DIFF

dayzplayer.c

/** @file 

  this file is interface DayZPlayer classes 

*/


// *************************************************************************************
// ! DayZPlayerCameraResult - camera result -
// *************************************************************************************
class DayZPlayerCameraResult
{

	vector		m_CameraTM[4];				//!< transformation matrix - pos + orient of the camera
	float 		m_fFovMultiplier;			//!< fov multiplier - 1.0 default - used for modifying fov - 
	float 		m_fFovAbsolute;				//!< fov absolute value override - -1.0 default, if set - overrides absolute fov setting
	float		m_fNearPlane;				//!< nearplane distance
	float 		m_fPositionModelSpace;  	//!< 0.0 position is in heading space, 1.0 position is in model space
	float 		m_fDistance;				//!< camera distance (external cameras only)
	float 		m_fUseHeading;				//!< 0..1 (0 uses direct dir returned, 1 uses heading from player)
	float		m_fPredictCollisionRadius;	//!< sphere radius used for collision prediction

	int 		m_iDirectBone;				//!< -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone 
	int 		m_iDirectBoneMode;			//! 0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
	float 		m_fInsideCamera;			//!< 0..1 (0 normal lod, 1 inside lod), >0.7 -> inside
	bool		m_bUpdateWhenBlendOut;		//!< true - camera is updated when blending to new camera (Ironsights == false)
	float 		m_fShootFromCamera;			//!< 1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
	float		m_fIgnoreParentRoll;		//!< 1 - resets base transforms roll
	float		m_fIgnoreParentPitch;		//!< 1 - resets base transforms pitch
	float		m_fIgnoreParentYaw;			//!< 1 - resets base transforms yaw
	bool		m_bUpdateEveryFrame;		//!< Whether the camera updates the next frame or blends with next character update
	
	vector		m_OwnerTM[4];				//!< override automatically calculated owner transform during rendering (default - false)
	bool		m_bOwnerTMOverride;			//!< The world space transform of the owner to the camera

	IEntity		m_CollisionIgnoreEntity;	//!< ignore entity in 3rd person camera collision solver

	//! cannot be instanced from script (always created from C++)
	private void DayZPlayerCameraResult()
	{
	}

	//! cannot be instanced from script (always created from C++)
	private void ~DayZPlayerCameraResult()
	{
	}

}

// *************************************************************************************
// ! DayZPlayerCamera - main dayz player camera implement 
// *************************************************************************************
class DayZPlayerCamera 
{

	void DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
	{
		m_pPlayer		= pPlayer;
		m_pInput 		= pInput;
	}

	//! this overrides freelook for cameras
	bool CanFreeLook()
	{
		return true;
	}

	//! virtual callback - called when camera is created
	void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
	{
	}

	//!	virtual callback - called each frame
	void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
	{
	}

	//!	helper to blend between cameras 
	//! ret[0] - up down angle
	//! ret[1] - left right angle
	//! ret[2] - roll angle
	vector GetBaseAngles()
	{
		return "0 0 0";
	}

	vector GetAdditiveAngles()
	{
		return "0 0 0";
	}
	
	string GetCameraName()
	{
		return "DayZPlayerCamera";
	}
	
	float GetCurrentYaw()
	{
		return -1;
	}
	
	float GetCurrentPitch()
	{
		return -1;
	}
	
	float GetCurrentRoll()
	{
		return -1;
	}

	vector GetCurrentOrientation()
	{
		return Vector(GetCurrentYaw(), GetCurrentPitch(), GetCurrentRoll());
	}
	
	bool IsCamera3rdRaised()
	{
		return false;
	}

	void SpawnDiagCameraShake()
	{
		SpawnCameraShakeProper(1, 1, 15, 4);
	}

	void SpawnCameraShake(float strength = 1, float radius = 2, float smoothness = 5, float radius_decay_speed = 6)
	{
		SpawnCameraShakeProper(strength, radius, smoothness, radius_decay_speed);//done this way in order to avoid duplicating default params which could cause issues under certain circumstances
	}
	
	void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed);
	
	//! data 
	protected 	DayZPlayer 				m_pPlayer;		//!< player camera is attached to
	protected 	HumanInputController	m_pInput;		//!< human input 
	
	//! m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
	void SendRecoilOffsetZ(float offset) {};
}


// *************************************************************************************
// ! DayZPlayerTypeStepSoundLookupTable - virtual 
// *************************************************************************************
class DayZPlayerTypeStepSoundLookupTable
{
	SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
	{
		return null;
	}
}

// *************************************************************************************
// ! DayZPlayerTypeVoiceSoundLookupTable - virtual 
// *************************************************************************************
class DayZPlayerTypeVoiceSoundLookupTable
{
	SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
	{
		return null;
	}
	
	NoiseParams GetNoiseParams(int eventId);
}

// *************************************************************************************
// ! DayZPlayerTypeAttachmentSoundLookupTable - virtual 
// *************************************************************************************
class DayZPlayerTypeAttachmentSoundLookupTable
{
	SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
	{
		return null;
	}
}

class DayZPlayerTypeAnimTable
{
	AnimSoundEvent GetSoundEvent(int event_id)
	{
		return null;
	}
}

// *************************************************************************************
// ! VegetationSound
// *************************************************************************************

class VegetationSound
{
	private ref SoundObjectBuilder m_SoundObjectBuilder;
	private ref TIntArray m_AnimEventIds;
	
	void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
	{
		m_SoundObjectBuilder = soundObjectBuilder;
		m_AnimEventIds = animEventIds;
	}
	
	SoundObjectBuilder GetSoundObjectBuilder()
	{
		return m_SoundObjectBuilder;
	}
	
	TIntArray GetAnimEventIds()
	{
		return m_AnimEventIds;
	}
}

// *************************************************************************************
// ! DayZPlayerType - DayZPlayer configuration 
// *************************************************************************************

//! class that configures static data for DayZPlayer
//! on each mission start DayZPlayerTypeCreate(DayZPlayerType pType) is called - can call methods

class DayZPlayerType : HumanType
{
	//!----------------------------------------------------
	// item in hands config

	//! 
	proto native 	void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);


	//! reset profiles 
	proto native 	void ResetItemInHandsProfiles();

	//! adds setup profile for items of class pItemClass
	//! when item is in hands - pAnimInstanceName is used for animation sourcing 
	//! pCanRaise is whether weapon / item can be raised
	//! pRHandIK == false -> rhand ik is always turned off
	//! pLHandIK == false -> lhand ik is always turned off

	//! VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands

	//!
	proto native 	int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);

	//!
	proto native 	int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "");

	//! add bone remap for item class
	//! pBoneRemap has always 2x N members
	//! bone in item's P3D first, bone in Character skeleton second

	//! array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" };
	//! AddItemBoneRemap("class", remap);

	proto native 	int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap);


	//! debug / hack - loads all animation instances
	proto native 	void DebugPreloadAnimationInstances();



	//!----------------------------------------------------
	// camera creators

	//! resets camera creators
	proto native 	void ResetCameraCreators();

	//! registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
	proto native 	void RegisterCameraCreator(int pCameraID, typename pCameraType);

	//! registers camera on change function - static function 
	proto native 	void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName);

