DayZPlayerImplement.c
class DayZPlayerCommandDeathCallbackclass DayZPlayerVehicleCommandDeathCallbackclass DeathEffectTimerclass DayZPlayerImplementOwnerStateclass DayZPlayerImplementMoveclass DayZPlayerImplement
/*
DayZPlayerImplement
this file is implemenation of dayzPlayer in script
- logic of movement
- camera switching logic
*/
class DayZPlayerCommandDeathCallback : HumanCommandDeathCallback
{
//----------------------------------
// callbacks
override void OnSimulationEnd()
{
m_pPlayer.DeathDropHandEntity();
}
override bool ShouldSimulationBeDisabled()
{
return m_pPlayer.m_WasInVehicle == false;
}
PlayerBase m_pPlayer;
}
class DayZPlayerVehicleCommandDeathCallback : HumanCommandDeathCallback
{
override void OnSimulationEnd()
{
m_pPlayer.PhysicsEnableGravity(true);
}
PlayerBase m_pPlayer;
}
class DeathEffectTimer extends Timer
{
override void Stop()
{
super.Stop();
PPERequesterBank.GetRequester(PPERequester_DeathDarkening).Stop();
}
};
#ifdef FEATURE_NETWORK_RECONCILIATION
class DayZPlayerImplementOwnerState : DayZPlayerOwnerState
{
float m_fLastHeadingDiff;
protected override event void Write(PawnStateWriter ctx)
{
super.Write(ctx);
ctx.Write(m_fLastHeadingDiff);
}
protected override event void Read(PawnStateReader ctx)
{
super.Read(ctx);
ctx.Read(m_fLastHeadingDiff);
}
};
class DayZPlayerImplementMove : DayZPlayerMove
{
protected override event void Write(PawnMoveWriter ctx, PawnMove prev)
{
super.Write(ctx, prev);
}
protected override event void Read(PawnMoveReader ctx, PawnMove prev)
{
super.Read(ctx, prev);
}
};
#endif
class DayZPlayerImplement extends DayZPlayer
{
static const float DEFAULT_DYING_TIME = 2.5; //! how long does it take to full death screen [s]
static const float DYING_PROGRESSION_TIME = 0.05; //! time step for gradual update of dead screen visibilibty up to full visbility [s]
ref HumanMovementState m_MovementState = new HumanMovementState(); //!< cached ptr for movement state
protected ref DayZPlayerImplementAiming m_AimingModel;
protected ref DayZPlayerImplementMeleeCombat m_MeleeCombat;
protected ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic;
protected ref DayZPlayerImplementSwimming m_Swimming;
protected ref DayZPlayerImplementThrowing m_Throwing;
protected ref DayZPlayerImplementJumpClimb m_JumpClimb;
protected ref DayZPlayerImplementFallDamage m_FallDamage;
protected ref PlayerSoundEventHandler m_PlayerSoundEventHandler;
protected ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler;
protected SHumanCommandMoveSettings m_MoveSettings;
protected float m_FallYDiff;
protected float m_SprintedTime;
protected float m_SprintedTimePerStanceMin;
protected bool m_SprintFull;
protected bool m_IsRaised;
protected bool m_ShouldReload;
protected bool m_Camera3rdPerson;
protected bool m_CameraZoomToggle;
protected bool m_bADS;
private float m_WeaponRaiseTime; //! measures time from the weapon raise start to complete raise (once per)
protected bool m_WeaponRaiseCompleted;
protected ECameraZoomType m_CameraEyeZoomLevel;
protected bool m_CameraIronsight; // Ironsight NOW!
protected bool m_CameraOptics; // Optics NOW!
protected bool m_CameraOpticsAimOverride; // for tracking if aim limit is currently overriden by optics
protected float m_DeathDarkeningCurrentTime;
protected bool m_IsTryingHoldBreath;
protected bool m_IsShootingFromCamera;
protected bool m_PlayerSelected;
protected bool m_Suicide;
protected bool m_IsUnconscious;
protected bool m_ShouldBeUnconscious;
protected bool m_IsUnconsciousFalling;
bool m_UnconsciousDebug;
protected int m_LastCommandBeforeUnconscious;
ref WeaponDebug m_WeaponDebug;
ref DeathEffectTimer m_DeathEffectTimer;
ref Timer m_FightEndBlendTimer;
protected bool m_ProcessFirearmMeleeHit;
protected bool m_ContinueFirearmMelee;
protected bool m_LiftWeapon_player;
protected float m_ObstructWeapon_player;
protected bool m_ProcessLiftWeapon;
protected bool m_ProcessLiftWeaponState;
protected float m_ProcessObstructWeapon;
protected int m_LastSurfaceUnderHash;
protected Transport m_TransportCache;
protected string m_ClimbingLadderType;
bool m_isFBsymptomPlaying;
protected bool m_HandheldOpticsInUse;
protected bool m_ResetADS;
protected bool m_ProcessResetADS;
protected int m_StepCounter;
protected int m_NextVoNNoiseTime;
protected ref array<ref SyncHitInfo> m_SyncedHitDataArray;
protected ref array<AbstractWave> m_PerformedActionSounds;
// aiming model helpers
protected bool m_RaiseStarted = false;
protected bool m_AimingFinisherStarted = false;
protected bool m_IsWeapon;
private float m_CurrentWaterLevel;
bool m_WasInVehicle;
protected bool m_TriggerPullPlayerOutOfVehicleSynch;
protected bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false;
protected int m_PullPlayerOutOfVehicleState = -1;
int m_ActionSoundCategoryHash;
protected float m_dT;
protected float m_fObstructionSmooth;
protected float m_fObstructionSmoothVelocity[1];
//! constructor
void DayZPlayerImplement()
{
SetEventMask(EntityEvent.CONTACT);
m_SprintFull = false;
m_SprintedTime = 0;
m_SprintedTimePerStanceMin = PlayerConstants.FULL_SPRINT_DELAY_DEFAULT;
m_AimingModel = new DayZPlayerImplementAiming(this);
m_MeleeCombat = new DayZPlayerImplementMeleeCombat(this);
m_MeleeFightLogic = new DayZPlayerMeleeFightLogic_LightHeavy(this);
m_Swimming = new DayZPlayerImplementSwimming(this);
m_Throwing = new DayZPlayerImplementThrowing(this);
m_JumpClimb = new DayZPlayerImplementJumpClimb(this);
m_FallDamage = new DayZPlayerImplementFallDamage(this);
m_ADSAutomationTimer = new Timer();
m_bADS = false;
m_WeaponRaiseCompleted = false;
SetOptics(false);
m_IsShootingFromCamera = true;
m_ProcessFirearmMeleeHit = false;
m_ContinueFirearmMelee = false;
#ifdef PLATFORM_CONSOLE
m_Camera3rdPerson = !g_Game.GetWorld().Is3rdPersonDisabled();
#endif
m_LastSurfaceUnderHash = ("cp_gravel").Hash();
m_NextVoNNoiseTime = 0;
m_SyncedHitDataArray = new array<ref SyncHitInfo>;
m_PerformedActionSounds = new array<AbstractWave>();
m_CurrentWaterLevel = 0;
m_WeaponRaiseTime = 0;
m_CachedEquipmentStorage = CachedEquipmentStorage(this);
RegisterNetSyncVariableBoolSignal("m_TriggerPullPlayerOutOfVehicleSynch");
}
#ifdef FEATURE_NETWORK_RECONCILIATION
protected override event typename GetOwnerStateType()
{
return DayZPlayerImplementOwnerState;
}
protected override event typename GetMoveType()
{
return DayZPlayerImplementMove;
}
protected override event void ObtainState(/*inout*/ PawnOwnerState pState)
{
super.ObtainState(pState);
DayZPlayerImplementOwnerState state = DayZPlayerImplementOwnerState.Cast(pState);
state.m_fLastHeadingDiff = m_fLastHeadingDiff;
}
protected override event void RewindState(PawnOwnerState pState, /*inout*/ PawnMove pMove, inout NetworkRewindType pRewindType)
{
super.RewindState(pState, pMove, pRewindType);
DayZPlayerImplementOwnerState state = DayZPlayerImplementOwnerState.Cast(pState);
if (pRewindType != NetworkRewindType.ADDITIVE)
{
m_fLastHeadingDiff = state.m_fLastHeadingDiff;
}
}
#endif
DayZPlayerImplementAiming GetAimingModel()
{
return m_AimingModel;
}
DayZPlayerImplementMeleeCombat GetMeleeCombat()
{
return m_MeleeCombat;
}
DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic()
{
return m_MeleeFightLogic;
}
DayZPlayerImplementThrowing GetThrowing()
{
return m_Throwing;
}
DayZPlayerImplementFallDamage GetFallDamage()
{
return m_FallDamage;
}
void ~DayZPlayerImplement()
{
}
//! Legacy
override bool IsEyeZoom()
{
return GetEyeZoomLevel() > 0;
}
override int GetEyeZoomLevel()
{
return m_CameraEyeZoomLevel;
}
override bool IsShootingFromCamera()
{
return m_IsShootingFromCamera;
}
void OverrideShootFromCamera(bool pState)
{
m_IsShootingFromCamera = pState;
}
bool IsInIronsights()
{
return m_CameraIronsight;
}
bool IsInOptics()
{
return m_CameraOptics;
}
override bool IsInThirdPerson()
{
return m_Camera3rdPerson;
}
void SetIsInThirdPerson(bool state)
{
m_Camera3rdPerson = state;
}
bool IsFireWeaponRaised()
{
GetMovementState(m_MovementState);
if (m_MovementState)
return m_MovementState.IsRaised();
return false;
}
bool IsTryingHoldBreath()
{
return m_IsTryingHoldBreath;
}
bool IsSprintFull()
{
return m_SprintFull;
}
void ShowWeaponDebug(bool show)
{
if (show)
{
m_WeaponDebug = new WeaponDebug;
}
else
{
m_WeaponDebug = null;
}
}
bool IsWeaponDebugEnabled()
{
return m_WeaponDebug != null;
}
void SetFallYDiff(float value)
{
m_FallYDiff = value;
}
override float GetCurrentWaterLevel()
{
return m_CurrentWaterLevel;
}
override void SetCurrentWaterLevel(float pWaterLevel)
{
m_CurrentWaterLevel = pWaterLevel;
}
void SetIronsights(bool value)
{
Weapon_Base weapon = Weapon_Base.Cast(GetEntityInHands());
if (weapon)
weapon.SetWasIronSight(m_CameraIronsight);
m_CameraIronsight = value;
if (value)
{
HumanCommandWeapons hcw = GetCommandModifier_Weapons();
if (hcw)
hcw.SetADS(true);
HumanInputController hic = GetInputController();
if (hic)
hic.ResetFreeLookToggle();
}
}
void SetOptics(bool value)
{
m_CameraOptics = value;
if (value)
{
HumanCommandWeapons hcw = GetCommandModifier_Weapons();
if (hcw)
hcw.SetADS(!IsHandheldOpticsInUse());
HumanInputController hic = GetInputController();
if (hic)
hic.ResetFreeLookToggle();
}
}
void ExitSights()
{
ItemOptics optics = null;
EntityAI entityInHands = GetEntityInHands();
Weapon weapon = Weapon.Cast(entityInHands);
if (weapon)
{
optics = weapon.GetAttachedOptics();
}
else
{
optics = ItemOptics.Cast(entityInHands);
}
SetIronsights(false);
SetOptics(false);
if (optics)
{
SwitchOptics(optics,false);
}
HumanCommandWeapons hcw = GetCommandModifier_Weapons();
if (hcw)
{
hcw.SetADS(false);
}
}
void SwitchOptics(ItemOptics optic, bool state)
{
if (optic && !optic.IsSightOnly())
{
if (state)
{
if (optic.HasEnergyManager())
optic.GetCompEM().SwitchOn();
optic.EnterOptics();
optic.OnOpticEnter();
}
else
{
optic.ExitOptics();
optic.OnOpticExit();
if (optic.HasEnergyManager())
optic.GetCompEM().SwitchOff();
}
}
if (m_CameraOptics != state)
{
SetOptics(state);
}
}
void SetClimbingLadderType(string value)
{
m_ClimbingLadderType = value;
}
bool CanConsumeStamina(EStaminaConsumers consumer);
bool CanStartConsumingStamina(EStaminaConsumers consumer);
void DepleteStaminaEx(EStaminaModifiers modifier, float dT = -1, float coef = 1.0);
override CachedEquipmentStorage GetCachedEquipment()
{
return CachedEquipmentStorage.Cast(m_CachedEquipmentStorage);
}
bool IsInVehicle()
{
return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_VEHICLE || (GetParent() != null && GetParent().IsInherited(Transport));
}
bool IsSwimming()
{
return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_SWIM;
}
bool IsClimbingLadder()
{
return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_LADDER;
}
//! Handle sound event by respective sound handler based on its type
bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param = 0) {};
bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false) {};
bool PlaySoundEventEx(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false, int param = 0) {};
bool StopSoundEvent(EPlayerSoundEventID id, bool is_from_server = false, int param = 0) {};
bool IsFBSymptomPlaying()
{
return m_isFBsymptomPlaying;
}
float GetDeltaT()
{
return m_dT;
}
//-------------------------------------------------------------
//!
