class ZombieBaseSource
ZombieBase › DayZInfected › DayZCreatureAI › DayZCreature › EntityAI › Entity › ObjectTyped › Object › IEntity › Managed
View all 77 descendants
- ZombieFemaleBase
- ZmbF_BlueCollarFat_Base
- ZmbF_CitizenANormal_Base
- ZmbF_CitizenANormal_LT_Base
- ZmbF_CitizenBSkinny_Base
- ZmbF_Clerk_Normal_Base
- ZmbF_Clerk_Normal_LT_Base
- ZmbF_ClerkFat_Base
- ZmbF_DoctorSkinny_Base
- ZmbF_HikerSkinny_Base
- ZmbF_JoggerSkinny_Base
- ZmbF_JournalistNormal_Base
- ZmbF_JournalistNormal_LT_Base
- ZmbF_MechanicNormal_Base
- ZmbF_MilkMaidOld_Base
- ZmbF_MilkMaidOld_LT_Base
- ZmbF_NurseFat_Base
- ZmbF_ParamedicNormal_Base
- ZmbF_PatientOld_Base
- ZmbF_PoliceWomanNormal_Base
- ZmbF_Runner_Base
- ZmbF_ShortSkirt_Base
- ZmbF_ShortSkirt_LT_Base
- ZmbF_SkaterYoung_Base
- ZmbF_SkaterYoung_LT_Base
- ZmbF_SurvivorNormal_Base
- ZmbF_SurvivorNormal_LT_Base
- ZmbF_usSoldier_normal_Base
- ZmbF_VillagerOld_Base
- ZmbF_VillagerOld_LT_Base
- ZombieMaleBase
- ZmbM__Runner_Base
- ZmbM_CitizenASkinny_Base
- ZmbM_CitizenASkinny_LT_Base
- ZmbM_CitizenBFat_Base
- ZmbM_ClerkFat_Base
- ZmbM_ClerkFat_LT_Base
- ZmbM_CommercialPilotOld_Base
- ZmbM_CommercialPilotOld_LT_Base
- ZmbM_ConstrWorkerNormal_Base
- ZmbM_DoctorFat_Base
- ZmbM_FarmerFat_Base
- ZmbM_FarmerFat_LT_Base
- ZmbM_FirefighterNormal_Base
- ZmbM_FishermanOld_Base
- ZmbM_Gamedev_Base
- ZmbM_HandymanNormal_Base
- ZmbM_HeavyIndustryWorker_Base
- ZmbM_HermitSkinny_Base
- ZmbM_HikerSkinny_Base
- ZmbM_HunterOld_Base
- ZmbM_Jacket_Base
- ZmbM_Jacket_LT_Base
- ZmbM_JoggerSkinny_Base
- ZmbM_JournalistSkinny_Base
- ZmbM_MechanicSkinny_Base
- ZmbM_MotobikerFat_Base
- ZmbM_Mummy
- ZmbM_NBC_Grey
- ZmbM_NBC_White
- ZmbM_NBC_Yellow
- ZmbM_OffshoreWorker_Base
- ZmbM_ParamedicNormal_Base
- ZmbM_PatientSkinny_Base
- ZmbM_PatrolNormal_Base
- ZmbM_PolicemanFat_Base
- ZmbM_PolicemanSpecForce_Base
- ZmbM_priestPopSkinny_Base
- ZmbM_PrisonerSkinny_Base
- ZmbM_SkaterYoung_Base
- ZmbM_SkaterYoung_LT_Base
- ZmbM_Soldier_Base
- ZmbM_SoldierNormal_Base
- ZmbM_SurvivorDean_Base
- ZmbM_usSoldier_normal_Base
- ZmbM_VillagerOld_Base
- ZmbM_VillagerOld_LT_Base
All members, including inherited
Constructors 1
void ZombieBase()Constants 5
const float TARGET_CONE_ANGLE_CHASE = 20const float TARGET_CONE_ANGLE_FIGHT = 30const float ORIENTATION_SYNC_THRESHOLD = 30threshold for local heading/orientation sync
const float SHOCK_TO_STUN_MULTIPLIER = 2.82const float HIT_INTERVAL_MIN = 0.3Minimum time in seconds before a COMMANDID_HIT to COMMANDID_HIT transition is allowed
Members 31
protected int m_StanceVariation = 0server / singleplayer properties
protected int m_LastMindState = -1protected float m_LastMovementSpeed = -1protected bool m_KnuckleLand = falseprotected float m_KnuckleOutTimer = 0protected int m_MindState = -1Show 2 more
, HandleMindStateChange(), and HandleSoundEvents()protected int m_OrientationLocal = -1local 'companion' value for sync checking
protected int m_OrientationSynced = -1protected float m_OrientationTimerprotected float m_MovementSpeed = -1protected vector m_DefaultHitPositionprotected float m_DeltaTimeprotected AbstractWave m_LastSoundVoiceAWprotected ref InfectedSoundEventHandler m_InfectedSoundEventHandlerprotected bool m_IsCrawling'DayZInfectedCommandCrawl' is transition to crawl only, 'DayZInfectedCommandMove' used after that, hence this VARIABLE_WET
protected bool m_FinisherInProgress = falseis this object being backstabbed?