	//! registers camera on change function - 
	proto native 	void RegisterCameraOnChangeFn(Class pInstance, string pFnName);


	//!----------------------------------------------------
	// global options

	//! sets look limits for a player
	proto native 	void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);

	//! sets aim limits for a player
	proto native 	void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
	
	//! sets vertical minimum aim limit for a player
	proto native 	void SetVerticalMinimumAimLimit(float value);

	//! sets aim limits for a player
	proto native 	void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos);

	//!----------------------------------------------------
	// bone indices

	proto native	int  GetHeadBoneIdx();

	//!----------------------------------------------------
	// event handling

	//! calls DayZPlayer.OnStepEvent();
	proto native	void RegisterStepEvent(string pEventType, float pFilterTimeout);

	//! calls DayZPlayer.OnSoundEvent();
	proto native	void RegisterSoundEvent(string pEventType, float pFilterTimeout);

	//! calls DayZPlayer.OnParticleEvent();
	proto native	void RegisterParticleEvent(string pEventType, float pFilterTimeout);


	void 				 RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
	{
		m_pStepSoundLookupTable = pSSLUT;
	}
	
	DayZPlayerTypeStepSoundLookupTable	GetStepSoundLookupTable()
	{
		return m_pStepSoundLookupTable;
	}
	
	void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
	{
		m_pAttachmentSoundLookupTable = pASLUT;
	}
	
	DayZPlayerTypeAttachmentSoundLookupTable	GetAttachmentSoundLookupTable()
	{
		return m_pAttachmentSoundLookupTable;
	}
	
	void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
	{
		m_pVoiceSoundLookupTable = pASLUT;
	}
	
	DayZPlayerTypeVoiceSoundLookupTable	GetVoiceSoundLookupTable()
	{
		return m_pVoiceSoundLookupTable;
	}
	
	void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
	{
		m_pSoundTable = pST;
	}
	
	DayZPlayerTypeAnimTable GetSoundTable()
	{
		return m_pSoundTable;
	}
	
	/*
	void RegisterSoundVoiceTable(DayZPlayerTypeAnimTable pVST)
	{
		m_pSoundVoiceTable = pVST;
	}
	
	DayZPlayerTypeAnimTable GetSoundVoiceTable()
	{
		return m_pSoundVoiceTable;
	}
	*/
	
	array<ref VegetationSound> GetVegetationSounds()
	{
		return m_pVegetationSounds;
	}
	
	NoiseParams GetNoiseParamsStand()
	{
		return m_pNoiseStepStand;
	}
	
	NoiseParams GetNoiseParamsCrouch()
	{
		return m_pNoiseStepCrouch;
	}
	
	NoiseParams GetNoiseParamsProne()
	{
		return m_pNoiseStepProne;
	}
	
	NoiseParams GetNoiseParamsLandLight()
	{
		return m_pNoiseLandLight;	
	}
	
	NoiseParams GetNoiseParamsLandHeavy()
	{
		return m_pNoiseLandHeavy;
	}
	
	NoiseParams GetNoiseParamsWhisper()
	{
		return m_pNoiseWhisper;	
	}
	
	NoiseParams GetNoiseParamsTalk()
	{
		return m_pNoiseTalk;	
	}
	
	NoiseParams GetNoiseParamsShout()
	{
		return m_pNoiseShout;	
	}
	
	void LoadSoundWeaponEvent()
	{
		string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
		
		m_animSoundEventsAttack = new array<ref AnimSoundEvent>;

		int soundCount = g_Game.ConfigGetChildrenCount(cfgPath);
		for(int i = 0; i < soundCount; i++)
		{
			string soundName;
			g_Game.ConfigGetChildName(cfgPath, i, soundName);
			string soundPath = cfgPath + soundName + " ";
			AnimSoundEvent soundEvent = new AnimSoundEvent(soundPath);
			if(soundEvent.IsValid())
				m_animSoundEventsAttack.Insert(soundEvent);
		}
	}
	
	void LoadVegetationSounds()
	{
		m_pVegetationSounds = new array<ref VegetationSound>;

		string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
		int vegSoundsCount = g_Game.ConfigGetChildrenCount(vegSoundsCfgPath);

		for (int v = 0; v < vegSoundsCount; ++v)
		{
			string vegSoundParamName;
			g_Game.ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
			
			string soundSet = "";
			g_Game.ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);

			TIntArray animEventIds = new TIntArray;
			g_Game.ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);

			SoundParams soundParams = new SoundParams(soundSet);

			if (soundParams.IsValid() && animEventIds.Count() > 0)
			{
				m_pVegetationSounds.Insert(new VegetationSound(new SoundObjectBuilder(soundParams), animEventIds));
			}
		}
	}
	
	AnimSoundEvent GetSoundWeaponEvent(int event_id)
	{
		foreach (AnimSoundEvent soundEvent : m_animSoundEventsAttack)
		{
			if (soundEvent.m_iID == event_id)
				return soundEvent;
		}

		return null;
	}
	
	//! register hit components for AI melee (used by attacking AI)
	void RegisterHitComponentsForAI()
	{
		m_HitComponentsForAI = new array<ref DayZAIHitComponent>;

		//! registers default hit compoent for entity
		m_DefaultHitComponent = "dmgZone_torso";
		//! registers default hit position for entity
		m_DefaultHitPositionComponent = "Pelvis";

		//! list of components suitable for melee finisher attacks (used in fight logic)
		m_SuitableFinisherHitComponents = new array<string>;
		m_SuitableFinisherHitComponents.Insert("Head");

		//! register hit components that are selected by probability
		//DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_head", 5); // TMP comment out
		DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_leftArm", 50);
		DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_torso", 65);
		DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_rightArm", 50);
		DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_leftLeg", 40);
		DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_rightLeg", 40);
	}
	
	string GetHitComponentForAI()
	{
		string hitComp;
		
		if (DayZAIHitComponentHelpers.SelectMostProbableHitComponent(m_HitComponentsForAI, hitComp))
		{
			return hitComp;
		}
		
		return GetDefaultHitComponent();
	}
	
	string GetDefaultHitComponent()
	{
		return m_DefaultHitComponent;
	}
	
	string GetDefaultHitPositionComponent()
	{
		return m_DefaultHitPositionComponent;
	}
	
	array<string> GetSuitableFinisherHitComponents()
	{
		return m_SuitableFinisherHitComponents;
	}
	
	void DayZPlayerType()
	{
		string cfgPath = "CfgVehicles SurvivorBase ";
	
		m_pNoiseStepStand = new NoiseParams();
		m_pNoiseStepStand.LoadFromPath(cfgPath + "NoiseStepStand");
		
		m_pNoiseStepCrouch = new NoiseParams();
		m_pNoiseStepCrouch.LoadFromPath(cfgPath + "NoiseStepCrouch");
		
		m_pNoiseStepProne = new NoiseParams();
		m_pNoiseStepProne.LoadFromPath(cfgPath + "NoiseStepProne");
		
		m_pNoiseLandLight = new NoiseParams();
		m_pNoiseLandLight.LoadFromPath(cfgPath + "NoiseLandLight");
		
		m_pNoiseLandHeavy = new NoiseParams();
		m_pNoiseLandHeavy.LoadFromPath(cfgPath + "NoiseLandHeavy");
		
		m_pNoiseWhisper = new NoiseParams();
		m_pNoiseWhisper.LoadFromPath(cfgPath + "NoiseWhisper");
		
		m_pNoiseTalk = new NoiseParams();
		m_pNoiseTalk.LoadFromPath(cfgPath + "NoiseTalk");
		
		m_pNoiseShout = new NoiseParams();
		m_pNoiseShout.LoadFromPath(cfgPath + "NoiseShout");
		