//! HandleDeath
//!
int m_DeathAnimType = -2;
float m_DeathHitDir = 0;
bool m_DeathJuctureSent = false;
//! Get the transport that was cached when entering unconsciousness
Transport GetTransportCache()
{
return m_TransportCache;
}
override string GetDebugText()
{
string text = super.GetDebugText();
text += "Parent: " + Object.GetDebugName(Object.Cast(GetParent())) + "\n";//keep
text += "IsSimulationDisabled: " + GetIsSimulationDisabled() + "\n";//keep
/*
text += "DamageDestroyed: " + IsDamageDestroyed() + "\n";
text += "DeathProcessed: " + IsDeathProcessed() + "\n";
text += "DeathConditionMet: " + IsDeathConditionMet() + "\n";
text += "PullOutOfVehicleState: " + m_PullPlayerOutOfVehicleState + "\n";
text += "PullOutOfVehicleSynch: " + m_TriggerPullPlayerOutOfVehicleSynch + "\n";
text += "Position: " + GetPosition() + "\n";*/
return text;
}
void TriggerPullPlayerOutOfVehicle()
{
if (!g_Game.IsServer())
{
return;
}
Transport transport;
if (!Class.CastTo(transport, GetParent()))
{
return;
}
int crewIdx = -1;
for (int i = 0; i < transport.CrewSize(); ++i)
{
if (transport.CrewMember(i) == this)
{
crewIdx = i;
break;
}
}
if (crewIdx == -1)
{
return;
}
transport.CrewGetOut(crewIdx);
TriggerPullPlayerOutOfVehicleImpl();
if (crewIdx == DayZPlayerConstants.VEHICLESEAT_DRIVER)
{
//! we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
#ifdef FEATURE_NETWORK_RECONCILIATION
PlayerIdentity identity = GetIdentity();
if (identity)
{
//! And now we want to resume control of the player
identity.Possess(this);
}
#endif
}
SetSynchDirty();
}
void TriggerPullPlayerOutOfVehicleImpl()
{
//! Reset the cooldown so simulation doesn't automatically get re-disabled
ResetDeathCooldown();
//! Synced to re-enable simulation on client as the death processing sets disable simulation to local only
DisableSimulation(false);
switch (GetInstanceType())
{
case DayZPlayerInstanceType.INSTANCETYPE_SERVER:
case DayZPlayerInstanceType.INSTANCETYPE_CLIENT: //! Handle own client animation freeze
case DayZPlayerInstanceType.INSTANCETYPE_AI_SERVER:
case DayZPlayerInstanceType.INSTANCETYPE_AI_SINGLEPLAYER:
m_PullPlayerOutOfVehicleState = 0;
m_TriggerPullPlayerOutOfVehicleSynch = true;
break;
}
}
override void OnVariablesSynchronized()
{
if (m_TriggerPullPlayerOutOfVehicleSynch && !g_Game.IsDedicatedServer())
{
TriggerPullPlayerOutOfVehicleImpl();
}
super.OnVariablesSynchronized();
}
void DeathDropHandEntity()
{
if (!g_Game.IsServer())
{
return;
}
#ifdef ENABLE_LOGGING
if (LogManager.IsSyncLogEnable())
{
syncDebugPrint("DZPI::OnSimulationEnd - trying to drop item");
}
#endif
EntityAI itemInHands = GetEntityInHands();
if (!itemInHands)
{
return;
}
int boneIndex = GetBoneIndexByName("RightHand_Dummy");
vector m4[4];
GetBoneTransformWS(boneIndex, m4);
// TODO(kumarjac): Change to occur on the earlier event and drop with physics instead?
// aside from dynamic lifetime of entities being too low, physics is stable now.
GetInventory().DropEntityWithTransform(InventoryMode.SERVER, this, itemInHands, m4);
CEApi ceApi = GetCEApi();
if (ceApi)
{
int deadBodyLifetime = ceApi.GetCEGlobalInt("CleanupLifetimeDeadPlayer");
if (deadBodyLifetime <= 0)
{
deadBodyLifetime = 3600;
}
itemInHands.SetLifetime(deadBodyLifetime);
}
}
bool HandleDeath(int pCurrentCommandID)
{
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_DEATH)
{
switch (m_PullPlayerOutOfVehicleState)
{
case -1:
break;
case 0:
m_PullPlayerOutOfVehicleState = -1;
PhysicsSetSolid(true);
//! Can't pull a body out of a car that is in water, don't need to handle that
DayZPlayerVehicleCommandDeathCallback callbackVeh;
Class.CastTo(callbackVeh, StartCommand_Death(DayZPlayerConstants.DEATH_PULL_OUT_TRANSPORT, 0, DayZPlayerVehicleCommandDeathCallback, m_PullPlayerOutOfVehicleKeepsInLocalSpace));
Class.CastTo(callbackVeh.m_pPlayer, this);
break;
}
return true;
}
if (m_DeathAnimType != -2 && g_Game.GetMissionState() == g_Game.MISSION_STATE_GAME)
{
if (!CommitedSuicide())
{
int type = m_DeathAnimType;
if (type == DayZPlayerConstants.DEATH_DEFAULT)
type = GetTypeOfDeath(pCurrentCommandID);
m_WasInVehicle = false;
HumanCommandVehicle hcv = GetCommand_Vehicle();
if (hcv)
{
m_TransportCache = hcv.GetTransport();
m_WasInVehicle = !hcv.IsGettingIn() && !hcv.IsGettingOut();
}
int seatIndex = -1;
if (m_TransportCache)
{
seatIndex = m_TransportCache.CrewMemberIndex(this);
}
//! player looks to be dead now, not unconscious
m_ShouldBeUnconscious = false;
bool keepInLocalSpace = m_PullPlayerOutOfVehicleKeepsInLocalSpace;
if (m_TransportCache)
{
if (IsUnconscious() || m_WasInVehicle)
{
keepInLocalSpace = true;
m_TransportCache.CrewDeath(seatIndex);
}
else
{
m_TransportCache.CrewGetOut(seatIndex);
}
m_TransportCache.MarkCrewMemberDead(seatIndex);
if (seatIndex == DayZPlayerConstants.VEHICLESEAT_DRIVER)
{
//! we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
#ifdef FEATURE_NETWORK_RECONCILIATION
PlayerIdentity identity = GetIdentity();
if (identity)
{
//! And now we want to resume control of the player
identity.Possess(this);
}
#endif
}
}
DisableSimulation(false);
GetItemAccessor().HideItemInHands(false);
m_TransportCache = null;
DayZPlayerCommandDeathCallback callback;
Class.CastTo(callback, StartCommand_Death(type, m_DeathHitDir, DayZPlayerCommandDeathCallback, keepInLocalSpace));
Class.CastTo(callback.m_pPlayer, this);
}
else
{
PhysicsSetRagdoll(true);
}
// disable voice communication
g_Game.GetWorld().SetVoiceOn(false, false);
return true;
}
return false;
}
void ResetDeathStartTime()
{
ResetDeathCooldown();
}
int GetTypeOfDeath(int pCurrentCommandID)
{
switch (pCurrentCommandID)
{
case DayZPlayerConstants.COMMANDID_SWIM:
return DayZPlayerConstants.DEATH_WATER;
case DayZPlayerConstants.COMMANDID_FALL:
return DayZPlayerConstants.DEATH_FALL;
case DayZPlayerConstants.COMMANDID_UNCONSCIOUS:
HumanCommandUnconscious hcu = GetCommand_Unconscious();
if (hcu)
{
if (hcu.IsOnLand())
return DayZPlayerConstants.DEATH_UNCON_ON_LAND;
if (hcu.IsInWater())
return DayZPlayerConstants.DEATH_UNCON_IN_WATER;
}
break;
}
return DayZPlayerConstants.DEATH_BODY;
}
void SendDeathJuncture(int pAnimTypeDeath, float pAnimHitDirDeath)
{
if (m_DeathJuctureSent)
return;
DayZPlayerSyncJunctures.SendDeath(this, pAnimTypeDeath, pAnimHitDirDeath);
m_DeathJuctureSent = true;
}
override void EEKilled(Object killer)
{
SendDeathJuncture(-1, 0);
super.EEKilled(killer);
}
void ShowDeadScreen(bool show, float duration)
{
#ifndef NO_GUI
if (show && IsPlayerSelected())
{
#ifdef PLATFORM_PS4
OnlineServices.SetMultiplayState(false);
#endif
string message = "";
if (!g_Game.GetMission().IsPlayerRespawning())
{
message = "#dayz_implement_dead";
}
#ifdef PLATFORM_CONSOLE
g_Game.GetUIManager().ScreenFadeIn(duration, message, FadeColors.DARK_RED, FadeColors.WHITE);
#else
g_Game.GetUIManager().ScreenFadeIn(duration, message, FadeColors.BLACK, FadeColors.WHITE);
#endif
}
else
{
g_Game.GetUIManager().ScreenFadeOut(duration);
if (duration > 0)
g_Game.GetCallQueue(CALL_CATEGORY_GUI).CallLater(StopDeathDarkeningEffect, duration*1000, false);
else
g_Game.GetCallQueue(CALL_CATEGORY_GUI).Call(StopDeathDarkeningEffect);
}
#endif
}
override void StopDeathDarkeningEffect()
{
if (m_DeathEffectTimer && m_DeathEffectTimer.IsRunning())
{
m_DeathEffectTimer.Stop();
m_DeathEffectTimer = null;
}
}
void SimulateDeath(bool state)
{
if (g_Game.GetMissionState() != DayZGame.MISSION_STATE_GAME)
return;
LockControls(state);
if (state)
{
float duration = DEFAULT_DYING_TIME;
if (m_KilledByHeadshot)
{
duration = 0;
}
if (duration > DYING_PROGRESSION_TIME && !m_IsUnconscious)
{
if (!m_DeathEffectTimer)
m_DeathEffectTimer = new DeathEffectTimer();
Param2<float,float> par = new Param2<float,float>(duration, DYING_PROGRESSION_TIME);
m_DeathEffectTimer.Run(DYING_PROGRESSION_TIME, this, "SetDeathDarknessLevel", par, true);
}
ShowDeadScreen(state, duration);
g_Game.GetSoundScene().SetSoundVolume(0,0);
g_Game.GetSoundScene().SetSpeechExVolume(0,0);
g_Game.GetSoundScene().SetMusicVolume(0,0);
g_Game.GetSoundScene().SetVOIPVolume(0,0);
g_Game.GetSoundScene().SetRadioVolume(0,0);
}
else
{
StopDeathDarkeningEffect();
ShowDeadScreen(state, 0);
}
}
void LockControls(bool state)
{
if (state == true)
{
g_Game.GetInput().ChangeGameFocus(1, INPUT_DEVICE_MOUSE);
g_Game.GetInput().ChangeGameFocus(1, INPUT_DEVICE_KEYBOARD);
g_Game.GetInput().ChangeGameFocus(1, INPUT_DEVICE_GAMEPAD);
if (g_Game.GetUIManager())
{
g_Game.GetUIManager().ShowUICursor(true);
if (g_Game.GetUIManager().IsDialogVisible())
g_Game.GetUIManager().CloseDialog();
