimHandler m_HCAnimHandler
Referenced by CommandHandler(), and Init()
ref EffectSound m_SoundFliesEffect
bool m_QuickBarFT = false
protected int m_RecipePick
Referenced by GetCurrentRecipe(), Init(), SetFirstRecipe()
Show 1 more, SetNextRecipe()
protected bool m_IsHoldingBreath
protected bool m_IsInWater
Referenced by IsInWater(), and SetInWater()
float m_LastPostFrameTickTime
Referenced by EOnPostFrame()
ref Timer m_DeathCheckTimer
Referenced by CheckDeath(), and OnSelectPlayer()
bool m_CorpseProcessing
Referenced by EEKilled()
protected int m_CorpseStateLocal
protected bool m_IsHeadingRestricted
Referenced by HeadingModel()
protected ref HeadingRestrictData m_HeadingRestrictData
Referenced by HeadingModel(), and Init()
int m_PersistentFlags
int m_StaminaState
float m_UnconsciousTime
int m_ShockSimplified
bool m_IsRestrained
bool m_IsRestrainedLocal
bool m_IsRestrainStartedLocal
bool m_IsRestrainPrelocked
bool m_ImmunityBoosted
bool m_AreHandsLocked

Currently only used to block quickbar usage after canceling placement

float m_UnconsciousVignetteTarget = 2
float m_CameraSwayModifier = 0.2
Referenced by OnCameraChanged()
float m_LastShockHitTime
Referenced by EEHitBy(), and ShockMdfr.OnTick()
int m_BleedingBits
vector m_DirectionToCursor
vector m_DefaultHitPosition
Referenced by GetDefaultHitPosition(), and Init()
protected bool m_AllowQuickRestrain
protected bool m_AllowQuickFishing
protected int m_Shakes
Referenced by FreezeCheck(), and GetShakeLevel()
protected int m_ShakesForced
Referenced by FreezeCheck(), and SetShakesForced()
int m_QuickBarBonus = 0
Referenced by GetQuickBarBonus(), and Init()
bool m_IsVehicleSeatDriver
EPulseType m_PulseType
Referenced by GetPulseType(), and SetPulseType()
PlayerBase m_CheckPulseLastTarget
Referenced by OnRPC()
int m_ForceInjuryAnimMask
bool m_HideHairAnimated
Referenced by Init(), and SetHairLevelToHide()
protected ref array<EntityAI> m_ItemsToDelete
Referenced by AddItemToDelete(), Init(), IsItemsToDelete()
Show 1 more, UpdateDelete()
int m_BrokenLegState = eBrokenLegs.NO_BROKEN_LEGS

Describe the current leg state, can go bellow 0, cannot be used directly to obtain broken legs state, use GetBrokenLegs() instead

int m_LocalBrokenState = eBrokenLegs.NO_BROKEN_LEGS
bool m_BrokenLegsJunctureReceived
ref EffectSound m_BrokenLegSound
Referenced by BreakLegSound()
bool m_CanPlayBrokenLegSound

Used to check if sound has already been played

static ref array<string> m_BleedingSourcesLow

Stores all LOWER body part bleeding sources

static ref array<string> m_BleedingSourcesUp

Stores all UPPER body part bleeding sources EXCLUDING HEAD

float m_UnconRefillModifier = 1
bool m_ContaminatedAreaEffectEnabled
EffectSound m_AmbientContamination
protected int m_ContaminatedAreaCount
protected int m_EffectAreaCount
protected bool m_InsideEffectArea
protected bool m_InsideEffectAreaPrev
protected EffectTrigger m_CurrentEffectTrigger
protected EEffectAreaType m_InEffectAreaType

flags for identifying which area the player is in, synchronized by EffectTriggers

protected ref map<EEffectAreaType, int> m_EffectAreaOverlap = new map<EEffectAreaType, int>()

type -> how many of such areas is player currently in

protected ref map<EEffectAreaType, float> m_EffectAreaTimeToTick = new map<EEffectAreaType, float>()

type -> how long has player spent in an area since last effect tick

static ref array<Man> m_ServerPlayers = new array<Man>
Referenced by SpreadAgentsEx()
protected bool m_CanDisplayHitEffectPPE
protected string m_CachedPlayerName

cached from player identity

protected string m_CachedPlayerID

cached from player identity

Referenced by GetCachedID(), and OnSelectPlayer()
protected PluginTargetTemperature m_TargetTemperatureDiagDIAG_DEVELOPER
Transport m_GetInVehicleTransportDebugDEVELOPER
ref array<ref Param2<EntityAI,int> > m_aQuickBarLoad
ref Hologram m_HologramLocal
vector m_LocalProjectionPosition = "0 0 0 "
vector m_LocalProjectionOrientation = "0 0 0 "
float m_LastTick = -1
Referenced by OnTick()
int m_AddModifier = -1
Referenced by ProcessADDModifier()
int m_RecipeID = -1
EntityAI m_Item1
EntityAI m_Item2
bool m_IsCraftingReady
Referenced by Init()
float m_RecipeAnimLength
vector m_CraftingInitialPos
ref array<int> m_Recipes
ref SoundParams m_SaySoundParams
Referenced by SaySoundSet()
ref SoundObjectBuilder m_SaySoundBuilder
Referenced by SaySoundSet()
ref SoundObject m_SaySoundObject
Referenced by SaySoundSet()
string m_SaySoundLastSetName
Referenced by SaySoundSet()
bool m_ActionQBControl
vector m_LastFirePoint
float m_LastFirePointRot
int m_LastFirePointIndex
bool ItemToInventory
bool m_IsFighting = false
bool m_IsDrowning

Set only via the setter SetDrowning

int m_DebugMonitorEnabled
bool m_MapOpen
Referenced by IsMapOpen(), and SetMapOpen()
bool m_MapCloseRequestProcessed

DEPRECATED

protected bool m_MapClosingSyncSent
protected float m_LastMapScale = -1.0
protected vector m_LastMapPos
protected ref MapNavigationBehaviour m_MapNavigationBehaviour
protected bool m_InventorySoftLocked

obsolete, count should be checked instead. Left in here for legacy's sake.