		LoadSoundWeaponEvent();
		LoadVegetationSounds();
	}
	
	void ~DayZPlayerType();

	//!----------------------------------------------------
	// global settings

	//! returns Human global settings for DayZPlayer
	proto native 	SHumanGlobalSettings 		GetGlobalSettingsW();


	//!----------------------------------------------------
	// command configs

	// returns command move setting for write - in init phase
	proto native 	SHumanCommandMoveSettings	CommandMoveSettingsW();

	// returns command swim setting for write - in init phase
	proto native 	SHumanCommandSwimSettings	CommandSwimSettingsW();

	// returns command swim setting for write - in init phase
	proto native 	SHumanCommandClimbSettings	CommandClimbSettingsW();


	//!< this is used for getting appropriate sound effect to play step event on various surfaces && boots
	//!< it's downcasted to StepSoundLookupTable
	ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable;
	ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable;
	ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable;
	ref DayZPlayerTypeAnimTable m_pSoundTable;
	//ref DayZPlayerTypeAnimTable m_pSoundVoiceTable;
	ref NoiseParams m_pNoiseStepStand;
	ref NoiseParams m_pNoiseStepCrouch;
	ref NoiseParams m_pNoiseStepProne;
	ref NoiseParams m_pNoiseLandLight;
	ref NoiseParams m_pNoiseLandHeavy;
	
	// von noises
	ref NoiseParams m_pNoiseWhisper;
	ref NoiseParams m_pNoiseTalk;
	ref NoiseParams m_pNoiseShout;

	ref array<ref VegetationSound> m_pVegetationSounds;

	//! Melee hit components (AI targeting)	
	protected ref array<ref DayZAIHitComponent> m_HitComponentsForAI;
	protected string m_DefaultHitComponent;
	protected string m_DefaultHitPositionComponent;

	protected ref array<string> m_SuitableFinisherHitComponents;
	
	ref array<ref AnimSoundEvent> m_animSoundEventsAttack;
}


// *************************************************************************************
// ! DayZPlayerConstants - dayz player constants 
// *************************************************************************************
//! defined in C++
enum DayZPlayerConstants
{
    //! ---------------------------------------------------------
    //! ---------------------- movement stances -----------------
    //! ---------------------------------------------------------
	DEBUG_MENU,				//!< dayz player debug menu in enfusion 
	DEBUG_TURNSLIDE,		//!< over turn slides / clamps
	DEBUG_SHOWDEBUGPLUGIN,  //!< menu for showing debug plugin
	DEBUG_SHOWINJURY,		//!< menu for showing injuries
	DEBUG_SHOWEXHAUSTION,	//!< menu for showing exhaustion
	DEBUG_ENABLEJUMP,		//!< menu for showing exhaustion
	DEBUG_ENABLETALKING,	//!< option for showing talk command
	

    //! ---------------------------------------------------------
    //! ---------------------- movement stances -----------------
    //! ---------------------------------------------------------

	STANCEIDX_ERECT,
	STANCEIDX_CROUCH,
	STANCEIDX_PRONE,
	STANCEIDX_RAISEDERECT,
	STANCEIDX_RAISEDCROUCH,
	STANCEIDX_RAISEDPRONE,
	/*
	 STANCEIDX_ERECT + STANCEIDX_RAISED = STANCEIDX_RAISEDERECT
	 STANCEIDX_RAISEDCROUCH - STANCEIDX_RAISED = STANCEIDX_CROUCH...
	*/
	STANCEIDX_RAISED,


	//! stance masks 
	STANCEMASK_ERECT,
	STANCEMASK_CROUCH,
	STANCEMASK_PRONE,
	STANCEMASK_RAISEDERECT,
	STANCEMASK_RAISEDCROUCH,
	STANCEMASK_RAISEDPRONE,
	STANCEMASK_ALL,		// STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE | STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE
	STANCEMASK_NOTRAISED 	= STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE,
	STANCEMASK_RAISED 		= STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE,


	//! movements - masks 
	MOVEMENT_IDLE,  			//! 0x1
	MOVEMENT_WALK,				//! 0x2
	MOVEMENT_RUN,				//! 0x4
	MOVEMENT_SPRINT,			//! 0x8 

	//! rotation modes
	
	ROTATION_DISABLE,			//!
	ROTATION_ENABLE,			//!
	
	//! movement idx
	MOVEMENTIDX_SLIDE	= -2,
	MOVEMENTIDX_IDLE	= 0,
	MOVEMENTIDX_WALK	= 1,
	MOVEMENTIDX_RUN		= 2,
	MOVEMENTIDX_SPRINT  = 3,
	MOVEMENTIDX_CROUCH_RUN = 4,
	
	//! melee hit type
	MELEE_LIGHT = 0,
	MELEE_HEAVY = 1,
	

	//! vehicle classes
	VEHICLECLASS_CAR,
	VEHICLECLASS_HELI,
	VEHICLECLASS_BOAT,

	//! vehicle seats
	VEHICLESEAT_DRIVER,
	VEHICLESEAT_CODRIVER,
	VEHICLESEAT_PASSENGER_L,
	VEHICLESEAT_PASSENGER_R,

	//! death types
	DEATH_DEFAULT = -1,			//! not defining in C++ as it is only used in script for undefined type
	DEATH_PULL_OUT_TRANSPORT,	//! transport death -> death - special handling for pulling a dead player out of a vehicle
	DEATH_BODY,					//! locomotion -> death - normal death animation while a player is conciscious 
	DEATH_FAST,					//! locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
	DEATH_WATER,				//! swimming -> death 
	DEATH_FALL,					//! falling -> death 
	DEATH_UNCON_ON_LAND,		//! unconscious -> death - while not in water
	DEATH_UNCON_IN_WATER,		//! unconscious -> death - while in water
	// - Type not used for "swimming to death" or "transport to death"

    //! ---------------------------------------------------------
    //! ---------------------- COMMAND IDs ----------------------
    //! ---------------------------------------------------------
	
	//! command ids - main movement commands 
	COMMANDID_NONE,    		// type is int - no command - invalid state 
	COMMANDID_MOVE,			// type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
	COMMANDID_ACTION,		// type is int (overridden from C++) - full body action
	COMMANDID_MELEE,		// type is int (overridden from C++) - melee attacks
	COMMANDID_MELEE2,		// type is int (overridden from C++) - melee attacks
	COMMANDID_FALL,			// type is int (overridden from C++) - falling
	COMMANDID_DEATH,		// type is int (overridden from C++) - dead 
	COMMANDID_DAMAGE,		// type is int (overridden from C++) - fullbody damage
	COMMANDID_LADDER,		// type is int (overridden from C++) - ladder
	COMMANDID_UNCONSCIOUS,	// type is int (overridden from C++) - unconscious
	COMMANDID_SWIM,			// type is int (overridden from C++) - swimming
	COMMANDID_VEHICLE,		// type is int (overridden from C++) - vehicle
	COMMANDID_CLIMB,		// type is int (overridden from C++) - climb
	COMMANDID_SCRIPT,		// type is int (overridden from C++) - all scripted commands