}
}
else
{
g_Game.GetInput().ChangeGameFocus(-1, INPUT_DEVICE_MOUSE);
g_Game.GetInput().ChangeGameFocus(-1, INPUT_DEVICE_KEYBOARD);
g_Game.GetInput().ChangeGameFocus(-1, INPUT_DEVICE_GAMEPAD);
if (g_Game.GetUIManager())
{
if (g_Game.GetUIManager().GetMenu())
{
g_Game.GetUIManager().ShowUICursor(true);
}
else
{
g_Game.GetUIManager().ShowUICursor(false);
}
}
}
}
void SetDeathDarknessLevel(float duration, float tick_time);
void CompleteWeaponRaise()
{
m_WeaponRaiseTime = 0;
m_WeaponRaiseCompleted = true;
HumanInputController hic = GetInputController();
if (hic)
hic.ResetFreeLookToggle();
}
void ResetWeaponRaiseProgress()
{
m_WeaponRaiseTime = 0;
m_WeaponRaiseCompleted = false;
}
bool IsWeaponRaiseCompleted()
{
return m_WeaponRaiseCompleted;
}
DayZPlayerInventory GetDayZPlayerInventory()
{
DayZPlayerInventory inv = DayZPlayerInventory.Cast(GetInventory());
return inv;
}
override void OnInputForRemote(ParamsReadContext ctx)
{
int userDataType = 0;
if (!ctx.Read(userDataType))
{
Error("DayZPlayer: OnInputForRemote - cannot read input type");
return;
}
switch (userDataType)
{
case INPUT_UDT_WEAPON_REMOTE_EVENT:
GetDayZPlayerInventory().OnEventForRemoteWeapon(ctx);
break;
case INPUT_UDT_HAND_REMOTE_EVENT:
GetDayZPlayerInventory().OnHandEventForRemote(ctx);
break;
case INPUT_UDT_INVENTORY:
GetDayZPlayerInventory().OnInputUserDataForRemote(ctx);
break;
default:
Error("OnInputForRemote - unknown userDataType=" + userDataType);
break;
}
}
override void OnInputFromServer (ParamsReadContext ctx)
{
int userDataType = 0;
if (!ctx.Read(userDataType))
{
Error("DayZPlayer: OnInputFromServer - cannot read input type");
return;
}
switch (userDataType)
{
case INPUT_UDT_INVENTORY:
GetDayZPlayerInventory().OnServerInventoryCommand(ctx);
break;
default:
Error("OnInputFromServer - unknown userDataType=" + userDataType);
break;
}
}
void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client = false);
void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client = false, int param = 0);
void RequestSoundEventStop(EPlayerSoundEventID id, bool from_server_and_client = false, int param = EPlayerSoundEventParam.STOP_PLAYBACK);
protected void SendSoundEvent(EPlayerSoundEventID id);
protected void SendSoundEventEx(EPlayerSoundEventID id, int param = 0);
override void OnItemInHandsChanged()
{
//Print("inv: DayZPlayerImplement::OnItemInHandsChanged: "/* + GetEntityInHands()*/);
StopWeaponEvent();
GetItemAccessor().OnItemInHandsChanged();
if (!IsAlive())
{
//Print("inv: DayZPlayerImplement::OnItemInHandsChanged - human not alive! calling ResetWeaponInHands");
GetItemAccessor().ResetWeaponInHands();
}
HumanInventoryWithFSM.Cast(GetHumanInventory()).CheckFSMState();
}
WeaponManager GetWeaponManager() { return null; }
//-------------------------------------------------------------
//!
//! HandleWeapons
//!
void HandleWeapons(float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)
{
HumanCommandWeapons hcw = GetCommandModifier_Weapons();
GetDayZPlayerInventory().HandleWeaponEvents(pDt, pExitIronSights);
Weapon_Base weapon;
Class.CastTo(weapon, pInHands);
ItemOptics optic = weapon.GetAttachedOptics();
CheckLiftWeapon();
ProcessLiftWeapon();
GetMovementState(m_MovementState);
// obstruction
bool wantedLift = m_LiftWeapon_player;
bool currentLift = hcw.IsWeaponLifted();
if (wantedLift != currentLift)
{
hcw.LiftWeapon(wantedLift);
// Reset the velocity, cause at this point we might need to start moving in the opposite direction rather rapidly,
// to prevent the obstruction from smashing the player's head while lifting
m_fObstructionSmoothVelocity[0] = 0;
}
float wantedObstruction = m_ObstructWeapon_player;
float currentObstruction = hcw.GetWeaponObstruction();
if (wantedObstruction != currentObstruction)
{
// The following times are times chosen by observation; the following values produced
// consistent and relatively nicely looking results and were OK'd by the animators.
const float outTime = 0.150; // duration when smoothing hi -> lo
const float inTime = 0.010; // duration when smoothing lo -> hi
const float inTimeLift = 0.100; // duration when smoothing in during lift
float smoothTime;
if (wantedLift) // When lifting always transition rather quickly
{
wantedObstruction = 0.0;
smoothTime = inTimeLift;
}
else // Otherwise we can take our time based on the delta
{
float t = Math.Clamp(Math.AbsFloat(wantedObstruction-currentObstruction), 0, 1);
smoothTime = Math.Lerp(outTime, inTime, t);
}
// Do the interpolation and clamp to wanted value if the change is below certain threshold, to prevent uneccessary interpolation
m_fObstructionSmooth = Math.SmoothCD(m_fObstructionSmooth, wantedObstruction, m_fObstructionSmoothVelocity, smoothTime, 6.0, pDt);
if (Math.AbsFloat(m_fObstructionSmooth-wantedObstruction) < 0.0001)
{
m_fObstructionSmooth = wantedObstruction;
}
#ifdef DIAG_DEVELOPER
if (DiagMenu.GetValue(DiagMenuIDs.WEAPON_DISABLE_OBSTRUCTION_INTERPOLATION))
m_fObstructionSmooth = wantedObstruction;
#endif
hcw.ObstructWeapon(m_fObstructionSmooth);
#ifndef SERVER
#ifdef DIAG_DEVELOPER
PluginDiagMenuClient.GetWeaponLiftDiag().Data().SetInterpolation( inTime, inTimeLift, outTime, smoothTime, m_fObstructionSmooth, currentObstruction, wantedObstruction );
#endif
#endif
}
// !obstruction
// hold breath
if (pInputs.IsHoldBreath() && m_MovementState.IsRaised() && (IsInIronsights() || IsInOptics()))
{
m_IsTryingHoldBreath = true;
}
else
{
m_IsTryingHoldBreath = false;
}
if (pInputs.IsFireModeChange())
{
GetWeaponManager().SetNextMuzzleMode();
}
if (pInputs.IsZeroingUp())
{
if (optic && (optic.IsInOptics() || optic.IsUsingWeaponIronsightsOverride()))
{
optic.StepZeroingUp();
}
else
{
weapon.StepZeroingUpAllMuzzles();
}
}
if (pInputs.IsZeroingDown())
{
if (optic && (optic.IsInOptics() || optic.IsUsingWeaponIronsightsOverride()))
{
optic.StepZeroingDown();
}
else
{
weapon.StepZeroingDownAllMuzzles();
}
}
if (!m_LiftWeapon_player && (m_CameraIronsight || !weapon.CanEnterIronsights() || m_CameraOptics/*m_ForceHandleOptics*/)) // HACK straight to optics, if ironsights not allowed
{
if (optic)
HandleOptic(optic, false, pInputs, pExitIronSights);
}
if (!m_MovementState.IsRaised())
{
m_IsFireWeaponRaised = false; //legacy reasons
if (weapon && weapon.IsInOptics())
{
weapon.ExitOptics();
}
ResetWeaponRaiseProgress();
return; // if not raised => return
}
else
{
m_IsFireWeaponRaised = true; //legacy reasons
if (!IsWeaponRaiseCompleted())
{
m_WeaponRaiseTime += pDt;
}
if (m_WeaponRaiseTime >= PlayerConstants.WEAPON_RAISE_BLEND_DELAY)
{
CompleteWeaponRaise();
}
}
//! fire
if (GetWeaponManager().CanFire(weapon))
{
bool autofire = weapon.GetCurrentModeAutoFire(weapon.GetCurrentMuzzle()) && weapon.IsChamberEjectable(weapon.GetCurrentMuzzle());
int burst = weapon.GetCurrentModeBurstSize(weapon.GetCurrentMuzzle());
int burst_count = weapon.GetBurstCount();
if (!autofire && (burst < 2 || burst_count < 1))
{
if (pInputs.IsAttackButtonDown() && GetInputInterface().SyncedValue("UAWeaponMeleeAttack") == 0 && GetInputInterface().SyncedValue("UAHeavyMeleeAttack") == 0)
{
GetWeaponManager().Fire(weapon);
}
}
else if (autofire || burst > 1)
{
#ifdef DIAG_DEVELOPER
int burst_option = GetWeaponManager().GetBurstOption();
if (burst_option == 0)
{
#endif
if (pInputs.IsAttackButton() && GetInputInterface().SyncedValue("UAWeaponMeleeAttack") == 0 && GetInputInterface().SyncedValue("UAHeavyMeleeAttack") == 0)
{
if (autofire || burst_count < burst)
{
GetWeaponManager().Fire(weapon);
}
}
else
{
weapon.ResetBurstCount();
}
#ifdef DIAG_DEVELOPER
}
else if (burst_option == 1)
{
if (burst > 1 && burst_count == burst)
{
weapon.ResetBurstCount();
}
else if (burst > 1 && burst_count < burst)
{
GetWeaponManager().Fire(weapon);
}
else
{
//Autofire
if (pInputs.IsAttackButton())
{
GetWeaponManager().Fire(weapon);
}
}
}
#endif
}
}
#ifdef PLATFORM_CONSOLE
if (g_Game.GetInput().LocalRelease("UAFire", false) || m_ShouldReload)
{
if (!weapon.IsWaitingForActionFinish() && !IsFighting())
{
int muzzle_index = weapon.GetCurrentMuzzle();
if (weapon.IsChamberFiredOut(muzzle_index))
{
if (weapon.CanProcessWeaponEvents())
{
if (GetWeaponManager().CanEjectBullet(weapon))
{
GetWeaponManager().EjectBullet();
pExitIronSights = true;
m_ShouldReload = false;
}
}
}
}
else
{
m_ShouldReload = true;
}
}
#endif
}
void HandleOptic(notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics)
{
UAInterface input = GetInputInterface();
if (!input)
{
return;
}
Weapon_Base weapon;
int FOVcount;
bool controllerPressIn;