protected int m_InventorySoftLockCount = 0
static ref TStringArray m_QBarItems
string m_DatabaseID
ref Timer m_AnalyticsTimer
Referenced by Init(), OnConnect(), OnDisconnect()
Show 1 more, UpdatePlayerMeasures()
protected bool m_MeleeDebug

melee stats

Referenced by DiagOnPostFrame(), and Init()
protected ItemBase m_CheckMeleeItem
protected string m_UALastMessage

user actions & symptoms

Referenced by ClearLastUAMessage(), GetLastUAMessage(), Init()
Show 1 more, SetLastUAMessage()
protected ref Timer m_UALastMessageTimer
protected int m_PerformedAnimActionID = -1

animated action being performed, -1 if none

protected int m_ActivePrimarySymptomID = 0

active primary symptom, 0 if none, symptom has to be overriden to allow sync

bool m_WorkingNVGHeadset

Deprecated

Referenced by Init()
bool m_LoweredNVGHeadset
protected ref array<int> m_ActiveNVTypes
int m_SyncedModifiersPrev
PluginAdminLog m_AdminLog
protected static Particle m_ContaminatedAroundPlayer
protected static Particle m_ContaminatedAroundPlayerTiny
protected PlayerStat<float> m_StatWater
Referenced by GetStatWater()
protected PlayerStat<float> m_StatToxicity
Referenced by GetStatToxicity()
protected PlayerStat<float> m_StatEnergy
Referenced by GetStatEnergy()
protected PlayerStat<float> m_StatHeatComfort
Referenced by GetStatHeatComfort()
protected PlayerStat<float> m_StatTremor
Referenced by GetStatTremor()
protected PlayerStat<int> m_StatWet
Referenced by GetStatWet()
protected PlayerStat<int> m_StatBloodType
Referenced by GetStatBloodType()
protected PlayerStat<float> m_StatDiet
Referenced by GetStatDiet()
protected PlayerStat<float> m_StatStamina
Referenced by GetStatStamina()
protected PlayerStat<float> m_StatSpecialty
Referenced by GetStatSpecialty()
protected PlayerStat<float> m_StatHeatBuffer
Referenced by GetStatHeatBuffer()
protected ref array<int> m_ProcessAddEffectWidgets
protected ref array<int> m_ProcessRemoveEffectWidgets
protected ref array<int> m_ProcessAddGlassesEffects
protected ref array<int> m_ProcessRemoveGlassesEffects
protected EMedicalDrugsType m_MedicalDrugsActive
protected ref ScriptInvoker m_OnUnconsciousStart

invokers

protected ref ScriptInvoker m_OnUnconsciousStop
protected ref ScriptInvoker m_OnPlayerLoadChanged
private ref map<eAgents, float> m_BloodyHandsPenaltyChancePerAgent
bool m_ShowDbgUI = true
int m_DbgListSelection = 0
float m_DbgSliderValue = 0.0
ref array<string> m_DbgOptions = {"jedna", "dva", "tri"}
vector m_PlayerOldPos
static ref array<Object> SPREAD_AGENTS_OBJECTS = new array<Object>

---------- DEPRECATED ----------

static ref array<CargoBase> SPREAD_AGENTS_PROXY_CARGOS = new array<CargoBase>
protected ref UndergroundBunkerHandlerClient m_UndergroundBunkerHandler
private int m_FaceCoveredForShaveLayers = 0
int m_AntibioticsActive
float m_CargoLoad
Referenced by SetPlayerLoad()

Methods 622

void Init()
References ClientData.AddPlayerBase(), new ArrowManagerPlayer(), new BleedingSourcesManagerRemote()
Show 162 more, new BleedingSourcesManagerServer(), ScriptCallQueue.Call(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), PluginDeveloper.ClearInventory(), Object.ConfigGetInt(), Object.ConfigGetString(), array.Count(), new DebugMonitorValues(), new EmoteManager(), new Environment(), array.Get(), DayZGame.GetCallQueue(), GetDayZGame(), DayZPlayer.GetDayZPlayerType(), DayZPlayerType.GetDefaultHitPositionComponent(), PluginConfigDebugProfile.GetDefaultPreset(), EnumTools.GetEnumSize(), Mission.GetHud(), PluginConfigDebugProfile.GetItemHealth(), PluginConfigDebugProfile.GetItemHealth(), PluginConfigDebugProfile.GetItemQuantity(), PluginConfigDebugProfile.GetItemQuantity(), CGame.GetMission(), GetPlugin(), PluginConfigDebugProfile.GetPresetItems(), PluginConfigDebugProfile.GetPresetItems(), DayZPlayerImplement.GetSlidePoseAngle(), GetVirtualHud(), new HeadingRestrictData(), new HeatComfortAnimHandler(), new HiddenSelectionsData(), new InjuryAnimationHandler(), array.Insert(), array.Insert(), new InventoryActionHandler(), CGame.IsDebug(), CGame.IsDedicatedServer(), CGame.IsServer(), new MapNavigationBehaviour(), Math.Max(), new ModifiersManager(), new NotifiersManager(), new PlayerAgentPool(), new PlayerSoundManagerClient(), new PlayerSoundManagerServer(), new PlayerStats(), new PlayerStomach(), new QuickBarBase(), new RandomGeneratorSyncManager(), EntityAI.RegisterNetSyncVariableBool(), EntityAI.RegisterNetSyncVariableFloat(), EntityAI.RegisterNetSyncVariableInt(), SetDefaultHitPosition(), IEntity.SetEventMask(), new ShockHandler(), new SoftSkillsManager(), PluginDeveloper.SpawnEntityInPlayerInventory(), new StaminaHandler(), new StanceIndicator(), new SymptomManager(), new Timer(), new TransferValues(), new WeaponManager(), PlayerConstants.CORPSE_STATE_DECAYED, m_ActionManager, m_ActionQBControl, m_ActionsInitialize, m_ActiveNVTypes, m_AdminLog, m_AgentPool, m_AnalyticsTimer, m_AnimCommandStarting, m_AreHandsLocked, m_ArrowManager, m_BleedingManagerRemote, m_BleedingManagerServer, m_BleedingSourcesLow, m_BleedingSourcesUp, m_BloodType, m_BloodyHandsPenaltyChancePerAgent, m_CanBeTargetedDebug, m_CanDisplayHitEffectPPE, m_ConfigEmotesProfile, m_CorpseState, m_CorpseStateLocal, m_DeathDarkeningParam, m_DebugMonitorValues, m_DecayedTexture, m_DefaultHitPosition, m_EmoteManager, m_EmptyGloves, m_Environment, m_FlagRaisingTendency, m_FliesIndex, m_HasBloodTypeVisible, m_HasBloodyHandsVisible, m_HCAnimHandler, m_HeadingRestrictData, m_HideHairAnimated, m_Hud, m_InjuryHandler, m_InventoryActionHandler, m_IsCraftingReady, m_ItemsToDelete, m_LastShavedSeconds, m_LifespanLevelLocal, m_LifeSpanState, m_LiquidTendencyDrain, m_LoweredNVGHeadset, m_MapNavigationBehaviour, m_MedicalDrugsActive, m_MeleeDebug, m_ModifiersManager, m_ModuleLifespan, m_ModulePlayerStatus, m_ModuleRecipesManager, m_NotifiersManager, m_OriginalSlidePoseAngle, m_PlayerLoaded, DayZPlayerImplement.m_PlayerSelected, m_PlayerSoundManagerClient, m_PlayerSoundManagerServer, m_PlayerStats, m_PlayerStomach, m_ProcessAddEffectWidgets, m_ProcessAddGlassesEffects, m_ProcessRemoveEffectWidgets, m_ProcessRemoveGlassesEffects, m_ProcessUIWarning, m_QuickBarBase, m_QuickBarBonus, m_QuickBarHold, m_RecipePick, m_Recipes, m_RGSManager, m_ShockHandler, m_SoftSkillsManager, m_StaminaHandler, m_StanceIndicator, m_StoreLoadVersion, m_SymptomManager, m_TrasferValues, m_UALastMessage, m_UALastMessageTimer, m_UAParam, m_UAParamMessage, m_UAProgressParam, m_UnconParam, m_VirtualHud, m_VisibilityCoef, m_WeaponManager, m_WorkingNVGHeadset, HeatBufferMdfr.NUMBER_OF_STAGES, SHAKE_LEVEL_MAX, and SIMPLIFIED_SHOCK_CAP
Referenced by PlayerBase()
protected override event typename GetOwnerStateType()FEATURE_NETWORK_RECONCILIATION
protected override event typename GetMoveType()FEATURE_NETWORK_RECONCILIATION
protected override event void ObtainMove(PawnMove pMove)FEATURE_NETWORK_RECONCILIATION
protected override event void ObtainState(PawnOwnerState pState)FEATURE_NETWORK_RECONCILIATION
protected override event void RewindState(PawnOwnerState pState, PawnMove pMove, inout NetworkRewindType pRewindType)FEATURE_NETWORK_RECONCILIATION
bool IsChelationActive()
bool IsAntibioticsActive()
void SetActivePrimarySymptomID(SymptomIDs id)
SymptomIDs GetActivePrimarySymptomID()
void RequestTriggerEffect(EffectTrigger trigger, int ppeIdx = -1, int aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY, string soundset = "", bool partDynaUpdate = false, int newBirthRate = 0, bool forceUpdate = false)
void IncreaseContaminatedAreaCount()
void DecreaseContaminatedAreaCount()
bool IsInEffectArea(EEffectAreaType area)
protected void OnContaminatedAreaEnterServer()
protected void OnContaminatedAreaExitServer()
protected void OnPlayerIsNowInsideEffectAreaBeginServer()
protected void OnPlayerIsNowInsideEffectAreaEndServer()
protected void OnPlayerIsNowInsideEffectAreaBeginClient()
protected void OnPlayerIsNowInsideEffectAreaEndClient()
ItemBase GetItemOnHead()