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, SetBeingBackstabbed()protected ref ArrowManagerBase m_ArrowManagerfloat m_DamageHitDirection = 0HandleDeath
int m_DeathType = 0int m_ActiveVaultType = -1HandleVault
EntityAI m_ActualTarget = nullCombat
float m_AttackCooldownTime = 0DayZInfectedAttackType m_ActualAttackType = nullbool m_DamageHitHeavy = falseint m_DamageHitType = 0float m_ShockDamage = 0float m_HitElapsedTime = HIT_INTERVAL_MINMethods 57
void Init()Show 16 more
, new InfectedSoundEventHandler(), array.Insert(), CGame.IsDedicatedServer(), EntityAI.RegisterNetSyncVariableBool(), EntityAI.RegisterNetSyncVariableFloat(), EntityAI.RegisterNetSyncVariableInt(), SetDefaultHitPosition(), IEntity.SetEventMask(), m_AllTargetObjects, m_ArrowManager, m_DefaultHitPosition, m_InfectedSoundEventHandler, m_IsCrawling, m_LastSoundVoiceAW, m_OrientationTimer, and m_TargetableObjectsoverride void OnVariablesSynchronized()synced variable(s) handler
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, Math.RandomInt(), DayZInfectedCommandMove.SetStanceVariation(), and m_StanceVariationoverride bool IsZombie()override bool IsDanger()override bool IsZombieMilitary()bool IsMale()override bool CanBeBackstabbed()override AnimBootsType GetBootsType()override bool CanBeSkinned()override bool IsHealthVisible()override bool IsRefresherSignalingViable()override bool IsSelfAdjustingTemperature()override string GetHitComponentForAI()returns hit component for attacking AI
override string GetDefaultHitComponent()returns default hit component (fallback)
override vector GetDefaultHitPosition()returns suitable hit components for finisher attacks; DEPRECATED
int GetMindStateSynced()int GetOrientationSynced()returns rounded zombie yaw for sync purposes
CommandHandler
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, HandleDamageHit(), HandleDeath(), HandleMindStateChange(), HandleMove(), HandleOrientation(), HandleVault(), DayZCreature.ModCommandHandlerAfter(), DayZCreatureAI.ModCommandHandlerBefore(), DayZCreature.ModCommandHandlerInside(), DayZInfectedCommandMove.SetStanceVariation(), DayZInfected.StartCommand_Move(), m_DeltaTime, and m_StanceVariationCommandHandlerDebug
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, GetPluginManager()void HandleMove(int pCurrentCommandID)HandleMove
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, EntityAI.SetSynchDirty(), m_LastMovementSpeed, and m_MovementSpeedShow 5 more
, m_DamageHitDirection, m_DeathType, m_FinisherInProgress, m_MindState, and m_MovementSpeedbool EvaluateDeathAnimationEx(EntityAI pSource, ZombieHitData data, out int pAnimType, out float pAnimHitDir)bool EvaluateDeathAnimation(EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType, out float pAnimHitDir)Show 1 more
, EntityAI.m_TransportHitVelocitybool HandleVault(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)bool HandleMindStateChange(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)Mind state change
protected void HandleSoundEvents()Sound (client only)
AbstractWave ProcessVoiceFX(string pSoundSetName)stop all sounds
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, SoundParams.IsValid(), DayZCreatureAI.PlaySound(), new SoundObjectBuilder(), and new SoundParams()protected void ProcessSoundVoiceEvent(AnimSoundVoiceEvent sound_event, out AbstractWave aw)play new SoundVoice from anim
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, SoundObjectBuilder.BuildSoundObject(), NoiseAIEvaluate.GetNoiseReduction(), CGame.GetNoiseSystem(), Object.GetPosition(), AnimSoundVoiceEvent.GetSoundBuilder(), CGame.GetWeather(), CGame.IsDedicatedServer(), CGame.IsServer(), DayZCreatureAI.PlaySound(), and AnimSoundVoiceEvent.m_NoiseParamsbool FightLogic(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)Show 23 more
, ChaseAttackLogic(), DamageSystem.CloseCombatDamageName(), vector.DistanceSq(), FightAttackLogic(), DayZInfected.GetCommand_Attack(), EntityAI.GetDefaultHitPosition(), MiscGameplayFunctions.GetHeadingVector(), EntityAI.GetHitComponentForAI(), DayZPlayerImplement.GetMeleeFightLogic(), EntityAI.GetMeleeTargetType(), DayZInfectedInputController.GetMindState(), Object.GetPosition(), Object.GetPosition(), DayZPlayerMeleeFightLogic_LightHeavy.IsInBlock(), Object.ModelToWorld(), DayZInfectedCommandAttack.WasHit(), GameConstants.AI_MAX_BLOCKABLE_ANGLE, m_ActualAttackType, m_ActualTarget, DayZInfectedAttackType.m_AmmoType, DayZInfectedAttackType.m_Distance, DayZInfectedAttackType.m_IsHeavy, and Math.RAD2DEGbool ChaseAttackLogic(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)override hit pos by pos defined in type
