class StaminaHandlerSource
Constructors 2
void StaminaHandler(PlayerBase player)Show 31 more
, CfgGameplayHandler.GetStaminaMax(), new HumanMovementState(), Init(), ScriptInvoker.Insert(), CGame.IsMultiplayer(), CGame.IsServer(), RegisterStaminaConsumers(), RegisterStaminaModifiers(), m_ActiveDepletionModifiers, m_ActiveRecoveryModifiers, m_CooldownMap, m_HumanMoveSettings, m_InitUpdate, m_IsInCooldown, m_IsStaminaGainBonusCached, m_Player, m_RegisteredDepletionModifiers, m_RegisteredRecoveryModifiers, m_Stamina, m_StaminaCap, m_StaminaCapSynced, m_StaminaDepleted, m_StaminaDepletion, m_StaminaDepletionMultiplier, m_StaminaDepletionMultiplierNext, m_StaminaParams, m_StaminaRecoveryMultiplier, m_StaminaRecoveryMultiplierNext, m_StaminaSynced, m_State, and m_Timevoid ~StaminaHandler()Show 2 more
, m_CooldownMap, and m_PlayerConstants 4
protected const float STAMINA_GAIN_THRESHOLD = 25.0protected const float STAMINA_GAIN_MODIFIER = 10.0Members 38
protected bool m_InitUpdateprotected float m_PlayerLoadprotected float m_StaminaDeltaShow 3 more
, StaminaProcessor_Move(), StaminaProcessor_Swimming(), and Update()protected float m_Staminaprotected float m_StaminaSyncedguaranteed to be identical on server and client
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, OnSyncJuncture(), ProcessStaminaChanges(), ReplayMove(), StaminaHandler(), and Update()protected float m_StaminaCapShow 7 more
, ProcessStaminaChanges(), RecalculateStaminaCap(), ReplayMove(), RewindState(), StaminaHandler(), SyncStaminaEx(), and Update()protected float m_StaminaCapSyncedguaranteed to be identical on server and client
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, OnSyncJuncture(), ProcessStaminaChanges(), RecalculateStaminaCap(), ReplayMove(), StaminaHandler(), and Update()protected float m_StaminaDepletionMultiplierNextvalue being sent via SJ
protected float m_StaminaRecoveryMultiplierNextvalue being sent via SJ
protected float m_StaminaDepletionShow 3 more
, ReplayMove(), StaminaHandler(), and Update()protected float m_StaminaDepletionMultipliercontrols depletion rate
protected float m_StaminaRecoveryMultipliercontrols recovery rate
protected float m_Timeprotected ref HumanMovementState m_Stateprotected SHumanCommandMoveSettings m_HumanMoveSettingsprotected PlayerBase m_Playerprotected bool m_StaminaDepletedShow 1 more
, StaminaHandler()ref map<EStaminaMultiplierTypes, float> m_RegisteredDepletionModifiersShow 1 more
, StaminaHandler()ref set<EStaminaMultiplierTypes> m_ActiveDepletionModifiersShow 1 more
, StaminaHandler()ref map<EStaminaMultiplierTypes, float> m_RegisteredRecoveryModifiersShow 1 more
, StaminaHandler()ref set<EStaminaMultiplierTypes> m_ActiveRecoveryModifiersShow 1 more
, StaminaHandler()protected bool m_IsInCooldownprotected ref StaminaConsumers m_StaminaConsumersprotected ref StaminaModifiers m_StaminaModifiersprotected float m_CachedStaminaGainBonusprotected bool m_IsStaminaGainBonusCachedprotected ref map<int, ref StaminaCooldownParams> m_CooldownMapShow 2 more
, StaminaHandler(), and Update()protected int m_LastCommandTypeId = -1protected int m_LastMovementIdx = -1protected int m_LastStanceIdx = -1protected bool m_ForceLoadRecheckprotected bool m_StaminaDisabledDIAG_DEVELOPERprotected float m_DebugTimer = 0DIAG_DEVELOPERprotected int m_LastPoolInUse = 0DIAG_DEVELOPERprotected bool m_DebugMethods 50
void Init()Show 11 more
, m_RegisteredRecoveryModifiers, MaskMdfr.STAMINA_DEPLETION_MODIFIER, EpinephrineMdfr.STAMINA_DEPLETION_MULTIPLIER, FatigueMdfr.STAMINA_DEPLETION_MULTIPLIER, PneumoniaMdfr.STAMINA_DEPLETION_MULTIPLIER, VomitSymptom.STAMINA_DEPLETION_MULTIPLIER, MaskMdfr.STAMINA_RECOVERY_MODIFIER, DrowningMdfr.STAMINA_RECOVERY_MULTIPLIER, FatigueMdfr.STAMINA_RECOVERY_MULTIPLIER, PneumoniaMdfr.STAMINA_RECOVERY_MULTIPLIER, and VomitSymptom.STAMINA_RECOVERY_MULTIPLIERvoid ActivateDepletionModifier(EStaminaMultiplierTypes type)Show 4 more