	//! modifier commands - additive behaviour 
	COMMANDID_MOD_LOOKAT,    	// look at - always on 
	COMMANDID_MOD_WEAPONS,   	// weapons - always on 
    COMMANDID_MOD_ACTION,		// action - additive action 
	COMMANDID_MOD_DAMAGE,		// damage - additive damage 




    //! ---------------------------------------------------------
    //! ---------------------- ACTIONS --------------------------
    //! ---------------------------------------------------------

	//! internal action commands used in HumanCommandActionCallback.InternalCommand()
	CMD_ACTIONINT_INTERRUPT				= -2,		//!< totally interrupt action (no animation, just blend)
	CMD_ACTIONINT_FINISH				= -1,		//!< secondary ending (finishing action, eg running out of water while drinking, not all actions have this)
	CMD_ACTIONINT_END					= 0,		//!< end action (stopping action, without finish, all actions have this)
	CMD_ACTIONINT_ACTION				= 1,		//!< one time secondary action within an action
	CMD_ACTIONINT_ACTIONLOOP			= 2,		//!< loop secondary action within an action


	//! animations constants 

	//! note: (erc - standing, cro - crouching, pne - prone)    	anim pose it can start from
	//! note: (end, end2, action, loop2)							internal command which can be send in loop state 

	//! looping 	
		
    //! --------------------------
    //! modifier (differential animation)
    CMD_ACTIONMOD_DRINK							= 0,		// erc,cro    		[end, end2]
	CMD_ACTIONMOD_EAT							= 1,		// erc,cro    		[end, end2]
	CMD_ACTIONMOD_EMPTY_VESSEL					= 2,		// erc,cro          [end]
	CMD_ACTIONMOD_CATCHRAIN						= 3,		// erc,cro			[end]
	CMD_ACTIONMOD_VIEWCOMPASS					= 7,		// erc,cro          [end]
	CMD_ACTIONMOD_ITEM_TUNE						= 9,		// erc,cro			[end]
	CMD_ACTIONMOD_GIVEL							= 10,		// erc,cro			[end]
	CMD_ACTIONMOD_GIVER							= 11,		// erc,cro			[end]
	CMD_ACTIONMOD_SHAVE							= 12,		// erc,cro			[end]
	CMD_ACTIONMOD_FILLMAG						= 13,		// erc,cro			[end]
	CMD_ACTIONMOD_EMPTYMAG						= 14,		// erc,cro			[end]
	CMD_ACTIONMOD_OPENITEM						= 15,		// erc,cro			[end]
	CMD_ACTIONMOD_TAKETEMPSELF					= 18,		// erc,cro			[end]
	CMD_ACTIONMOD_VIEWMAP						= 19,		// erc,cro			[end]
	CMD_ACTIONMOD_RAISEITEM						= 20,		// erc,cro			[end]
	CMD_ACTIONMOD_SEARCHINVENTORY				= 21,		// erc,cro			[end]
	CMD_ACTIONMOD_CRAFTING						= 22,		// erc,cro			[end]
	CMD_ACTIONMOD_RESTRAINEDSTRUGGLE			= 23,		// erc,cro 			[end, end2]
	CMD_ACTIONMOD_COVERHEAD_SELF				= 24,		// erc,cro 			[end, end2]
	CMD_ACTIONMOD_COVERHEAD_TARGET				= 25,		// erc,cro 			[end, end2]
	CMD_ACTIONMOD_SET_ALARM						= 250,
	CMD_ACTIONMOD_SET_KITCHENTIMER				= 252,
	CMD_ACTIONMOD_RESET_KITCHENTIMER			= 253,
	CMD_ACTIONMOD_BLOODTEST 		    		= 254,      // erc,cro          [end]
	CMD_ACTIONMOD_BLOODTESTOTHER 				= 255,      // erc,cro          [end]
	
	// onetime 
	CMD_ACTIONMOD_PICKUP_HANDS					= 500,		// erc,cro
	CMD_ACTIONMOD_PICKUP_INVENTORY				= 501,		// erc,cro
	CMD_ACTIONMOD_LICKBATTERY					= 502,		// erc,cro
	CMD_ACTIONMOD_LIGHTFLARE					= 503,		// erc,cro
	CMD_ACTIONMOD_LITCHEMLIGHT					= 504,		// erc,cro
	CMD_ACTIONMOD_UNPINGRENAGE					= 505,		// erc,cro
	CMD_ACTIONMOD_OPENDOORFW					= 506,		// erc,cro
	CMD_ACTIONMOD_OPENLID						= 507,		// erc,cro 
	CMD_ACTIONMOD_CLOSELID						= 508,		// erc,cro 	
	CMD_ACTIONMOD_ITEM_ON						= 509,		// erc,cro
	CMD_ACTIONMOD_ITEM_OFF						= 510,		// erc,cro
	CMD_ACTIONMOD_BATONEXTEND					= 511,		// erc,cro
	CMD_ACTIONMOD_BATONRETRACT					= 512,		// erc,cro
	CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET			= 513,		// erc,cro
	CMD_ACTIONMOD_FISHINGRODEXTEND				= 514,		// erc,cro
	CMD_ACTIONMOD_FISHINGRODRETRACT				= 515,		// erc,cro
	CMD_ACTIONMOD_CLEANHANDSBOTTLE				= 516,		// erc,cro
	CMD_ACTIONMOD_OPENITEM_ONCE					= 517,		// erc,cro
	CMD_ACTIONMOD_ATTACHSCOPE					= 518,		// erc,cro
	CMD_ACTIONMOD_ATTACHBARREL					= 519,		// erc,cro
	CMD_ACTIONMOD_EMPTYSEEDSPACK				= 520,		// erc,cro
	CMD_ACTIONMOD_INTERACTONCE					= 521,		// erc,cro
	CMD_ACTIONMOD_ATTACHITEM					= 522,		// erc,cro
	CMD_ACTIONMOD_CLOSEITEM_ONCE				= 523,		// erc,cro,pne
	CMD_ACTIONMOD_FOLDITEM_ONCE					= 524,		// erc,cro
	CMD_ACTIONMOD_UNFOLDITEM_ONCE				= 525,		// erc,cro
	CMD_ACTIONMOD_PRESS_TRIGGER					= 526,		// erc,cro
	CMD_ACTIONMOD_STOP_ALARM					= 251,
	CMD_ACTIONMOD_EAT_PILL			    		= 527,      // erc,cro
	CMD_ACTIONMOD_EAT_TABLET					= 528,      // erc,cro
	CMD_ACTIONMOD_HEATPACK			    		= 529,      // erc,cro

	
	
	CMD_ACTIONMOD_DROPITEM_HANDS				= 900,		// erc, cro
	CMD_ACTIONMOD_DROPITEM_INVENTORY			= 901,		// erc, cro
	
	

    //! --------------------------
    //! fb (full body)