bool controllerPressOut;
if (input.SyncedPress_ID(UAZoomInOptics))
{
weapon = Weapon_Base.Cast(optic.GetHierarchyParent());
FOVcount = optic.GetStepFOVCount();
controllerPressIn = input.SyncedPress_ID(UAZoomInOpticsControllerHelper);
if (weapon && m_CameraIronsight && !m_CameraOptics)
{
SetIronsights(false);
SwitchOptics(optic,true);
optic.SetStepFOVIndex(0);
}
else if (m_CameraOptics)
{
if (controllerPressIn) //controller
{
if (!optic.StepFOVUp())
{
if (FOVcount > 0)
{
optic.SetStepFOVIndex(0); //loop to minimum magnification
}
if (weapon && weapon.CanEnterIronsights()) //loop into ironsights
{
SwitchOptics(optic,false);
SetIronsights(true);
}
}
}
else //m&k
{
optic.StepFOVUp();
}
}
}
if (input.SyncedPress_ID(UAZoomOutOptics))
{
weapon = Weapon_Base.Cast(optic.GetHierarchyParent());
FOVcount = optic.GetStepFOVCount();
controllerPressOut = input.SyncedPress_ID(UAZoomOutOpticsControllerHelper);
if (m_CameraOptics)
{
if (!optic.StepFOVDown())
{
if (controllerPressOut)
{
if (FOVcount > 0 && (!weapon || !weapon.CanEnterIronsights()))
{
optic.SetStepFOVIndex(FOVcount - 1); //loop to maximum magnification
}
}
if (weapon && weapon.CanEnterIronsights())
{
SwitchOptics(optic,false);
SetIronsights(true);
}
}
}
else if (controllerPressOut && weapon && m_CameraIronsight)
{
SwitchOptics(optic,true);
if (FOVcount > 0)
{
optic.SetStepFOVIndex(FOVcount - 1); //loop to maximum magnification
}
}
}
}
//-------------------------------------------------------------
//!
//! HandleDamageHit
//!
bool m_DamageHitFullbody = false;
int m_DamageHitAnimType = -1.0;
float m_DamageHitDir = 0.0;
float m_DamageHealth = 0.0;
const float HIT_INTERVAL_MIN = 0.3; // Minimum time in seconds before a COMMANDID_HIT to COMMANDID_HIT transition is allowed
float m_HitElapsedTime = HIT_INTERVAL_MIN;
bool IsInFullbodyDamageAnimation()
{
return (m_DamageHitFullbody && m_DamageHitAnimType != -1) || GetCommand_Damage() != null;
}
//! Must be ran at the start of CommandHandler before Jump is triggered
void EvaluateDamageHit(int pCurrentCommandID)
{
//! Reset damage hit to prevent animation from playing unnecessarily when it is already cancelled out
m_DamageHitAnimType = -1;
if (!m_SyncedHitDataArray || m_SyncedHitDataArray.Count() == 0)
{
return;
}
//evaluate all hit data
SyncHitInfo data;
SyncHitInfo greatest_hit;
int nSyncedHitDataArray = m_SyncedHitDataArray.Count();
for (int i = 0; i < nSyncedHitDataArray; ++i)
{
data = m_SyncedHitDataArray[i];
m_DamageHitDir = data.m_HitDir;
//client-side effects
#ifndef SERVER
if (IsAlive() && !IsUnconscious() && data.m_HasSource && g_Game.GetMission().GetHud() && g_Game.GetPlayer() == this) //only for controlled players
{
m_DamageHealth = data.m_HealthDamage;
if (m_DamageHealth > 0.0)
{
float rel = m_DamageHealth / (GetMaxHealth("","Health") * PlayerConstants.HEAVY_HIT_THRESHOLD);
g_Game.GetMission().GetHud().SpawnHitDirEffect(this,m_DamageHitDir,rel);
}
}
#endif
if (!greatest_hit)
{
greatest_hit = data;
}
//else if (data.m_HealthDamage > greatest_hit.m_HealthDamage || (data.m_Fullbody && !greatest_hit.m_Fullbody)) //TODO - revisit cumulative calculation for animation evaluation purposes (stagger on shotgun to the chest)
else if (data.m_Fullbody) //temporary solution; last fullbody hit is used for animation purposes, some light hit otherwise
{
greatest_hit = data;
}
}
m_SyncedHitDataArray.Clear();
m_DamageHealth = 0.0;
//! ignore hit impacts in prone (for now)
if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE || IsUnconscious())
{
return;
}
//general effects
m_DamageHitFullbody = greatest_hit.m_Fullbody;
m_DamageHitAnimType = greatest_hit.m_AnimType;
m_DamageHitDir = greatest_hit.m_HitDir;
}
bool HandleDamageHit(int pCurrentCommandID)
{
// Update elapsed time since hit first
if ( pCurrentCommandID == DayZPlayerConstants.COMMANDID_DAMAGE )
{
// Throttle heavy hit command up to a fixed rate
if ( m_HitElapsedTime < HIT_INTERVAL_MIN )
{
m_HitElapsedTime += m_dT;
ResetDamageHitState(false);
return false;
}
}
// If transportcache is not null, player is unconscious inside of a car and should not head into a damage command
if (m_DamageHitAnimType != -1 && m_TransportCache == null && !CommitedSuicide())
{
HumanCommandVehicle vehCommand = GetCommand_Vehicle();
if (m_DamageHitFullbody && (!vehCommand || vehCommand.IsGettingIn() || vehCommand.IsGettingOut()))
{
StartCommand_Damage(m_DamageHitAnimType, m_DamageHitDir);
ResetDamageHitState(true);
return true;
}
else
{
AddCommandModifier_Damage(m_DamageHitAnimType, m_DamageHitDir);
ResetDamageHitState(false);
return false;
}
}
return pCurrentCommandID == DayZPlayerConstants.COMMANDID_DAMAGE;
}
void ResetDamageHitState(bool resetTimer)
{
m_DamageHitAnimType = -1;
m_DamageHitFullbody = false;
if (resetTimer)
{
m_HitElapsedTime = 0;
}
}
//! selects animation type and direction based on damage system data
bool EvaluateDeathAnimation(int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)
{
bool doPhxImpulse = g_Game.ConfigGetInt("cfgAmmo " + pAmmoType + " doPhxImpulse") > 0;
pAnimType = DayZPlayerConstants.DEATH_DEFAULT;
if (doPhxImpulse)
pAnimType = DayZPlayerConstants.DEATH_FAST;
//! direction
vector targetDirection = GetDirection();
vector toSourceDirection = (pSource.GetPosition() - GetPosition());
targetDirection[1] = 0;
toSourceDirection[1] = 0;
targetDirection.Normalize();
toSourceDirection.Normalize();
float cosFi = vector.Dot(targetDirection, toSourceDirection);
vector cross = targetDirection * toSourceDirection;
pAnimHitDir = Math.Acos(cosFi) * Math.RAD2DEG;
if (cross[1] < 0)
pAnimHitDir = -pAnimHitDir;
return true;
}
//! selects animation type and direction based on damage system data
bool EvaluateDamageHitAnimation(TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody)
{
int invertHitDir = 0; //Used to flip the heavy hit animation direction
pAnimType = 0;
pAnimHitFullbody = false; // additive anm
GetMovementState(m_MovementState);
switch (pDamageType)
{
case DamageType.CLOSE_COMBAT:
//! impact from infected attack will be light only
if (pSource.IsInherited(DayZInfected))
break;
pAnimType = g_Game.ConfigGetInt("cfgAmmo " + pAmmoType + " hitAnimation");
invertHitDir = g_Game.ConfigGetInt("cfgAmmo " + pAmmoType + " invertHitDir");
if (!IsUnconscious() && pAnimType == 1 && !m_MeleeFightLogic.IsInBlock())
pAnimHitFullbody = true;
break;
case DamageType.FIRE_ARM:
int impactBehaviour = 0;
if (!IsUnconscious() && GetHealth("", "Shock") > 25)
{
//! play full body when these coponents were hit
if (pComponent == "Torso" || pComponent == "Head")
{
impactBehaviour = g_Game.ConfigGetInt("cfgAmmo " + pAmmoType + " impactBehaviour");
float fireDamage = pDamageResult.GetHighestDamage("Health");
float shockDamage = pDamageResult.GetHighestDamage("Shock");
if ((fireDamage > 80.0 || shockDamage > 40.0) && impactBehaviour == 1)
pAnimHitFullbody = true;
}
}
break;
case DamageType.EXPLOSION:
break;
case DamageType.CUSTOM:
pAnimType = g_Game.ConfigGetInt("cfgAmmo " + pAmmoType + " hitAnimation");
if (pAnimType == 1)
pAnimHitFullbody = true;
else if (pAmmoType != "HeatDamage" || IsSwimming() || IsInVehicle())
return false; //! skip evaluation of dmg hit animation
break;
}
//! direction
vector targetDirection = GetDirection();
vector toSourceDirection = (pSource.GetPosition() - GetPosition());
targetDirection[1] = 0;
toSourceDirection[1] = 0;
targetDirection.Normalize();
toSourceDirection.Normalize();
float cosFi = vector.Dot(targetDirection, toSourceDirection);
vector cross = targetDirection * toSourceDirection;
pAnimHitDir = Math.Acos(cosFi) * Math.RAD2DEG;
// We will invert direction of the hit
if (invertHitDir > 0)
pAnimHitDir -= 180;
if (cross[1] < 0)
pAnimHitDir = -pAnimHitDir;
return true;
}
//! event from damage system
override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
{
super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef);
m_TransportHitRegistered = false;
if (!IsAlive())
{
int animTypeDeath;
float animHitDirDeath;
if (EvaluateDeathAnimation(damageType, source, ammo, animTypeDeath, animHitDirDeath))
{
SendDeathJuncture(animTypeDeath, animHitDirDeath);
}
if (!m_DeathSyncSent) //checked until the death is evaluated by 'OnCommandHandlerTick' higher up the road
{
Man killer = source.GetHierarchyRootPlayer();
if (!m_KillerData) //only one player is considered killer in the event of crossfire
{
m_KillerData = new KillerData();
m_KillerData.m_Killer = killer;
m_KillerData.m_MurderWeapon = source;
}
if (killer && killer.IsPlayer())
{
// was player killed by headshot?