Returns item on player's head. For an example, a headtorch.

References GetItemOnSlot()
override int GetQuickBarBonus()
References m_QuickBarBonus
int GetBreathVapourLevel()
References m_BreathVapour
void UnsetMixedSoundState(eMixedSoundStates state)
void SetMixedSoundState(eMixedSoundStates state)
override bool IsPlayer()
bool HasHealings()
References m_HealingsCount
bool HasDisease()
References m_DiseaseCount
void SetPulseType(EPulseType pulse_type)
References m_PulseType
void QueueAddEffectWidget(array<int> effects)
Referenced by EEItemAttached()
void QueueRemoveEffectWidget(array<int> effects)
Referenced by EEItemDetached()
void QueueAddGlassesEffect(int id)
Referenced by EEItemAttached()
void QueueRemoveGlassesEffect(int id)
Referenced by EEItemDetached()
DamageDealtEffect GetDamageDealtEffect()
override void SpawnDamageDealtEffect()
Referenced by OnPlayerRecievedHit()
void SpawnDamageDealtEffect2(Param param1 = null, Param param2 = null)
void SpawnFlashbangEffect(PlayerBase player, bool visual)
ShockDealtEffect GetShockEffect()
Referenced by EOnPostFrame()
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
References ModifiersManager.ActivateModifier(), ModifiersManager.ActivateModifier(), Object.AddHealth()
Show 66 more, Class.Cast(), ShockHandler.CheckValue(), CGame.ConfigGetInt(), CGame.ConfigIsExisting(), ConvertNonlethalDamage(), ModifiersManager.DeactivateModifier(), StaminaHandler.DepleteStaminaEx(), DayZPlayerImplement.EEHitBy(), string.Format(), PlayerStat.Get(), PlayerStat.Get(), PlayerStat.Get(), PlayerStat.Get(), PlayerStat.Get(), CGame.GetAnalyticsServer(), GetBleedingManagerServer(), DiagMenu.GetBool(), TotalDamageResult.GetDamage(), Object.GetDisplayName(), Object.GetDisplayName(), Object.GetHealth(), GetModifiersManager(), GetPlayerStats(), GetPlugin(), GetStaminaHandler(), GetStatBloodType(), GetStatEnergy(), GetStatHeatBuffer(), GetStatHeatComfort(), GetStatWater(), CGame.GetTime(), ActionManagerBase.Interrupt(), Object.IsAlive(), CGame.IsDebugMonitor(), ModifiersManager.IsModifierActive(), CGame.IsServer(), IsUnconscious(), PluginRemotePlayerDebugServer.OnDamageEvent(), AnalyticsManagerServer.OnEntityHit(), PluginAdminLog.PlayerHitBy(), Print(), BleedingSourcesManagerServer.ProcessHit(), PlayerAgentPool.RemoveAllAgents(), BleedingSourcesManagerBase.RemoveAllSources(), ModifiersManager.ResetAll(), PlayerStats.ResetAllStats(), DamageSystem.ResetAllZones(), DayZPlayerSyncJunctures.SendPlayerUnconsciousness(), PlayerStat.Set(), PlayerStat.Set(), PlayerStat.Set(), PlayerStat.Set(), PlayerStat.Set(), DebugMonitorValues.SetLastDamage(), StaminaHandler.SetStamina(), m_ActionManager, m_AdminLog, m_AgentPool, m_BleedingManagerServer, m_DebugMonitorValues, m_LastShockHitTime, m_ModifiersManager, m_ShockHandler, m_StaminaHandler, m_UnconRefillModifier, and GameConstants.STAMINA_MAX
override protected float ConvertNonlethalDamage(float damage, DamageType damageType)
Referenced by EEHitBy()
void OnPlayerReceiveFlashbangHitStart(bool visual)
void OnPlayerReceiveFlashbangHitEnd()
override string GetHitComponentForAI()

select & return hit component for attacking AI

override string GetDefaultHitComponent()

returns default hit component (fallback)

override vector GetDefaultHitPosition()
override array<string> GetSuitableFinisherHitComponents()

returns list of suitable finisher hit components (defined on base entity/entity type)

protected vector SetDefaultHitPosition(string pSelection)
Referenced by Init()
void AddPossibleCoverFaceForShave()

DEPRECATED!

void RemovePossibleCoverFaceForShave()

DEPRECATED!