    CMD_ACTIONFB_DRINK							= 0,		// pne				[end, end2]
	CMD_ACTIONFB_EAT							= 1,		// pne				[end, end2]
	CMD_ACTIONFB_CATCHRAIN						= 3,		// pne				[end]
	CMD_ACTIONFB_ITEM_TUNE						= 9,		// pne				[end]
	CMD_ACTIONFB_GIVEL							= 10,		// pne				[end]
	CMD_ACTIONFB_GIVER							= 11,		// pne				[end]
	CMD_ACTIONFB_FILLMAG						= 13,		// pne				[end]
	CMD_ACTIONFB_EMPTYMAG						= 14,		// pne				[end]
	CMD_ACTIONFB_DRINKPOND						= 50,		// cro 	      	    [end]
	CMD_ACTIONFB_DRINKWELL						= 51,		// cro 	            [end]
	CMD_ACTIONFB_FILLBOTTLEWELL					= 52,		// cro	            [end]
	CMD_ACTIONFB_FIREESTINGUISHER				= 53,		// erc              [end]
	CMD_ACTIONFB_WRING							= 54,		// cro 		        [end]
	CMD_ACTIONFB_FISHING						= 56,		// cro			    [action (check fish), end(catch fish), end2(not catching anything ]
	CMD_ACTIONFB_CPR							= 57,		// cro     		    [end]
	CMD_ACTIONFB_BANDAGE						= 58,		// cro		        [end]
	CMD_ACTIONFB_CRAFTING						= 59,		// cro		        [end]
	CMD_ACTIONFB_INTERACT						= 60,		// erc,cro			[end]
	CMD_ACTIONFB_FORCEFEED						= 62,		// erc,cro          [end]
	CMD_ACTIONFB_BANDAGETARGET					= 63,		// erc,cro          [end]
	CMD_ACTIONFB_SPRAYPLANT						= 64,		// cro     		    [end]
	CMD_ACTIONFB_STARTFIRE						= 65,		// cro			    [end]
	CMD_ACTIONFB_ANIMALSKINNING					= 66,		// cro				[end]
	CMD_ACTIONFB_WASHHANDSWELL					= 67,		// cro				[end]
	CMD_ACTIONFB_WASHHANDSPOND					= 68,		// cro				[end]
	CMD_ACTIONFB_SALINEBLOODBAGTARGET			= 69,		// erc,cro			[end]
	CMD_ACTIONFB_SALINEBLOODBAG					= 70,		// erc,cro			[end]
	CMD_ACTIONFB_STITCHUPSELF					= 71,		// erc,cro			[end]
	CMD_ACTIONFB_VOMIT							= 72,		// cro				[end]
	CMD_ACTIONFB_UNRESTRAINTARGET				= 73,		// erc,cro			[end (finish cutting), end2 (cancel cutting)]
	CMD_ACTIONFB_RESTRAINTARGET					= 74,		// erc,cro			[end (finish tying up), end2 (cancel tying up)]
	CMD_ACTIONFB_CHECKPULSE						= 76,		// cro				[end]
	CMD_ACTIONFB_CLEANWOUNDSTARGET				= 78,		// erc, cro			[end]
	CMD_ACTIONFB_COLLECTBLOODSELF				= 81,		// erc, cro			[end]
	CMD_ACTIONFB_EMPTY_VESSEL					= 82,		// erc, cro			[end]
	CMD_ACTIONFB_OPENITEM						= 83,		// pne				[end]
	CMD_ACTIONFB_HACKBUSH						= 85,		// erc				[end, end2]
	CMD_ACTIONFB_HACKTREE						= 86,		// erc				[end, end2]
	CMD_ACTIONFB_TAKETEMPSELF					= 87,		// pne				[end]
	CMD_ACTIONFB_DIG							= 88,		// erc				[end, end2]
	CMD_ACTIONFB_DIGUPCACHE						= 89,		// erc				[end, end2]
	CMD_ACTIONFB_DIGMANIPULATE					= 90,		// erc				[end, end2]
	CMD_ACTIONFB_DEPLOY_HEAVY					= 95,		// erc				[end, end2]
	CMD_ACTIONFB_DEPLOY_2HD						= 96,		// cro				[end, end2]
	CMD_ACTIONFB_DEPLOY_1HD						= 97,		// cro				[end, end2]
	CMD_ACTIONFB_BLOWFIREPLACE					= 98,		// cro				[end]
	CMD_ACTIONFB_VIEWMAP						= 99,		// pne				[end]
	CMD_ACTIONFB_VIEWCOMPASS					= 100,		// pne				[end]
	CMD_ACTIONFB_FILLBOTTLEPOND					= 101,		// erc, cro			[end]
	CMD_ACTIONFB_PLACING_HEAVY					= 102,		// erc				[end, end2]
	CMD_ACTIONFB_PLACING_2HD					= 103,		// cro				[end, end2]
	CMD_ACTIONFB_PLACING_1HD					= 104,		// cro				[end, end2]
	CMD_ACTIONFB_CUTBARK						= 105,		// erc,cro			[end, end2]
	CMD_ACTIONFB_VIEWNOTE						= 106,		// erc,cro,pne		[end]
	CMD_ACTIONFB_SEARCHINVENTORY				= 107,		// pne				[end]
	CMD_GESTUREFB_LOOKOPTICS					= 108,		// erc,cro,pne		[end]
	CMD_ACTIONFB_MINEROCK						= 109,		// erc				[end, end2]
	CMD_ACTIONFB_RAISEITEM						= 110,		// pne 				[end]
	CMD_ACTIONFB_RESTRAINEDSTRUGGLE				= 111,		// ,pne 			[end, end2]
	CMD_ACTIONFB_RESTRAINSELF					= 112,		// erc,cro 			[end]
	CMD_ACTIONFB_ASSEMBLE						= 113,		// erc,cro			[end, end2]
	CMD_ACTIONFB_DISASSEMBLE					= 114,		// erc,cro			[end, end2]
	CMD_ACTIONFB_FLAME_REPAIR					= 115,		// erc, cro	
	CMD_ACTIONFB_TURN_VALVE						= 116,		// erc
	CMD_ACTIONFB_SET_ALARM						= 250,		// erc,cro			??not sure
	CMD_ACTIONFB_SHOVEL_DIG		     			= 117,		// cro			    [end, end2]
	CMD_ACTIONFB_VEHICLE_PUSH					= 118,		// erc
	CMD_ACTIONFB_PATCHING_TIRE					= 119,		// cro              [end]
	CMD_ACTIONFB_PATCHING_DUCTTAPE				= 120,		// cro              [end]
	CMD_ACTIONFB_PATCHING_SEWING				= 121,		// cro              [end]
	CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT	= 122,		// cro              [end]
	CMD_ACTIONFB_SPLITTING_FIREWOOD				= 123,		// cro              [end]
	CMD_ACTIONFB_BREAKING_STICK		    		= 124,		// cro              [end]
	CMD_ACTIONFB_CLEANING_WEAPON	    		= 125,		// cro              [end]
	CMD_ACTIONFB_EATING_SNOW	        		= 126,		// cro              [end]
	CMD_ACTIONFB_FILLING_CONTAINER_SNOW			= 127,		// cro              [end]
	CMD_ACTIONFB_DIGGIN_WORMS	        		= 128,		// erc,cro              [end]