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, array.Clear(), vector.Distance(), GetAttackPitch(), Human.GetCommand_Vehicle(), DayZInfected.GetDayZInfectedType(), Object.GetDirection(), DayZPlayerUtils.GetMeleeTarget(), Object.GetPosition(), Object.GetPosition(), DayZInfectedInputController.GetTargetEntity(), DayZInfected.StartCommand_Attack(), m_ActualAttackType, m_ActualTarget, m_AllTargetObjects, m_AttackCooldownTime, DayZInfectedAttackType.m_Cooldown, DayZInfectedAttackType.m_Distance, DayZInfectedAttackType.m_Subtype, m_TargetableObjects, DayZInfectedAttackType.m_Type, and TARGET_CONE_ANGLE_CHASEbool FightAttackLogic(int pCurrentCommandID, DayZInfectedInputController pInputController, float pDt)target is outside the targeting cone; skip attack
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, array.Clear(), array.Count(), vector.Distance(), GetAttackPitch(), Human.GetCommand_Vehicle(), DayZInfected.GetDayZInfectedType(), Object.GetDirection(), DayZPlayerUtils.GetMeleeTarget(), Object.GetPosition(), Object.GetPosition(), DayZInfectedInputController.GetTargetEntity(), DayZInfected.StartCommand_Attack(), GameConstants.AI_ATTACKSPEED, m_ActualAttackType, m_ActualTarget, m_AllTargetObjects, m_AttackCooldownTime, DayZInfectedAttackType.m_Cooldown, DayZInfectedAttackType.m_Distance, DayZInfectedAttackType.m_Subtype, m_TargetableObjects, DayZInfectedAttackType.m_Type, and TARGET_CONE_ANGLE_FIGHTtarget is outside the targeting cone; skip attack
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, Object.GetPosition(), Object.ModelToWorld(), and vector.ZeroShow 1 more
, m_IsCrawlingbool EvaluateCrawlTransitionAnimation(EntityAI pSource, string pComponent, string pAmmoType, out int pAnimType)Show 4 more
, Object.GetPosition(), Object.GetPosition(), vector.Normalize(), and vector.Normalize()bool EvaluateDamageHitAnimation(EntityAI pSource, string pComponent, string pAmmoType, out bool pHeavyHit, out int pAnimType, out float pAnimHitDir)selects animation type and direction based on damage system data
shock GetDamage
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, Object.GetPosition(), Object.GetPosition(), vector.Normalize(), vector.Normalize(), and Math.RAD2DEGShow 5 more
, Object.GetPosition(), Object.GetPosition(), vector.Normalize(), vector.Normalize(), and Math.RAD2DEGoverride void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)Events from damage system
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, EvaluateDeathAnimationEx(), TotalDamageResult.GetDamage(), Object.IsAlive(), ZombieHitData.m_AmmoType, ZombieHitData.m_Component, m_CrawlTransition, m_DamageHitDirection, m_DamageHitHeavy, m_DamageHitToProcess, m_DamageHitType, ZombieHitData.m_DamageZone, m_DeathType, m_ShockDamage, and EntityAI.m_TransportHitRegisteredoverride void EEHitByRemote(int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos)protected void DebugSound(string s)sound debug messages
Phx contact event
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, EntityAI.RegisterTransportHit()override vector GetCenter()override bool IsBeingBackstabbed()returns true if backstab is in progress; used for suspending of AI targeting and other useful things besides
override void SetBeingBackstabbed(int backstabType)Show 1 more
, m_FinisherInProgressbool IsCrawling()returns true if crawling; 'DayZInfectedCommandCrawl' is only for the transition, after that it remains 'DayZInfectedCommandMove' (unreliable)
void OnRecoverFromDeath()override void AddArrow(Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)Show 11 more
, array.Get(), Object.GetActionComponentNameList(), DayZCreature.GetBoneIndexByName(), IEntity.GetTransform(), DayZInfected.GetTransformWS(), Math3D.MatrixInvMultiply4(), Math3D.MatrixOrthogonalize4(), IEntity.SetTransform(), Math3D.YawPitchRollMatrix(), CachedObjectsArrays.ARRAY_STRING, and Math.RAD2DEGoverride bool IsManagingArrows()override ArrowManagerBase GetArrowManager()