bool GetHitPPEEnabled()
int GetVoiceType()
void KillUndergroundHandler()
void SetActions(out TInputActionMap InputActionMap)
References AddAction()
Referenced by InitializeActions()
void SetActions()
Referenced by InitializeActions()
void SetActionsRemoteTarget(out TInputActionMap InputActionMap)
References AddAction()
Referenced by InitializeActions()
void SetActionsRemoteTarget()
Referenced by InitializeActions()
void AddAction(typename actionName)
References m_InputActionMap
void RemoveAction(typename actionName)
References m_InputActionMap
int GetCurrentRecipe()
References m_RecipePick
void SetNextRecipe()
References m_RecipePick
void SetFirstRecipe()
References m_RecipePick
RandomGeneratorSyncManager GetRandomGeneratorSyncManager()
References m_RGSManager
override void OnLadder(float delta_time, HumanMovementState pState)

called every command handler tick when player is on ladder

void SetQuickRestrain(bool enable)
void SetQuickFishing(bool enable)
override ArrowManagerBase GetArrowManager()
References m_ArrowManager
bool IsRestrainStarted()
override bool IsRestrained()
References m_IsRestrained
Referenced by ActionBase.ComputeConditionMask(), ActionRestrainSelf.ActionCondition(), ActionRestrainTarget.ActionCondition()
Show 38 more, ActionRestrainTarget.OnFinishProgressServer(), ActionSkinning.HandlePlayerBody(), ActionUnfoldMapCB.PerformMapChange(), ActionUnrestrainSelf.ActionCondition(), ActionUnrestrainTarget.ActionCondition(), ActionUnrestrainTarget.OnFinishProgressServer(), ActionUnrestrainTargetCB.ObtainUnrestrainTime(), ActionUnrestrainTargetHands.ActionCondition(), ActionUnrestrainTargetHands.OnFinishProgressServer(), DayZPlayerImplementThrowing.CanChangeThrowingStance(), DayZPlayerInventory.PlayerCheckDropRequest(), DayZPlayerInventory.PlayerCheckRequestDst(), DayZPlayerInventory.PlayerCheckRequestSrc(), DayZPlayerInventory.PlayerCheckSwapItemsRequest(), EmoteManager.CanPlayEmote(), EmoteManager.Update(), FreezeSymptom.OnGetActivatedServer(), Hologram.IsRestrictedFromAdvancedPlacing(), HotSymptom.OnGetActivatedServer(), InviteMenu.Init(), LogoutMenu.Init(), LogoutMenu.UpdateInfo(), MissionServer.OnClientRespawnEvent(), MissionServer.ShouldPlayerBeKilled(), CanBeRestrained(), CanConsumeStamina(), CanDropEntity(), CanManipulateInventory(), CanStartConsumingStamina(), OnQuickBarContinuousUseStart(), OnQuickBarSingleUse(), OnUnconsciousStart(), Save(), PluginAdminLog.PlayerKilledByDisconnect(), RestrainingToolLocked.~RestrainingToolLocked(), RestrainingToolLocked.EEItemLocationChanged(), RestrainingToolLocked.EEKilled(), and VicinityContainer.UpdateInterval()
override bool IsInventoryVisible()
override bool CanReleaseAttachment(EntityAI attachment)
override bool CanReleaseCargo(EntityAI cargo)
override bool CanReceiveItemIntoCargo(EntityAI item)
override bool CanSwapItemInCargo(EntityAI child_entity, EntityAI new_entity)
override bool CanReceiveItemIntoHands(EntityAI item_to_hands)
int GetCraftingRecipeID()
void SetCraftingRecipeID(int recipeID)
ConstructionActionData GetConstructionActionData()
Referenced by ActionAttachToConstruction.ActionCondition(), ActionAttachToConstruction.OnExecuteImpl(), ActionAttachToConstruction.OnStartClient()
Show 40 more, ActionBuildPart.GetAdminLogMessage(), ActionBuildPart.OnActionInfoUpdate(), ActionBuildPart.SetupAction(), ActionBuildPartSwitch.SetNextIndex(), ActionBuildShelter.DetermineConstructionSounds(), ActionBuildShelter.GetText(), ActionBuildShelter.OnActionInfoUpdate(), ActionBuildShelter.SetupAction(), ActionDestroyPart.DestroyCondition(), ActionDestroyPart.OnActionInfoUpdate(), ActionDestroyPart.OnFinishProgressServer(), ActionDialCombinationLock.ActionCondition(), ActionDialCombinationLock.OnActionInfoUpdate(), ActionDialCombinationLock.OnFinishProgressServer(), ActionDialCombinationLockOnTarget.ActionCondition(), ActionDialCombinationLockOnTarget.OnActionInfoUpdate(), ActionDialCombinationLockOnTarget.OnFinishProgressServer(), ActionDismantlePart.DismantleCondition(), ActionDismantlePart.GetAdminLogMessage(), ActionDismantlePart.GetText(), ActionDismantlePart.OnActionInfoUpdate(), ActionDismantlePart.OnFinishProgressServer(), ActionHandsPartSwitch.SetNextIndex(), ActionNextCombinationLockDial.ActionCondition(), ActionNextCombinationLockDialOnTarget.ActionCondition(), ActionNextCombinationLockDialOnTarget.Start(), ActionRepairPart.GetText(), ActionRepairPart.OnActionInfoUpdate(), ActionRepairPart.RepairCondition(), ActionTakeMaterialToHands.ActionCondition(), ActionTakeMaterialToHands.CreateAndSetupActionCallback(), ActionTakeMaterialToHands.OnActionInfoUpdate(), ActionTakeMaterialToHands.OnExecuteImpl(), ActionTakeMaterialToHandsSwitch.ActionCondition(), ActionTakeMaterialToHandsSwitch.Start(), Fence.CanReceiveAttachment(), MiscGameplayFunctions.BuildCondition(), MiscGameplayFunctions.ComplexBuildCollideCheckClient(), TerritoryFlag.CanReceiveAttachment(), and Watchtower.CanReceiveAttachment()
void ResetConstructionActionData()
Referenced by OnConnect(), and OnReconnect()
void UpdateQuickBarEntityVisibility(EntityAI entity)
void OnQuickbarSetEntityRequest(ParamsReadContext ctx)
Referenced by OnSyncJuncture()
void OnHoldBreathStart()
Referenced by ProcessHoldBreath()
void OnHoldBreathExhausted()
void OnHoldBreathEnd()
Referenced by ProcessHoldBreath()
override bool IsRefresherSignalingViable()
override bool IsSelfAdjustingTemperature()
References Object.IsAlive()
void SetPlayerDisconnected(bool state)

initialize EnvironmentExposure data; waits for PlayerStats load

Referenced by OnDisconnect()
void LockHandsUntilItemHeld()
References m_AreHandsLocked
bool TogglePlacingServer(int userDataType, ParamsReadContext ctx)
bool ResetADSPlayerSync(int userDataType, ParamsReadContext ctx)

server only

void SetLocalProjectionOrientation(vector local_orientation)
void SetInColdArea(bool state)
void SetInWater(bool pState)

water contact (driven by Environment)