	
	// onetime 
	CMD_ACTIONFB_PICKUP_HANDS					= 500,		// pne
	CMD_ACTIONFB_PICKUP_INVENTORY				= 501,		// pne
	CMD_ACTIONFB_LICKBATTERY					= 502,		// pne
	CMD_ACTIONFB_LIGHTFLARE						= 503,		// pne
	CMD_ACTIONFB_LITCHEMLIGHT					= 504,		// pne
	CMD_ACTIONFB_UNPINGRENAGE					= 505,		// pne
	CMD_ACTIONFB_ITEM_ON						= 506,		// pne
	CMD_ACTIONFB_ITEM_OFF						= 507,		// pne
	CMD_ACTIONFB_HANDCUFFTARGET					= 508,		// erc,cro
	CMD_ACTIONFB_MORPHINE						= 509,		// cro
	CMD_ACTIONFB_INJECTION						= 510,		// cro
	CMD_ACTIONFB_INJECTIONTARGET				= 511,		// erc,cro
	CMD_ACTIONFB_DRINKSIP						= 512,		// cro
	CMD_ACTIONFB_CLEANHANDSBOTTLE				= 513,		// pne
	CMD_ACTIONFB_OPENITEM_ONCE					= 514,		// pne
	CMD_ACTIONFB_POKE							= 515,		// cro
	CMD_ACTIONFB_ATTACHSCOPE					= 516,		// pne
	CMD_ACTIONFB_ATTACHBARREL					= 517,		// pne
	CMD_ACTIONFB_RESTRAIN						= 518,		// erc,cro,pne
	CMD_ACTIONFB_PICKUP_HEAVY					= 519,		// erc
	CMD_ACTIONFB_PRESS_TRIGGER					= 526,		// pne
	CMD_ACTIONFB_RAISE_FLAG						= 600,		// erc?
	CMD_ACTIONFB_LOWER_FLAG						= 601,		// erc?
	CMD_ACTIONFB_STOP_ALARM						= 251,
	CMD_ACTIONFB_EAT_PILL						= 527,      // pne
	CMD_ACTIONFB_EAT_TABLET						= 528,      // pne
	CMD_ACTIONFB_HEATPACK			    		= 529,      // pne

	CMD_ACTIONFB_DROPITEM_HANDS					= 900,			// pne, pne back
	
	    //! ---------------------------------------------------------
    //! ---------------------- TRAILER --------------------------
    //! ---------------------------------------------------------
    CMD_TRAILER_MASK 	 						= 3006,
	CMD_TRAILER_MASK_02 	 					= 3007,
	CMD_TRAILER_MASK_CHAINS 	 		= 3008,
	CMD_TRAILER_MASK_DALLAS 	 		= 3009,
	CMD_TRAILER_MASK_HOXTON 	 		= 3010,
	CMD_TRAILER_MASK_WOLF 	 			= 3011,
	
    
    //! ---------------------------------------------------------
    //! ---------------------- VEHICLES -------------------------
    //! ---------------------------------------------------------
	
	// looping actions
	CMD_ACTIONMOD_STARTENGINE					= 300,    		// [end]
	CMD_ACTIONMOD_TOOTHORN						= 301,    		// [end]
	
	// onetime actions
	CMD_ACTIONMOD_DRIVER_DOOR_OPEN				= 400,
	CMD_ACTIONMOD_DRIVER_DOOR_CLOSE				= 401,
	CMD_ACTIONMOD_CODRIVER_DOOROPEN				= 402,
	CMD_ACTIONMOD_CODRIVER_DOORCLOSE			= 403,
	CMD_ACTIONMOD_STOPENGINE					= 404,
	CMD_ACTIONMOD_SHIFTGEAR						= 405,
	CMD_ACTIONMOD_HEADLIGHT						= 406,
	
	
	
    
    //! ---------------------------------------------------------
    //! ---------------------- GESTURES -------------------------
    //! ---------------------------------------------------------
    //! modifier (differential animation)
    CMD_GESTUREMOD_GREETING						= 1000,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_POINT						= 1001,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_THUMB						= 1002,			// erc,cro	 	    [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
    CMD_GESTUREMOD_THUMBDOWN					= 1003,			// erc,cro	 	    [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
    CMD_GESTUREMOD_SILENCE						= 1004,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_TAUNT						= 1005,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_TIMEOUT						= 1006,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_HEART						= 1007,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_FACEPALM						= 1008,			// erc,cro   	    [end]
    CMD_GESTUREMOD_WATCHING						= 1009,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_HOLD							= 1010,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_LISTENING					= 1011,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_POINTSELF					= 1012,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_LOOKATME						= 1013,			// erc,cro	 	    [end]
    CMD_GESTUREMOD_OKAY							= 1014,			// erc,cro	 	    [end]

    CMD_GESTUREMOD_RPS							= 10000,		// erc 	            [SPECIAL, SEE BELOW]

    CMD_ACTIONINT_RPS_ROCK						= 10,	    	// RPS Internal Gesture
    CMD_ACTIONINT_RPS_PAPER						= 11,			// RPS Internal Gesture
    CMD_ACTIONINT_RPS_SCISSORS					= 12,			// RPS Internal Gesture
	
	
    // onetime 		
    CMD_GESTUREMOD_THROAT						= 1100,			// erc,cro
    CMD_GESTUREMOD_CLAP							= 1101,			// erc,cro
    CMD_GESTUREMOD_DABBING						= 1102,			// erc,cro
    CMD_GESTUREMOD_MOVE							= 1103,			// erc,cro
    CMD_GESTUREMOD_DOWN							= 1104,			// erc,cro
    CMD_GESTUREMOD_COME							= 1105,			// erc,cro
    CMD_GESTUREMOD_TAUNTKISS					= 1106,			// erc,cro
    CMD_GESTUREMOD_TAUNTELBOW					= 1107,			// erc,cro
    CMD_GESTUREMOD_TAUNTTHINK					= 1108,			// erc,cro
    CMD_GESTUREMOD_NODHEAD						= 1109,			// erc,cro
    CMD_GESTUREMOD_SHAKEHEAD					= 1110,			// erc,cro
    CMD_GESTUREMOD_SHRUG						= 1111,			// erc,cro
    CMD_GESTUREMOD_SURRENDER					= 1112,			// erc
    CMD_GESTUREMOD_SURRENDERIN					= 1112,			// erc
    CMD_GESTUREMOD_SURRENDEROUT					= 1113,			// erc
	
    //! --------------------------
    //! fb (full body)
    CMD_GESTUREFB_GREETING						= 1000,			// pne 	    [end]
    CMD_GESTUREFB_POINT							= 1001,			// pne 	    [end]
    CMD_GESTUREFB_THUMB							= 1002,			// pne 	    [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
    CMD_GESTUREFB_THUMBDOWN						= 1003,			// pne 	    [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
    CMD_GESTUREFB_SILENCE						= 1004,			// pne 	    [end]
    CMD_GESTUREFB_TAUNT							= 1005,			// pne 	    [end]
    CMD_GESTUREFB_TIMEOUT						= 1006,			// pne 	    [end]
    CMD_GESTUREFB_HEART							= 1007,			// pne 	    [end]
    CMD_GESTUREFB_WATCHING						= 1009,			// pne 	    [end]
    CMD_GESTUREFB_HOLD							= 1010,			// pne 	    [end]
    CMD_GESTUREFB_LISTENING						= 1011,			// pne 	    [end]
    CMD_GESTUREFB_POINTSELF						= 1012,			// pne 	    [end]
    CMD_GESTUREFB_LOOKATME						= 1013,			// pne 	    [end]
    CMD_GESTUREFB_OKAY							= 1014,			// pne 	    [end]
	