if (dmgZone == "Brain")
{
m_KilledByHeadshot = true;
if (m_KillerData.m_Killer == killer)
m_KillerData.m_KillerHiTheBrain = true;
}
}
}
}
else
{
int animType;
float animHitDir;
bool animHitFullbody;
if (EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
DayZPlayerSyncJunctures.SendDamageHitEx(this, animType, animHitDir, animHitFullbody, damageResult, damageType, source, dmgZone, ammo, modelPos);
else
{
bool skipSoundRequest = false;
if (damageType == DamageType.CUSTOM && GetCommand_Fall())
skipSoundRequest = GetFallDamage().GetLandType() < HumanCommandFall.LANDTYPE_MEDIUM;
if (!skipSoundRequest)
RequestSoundEvent(EPlayerSoundEventID.TAKING_DMG_LIGHT);
}
}
// interupt melee for non-blocked hit or heavy hit
if (animHitFullbody)
{
HumanCommandMelee2 hcm = GetCommand_Melee2();
if (hcm)
hcm.Cancel();
}
}
//-------------------------------------------------------------
//!
//! This HeadingModel
//!
float m_fLastHeadingDiff = 0;
//! is replayed after correction when 'NetworkRewindType.REPLAY' is used
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
{
if (!IsAlive())
{
return false;
}
GetMovementState(m_MovementState);
//! on ladder - do nothing
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_LADDER)
{
m_fLastHeadingDiff = 0;
return false;
}
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_VEHICLE)
{
HumanCommandVehicle hmv = GetCommand_Vehicle();
if (hmv.IsGettingOut() || hmv.IsGettingIn())
{
return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
}
m_fLastHeadingDiff = 0;
return false;
}
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
{
HumanCommandUnconscious hcu = GetCommand_Unconscious();
if (!hcu.IsWakingUp())
{
m_fLastHeadingDiff = 0;
//pModel.m_iCamMode = DayZPlayerConstants.CAMERAMODE_HEAD;
return false;
}
}
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_CLIMB)
{
m_fLastHeadingDiff = 0;
return false;
}
#ifdef DEVELOPER
int actMenuValue = DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_TURNSLIDE);
if (actMenuValue != 0)
{
//! this clamps heading
return DayZPlayerImplementHeading.ClampHeading(pDt, pModel, m_fLastHeadingDiff);
}
#endif
if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
{
m_fLastHeadingDiff = 0;
return false;
}
//! if it's standing from prone on back
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_MOVE)
{
HumanCommandMove hcm = GetCommand_Move();
if (hcm.IsStandingFromBack())
{
m_fLastHeadingDiff = 0;
return false;
}
}
HumanItemAccessor hia = GetItemAccessor();
HumanItemBehaviorCfg hibcfg = hia.GetItemInHandsBehaviourCfg();
if (hibcfg && hibcfg.m_StanceRotation[m_MovementState.m_iStanceIdx] == DayZPlayerConstants.ROTATION_DISABLE)
{
return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
}
if (IsUnconscious() || (GetCommand_Move() && GetCommand_Move().IsLeavingUncon()))
{
return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
}
return DayZPlayerImplementHeading.RotateOrient(pDt, pModel, m_fLastHeadingDiff);
}
//-------------------------------------------------------------
//!
//! This Aiming Model
//!
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
{
GetMovementState(m_MovementState);
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_MELEE2)
{
HumanCommandMelee2 hcm = GetCommand_Melee2();
if (hcm.IsFinisher())
{
if (!m_AimingFinisherStarted)
{
m_AimingModel.OnFinisherBegin(pModel.m_fCurrentAimY);
m_AimingFinisherStarted = true;
}
m_AimingModel.ProcessStealthFilters(pDt, pModel);
}
return true;
}
if (m_MovementState.IsRaised())
{
if (!m_RaiseStarted)
{
m_AimingModel.OnRaiseBegin(this);
m_RaiseStarted = true;
}
m_AimingModel.ProcessAimFilters(pDt, pModel, m_MovementState.m_iStanceIdx);
return true;
}
m_RaiseStarted = false;
m_AimingFinisherStarted = false;
return true;
}
//-------------------------------------------------------------
//!
//! Jump / Climb
//!
//!
bool ProcessJumpOrClimb(float pDt, int pCurrentCommandID)
{
HumanInputController hic = GetInputController();
if (!hic || !hic.IsJumpClimb())
{
return false;
}
m_JumpClimb.JumpOrClimb();
if (!m_JumpClimb.WasSuccessful())
{
return false;
}
return true;
}
//!
bool CanJump()
{
if (IsFBSymptomPlaying() || IsRestrained() || IsUnconscious() || IsInFBEmoteState())
return false;
if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
return false;
if (IsRaised() && GetInputInterface().SyncedPress("UAGetOverControllerHelper")) //no raised jump on cotroller
{
return false;
}
HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
if (!hibcfg.m_bJumpAllowed)
return false;
if (!DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_ERECT) || !DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_RAISEDERECT))
return false;
HumanCommandMove hcm = GetCommand_Move();
if (hcm)
{
if (hcm.IsChangingStance())
return false;
}
HumanCommandSwim hcs = GetCommand_Swim();
if (hcs)
{
return false;
}
return true;
}
bool CanClimb(int climbType, SHumanCommandClimbResult climbRes)
{
if (IsFBSymptomPlaying() || IsRestrained() || IsUnconscious() || IsInFBEmoteState() || GetCommand_Action() || GetCommandModifier_Action())
return false;
if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
return false;
if (IsRaised() && GetInputInterface().SyncedPress("UAGetOverControllerHelper")) //no raised climb on cotroller
{
return false;
}
HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
if (!hibcfg.m_bJumpAllowed)
return false;
if (climbRes)
{
EntityAI entity;
if (Class.CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
return false;
if (Class.CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
return false;
if (Class.CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
return false;
}
return true;
}
void OnJumpStart()
{
}
void OnJumpEnd(int pLandType = 0)
{
}
void StopHandEvent()
{
GetDayZPlayerInventory().CancelHandEvent();
}
void StopWeaponEvent()
{
GetDayZPlayerInventory().CancelWeaponEvent();
}
void AbortWeaponEvent()
{
GetDayZPlayerInventory().AbortWeaponEvent();
}
// Please on't depend on this, we will eventually hopefully remove this
void SyncDeferredEventToRemotes()
{
GetDayZPlayerInventory().SyncDeferredEventToRemotes();
}
//-------------------------------------------------------------
//!
//! This is main command logic
//!
void HandleADS()
{
if (!IsAlive())
{
if (m_CameraIronsight || m_CameraOptics)
{
ExitSights();
}
return;
}
bool bADSToggle = false;
bool exitSights = false;
HumanInputController hic = GetInputController();
HumanItemAccessor hia = GetItemAccessor();
HumanCommandWeapons hcw = GetCommandModifier_Weapons();
PlayerBase playerPB = PlayerBase.Cast(this);
GetMovementState(m_MovementState);
if (playerPB.IsRolling())
{
exitSights = true;
}
bool isItemInHandsWeapon = hia.IsItemInHandsWeapon();
if (m_ResetADS || (!isItemInHandsWeapon && hic.WeaponADS()))
{
hic.ResetADS();
m_ResetADS = false;
}
if (!m_MovementState.IsRaised() || m_LiftWeapon_player)
{
ResetWeaponRaiseProgress();
exitSights = true;
}
else
{
bool isWeaponADS = hic.WeaponADS();
if (m_bADS != isWeaponADS)
{
m_bADS = isWeaponADS;
bADSToggle = true;
}
if (m_bADS && !m_CameraIronsight && !m_CameraOptics)
{
//!artificial Auto-ADS delay
if (!IsWeaponRaiseCompleted())
{
bADSToggle = false;
exitSights = true;
}
else
{
bADSToggle = true;
}
}
}
if (bADSToggle && !GetCommand_Melee2() && !GetThrowing().IsThrowingModeEnabled())
{
if (hia.IsItemInHandsWeapon() && playerPB.GetWeaponManager() && !playerPB.GetWeaponManager().IsRunning())
{
Weapon_Base weapon = Weapon_Base.Cast(GetEntityInHands());
ItemOptics optic = weapon.GetAttachedOptics();
bool switchToADS = false;
bool canUseIronsights = weapon.CanEnterIronsights();
bool canUseOptics = optic != NULL;
if (canUseIronsights || canUseOptics)
switchToADS = m_bADS;
// go to ironsights - disable ironsights when
//! if !raised
//! if sprinting
if (!m_MovementState.IsRaised() || m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
{
switchToADS = false;
}
// fixes camera switching during item transitions
if (IsLiftWeapon() || IsWeaponObstructionBlockingADS() || !IsRaised() || GetDayZPlayerInventory().IsProcessing() || !IsWeaponRaiseCompleted() || IsFighting())
{
exitSights = true;
}
else if (switchToADS) // enter ironsights or optics
{
// filter by usability
if (weapon.GetWasIronSight() && !canUseIronsights)
{
weapon.SetWasIronSight(false);
}
else if (!weapon.GetWasIronSight() && !canUseOptics)
{
weapon.SetWasIronSight(true);
}
if (weapon.GetWasIronSight())
{
SwitchOptics(optic,false);
SetIronsights(true);
}
else if (!weapon.GetWasIronSight() || (!canUseIronsights && canUseOptics))
{
SetIronsights(false);
SwitchOptics(optic,true);
}
else
{
exitSights = true;
}
if (hcw && (m_CameraOptics/* || m_CameraIronsight*/))
{
hcw.SetADS(true);
}
}
else
{
exitSights = true;
}
}
}
// leave ironsight and/ or optics
if (exitSights && !IsHandheldOpticsInUse() && (m_CameraIronsight || m_CameraOptics) || GetCommand_Melee2())
{
ExitSights();
}
}
void HandleView()
{
if (!IsAlive())
{
if (m_CameraIronsight || m_CameraOptics)
{
ExitSights();
}
return;
}
HumanInputController hic = GetInputController();
bool camChange = hic.CameraViewChanged();