, MaskMdfr.OnTick(), PneumoniaMdfr.OnActivate(), PoisoningMdfr.OnTick(), and SalmonellaMdfr.OnTick()void DeactivateDepletionModifier(EStaminaMultiplierTypes type)Show 1 more
, m_ActiveDepletionModifiersvoid RecalculateDepletionMultiplier()Show 2 more
, m_RegisteredDepletionModifiers, and m_StaminaDepletionMultipliervoid ActivateRecoveryModifier(EStaminaMultiplierTypes type)Show 4 more
, MaskMdfr.OnTick(), PneumoniaMdfr.OnActivate(), PoisoningMdfr.OnTick(), and SalmonellaMdfr.OnTick()void DeactivateRecoveryModifier(EStaminaMultiplierTypes type)Show 1 more
, m_ActiveRecoveryModifiersvoid RecalculateRecoveryMultiplier()Show 2 more
, m_RegisteredRecoveryModifiers, and m_StaminaRecoveryMultiplierprotected bool HasMovementStateChanged()Show 6 more
, HumanMovementState.m_iStanceIdx, m_LastCommandTypeId, m_LastMovementIdx, m_LastStanceIdx, m_Player, and m_StateShow 34 more
, CheckStaminaState(), Pawn.GetNextMove(), EntityAI.GetWeightEx(), HasMovementStateChanged(), array.Insert(), Pawn.IsAuthority(), Pawn.IsAuthorityOwner(), ProcessMovementState(), ProcessStaminaChanges(), RecalculateStaminaCap(), ResetCooldown(), SyncStaminaEx(), LOAD_DIFF_CAP_UPDATE_THRESHOLD, LOAD_DIFF_UPDATE_THRESHOLD, m_CooldownMap, m_ForceLoadRecheck, PlayerBaseMove.m_fStaminaCapacity, PlayerBaseMove.m_fStaminaValue, m_InitUpdate, m_IsInCooldown, m_IsStaminaGainBonusCached, m_LastPlayerLoad, m_MovementStateChanged, m_Player, m_PlayerLoad, m_Stamina, m_StaminaCap, m_StaminaCapSynced, m_StaminaDelta, m_StaminaDepletion, m_StaminaDisabled, m_StaminaSynced, m_Time, and Param1.param1protected void ProcessMovementState()void RecalculateStaminaCap()void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)called from PlayerBase - syncs stamina values on server with client AND sets the value to match on server and client both (m_StaminaSynced guarantees identical values)
protected void StaminaProcessor_Move(HumanMovementState pHumanMovementState)Show 17 more
, CfgGameplayHandler.GetSprintStaminaModifierErc(), PlayerBase.IsRolling(), SetCooldown(), SHumanCommandMoveSettings.m_fWaterLevelSpeedRectrictionHigh, m_HumanMoveSettings, HumanMovementState.m_iMovement, m_IsInCooldown, HumanMovementState.m_iStanceIdx, m_Player, m_StaminaDelta, GameConstants.STAMINA_DRAIN_CROUCHED_SPRINT_PER_SEC, GameConstants.STAMINA_DRAIN_STANDING_SPRINT_PER_SEC, GameConstants.STAMINA_GAIN_IDLE_PER_SEC, GameConstants.STAMINA_GAIN_JOG_PER_SEC, GameConstants.STAMINA_GAIN_ROLL_PER_SEC, GameConstants.STAMINA_GAIN_WALK_PER_SEC, and GameConstants.STAMINA_REGEN_COOLDOWN_DEPLETIONprotected void StaminaProcessor_Ladder(HumanMovementState pHumanMovementState)protected void StaminaProcessor_Swimming(HumanMovementState pHumanMovementState)protected void SyncStaminaEx()stamina sync - server part
stamina sync - server part
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, PlayerStat.Set(), Serializer.Write(), m_Player, and DayZPlayerSyncJunctures.SJ_STAMINAprotected void SyncAdditionalStaminaInfo(Param par)Method to sync more info for stamina manager. Template parameter means it is very extendable for further use
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, Serializer.Write(), m_Player, and DayZPlayerSyncJunctures.SJ_STAMINA_MISCprotected void ReadAdditionalStaminaInfo(ParamsReadContext pCtx)Order of read parameters must match the order of writing above
protected void RegisterStaminaConsumers()Show 9 more