    CMD_GESTUREFB_SALUTE						= 1050,			// erc              [end]
    CMD_GESTUREFB_CAMPFIRE						= 1051,			// cro              [end]
    CMD_GESTUREFB_LYINGDOWN						= 1052,			// cro              [end]
    CMD_GESTUREFB_SOS							= 1053,			// erc              [end]
    CMD_GESTUREFB_SITA							= 1054,			// cro              [end]
    CMD_GESTUREFB_SITB							= 1055,			// cro              [end]
    CMD_GESTUREFB_DABBING						= 1056,			// erc, cro         [end]
    CMD_GESTUREFB_KNEEL							= 1057,			// cro   			[end]

    // onetime 
    CMD_GESTUREFB_THROAT						= 1100,			// pne
    CMD_GESTUREFB_MOVE							= 1103,			// pne
    CMD_GESTUREFB_DOWN							= 1104,			// pne
    CMD_GESTUREFB_COME							= 1105,			// pne
    CMD_GESTUREFB_TAUNTKISS						= 1106,			// pne
    CMD_GESTUREFB_TAUNTTHINK					= 1108,			// pne
    CMD_GESTUREFB_DANCE							= 1109,			// erc
	CMD_GESTUREFB_NODHEAD						= 1110,			// pne
	CMD_GESTUREFB_SHAKEHEAD						= 1111,			// pne
    CMD_GESTUREFB_SHRUG							= 1112,			// pne
    CMD_GESTUREFB_SURRENDER						= 1113,			// cro,pne
    CMD_GESTUREFB_SURRENDERIN					= 1113,			// cro,pne
    CMD_GESTUREFB_SURRENDEROUT					= 1114,			// cro,pne
	

    //! ---------------------------------------------------------
    //! ---------------------- TRAILER --------------------------
    //! ---------------------------------------------------------
	CMD_TRAILER_WAKE_UP 						= 3000,
	CMD_TRAILER_DEAD_BODY 						= 3001,
	CMD_TRAILER_WALKIE_TALKIE 					= 3002,
	CMD_TRAILER_WOUNDED 						= 3003,
	CMD_TRAILER_WALK_AWAY 						= 3004,
	CMD_TRAILER_DEAD 	 						= 3005,
	
    
    //! ---------------------------------------------------------
    //! ---------------------- SUICIDE --------------------------
    //! ---------------------------------------------------------
    //! fb (full body)
    CMD_SUICIDEFB_1HD							= 2000,			// cro              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_FIREAXE						= 2001,			// erc              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_PITCHFORK						= 2002,			// erc              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_PISTOL						= 2003,			// cro              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_RIFLE							= 2004,			// cro              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_SWORD							= 2005,			// erc              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_UNARMED						= 2006,			// cro              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_WOODAXE						= 2007,			// erc              [end (cancel), end2 (commit)]
    CMD_SUICIDEFB_SPEAR							= 2008,			// erc              [end (cancel), end2 (commit)]
	CMD_SUICIDEFB_SICKLE						= 2009,			// cro              [end (cancel), end2 (commit)]
	CMD_SUICIDEFB_HOE							= 2010,			// erc              [end (cancel), end2 (commit)]

	// 32767 is totaly MAXIMAL index !!!!!

};

//! defined in C++
enum DayZPlayerInstanceType
{
	INSTANCETYPE_SERVER,		//! server instance 
	INSTANCETYPE_CLIENT,		//! client instance && controlled
	INSTANCETYPE_REMOTE,		//! client instance && other player 
	
	INSTANCETYPE_AI_SERVER,				//! temporary!
	INSTANCETYPE_AI_REMOTE,				//! temporary!
	INSTANCETYPE_AI_SINGLEPLAYER,	//! temporary!
}

// *************************************************************************************
// ! DayZPlayer - mainly for logic and camera 
// *************************************************************************************
class SDayZPlayerHeadingModel
{
	int 	m_iCamMode;				//[in]		- DayZPlayerConstants.CAMERAMODE_...
	int 	m_iCurrentCommandID;    //[in]		- Current Main Command ID 
	float 	m_fOrientationAngle;	//[in/out] 	- horizontal model orientation (where you face) - in rad
	float 	m_fHeadingAngle;		//[in/out] 	- horizontal aim angle (where you aim) - in rad

	//! cannot be created from script	
	private void SDayZPlayerHeadingModel() {}
	private void ~SDayZPlayerHeadingModel() {}
}


// *************************************************************************************
// ! DayZPlayer - mainly for logic and camera 
// *************************************************************************************
class SDayZPlayerAimingModel
{
	int 	m_iCamMode;				//[in]		- DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
	int 	m_iCurrentCommandID;    //[in]		- Current Main Command ID 
	float	m_fCurrentAimX;			//[in]		- horizontal aim angle - in degrees
	float	m_fCurrentAimY;			//[in]		- vertical aim angle - in degrees

	float	m_fAimXCamOffset;		//[out] 	- camera (angle) offset modifier
	float	m_fAimYCamOffset;		//[out] 	- camera (angle) offset modifier
	float	m_fAimXHandsOffset;		//[out] 	- hands offset modifier
	float	m_fAimYHandsOffset;		//[out] 	- hands offset modifier
	float	m_fAimXMouseShift;		//[out]		- shift like mouse does
	float	m_fAimYMouseShift;		//[out]		- shift like mouse does
	float 	m_fCamPosOffsetX;		//[out]		- camera (position) offset modifier
	float 	m_fCamPosOffsetY;		//[out]		- camera (position) offset modifier
	float 	m_fCamPosOffsetZ;		//[out]		- camera (position) offset modifier

	//! cannot be created from script
	private void SDayZPlayerAimingModel() {}
	private void ~SDayZPlayerAimingModel() {}
}

#ifdef FEATURE_NETWORK_RECONCILIATION

class DayZPlayerOwnerState : AnimPhysOwnerState
{
	proto native void	SetHeading(float value);
	proto native float	GetHeading();

	proto native void	SetHeadingVelocity(float value);
	proto native float	GetHeadingVelocity();

	proto native void	SetHeadingVelocityAlign(float value);
	proto native float	GetHeadingVelocityAlign();

	proto native void	SetHeadingTargetAlignVelocity(vector value);
	proto native void	GetHeadingTargetAlignVelocity(out vector value);

};

class DayZPlayerMove : AnimPhysMove
{
	proto native void	SetHeading(float value);
	proto native float	GetHeading();

	//! Appropriately calls 'SetParent' and 'SetParentTransform' with the correct data
	proto native void	UpdateParent(DayZPlayer player);