TransferValues GetTransferValues()
References m_TrasferValues
DebugMonitorValues GetDebugMonitorValues()
void OnTick()
override void EEItemOutOfHands(EntityAI item)

fixes situation where raise is canceling some manipulation with heavy item(ex. TakeItemToHands), forces normal stance

override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
References BrokenLegForceProne(), HumanInputController.CameraIsFreeLook(), CanConsumeStamina()
Show 107 more, CanSprint(), DayZPlayerImplementJumpClimb.CheckAndFinishJump(), CheckMeleeItemDamage(), CheckSendSoundEvent(), CheckZeroSoundEvent(), CloseMapEx(), DayZPlayerImplement.CommandHandler(), DropHeavyItem(), DayZPlayerImplement.EvaluateDamageHit(), DayZPlayerImplement.ExitSights(), FreezeCheck(), GetActionManager(), GetBrokenLegs(), Human.GetCommand_Climb(), Human.GetCommand_Ladder(), Human.GetCommand_Move(), Human.GetCommand_Swim(), Human.GetCommand_Unconscious(), Human.GetCommand_Vehicle(), CGame.GetCurrentCameraDirection(), Man.GetEntityInHands(), UAInputAPI.GetInputByID(), Human.GetInputController(), DayZPlayer.GetInstanceType(), UIManager.GetMenu(), GetPlayerSoundManagerServer(), HumanCommandVehicle.GetTransport(), GetUApi(), CGame.GetUIManager(), CfgGameplayHandler.GetUse3DMap(), DayZPlayerImplement.HandleDamageHit(), Object.IsAlive(), CGame.IsDedicatedServer(), DayZPlayerImplement.IsFireWeaponRaised(), HumanCommandVehicle.IsGettingIn(), HumanCommandVehicle.IsGettingOut(), HumanCommandUnconscious.IsInWater(), IsMapCallbackCancelInput(), IsMapCallbackEndInput(), IsMapOpen(), UIManager.IsMenuOpen(), CGame.IsMultiplayer(), DayZPlayerImplement.IsPlayerSelected(), HumanInputController.IsQuickBarContinuousUseEnd(), HumanInputController.IsQuickBarContinuousUseStart(), HumanInputController.IsQuickBarSingleUse(), HumanInputController.IsQuickBarSlot(), HumanCommandVehicle.IsSwitchSeat(), HumanInputController.LimitsDisableSprint(), OnCommandHandlerTick(), OnQuickBarContinuousUseEnd(), OnQuickBarContinuousUseStart(), OnQuickBarSingleUse(), OnUnconsciousStart(), OnUnconsciousStop(), OnUnconsciousUpdate(), Bot.OnUpdate(), Human.PhysicsGetPositionWS(), ProcessADDModifier(), ProcessDrowning(), ProcessHoldBreath(), HumanInputController.ResetADS(), SetCheckMeleeItem(), DayZPlayerImplement.SetFallYDiff(), ShockRefill(), Human.StartCommand_Unconscious(), UAInput.Supress(), TryGetInVehicleDebug(), PlayerSoundManagerServer.Update(), EmoteManager.Update(), HeatComfortAnimHandler.Update(), InjuryAnimationHandler.Update(), RandomGeneratorSyncManager.Update(), ShockHandler.Update(), StaminaHandler.Update(), StanceIndicator.Update(), WeaponManager.Update(), ActionManagerBase.Update(), UpdateDelete(), HumanCommandUnconscious.WakeUp(), m_AreHandsLocked, m_Bot, m_BrokenLegsJunctureReceived, m_BrokenLegState, DayZPlayerImplementSwimming.m_bWasSwimming, m_CheckMeleeItem, m_DirectionToCursor, m_EmoteManager, m_HCAnimHandler, m_InjuryHandler, m_IsDrowning, m_IsHoldingBreath, DayZPlayerImplement.m_IsUnconscious, DayZPlayerImplement.m_JumpClimb, DayZPlayerImplement.m_LastCommandBeforeUnconscious, DayZPlayerImplement.m_MovementState, m_RGSManager, m_ShockHandler, DayZPlayerImplement.m_ShouldBeUnconscious, m_StaminaHandler, m_StanceIndicator, DayZPlayerImplement.m_Swimming, DayZPlayerImplement.m_TransportCache, DayZPlayerImplement.m_UnconsciousDebug, m_UnconsciousTime, m_WeaponManager, and vector.Zero
void SetGetInVehicleDebug(EntityAI ent)DEVELOPER

Maybe instead error out or notify of possible desync?

void CloseMap()

DEPRECATED; terminates map animation callback and re-enables controls

References CloseMapEx()
void SetMapOpen(bool state)
References m_MapOpen
void SetMapClosingSyncSet(bool state)
bool GetMapClosingSyncSent()
Referenced by CloseMapEx()
bool IsMapCallbackCancelInput()
Referenced by CommandHandler()
bool IsMapCallbackEndInput()
Referenced by CommandHandler()
void SetCheckMeleeItem(ItemBase item = null)
References m_CheckMeleeItem
override bool OnLand(int pCurrentCommandID, FallDamageData fallDamageData)

No fall damage for players currently being damaged, animation is temporary

override bool IsAlreadyInFallingCommand(int pCurrentCommandID)

Nothing happens for unconscious Nothing happens for being damaged

int SimplifyShock()
Referenced by OnUnconsciousUpdate()
float GetSimplifiedShockNormalized()
Referenced by OnUnconsciousUpdate()
override bool IsUnconsciousStateOnly()
override bool CanBeTargetedByAI(EntityAI ai)
void ShockRefill(float pDt)

functionality moved to ShockMdfr::OnTick

Referenced by CommandHandler()
eBrokenLegs GetBrokenLegs()
Referenced by ActionBase.ComputeConditionMask(), ActionBuildOven.ActionCondition(), ActionBuildPart.ActionCondition()
Show 45 more, ActionBuildShelter.ActionCondition(), ActionBuryAshes.ActionCondition(), ActionCraftBoneKnifeEnv.ActionCondition(), ActionCraftStoneKnifeEnv.ActionCondition(), ActionDeconstructShelter.ActionCondition(), ActionDestroyPart.ActionCondition(), ActionDigGardenPlot.ActionCondition(), ActionDismantleGardenPlot.ActionCondition(), ActionDismantleOven.ActionCondition(), ActionDismantlePart.ActionCondition(), ActionMineRock.ActionCondition(), ActionMineTree.ActionCondition(), ActionRepairBoatChassis.ActionCondition(), ActionRepairBoatEngine.ActionCondition(), ActionRepairCarChassis.ActionCondition(), ActionRepairCarEngine.ActionCondition(), ActionRepairCarPart.ActionCondition(), ActionRepairPart.ActionCondition(), ActionSplintSelf.ActionCondition(), ActionSplintSelf.OnFinishProgressServer(), ActionSplintTarget.ActionCondition(), BrokenLegsMdfr.OnReconnect(), DayZPlayerMeleeFightLogic_LightHeavy.HandleComboHit(), DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic(), DayZPlayerMeleeFightLogic_LightHeavy.HandleInitialMeleeErc(), DayZPlayerMeleeFightLogic_LightHeavy.HandleProneKick(), EmoteDance.EmoteCondition(), HealthRegenMdfr.OnTick(), InjuredLegNotfr.DisplayBadge(), MorphineMdfr.OnActivate(), MorphineMdfr.OnDeactivate(), PainKillersMdfr.OnActivate(), PainKillersMdfr.OnDeactivate(), ApplySplint(), CanClimb(), CanJump(), CanPickupHeavyItem(), CanSprint(), CommandHandler(), HandleBrokenLegsSync(), OnRollStart(), OnStoreSave(), SetBrokenLegs(), UpdateBrokenLegs(), and ShockMdfr.GetRefillSpeed()
void BreakLegSound()
void MovingShock(float legHealth, float highShock, float midShock, float lowShock)
Referenced by BrokenLegWalkShock()
void DealShock(float dmg)
void SetLegHealth()
Referenced by SetBrokenLegs()
void DropHeavyItem()
Referenced by CommandHandler()
override void OnCommandClimbFinish()
override void OnCommandMelee2Finish()
bool IsStance(int stance, int stanceMask)
Referenced by OnStanceChange()
override void OnRollStart(bool isToTheRight)
override void OnRollFinish()
void OnJumpOutVehicleFinish(float carSpeed)
void OnVehicleSwitchSeat(int seatIndex)
override void OnVehicleSeatDriverEnter()
override void OnVehicleSeatDriverLeft()