, m_StaminaConsumers, GameConstants.STAMINA_CLIMB_THRESHOLD, GameConstants.STAMINA_HOLD_BREATH_THRESHOLD_ACTIVATE, GameConstants.STAMINA_HOLD_BREATH_THRESHOLD_DRAIN, GameConstants.STAMINA_JUMP_THRESHOLD, GameConstants.STAMINA_MELEE_EVADE_THRESHOLD, GameConstants.STAMINA_MELEE_HEAVY_THRESHOLD, GameConstants.STAMINA_ROLL_THRESHOLD, and GameConstants.STAMINA_VAULT_THRESHOLDprotected void RegisterStaminaModifiers()Show 13 more
, StaminaModifiers.RegisterExponentialEx(), StaminaModifiers.RegisterFixed(), StaminaModifiers.RegisterRandomized(), new SMDataHoldBreath(), new StaminaModifiers(), m_StaminaModifiers, GameConstants.STAMINA_DRAIN_CLIMB, GameConstants.STAMINA_DRAIN_JUMP, GameConstants.STAMINA_DRAIN_MELEE_EVADE, GameConstants.STAMINA_DRAIN_MELEE_HEAVY, GameConstants.STAMINA_DRAIN_MELEE_LIGHT, GameConstants.STAMINA_DRAIN_ROLL, and GameConstants.STAMINA_DRAIN_VAULTprotected float CalcStaminaGainBonus()Calulates stamina regain bonus coef based on current stamina cap and level and caches it during one Update call
protected void ApplyExhaustion()Show 6 more
, DayZPlayerImplement.IsInOptics(), Math.Min(), HumanCommandAdditives.SetExhaustion(), m_Player, m_Stamina, and m_StaminaCapprotected void CheckStaminaState()check if the stamina is completely depleted
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, m_StaminaDepleted, and GameConstants.STAMINA_REGEN_COOLDOWN_EXHAUSTIONset cooldown timer between each consume of stamina
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, m_CooldownMap, m_IsInCooldown, and Param1.param1Show 2 more
, StaminaProcessor_Move(), and StaminaProcessor_Swimming()protected void ResetCooldown(int modifier = -1)bool HasEnoughStaminaFor(EStaminaConsumers consumer)Show 2 more
, m_StaminaDepleted, and m_StaminaSyncedbool HasEnoughStaminaToStart(EStaminaConsumers consumer)Show 2 more
, m_StaminaDepleted, and m_StaminaSyncedvoid SetStamina(float stamina_value)float GetStamina()float GetStaminaNormalized()float GetSyncedStaminaNormalized()float GetSyncedStaminaCap()float GetStaminaMax()void SetDepletionMultiplier(float val)void SetRecoveryMultiplier(float val)float GetDepletionMultiplier()float GetRecoveryMultiplier()void DepleteStaminaEx(EStaminaModifiers modifier, float dT = -1, float coef = 1.0)Show 40 more
, ErrorEx(), StaminaModifierExponential.GetBaseValue(), StaminaModifier.GetCooldown(), StaminaModifier.GetDurationAdjusted(), StaminaModifierExponential.GetDurationAdjusted(), StaminaModifierExponential.GetExponent(), StaminaModifier.GetMaxValue(), StaminaModifier.GetMinValue(), StaminaModifiers.GetModifierData(), StaminaModifierExponential.GetMultiplier(), Entity.GetSimulationTimeStamp(), CfgGameplayHandler.GetStaminaMax(), StaminaModifier.GetStartTime(), StaminaModifier.GetStartTime(), StaminaModifier.GetStartTimeAdjustment(), StaminaModifierExponential.GetStartTimeAdjustment(), StaminaModifier.GetType(), StaminaModifier.IsInUse(), StaminaModifier.IsInUse(), Math.Lerp(), Math.Max(), Math.Min(), Math.Pow(), Math.RandomFloat(), SetCooldown(), StaminaModifier.SetInUse(), StaminaModifier.SetInUse(), StaminaModifier.SetRunTimeTick(), StaminaModifier.SetRunTimeTick(), StaminaModifier.SetStartTime(), StaminaModifier.SetStartTime(), StaminaModifiers.EXPONENTIAL, StaminaModifiers.FIXED, StaminaModifiers.LINEAR, m_Player, m_StaminaDepletion, m_StaminaDepletionMultiplier, m_StaminaDisabled, m_StaminaModifiers, and StaminaModifiers.RANDOMIZEDShow 3 more
, PlayerBase.ProcessDrowning(), DepleteStamina(), and VomitSymptom.OnAnimationFinish()void ObtainState(PlayerBaseOwnerState state)run cooldown right after depletion
void ObtainMove(PlayerBaseMove move)void RewindState(PlayerBaseOwnerState state, PlayerBaseMove move)Show 1 more
, m_StaminaCapvoid ReplayMove(PlayerBaseMove move)void MarkLoadDirty()void SetStaminaDisabled(bool value)DIAG_DEVELOPERvoid DepleteStamina(EStaminaModifiers modifier, float dT = -1)