	//! For use within 'DayZPlayer.ReplayAdditiveMove' on the 'other' move to signal if the base move had its parent changed
	proto native bool	WasParentUpdated();
	
};

#endif

// *************************************************************************************
// ! DayZPlayer - mainly for logic and camera 
// *************************************************************************************
class DayZPlayer extends Human
{
	const int 						SIMPLE_SELECTION_MELEE_RIFLE = 0;
	const int 						SIMPLE_SELECTION_MELEE_MELEE = 1;
	const int 						SIMPLE_SELECTION_SHOULDER_RIFLE = 2;
	const int 						SIMPLE_SELECTION_SHOULDER_MELEE = 3;
	
	//! invokers
	protected ref ScriptInvoker		m_OnDeathStart;
	
	//! returns appropriate DayZPlayerType
	proto native DayZPlayerType		GetDayZPlayerType();
	
	proto native DayZPlayerInstanceType 	GetInstanceType();

	override string GetDebugName()
	{
		string res = super.GetDebugName();
		res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
		return res;
	}

	//! ---------------- heading model -------------------------
	//! updated each tick
	//! this can limit / extend player's heading (orientation) behaviour in game 
	
	bool			HeadingModel(float pDt, SDayZPlayerHeadingModel pModel);	


	//! ---------------- aiming model -------------------------

	//! updated each tick - this takes care about aiming 
	
	bool			AimingModel(float pDt, SDayZPlayerAimingModel pModel);

	
	
	//! ---------------- command handling -------------------------

	//! updated each tick 
	//! handles: starting new commands, canceling, interruption 
	//! pDt 						- delta time 
	//! pCurrentCommandID 			- actually running command's ID 
	//! pCurrentCommandFinished		- is current command finished 
	
	void 			CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);	

	//! ---------------- camera handling -------------------------

	//! virtual 
	//! returns registered camera type
	//! pCameraMode - DayZPlayerConstants.CAMERAMODE_ ... 
	int 			CameraHandler(int pCameraMode);


	//! ---------------- camera additional functions -------------------------

	//! gets current camera 
	proto native 	DayZPlayerCamera		GetCurrentCamera();
	
	//! gets transform of current player camera
	proto native 	void 					GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation);

	//! gets current camera 
	proto native 	int 					GetCurrentPerItemCameraUD();
	
	proto native	bool					IsCameraBlending();


	//! ---------------- animation graph functions -------------------------

	//! functions usable only from CommandHandler
	proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat);
	proto native void AnimSetFloat(int pVar, float pFlt);
	proto native void AnimSetInt(int pVar, int pInt);
	proto native void AnimSetBool(int pVar, bool pBool);

	//! ---------------- deterministic random numbers ------------------------

	/**
	\brief Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (CommandHandler)
	\return int value in range of <0,0xffffffff>
	*/
	proto native	int						Random();
	
	/**
	\brief Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)
	@param pRange upper bounds of random number
	\return int value in range of <0,pRange-1>
	*/
	proto native	float					RandomRange(int pRange);

	/**
	\brief Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
	\return float value in range of <0,1>
	*/
	proto native	float					Random01();
	
	//! DEPRICATED(use GetEyeZoomLevel())  returns true if player is using EyeZoom, otherwise false
	bool									IsEyeZoom();
	//! returns eye zoom level, uses ECameraZoomType values
	int 									GetEyeZoomLevel();
	//! return true if shots are fired from camere, otherwise false
	bool									IsShootingFromCamera();
	//! return true if player is trying to hold breah, otherwise false
	bool									IsHoldingBreath();
	//! return true if player is currently performing FB gesture, otherwise false
	bool									IsPerformingFBGesture();
	//! return true if player is currently in 3pp, otherwise false
	bool									IsInThirdPerson();

	//! processes melee hit
	proto native	MeleeCombatData			GetMeleeCombatData();

	//! processes melee hit (uses component index)
	proto native	void					ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos);
	//! processes melee hit (uses component name)
	proto native	void					ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos);
	
	//! get reason for kickoff if available (server only)
	proto native	EClientKicked			GetKickOffReason();
	
	//! ---------------- release controls -------------------------
	proto native	void					ReleaseNetworkControls();
	
	//! ---------------- sync stuff -------------------------
	
	proto native	void					SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx);
	proto native	void					StoreInputForRemotes(ParamsWriteContext ctx);
	
	//! ---------------- sync shadow -------------------------


	//! test if entity is DayZPlayer 
	//static proto native bool				IsEntityDayZPlayer(IEntity pEntity);

	//! 
	proto native 	bool					DebugSyncShadowSetup(DayZPlayer pPlayer);
	
	//! sets look limits for a player
	proto native 	void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
	
	//! returns look limits for a player
	proto		 	void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight);

	//! sets aim limits for a player
	proto native 	void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
	
	//! returns aim limits for a player
	proto			void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight);
	
	//! sets aim lower limit for a player
	proto native 	void SetVerticalMinimumAimLimit(float value);
	
	void SetCurrentWaterLevel(float pWaterLevel);
	float GetCurrentWaterLevel();


	//! ---------------- camera additiona functions -------------------------
	
	
	//! returns true if player is currently in one of the stances specified by stance mask 
	//! IsPlayerInStance(STANCEMASK_ERECT | STANCEMASK_CROUCH) returns true if player is standing or crouching and not raised (aimed)
	//! IsPlayerInStance(STANCEMASK_PRONE | STANCEMASK_RAISEDPRONE) returns true if player is in prone (both raised or nonraised)
	//! IsPlayerInStance(STANCEMASK_ALL) returns true always 
	//! IsPlayerInStance(STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE) returns true if player has raised hands
	proto native 	bool	IsPlayerInStance(int pStanceMask);		// STANCEMASK_ERECT | STANCEMASK_CROUCH 
	
	
	void OnInputForRemote (ParamsReadContext ctx) { }
	void OnInputFromServer (ParamsReadContext ctx) { }
	
	//! ---------------- speaking anim -------------------------
	
	//! Check if player is using VoN to speak and return max amplitude from current samples
	proto native	float	IsPlayerSpeaking();
	
	void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
	{
		/*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
		EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
		bool boo;
		
		if ( melee )
		{
			boo = melee.IsWeapon();
			SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
			SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
		}
		if ( shoulder )
		{
			boo = shoulder.IsWeapon();
			SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
			SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
		}
	}
	
	//! ---------------- Forces player to stand up when swapping to heavy item -------------------------
	void ForceStandUpForHeavyItems(notnull EntityAI item)
	{
		InventoryLocation il = new InventoryLocation;
		if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
		{
			HumanCommandMove cm = GetCommand_Move();
			if (cm)
			{
				cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
			}
		}
	}
	
	void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
	{
		ForceStandUpForHeavyItems(item1);
		ForceStandUpForHeavyItems(item2);
	}
	
	void OnThrowingModeChange(bool change_to_enabled){}
	
	ScriptInvoker GetOnDeathStart()
	{
		if (!m_OnDeathStart)
			m_OnDeathStart = new ScriptInvoker();

		return m_OnDeathStart;
	}
	
	override void OnCommandDeathStart()
	{
		if (m_OnDeathStart)
			m_OnDeathStart.Invoke(this);
	}
}