Hand off control to the vehicle - null is valid

override void OnThrowingModeChange(bool change_to_enabled)

And now we want to resume control of the player

override void OnEnterTrigger(ScriptedEntity trigger)DIAG_DEVELOPER
override void OnLeaveTrigger(ScriptedEntity trigger)DIAG_DEVELOPER
void StaminaHUDNotifier(bool show)
override void DepleteStaminaEx(EStaminaModifiers modifier, float dT = -1, float coef = 1.0)
override bool CanStartConsumingStamina(EStaminaConsumers consumer)
Referenced by ProcessHoldBreath()
void OnQuickBarSingleUse(int slotClicked)
References GameInventory.CanAddEntityIntoHands(), GameInventory.CanForceSwapEntitiesEx(), HumanInventory.CanRemoveEntityInHands()
Show 44 more, ScriptInputUserData.CanStoreInputUserData(), GameInventory.CanSwapEntitiesEx(), Class.CastTo(), InventoryLocation.DumpToStringNullSafe(), HumanInventory.FindUserReservedLocationIndex(), GetActionManager(), Human.GetCommand_Melee(), GameInventory.GetCurrentInventoryLocation(), DayZPlayerImplement.GetDayZPlayerInventory(), Object.GetDebugName(), Man.GetEntityInHands(), EntityAI.GetHierarchyParent(), Man.GetHumanInventory(), DayZPlayer.GetInstanceType(), EntityAI.GetInventory(), EntityAI.GetInventory(), GetQuickBarEntity(), ActionManagerBase.GetRunningAction(), DayZPlayerImplement.GetThrowing(), HumanInventory.GetUserReservedLocation(), GetWeaponManager(), GameInventory.HasInventoryReservation(), IsClimbing(), DayZPlayerImplement.IsClimbingLadder(), IsEmotePlaying(), HumanInventoryWithFSM.IsIdle(), GameInventory.IsInventoryLocked(), IsItemsToDelete(), DayZPlayerInventory.IsProcessing(), DayZPlayerImplement.IsRaised(), IsRestrained(), IsRestrainPrelocked(), WeaponManager.IsRunning(), DayZPlayerImplement.IsSwimming(), LogManager.IsSyncLogEnable(), DayZPlayerImplementThrowing.IsThrowingAnimationPlaying(), DayZPlayerImplementThrowing.IsThrowingModeEnabled(), PredictiveForceSwapEntities(), Man.PredictiveMoveItemFromHandsToInventory(), PredictiveSwapEntities(), PredictiveTakeEntityToHands(), InventoryLocation.SetHands(), syncDebugPrint(), and m_AreHandsLocked
bool IsQBControl()
void ResetActionEndInput()
void RadialQuickBarSingleUse(int slotClicked)
void RadialQuickBarCombine(int slotClicked)
void QuickReloadWeapon(EntityAI weapon)
void SetFlagTendencyRaise(bool state)

DEPRECATED

override SoundOnVehicle PlaySound(string sound_name, float range, bool create_local = false)
float GetPlayerLoad()
Referenced by AddPlayerLoad()
bool IsOverloaded()
override protected float GetWeightSpecialized(bool forceRecalc = false)
void SetVisibilityCoef(float pVisibility)
References m_VisibilityCoef
int GetShakeLevel()
References m_Shakes
float GetStatLevelBorders(float stat_value, float critical, float low, float normal, float high, float max)
EStatLevels GetStatLevel(float stat_value, float critical, float low, float normal, float high)
void SetImmunityBoosted(bool boosted)
override bool IsIgnoredByConstruction()
bool AnimCommandCheck(HumanMoveCommandID mask)

Returns whether the specified movement command(s) are starting the next frame. Use caution when using this for anything player animation-related, some commands may require the movement state to be truly active (wait until next update)

Referenced by TryHideItemInHands()
void EndFighting()
References m_IsFighting
void PlayAttachmentDropSound()
override void RPC(int rpc_type, array<ref Param> params, bool guaranteed, PlayerIdentity recipient = NULL)
References Object.RPC()
override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
References Mission.AddActiveInputExcludes(), ScriptCallQueue.Call(), Class.Cast()
Show 74 more, Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), Class.Cast(), CGame.ExecuteEnforceScript(), UIManager.FindMenu(), DayZGame.GetCallQueue(), Man.GetIdentity(), DayZPlayer.GetInstanceType(), CGame.GetMission(), GetPlayerStats(), GetPlugin(), ActionCheckPulse.GetPulseMessage(), GetSoftSkillsManager(), GetSymptomManager(), CGame.GetUIManager(), GetVirtualHud(), CGame.IsClient(), MessageAction(), PlayerStats.OnRPC(), SymptomManager.OnRPC(), VirtualHud.OnRPC(), TransferValues.OnRPC(), PluginDeveloper.OnRPC(), PluginDeveloperSync.OnRPC(), PluginItemDiagnostic.OnRPC(), PluginDiagMenu.OnRPC(), PluginRemotePlayerDebugClient.OnRPC(), PluginRemotePlayerDebugServer.OnRPC(), PluginUniversalTemperatureSourceClient.OnRPC(), PluginUniversalTemperatureSourceServer.OnRPC(), PluginInventoryRepair.OnRPC(), DayZPlayerImplement.OnRPC(), UIScriptedMenu.OnRPCEx(), UIScriptedMenu.OnRPCEx(), DebugMonitorValues.OnRPCFloat(), DebugMonitorValues.OnRPCString(), QuickBarBase.OnSetEntityRPC(), Serializer.Read(), PluginItemDiagnostic.RegisterDebugItem(), PlayerAgentPool.RemoteGrowRequestDebug(), PlayerAgentPool.RemoveAllAgents(), Object.RPCSingleParam(), SoftSkillsManager.SetCoolDown(), SoftSkillsManager.SetCoolDownValue(), SoftSkillsManager.SetGeneralBonusAfter(), SoftSkillsManager.SetGeneralBonusBefore(), SetLastUAMessage(), SoftSkillsManager.SetLastUAValue(), SoftSkillsManager.SetSpecialtyLevel(), Hud.SetTemperature(), EntityAI.SoundHardBushFallingPlay(), EntityAI.SoundHardTreeFallingPlay(), EntityAI.SoundSoftBushFallingPlay(), EntityAI.SoundSoftTreeFallingPlay(), PluginItemDiagnostic.StopWatchRequest(), float.ToString(), m_AgentPool, m_CheckPulseLastTarget, m_DebugMonitorValues, m_Hud, m_QuickBarBase, PluginDeveloper.m_ScriptConsole, m_TrasferValues, m_UAParamMessage, Param1.param1, CachedObjectsParams.PARAM1_BOOL, CachedObjectsParams.PARAM1_INT, CachedObjectsParams.PARAM1_STRING, and ActionCheckPulse.TARGET_IRREGULAR_PULSE_BIT
void SetContaminatedEffect(bool enable, int ppeIdx = -1, int aroundId = ParticleList.CONTAMINATED_AREA_GAS_AROUND, int tinyId = ParticleList.CONTAMINATED_AREA_GAS_TINY, bool partDynaUpdate = false, int newBirthRate = 0)
protected bool AllowDecayEffects()
Referenced by UpdateCorpseState()
bool IsSyncedModifierActive(eModifierSyncIDs modifier)