if (IsRaised())
{
if (m_IsWeapon)
{
camChange = false;
}
}
//! 3rd person camera
if (g_Game.GetWorld().Is3rdPersonDisabled())
{
m_Camera3rdPerson = false;
}
else if (camChange)
{
m_Camera3rdPerson = !m_Camera3rdPerson;
}
// exits optics completely, comment to return to ADS
if ((m_LiftWeapon_player || IsWeaponObstructionBlockingADS()) && (m_CameraOptics || m_CameraIronsight))
ExitSights();
if (IsPlayerInStance(DayZPlayerConstants.STANCEMASK_RAISEDPRONE) && (m_CameraOptics || m_CameraIronsight))
{
SetVerticalMinimumAimLimit(DayZPlayerCameraIronsights.CONST_UD_MIN_BACK);
m_CameraOpticsAimOverride = true;
}
else if (m_CameraOpticsAimOverride)
{
SetVerticalMinimumAimLimit(DayZPlayerCameraIronsights.CONST_UD_MIN);
m_CameraOpticsAimOverride = false;
}
if (hic.IsZoomToggle() && !m_MovementState.IsRaised())
{
m_CameraEyeZoomLevel = ECameraZoomType.NORMAL;
if ((IsClimbingLadder() && Math.AbsInt(m_MovementState.m_iMovement) == 2) || (IsSwimming() && m_MovementState.m_iMovement == 3))
{
m_CameraEyeZoomLevel = ECameraZoomType.SHALLOW;
}
else if (!IsClimbingLadder() && !IsSwimming() && !IsInVehicle())
{
float pSpeed;
vector pLocalDirection;
hic.GetMovement(pSpeed ,pLocalDirection);
if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_ERECT && pSpeed == 3)
{
m_CameraEyeZoomLevel = ECameraZoomType.SHALLOW;
}
}
}
else
{
m_CameraEyeZoomLevel = ECameraZoomType.NONE;
}
if (m_MovementState.IsRaisedInProne())
{
float headingAngle = MiscGameplayFunctions.GetHeadingAngle(this);
float headingAngleDiffBlock = Math.AbsFloat(m_LastHeadingAngleBlock - headingAngle);
float headingAngleDiffBlock2 = Math.AbsFloat(m_LastHeadingAngleBlock2 - headingAngle);
float headingAngleDiff = 0.0;
if (m_LastHeadingAngle * headingAngle < 0.0)
{
headingAngleDiff = Math.AbsFloat(m_LastHeadingAngle + headingAngle);
}
else
{
headingAngleDiff = Math.AbsFloat(m_LastHeadingAngle - headingAngle);
}
if (headingAngleDiff > 0.2)
{
int time = g_Game.GetTime();
float timefilterconstant = 400 - (headingAngleDiff * 100);
if (headingAngleDiffBlock > 0.8 && time - m_LastBackSoundTime > timefilterconstant)
{
float volume = headingAngleDiff / 0.5;
if (volume > 1)
{
volume = 1;
}
if (volume < 0.25)
{
volume = 0.25;
}
m_SoundOffset = headingAngleDiff / 2;
if (m_SoundOffset > 0.25)
{
m_SoundOffset = 0.25;
}
string soundSetName = "Cloth_Body_longmove_TShirt_Soundset";
string bodyClothName = "";
EntityAI attachment = GetInventory().FindAttachment(InventorySlots.BODY);
if (attachment)
{
bodyClothName = attachment.GetAttachmentSoundType();
}
if (bodyClothName != "")
{
string path = "CfgSoundTables CfgAttachmentSoundTables Cloth_Body_Longmove_LookupTable";
int soundCount = g_Game.ConfigGetChildrenCount(path);
for (int i = 0; i < soundCount; i++)
{
string name = "";
g_Game.ConfigGetChildName(path, i, name);
if (name == bodyClothName)
{
TStringArray stringArray = new TStringArray();
g_Game.ConfigGetTextArray(path + " " + name + " soundSets", stringArray);
soundSetName = stringArray.Get(0);
delete stringArray;
}
}
}
SoundParams soundParams = new SoundParams(soundSetName);
SoundObjectBuilder soundObjectBuilder = new SoundObjectBuilder(soundParams);
if (soundObjectBuilder != NULL)
{
SoundObject soundObject = soundObjectBuilder.BuildSoundObject();
if (soundObject != NULL)
{
soundObject.SetPosition(GetPosition());
AbstractWave wave = g_Game.GetSoundScene().Play3D(soundObject, soundObjectBuilder);
wave.SetStartOffset(m_SoundOffset);
wave.SetVolumeRelative(volume);
m_LastBackSoundTime = g_Game.GetTime();
m_LastHeadingAngleBlock = headingAngle;
}
}
}
if (headingAngleDiffBlock2 > 1.5 && time - m_LastBackSoundTime2 > (timefilterconstant * 2))
{
float volume2 = headingAngleDiff * 2;
if (volume2 > 1)
{
volume2 = 1;
}
m_SoundOffset = headingAngleDiff / 1.8;
if (m_SoundOffset < 0.1)
{
m_SoundOffset = 0.1;
}
if (m_SoundOffset > 0.3)
{
m_SoundOffset = 0.3;
}
string soundSetName2 = "walkProne_noHS_asphalt_ext_Char_SoundSet";
string surfaceType = GetSurfaceType();
if (surfaceType != "")
{
string movementSurfaceType = "walkProne_" + surfaceType;
string path2 = "CfgSoundTables CfgStepSoundTables walkProne_noHS_Char_LookupTable";
int soundCount2 = g_Game.ConfigGetChildrenCount(path2);
for (int i2 = 0; i2 < soundCount2; i2++)
{
string name2 = "";
g_Game.ConfigGetChildName(path2, i2, name2);
if (name2 == movementSurfaceType)
{
TStringArray stringArray2 = new TStringArray();
g_Game.ConfigGetTextArray(path2 + " " + name2 + " soundSets", stringArray2);
soundSetName2 = stringArray2.Get(0);
delete stringArray2;
}
}
}
SoundParams soundParams2 = new SoundParams(soundSetName2);
SoundObjectBuilder soundObjectBuilder2 = new SoundObjectBuilder(soundParams2);
if (soundObjectBuilder2 != NULL)
{
SoundObject soundObject2 = soundObjectBuilder2.BuildSoundObject();
if (soundObject2 != NULL)
{
soundObject2.SetPosition(GetPosition());
AbstractWave wave2 = g_Game.GetSoundScene().Play3D(soundObject2, soundObjectBuilder2);
wave2.SetStartOffset(m_SoundOffset);
wave2.SetVolumeRelative(volume2);
m_LastBackSoundTime2 = g_Game.GetTime();
m_LastHeadingAngleBlock2 = headingAngle;
}
}
}
m_LastHeadingAngle = headingAngle;
}
}
}
float m_LastHeadingAngleBlock;
float m_LastHeadingAngleBlock2;
float m_LastHeadingAngle;
int m_LastBackSoundTime;
int m_LastBackSoundTime2;
float m_SoundOffset;
//-------------------------------------------------------------
//!
//! ModOverrides
//!
// these functions are for modded overide in script command mods
bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
return false;
}
bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
return false;
}
bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
return false;
}
//-------------------------------------------------------------
//!
//! This is main command logic
//!
//!
override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
m_dT = pDt;
vector playerPosition = PhysicsGetPositionWS();
GetDayZPlayerInventory().HandleInventory(pDt);
GetHumanInventory().Update(pDt);
if (ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished))
{
return;
}
HumanInputController hic = GetInputController();
EntityAI entityInHands = GetEntityInHands();
GetMovementState(m_MovementState);
bool isRaisedNow = m_MovementState.IsRaised();
bool isWeapon = entityInHands && entityInHands.IsInherited(Weapon);
bool updateAimingMdfr = false;
if (isWeapon != m_IsWeapon)
{
m_IsWeapon = isWeapon;
updateAimingMdfr = true;
}
if (isRaisedNow != m_IsRaised)
{
updateAimingMdfr = true;
m_IsRaised = m_MovementState.IsRaised();
}
if (updateAimingMdfr)
{
if (isRaisedNow && isWeapon)
GetUApi().ActivateModificator("aiming");
else
GetUApi().DeactivateModificator("aiming");
}
// handle ADS ironsights/optics transition logic
HandleADS();
// handle weapons
if (hic)
{
ItemOptics opticInHands = ItemOptics.Cast(entityInHands);
if (isWeapon && (!m_ProcessFirearmMeleeHit || !m_ContinueFirearmMelee))
{
m_ProcessFirearmMeleeHit = false;
bool exitIronSights = false;
HandleWeapons(pDt, entityInHands, hic, exitIronSights);
}
else if (IsHandheldOpticsInUse() && m_CameraOptics && opticInHands)
{
bool exitOptic = false;
HandleOptic(opticInHands, true, hic, exitOptic);
}
}
//! handle all Camera changes, switch + zoom
HandleView();
if (m_MovementState.m_iMovement != m_MovementState.m_LocalMovement)
{
OnMovementChanged();
m_MovementState.m_LocalMovement = m_MovementState.m_iMovement;
}
//! handle death with high priority
if (HandleDeath(pCurrentCommandID))
{
return;
}
//! check for water depth while getting out and start swimming if necessary
//! this also handles the last frame of the vehicle command hence it doens't need separate check on pCurrentCommandFinished
if ( pCurrentCommandID == DayZPlayerConstants.COMMANDID_VEHICLE )
{
HumanCommandVehicle cmdVehicle = GetCommand_Vehicle();
if ( cmdVehicle && cmdVehicle.IsGettingOut() )
{
vector waterLevel;
if ( m_Swimming.CheckSwimmingStart( waterLevel ) )
{
// not all the events may have been called as getting out could have occurred while under water
cmdVehicle.ProcessLeaveEvents();
StartCommand_Swim();
return;
}
}
}
//! handle finished commands
if (pCurrentCommandFinished)
{
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
{
if ((m_LastCommandBeforeUnconscious == DayZPlayerConstants.COMMANDID_VEHICLE) && (m_TransportCache != null))
{
int crew_index = m_TransportCache.CrewMemberIndex(this);
int seat = m_TransportCache.GetSeatAnimationType(crew_index);
StartCommand_Vehicle(m_TransportCache, crew_index, seat, true);
m_TransportCache = null;
return;
}
}
// start moving
// start falling ? (could happen after climbing)
if (PhysicsIsFalling(true))
{
StartCommand_Fall(0);
SetFallYDiff(playerPosition[1]);
return;
}
//! default behaviour after finish is to start move
if (m_Swimming.m_bWasSwimming)
{
StartCommand_Swim();
return;
}
StartCommand_Move();
if (entityInHands)
ForceStandUpForHeavyItems(entityInHands);
return;
}
//--------------------------------------------
//! debug test script command !PSOVIS
if (ModCommandHandlerInside(pDt, pCurrentCommandID, pCurrentCommandFinished))
{
return;
}
//--------------------------------------------
// vehicle handling
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_VEHICLE)
{
HumanCommandVehicle hcv = GetCommand_Vehicle();
if (hcv.WasGearChange())
{
GearChangeActionCallback cb = GearChangeActionCallback.Cast(AddCommandModifier_Action(DayZPlayerConstants.CMD_ACTIONMOD_SHIFTGEAR, GearChangeActionCallback));
cb.SetVehicleCommand(hcv);
}
return;
}
//! Sprint attack limiting - player has to be in full sprint for at least 0.5s
//--------------------------------------------
HumanCommandMove hcm = GetCommand_Move();
if (hcm && m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT && hcm.GetCurrentMovementSpeed() > 2.99)
{
m_SprintedTime += pDt;
if (m_SprintedTime > m_SprintedTimePerStanceMin)
{
m_SprintFull = true;
m_SprintedTimePerStanceMin = PlayerConstants.FULL_SPRINT_DELAY_DEFAULT;
}
else
m_SprintFull = false;
}
else
{
m_SprintedTime = 0.0;
m_SprintFull = false;
}
//--------------------------------------------
// swimming handling
if (m_Swimming.HandleSwimming(pCurrentCommandID, hcm, m_MovementState))
{
if (ProcessJumpOrClimb(pDt, pCurrentCommandID))
{
return;
}
m_JumpClimb.CheckAndFinishJump();
return;
}
//--------------------------------------------
// ladder handling
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_LADDER)
{
OnLadder(pDt, m_MovementState);
return;
}
//--------------------------------------------
// climb handling
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_CLIMB)
{
return;
}
//--------------------------------------------
// fall handling
if (IsAlreadyInFallingCommand(pCurrentCommandID))
{
if (IsLanded(pCurrentCommandID))
{
DayZPlayerType type = GetDayZPlayerType();
NoiseParams npar;
FallDamageData fallDamageData = new FallDamageData();
fallDamageData.m_Height = m_FallYDiff - playerPosition[1];
// land
if (fallDamageData.m_Height < 0.5)
{
fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_NONE;
OnLand(pCurrentCommandID, fallDamageData);
npar = type.GetNoiseParamsLandLight();
AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
else if (fallDamageData.m_Height < 3.0)
{
if (m_MovementState.IsInProne() || m_MovementState.IsInRaisedProne())
fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_NONE;
else
fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_LIGHT;
OnLand(pCurrentCommandID, fallDamageData);
npar = type.GetNoiseParamsLandLight();
AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
else if (fallDamageData.m_Height < 5.0)
{
fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_MEDIUM;
OnLand(pCurrentCommandID, fallDamageData);
npar = type.GetNoiseParamsLandHeavy();
AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
else
{
fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_HEAVY;
OnLand(pCurrentCommandID, fallDamageData);
npar = type.GetNoiseParamsLandHeavy();
AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
if (fallDamageData.m_Height >= DayZPlayerImplementFallDamage.HEALTH_HEIGHT_LOW && GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
{
OnPlayerRecievedHit();
}
m_FallDamage.HandleFallDamage(fallDamageData);
m_JumpClimb.CheckAndFinishJump(fallDamageData.m_LandType);
}
//! If we are not in fall command then something else is currently running and we can safely continue here, otherwise terminate here
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL)
{
return;
}
}
else if (PhysicsIsFalling(false))
{
// Not in a falling command but the controller is falling, start default fall
StartCommand_Fall(0);
SetFallYDiff(playerPosition[1]);
return;
}
//--------------------------------------------
// handle jumping
#ifndef NO_GUI
#ifdef DEVELOPER
//! enable this later for everything
if (DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_ENABLEJUMP))
{
SHumanCommandClimbSettings hcls = GetDayZPlayerType().CommandClimbSettingsW();
if (m_MovementState.m_iMovement != DayZPlayerConstants.MOVEMENTIDX_IDLE)
hcls.m_fFwMaxDistance = 3;
else
hcls.m_fFwMaxDistance = 1.2;
SHumanCommandClimbResult ret;
//! debug draw climb heuristics
HumanCommandClimb.DoClimbTest(this, ret, 0x3);
}
#endif
#endif
// start jump
if (ProcessJumpOrClimb(pDt, pCurrentCommandID))
{
return;
}
HumanCommandAdditives ad = GetCommandModifier_Additives();
bool force = false;
#ifndef NO_GUI
#ifdef DEVELOPER
//! force speaking for debug
force = DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_ENABLETALKING);
#endif
#endif
float amplitude = IsPlayerSpeaking();
if (amplitude > 0.1 || force)
{
if (ad)
ad.SetTalking(true);
// add noises on server
if (g_Game.IsServer())
{
int now = g_Game.GetTime();
if (now >= m_NextVoNNoiseTime)
{
m_NextVoNNoiseTime = now + 1000;
int voiceLevel = g_Game.GetVoiceLevel(this);
DayZPlayerType pt = GetDayZPlayerType();
// add noise every second while talking
NoiseParams vonpar;
switch (voiceLevel)
{
case VoiceLevelWhisper:
vonpar = pt.GetNoiseParamsWhisper();
break;
case VoiceLevelTalk:
vonpar = pt.GetNoiseParamsTalk();
break;
case VoiceLevelShout:
vonpar = pt.GetNoiseParamsShout();
break;
}
AddNoise(vonpar, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
}
}
else
{
if (ad)
ad.SetTalking(false);
}
//--------------------------------------------
// anything whats handled by InputController
//!
if (hic)
{
//! throwing handling
HumanCommandWeapons hcw = GetCommandModifier_Weapons();
m_Throwing.HandleThrowing(hic, hcw, entityInHands, pDt);
//! melee
if (m_MeleeFightLogic.CanFight())
{
if (m_MeleeFightLogic.HandleFightLogic(pCurrentCommandID, hic, entityInHands, m_MovementState, m_ContinueFirearmMelee))
{
m_ProcessFirearmMeleeHit = isWeapon && (hic.IsMeleeWeaponAttack() || m_ProcessFirearmMeleeHit) || m_ContinueFirearmMelee;
return;
}
}
}
//!
if (ModCommandHandlerAfter(pDt, pCurrentCommandID, pCurrentCommandFinished))
{
return;
}
}
void HideClothing(ItemOptics optic, bool state) {}
//-------------------------------------------------------------
//!
//! This is Debug functionality
//!
float m_TestDamageCounter = -1; //! VKOSTIK - tady dat 0 misto -1
float m_DebugDirectionVal = -180;
bool m_DebugTypeVal = false;
int m_DebugWeaponChangeStage = 0;
string m_DebugWeaponChangeItem;
int m_DebugWeaponChangeShowSlot;
//!
void CommandHandlerDebug(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
{
if (GetPluginManager())
{
PluginDayzPlayerDebug playerDebug = PluginDayzPlayerDebug.Cast(GetPluginManager().GetPluginByType(PluginDayzPlayerDebug));
if (playerDebug)
{
playerDebug.CommandHandler();
//! debug handling of adding commands
if (m_DebugWeaponChangeStage == 0)
{
// debug weapon change
int hideSlot;
if (playerDebug.IsWeaponChange(m_DebugWeaponChangeItem, hideSlot, m_DebugWeaponChangeShowSlot))
{
//Print("Change Weapon started: " + m_DebugWeaponChangeItem + "," + hideSlot.ToString() + "," + m_DebugWeaponChangeShowSlot.ToString());
HumanCommandWeapons w = GetCommandModifier_Weapons();
w.StartAction(WeaponActions.HIDE, hideSlot);
m_DebugWeaponChangeStage = 1;
}
}
else if (m_DebugWeaponChangeStage == 1)
{
// wait for weapon hide to meet event
HumanCommandWeapons w2 = GetCommandModifier_Weapons();
if (w2 && w2.GetRunningAction() == WeaponActions.HIDE)
{
if (w2.IsEvent() == WeaponEvents.CHANGE_HIDE)
{
//! set item in hands
//Print("Change Weapon - hidden: ");
//! fuj
PlayerBase player = PlayerBase.Cast(this);
EntityAI item_in_hands = player.GetEntityInHands();
if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) && g_Game.GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
{
player.PredictiveDropEntity(item_in_hands);
}
if (m_DebugWeaponChangeItem != "")
{
InventoryLocation dst = new InventoryLocation;
dst.SetHands(this, NULL);
EntityAI item = SpawnEntity(m_DebugWeaponChangeItem, dst,ECE_IN_INVENTORY,RF_DEFAULT);
}
//! start show
w2.StartAction(WeaponActions.SHOW, 3);
m_DebugWeaponChangeStage = 2;
}
}
}
else if (m_DebugWeaponChangeStage == 2)
{
HumanCommandWeapons w3 = GetCommandModifier_Weapons();
if (w3 && w3.IsActionFinished())
{
m_DebugWeaponChangeStage = 0;
}
}
}
}
//! damage test
if (m_TestDamageCounter >= 0)
{
if (m_TestDamageCounter > 3)
{
m_DebugDirectionVal = m_DebugDirectionVal + 90;
m_TestDamageCounter = 0;
if (m_DebugDirectionVal > 90)
{
m_DebugDirectionVal = -180;
m_DebugTypeVal = !m_DebugTypeVal;
}
if (m_DebugTypeVal)
{
AddCommandModifier_Damage(0, m_DebugDirectionVal); // starts light
}
else
{
StartCommand_Damage(0, m_DebugDirectionVal); // starts heavy (full body)
}
// 0.. types
// from: -180 back, -90 left, 0 front, 90 right, 180 back
//AddCommandModifier_Damage(0, directionVal); // starts light
//StartCommand_Damage(0, 0); // starts heavy (full body)
}
m_TestDamageCounter += pDt;
}
#ifndef NO_GUI
#ifdef DEVELOPER
// injury / exhaustion
{
HumanCommandAdditives ad = GetCommandModifier_Additives();
//! diag menu - injured
float v = DiagMenu.GetEngineRangeValue(DayZPlayerConstants.DEBUG_SHOWINJURY);
if (v > 0)
{
ad.SetInjured(v, true);
}
//! diag menu - injured
v = DiagMenu.GetEngineRangeValue(DayZPlayerConstants.DEBUG_SHOWEXHAUSTION);
if (v > 0)
{
ad.SetExhaustion(v, true);
}
}
#endif
#endif
}
//-------------------------------------------------------------
//!