Checks whether modifier (which has syncing enabled) is currently active, works on both Client and Server

void HandleBrokenLegsSync()
void OnInventoryMenuOpen()
void OnInventoryMenuClose()
void OnSelectPlayer()
References new ActionManagerClient(), new ActionManagerServer(), new AITargetCallbacksPlayer()
Show 67 more, new Bot(), ScriptCallQueue.Call(), Class.Cast(), Class.Cast(), CheckForBurlap(), CheckForGag(), new ConstructionActionData(), array.Count(), new CraftingManager(), Mission.EnableAllInputs(), PlayerStat.Get(), array.Get(), DayZGame.GetBacklit(), DayZGame.GetCallQueue(), MenuData.GetCharactersCount(), GetDayZGame(), PlayerIdentityBase.GetId(), Man.GetIdentity(), DayZPlayer.GetInstanceType(), MenuData.GetLastPlayedCharacter(), CGame.GetMenuData(), CGame.GetMission(), GetModifiersManager(), PlayerIdentityBase.GetName(), GetPlugin(), PPEManagerStatic.GetPPEManager(), GetSoftSkillsManager(), GetStatSpecialty(), PluginPresenceNotifier.Init(), PluginTargetTemperature.Init(), SoftSkillsManager.InitSpecialty(), array.Insert(), CGame.IsMultiplayer(), new MyBotTrigger(), OnGameplayDataHandlerSync(), QuickBarBase.OnSetEntityNoSync(), PlayerIdentityBase.Possess(), Mission.ResetGUI(), CGame.RPC(), CGame.RPCSingleParam(), Timer.Run(), EntityAI.SetAITargetCallbacks(), ModifiersManager.SetModifiers(), EntityAI.SetSynchDirty(), WeaponManager.SortMagazineAfterLoad(), Bot.Start(), PPEManager.StopAllEffects(), Mission.SyncRespawnModeInfo(), new Timer(), Backlit.UpdatePlayer(), QuickBarBase.updateSlotsCount(), GameConstants.DEFAULT_CHARACTER_MENU_ID, m_ActionManager, m_aQuickBarLoad, m_Bot, m_CachedPlayerID, m_CachedPlayerName, m_ConstructionActionData, m_CraftingManager, m_DeathCheckTimer, m_ModuleRecipesManager, DayZPlayerImplement.m_PlayerSelected, m_PresenceNotifier, m_ProcessUIWarning, m_QuickBarBase, m_TargetTemperatureDiag, and m_WeaponManager
void OnVoiceEventPlayback(PlayerSoundEventBase voice_event, AbstractWave callback, float playback_time)

called every cmd handler tick during a playback of PlayerSoundEvent, m_ProcessPlaybackEvent needs to be enabled on the PlayerSoundEvent

EntityAI SpawnAI(string object_name, vector pos)
EntityAI CreateInInventory(string item_name, string cargo_type = "", bool full_quantity = false)

/brief Creates ItemBase in players inventory. If player dont have enough slots for new item, item will be created on the ground under player.

item_name
string Class name of ItemBase in configs

Returns: ItemBase Created item

ItemBase item = g_Game.GetPlayer().CreateInInventory("Consumable_GardenLime", "cargo_weapon");
ItemBase CreateCopyOfItemInInventoryOrGround(ItemBase src)
Referenced by Magazine.SplitItem()
void Message(string text, string style)

colorStatusChannel colorAction colorFriendly colorImportant

void MessageStatus(string text)
References Message()
void MessageAction(string text)
References Message()
void MessageFriendly(string text)
References Message()
void MessageImportant(string text)
References Message()
override void ClearInventory()

/brief Delete all items in inventory

Returns: void

PlayerBase player = g_Game.GetPlayer();
player.ClearInventory();
void DropAllItems()

Drops all clothes/wearables this character is carrying on themselves.

void SetLifeSpanStateVisible(int show_state)
int GetLifeSpanState()
References m_LifeSpanState
int GetLastShavedSeconds()
void SetLastShavedSeconds(int last_shaved_seconds)
bool HasCoveredFaceForShave()
Referenced by CanShave()
static set<int> GetFaceCoverageShaveValues()

returns a set of face covering values

References set.Insert()
eBloodyHandsTypes HasBloodyHandsEx()
void SetBloodyHands(bool show)
void SetBloodyHandsEx(eBloodyHandsTypes type)
private void SetBloodyHandsBase(int type)
float GetBloodyHandsPenaltyChancePerAgent(eAgents type)
void SetBloodyHandsPenaltyChancePerAgent(eAgents type, float amount)

increments the chances per agents

void SetBloodTypeVisible(bool show)
void SetBloodType(int blood_type)
int GetNoisePresenceInAI()

Return actual noise presence of player

bool IsPersistentFlag(PersistentFlag bit)
int GetStoreLoadVersion()
void SaveAreaPersistenceFlag(ParamsWriteContext ctx)
Referenced by OnStoreSave()
void OnStoreSaveLifespan(ParamsWriteContext ctx)
Referenced by OnStoreSave()
bool OnStoreLoadLifespan(ParamsReadContext ctx, int version)
Referenced by OnStoreLoad()
void ShowUnconsciousScreen(bool show)
override void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client = false)
override void RequestSoundEventStop(EPlayerSoundEventID id, bool from_server_and_client = false, int param = EPlayerSoundEventParam.STOP_PLAYBACK)
override protected void SendSoundEvent(EPlayerSoundEventID id)
override protected void SendSoundEventEx(EPlayerSoundEventID id, int param = 0)
void CheckZeroSoundEvent()
Referenced by CommandHandler()
void CheckSendSoundEvent()
Referenced by CommandHandler()
override bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param = 0)
override bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false)
override bool PlaySoundEventEx(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false, int param = 0)
override bool StopSoundEvent(EPlayerSoundEventID id, bool is_from_server = false, int param = 0)
void TestSend()
void SetStaminaState(eStaminaState state)
int GetStaminaState()
References m_StaminaState
void UpdateQuickBarExtraSlots()
void SpreadAgents()
References SpreadAgentsEx()
override int GetAgents()
override void RemoveAgent(int agent_id)
override void RemoveAllAgents()
float GetTotalAgentCount()
void PrintAgents()
void ImmuneSystemTick(float value, float deltaT)
float GetTemporaryResistanceToAgent(int agent)
PlayerStat<float> GetStatDiet()
void SetHeatBufferDynamicMax(float value)
float GetHeatBufferDynamicMax()
void ToggleHeatBufferVisibility(int heatbufferStage)
string GetLastUAMessage()

UA Last Message

References m_UALastMessage
protected void ClearLastUAMessage()
void ForceUpdateInjuredState()

update injured state immediately

override void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)

SyncJunctures

References DayZPlayerImplement.GetAimingModel(), EntityAI.GetInventory(), GetSymptomManager()
Show 54 more, DayZPlayerImplement.IsFireWeaponRaised(), GameInventory.OnInventoryJunctureFailureFromServer(), GameInventory.OnInventoryJunctureFromServer(), OnQuickbarSetEntityRequest(), ActionManagerBase.OnSyncJuncture(), EmoteManager.OnSyncJuncture(), StaminaHandler.OnSyncJuncture(), WeaponManager.OnSyncJuncture(), DayZPlayerImplement.OnSyncJuncture(), DayZPlayerSyncJunctures.ReadBrokenLegsParamsEx(), DayZPlayerSyncJunctures.ReadGetInVehicleParams(), DayZPlayerSyncJunctures.ReadInjuryParams(), DayZPlayerSyncJunctures.ReadKuruRequest(), DayZPlayerSyncJunctures.ReadPlayerUnconsciousnessParams(), DayZPlayerSyncJunctures.ReadShockParams(), DayZPlayerImplementAiming.RequestKuruShake(), SymptomManager.SetAnimation(), SetGetInVehicleDebug(), InjuryAnimationHandler.SetInjuryCommandParams(), SetLiftWeapon(), SetToDelete(), m_ActionManager, m_BrokenLegsJunctureReceived, m_BrokenLegState, m_CurrentShock, m_EmoteManager, m_InjuryHandler, DayZPlayerImplement.m_ResetADS, DayZPlayerImplement.m_ShouldBeUnconscious, m_StaminaHandler, m_WeaponManager, DayZPlayerSyncJunctures.SJ_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures.SJ_ACTION_ACK_REJECT, DayZPlayerSyncJunctures.SJ_ACTION_INTERRUPT, DayZPlayerSyncJunctures.SJ_ADS_RESET, DayZPlayerSyncJunctures.SJ_BROKEN_LEGS, DayZPlayerSyncJunctures.SJ_DEBUG_GET_IN_VEHICLE, DayZPlayerSyncJunctures.SJ_DELETE_ITEM, DayZPlayerSyncJunctures.SJ_GESTURE_REQUEST, DayZPlayerSyncJunctures.SJ_INJURY, DayZPlayerSyncJunctures.SJ_INVENTORY, DayZPlayerSyncJunctures.SJ_INVENTORY_FAILURE, DayZPlayerSyncJunctures.SJ_KURU_REQUEST, DayZPlayerSyncJunctures.SJ_PLAYER_ADD_MODIFIER, DayZPlayerSyncJunctures.SJ_PLAYER_STATES, DayZPlayerSyncJunctures.SJ_QUICKBAR_SET_SHORTCUT, DayZPlayerSyncJunctures.SJ_SHOCK, DayZPlayerSyncJunctures.SJ_STAMINA, DayZPlayerSyncJunctures.SJ_STAMINA_MISC, DayZPlayerSyncJunctures.SJ_UNCONSCIOUSNESS, DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT, DayZPlayerSyncJunctures.SJ_WEAPON_LIFT, and DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCE
void SetToDelete(ParamsReadContext pCtx)
Referenced by OnSyncJuncture()
override void AddItemToDelete(EntityAI item)
Referenced by SetToDelete()
override void JunctureDeleteItem(EntityAI item)
override bool IsInventorySoftLocked()

during fullbody gestures - disables character turning

override void SetInventorySoftLock(bool status)

'soft lock' meaning inventory screen cannot be displayed, but mechanically, inventory operations are still possible

void SetLoadedQuickBarItemBind(EntityAI entity, int index)
override float GetWeaponObstruction()
bool ReadLiftWeaponRequest(int userDataType, ParamsReadContext ctx)
void SetLiftWeapon(int pJunctureID, ParamsReadContext ctx)
void RequestUnconsciousness(bool enable)
override bool IsInFBEmoteState()
void EndSurrenderRequest(SurrenderData data = null)

ends surrender, originally intended for surrender->restrained transitioning

bool IsPlayerLoaded()
References m_PlayerLoaded
bool IsSwapBetweenHandsAndGroundLargeItem(notnull EntityAI item1, notnull EntityAI item2, out EntityAI item_hands, out EntityAI item_ground)
void CheckHairClippingOnCharacterLoad()

helper method for re-checking hairhiding on character load

Referenced by OnPlayerLoaded()
array<int> GetNVTypesArray()
References m_ActiveNVTypes
void SetNVGLowered(bool state)
void ResetActiveNV()
override string GetDebugText()DEVELOPER
void AdjustBandana(EntityAI item, string slot_name)
Referenced by EEItemAttached()
void AdjustShemag(EntityAI item, string slot_name)
Referenced by EEItemAttached()
void SetLastMapInfo(float scale, vector pos)
Referenced by MapMenu.Update()
bool GetLastMapInfo(out float scale, out vector pos)
Referenced by MapMenu.Init()
override void SetProcessUIWarning(bool state)

from hands

void dmgDebugPrint(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
override protected bool TakeEntityToTargetCargoImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
override protected bool TakeEntityToTargetAttachmentImpl(InventoryMode mode, notnull EntityAI target, notnull EntityAI item)
override vector GetCenter()
override bool IsManagingArrows()
string GetCachedName()
string GetCachedID()
References m_CachedPlayerID
override void OnFreezeStateChangeClient()
bool HasHeatBuffer()
References m_HasHeatBuffer
int GetHeatBufferStage()
void SwitchItemTypeAttach(EntityAI item, string slot)
References CGame.IsServer()
void SwitchItemTypeDetach(EntityAI item, string slot)
void AddToEnvironmentTemperature(float pTemperature)
void IncreaseAntibioticsCount()
void DecreaseAntibioticsCount()
bool HasStaminaRemaining()
void SetBloodyHandsPenalty()
References InsertAgent()
UndergroundBunkerHandlerClient GetUndergroundBunkerHandler()
void SetNVGWorking(bool state)
References AddActiveNV()
void AntibioticsAttack(float value)
void SetPlayerLoad(float load)
References m_CargoLoad
Referenced by AddPlayerLoad()
void AddPlayerLoad(float addedload)