//! This is main camera selection logic
//!
override int CameraHandler(int pCameraMode)
{
//! ironsights
if (!m_LiftWeapon_player && !IsWeaponObstructionBlockingADS())
{
ItemOptics optics = null;
EntityAI entityInHands = GetEntityInHands();
Weapon weapon = Weapon.Cast(entityInHands);
if (weapon)
optics = weapon.GetAttachedOptics();
else if (entityInHands)
Class.CastTo(optics,entityInHands);
if (m_CameraOptics && optics)
{
return DayZPlayerCameras.DAYZCAMERA_OPTICS;
}
else if (m_CameraIronsight && weapon)
{
return DayZPlayerCameras.DAYZCAMERA_IRONSIGHTS;
}
}
// If the logic above doesn't reach optics nor ironsights camera,
// yet weapon is still raised and ads is wanted, enforce 1pv camera
// as this will reduce erratic behaviour of camera switching in 3pv
HumanInputController hic = GetInputController();
if (m_Camera3rdPerson && m_IsWeapon && m_IsRaised && hic && hic.WeaponADS())
{
return DayZPlayerCameras.DAYZCAMERA_1ST;
}
//uncon
if ( GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_UNCONSCIOUS )
{
return DayZPlayerCameras.DAYZCAMERA_1ST_UNCONSCIOUS;
}
HumanCommandVehicle vehicleCommand = GetCommand_Vehicle();
if (!m_Camera3rdPerson)
{
if (vehicleCommand)
{
return DayZPlayerCameras.DAYZCAMERA_1ST_VEHICLE;
}
return DayZPlayerCameras.DAYZCAMERA_1ST;
}
else
{
if (vehicleCommand)
{
Transport transport = vehicleCommand.GetTransport();
if (transport && GetParent())
{
return transport.Get3rdPersonCameraType();
}
}
//! get movement state
GetMovementState(m_MovementState);
//! VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je
//! m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT
//! m_MovementState.m_iMovement = 0 (idle)
//! COMMANDID_ACTION returns stance right - ERECT/CROUCH
//! melee camera - not melee - stays in stance camera
if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_CLIMB)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_CLIMB;
}
if (m_JumpClimb.m_bIsJumpInProgress)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_JUMP;
}
int targetStanceIndex = m_MovementState.m_iStanceIdx;
//! special handling to allow the camera to fully blend before transitioning to the raised one
HumanCommandMove commandMove = GetCommand_Move();
if (commandMove && commandMove.IsChangingStance() && m_MovementState.IsRaised())
{
targetStanceIndex = m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_RAISED;
}
//
// normal movement cameras
if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_CROUCH)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_CRO;
}
else if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_CRO_RAISED;
}
else if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_PRONE)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_PRO;
}
else if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_PRO_RAISED;
}
if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_RAISEDERECT)
{
if (m_IsWeapon)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_ERC_RAISED;
}
else
{
return DayZPlayerCameras.DAYZCAMERA_3RD_ERC_RAISED_MELEE;
}
}
else if (targetStanceIndex == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
{
return DayZPlayerCameras.DAYZCAMERA_3RD_ERC_SPR;
}
// DayZPlayerConstants.STANCEIDX_ERECT
return DayZPlayerCameras.DAYZCAMERA_3RD_ERC;
}
return DayZPlayerCameras.DAYZCAMERA_1ST;
}
//! Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
void OnMovementChanged()//(int state_old, int state_new)
{
if (m_MovementState.m_LocalMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
{
OnSprintEnd();
}
if (m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
{
OnSprintStart();
}
}
void OnSprintStart()
{
if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
{
GetUApi().GetInputByID(UALeanLeft).Lock();
GetUApi().GetInputByID(UALeanRight).Lock();
}
}
void OnSprintEnd()
{
if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
{
#ifdef PLATFORM_CONSOLE
if (GetUApi().GetInputByID(UAVoiceModifierHelper).LocalValue() == 0)
#endif
{
GetUApi().GetInputByID(UALeanLeft).Unlock();
GetUApi().GetInputByID(UALeanRight).Unlock();
}
}
}
//-------------------------------------------------------------
//!
//! Input userdata
//!
void OnInputUserDataReceived(ParamsReadContext ctx)
{
int userDataTypeParam = 0;
if (!ctx.Read(userDataTypeParam))
{
Error("DayZPlayerImplement: cannot read input type");
return;
}
OnInputUserDataProcess(userDataTypeParam, ctx);
}
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
{
m_MeleeCombat.SetTargetObject(null);
m_MeleeCombat.SetHitPos(vector.Zero);
m_MeleeCombat.SetHitZoneIdx(-1);
m_MeleeCombat.SetFinisherType(-1);
if (userDataType == INPUT_UDT_MELEE_TARGET)
{
EntityAI target = null;
if (ctx.Read(target))
{
m_MeleeCombat.SetTargetObject(target);
}
vector hitPos = vector.Zero;
if (ctx.Read(hitPos))
{
m_MeleeCombat.SetHitPos(hitPos);
}
int hitZoneIdx = -1;
if (ctx.Read(hitZoneIdx))
{
m_MeleeCombat.SetHitZoneIdx(hitZoneIdx);
}
int finisherType = -1;
if (ctx.Read(finisherType))
{
if (finisherType != -1 && target)
{
bool isWithinRange = vector.Distance(GetPosition(), target.GetPosition()) <= PlayerConstants.MAX_FINISHER_RANGE;
if (!target.IsAlive() || !target.CanBeBackstabbed() || !isWithinRange)
{
finisherType = -1;
}
}
m_MeleeCombat.SetFinisherType(finisherType);
}
return true;
}
return false;
}
//-------------------------------------------------------------
//!
//! SyncJunctures
//!
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
{
switch (pJunctureID)
{
case DayZPlayerSyncJunctures.SJ_DEATH:
if (m_DeathAnimType == -2)
DayZPlayerSyncJunctures.ReadDeathParams(pCtx, m_DeathAnimType, m_DeathHitDir);
break;
case DayZPlayerSyncJunctures.SJ_DAMAGE_HIT:
SyncHitInfo data = new SyncHitInfo;
if (DayZPlayerSyncJunctures.ReadDamageHitParamsEx(pCtx, data) && data != null)
{
m_SyncedHitDataArray.Insert(data);
}
break;
}
}
AnimBootsType GetBootsType()
{
EntityAI boots = GetInventory().FindAttachment(InventorySlots.FEET);
if (boots)
{
switch (boots.GetAttachmentSoundType())
{
case "Sneakers":
return AnimBootsType.Sneakers;
case "Boots":
return AnimBootsType.Boots;
}
}
return AnimBootsType.None;
}
//Get top body clothes
AnimUpperBodyType GetBodyAttachmentType()
{
EntityAI attachment = GetInventory().FindAttachment(InventorySlots.BODY);
if (attachment)
{
switch (attachment.GetAttachmentSoundType())
{
case "NylonJacket":
return AnimUpperBodyType.NylonJacket;
case "TShirt":
return AnimUpperBodyType.TShirt;
case "WoolShirt":
return AnimUpperBodyType.WoolShirt;
case "HeavyJacket":
return AnimUpperBodyType.HeavyJacket;
case "LeatherJacket":
return AnimUpperBodyType.LeatherJacket;
case "Coat":
return AnimUpperBodyType.Coat;
case "ChemlonDress":
return AnimUpperBodyType.ChemlonDress;
case "Ghillie":
return AnimUpperBodyType.Ghillie;
case "Chainmail":
return AnimUpperBodyType.Chainmail;
}
}
return AnimUpperBodyType.None;
}
AnimBackType GetBackAttachmentType()
{
EntityAI back = GetInventory().FindAttachment(InventorySlots.BACK);
if (back)
{
switch (back.GetAttachmentSoundType())
{
case "Small":
return AnimBackType.Small;
case "Military":
return AnimBackType.Military;
case "Outdoor":
return AnimBackType.Outdoor;
case "Ghillie":
return AnimBackType.Ghillie;
}
}
return AnimBackType.None;
}
//Get weapon on back
AnimRangedWeaponType GetShoulderAttachmentType()
{
EntityAI shoulderAttachment = GetInventory().FindAttachment(InventorySlots.SHOULDER);
EntityAI meleeAttachment = GetInventory().FindAttachment(InventorySlots.MELEE);
AnimRangedWeaponType shoulderAttType = AnimRangedWeaponType.None;
AnimRangedWeaponType meleeAttType = AnimRangedWeaponType.None;
if (shoulderAttachment)
{
switch (shoulderAttachment.GetAttachmentSoundType())
{
case "Shotgun":
{
shoulderAttType = AnimRangedWeaponType.Shotgun;
break;
}
case "Rifle":
{
shoulderAttType = AnimRangedWeaponType.Rifle;
break;
}
}
}
if (meleeAttachment)
{
switch (meleeAttachment.GetAttachmentSoundType())
{
case "Shotgun":
{
meleeAttType = AnimRangedWeaponType.Shotgun;
break;
}
case "Rifle":
{
meleeAttType = AnimRangedWeaponType.Rifle;
break;
}
}
}
if (shoulderAttType == AnimRangedWeaponType.Shotgun || meleeAttType == AnimRangedWeaponType.Shotgun)
return AnimRangedWeaponType.Shotgun;
if (shoulderAttType == AnimRangedWeaponType.Rifle || meleeAttType == AnimRangedWeaponType.Rifle)
return AnimRangedWeaponType.Rifle;
return AnimRangedWeaponType.None;
}
string GetSurfaceType(SurfaceAnimationBone limbType)
{
string surfaceType;
int liquidType;
g_Game.SurfaceUnderObjectByBoneCorrectedLiquid(this, limbType, surfaceType, liquidType);
return surfaceType;
}
//-------------------------------------------------------------
//!
//! Sounds
//!
AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)
{
if (so == null)
return null;
so.SetPosition(GetPosition());
AbstractWave wave = g_Game.GetSoundScene().Play3D(so, sob);
return wave;
}
void AddNoise(NoiseParams noisePar, float noiseMultiplier = 1.0)
{
if (noisePar != null)
g_Game.GetNoiseSystem().AddNoise(this, noisePar, noiseMultiplier);
}
//-------------------------------------------------------------
//!
//! Event Processing
//!
void OnStepEvent(string pEventType, string pUserString, int pUserInt)
{
vector orientation;
DayZPlayerType type = GetDayZPlayerType();
HumanMovementState state = new HumanMovementState();
GetMovementState(state);
#ifndef SERVER
DayZPlayerTypeStepSoundLookupTable table = type.GetStepSoundLookupTable();
SoundObjectBuilder soundBuilder = NULL;
if (pUserInt < 100)
{
string surface;
if (pUserInt % 2 == 1)
{
surface = GetSurfaceType(SurfaceAnimationBone.LeftBackLimb);
if (surface.Length() == 0)//if no surface found, try other leg
surface = GetSurfaceType(SurfaceAnimationBone.RightBackLimb);
}
else
{
surface = GetSurfaceType(SurfaceAnimationBone.RightBackLimb);
if (surface.Length() == 0)//if no surface found, try other leg
surface = GetSurfaceType(SurfaceAnimationBone.LeftBackLimb);
}
if (surface.Length() != 0)
m_LastSurfaceUnderHash = surface.Hash();
if (state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
{
orientation = GetOrientation() * (-1);
int stepParticleID = Surface.GetStepsParticleID(surface);
if (stepParticleID > 0)
{
ParticleManager.GetInstance().PlayInWorldEx(stepParticleID, null, GetPosition(), orientation);
}
}
soundBuilder = table.GetSoundBuilder(pUserInt, state.m_iMovement, m_LastSurfaceUnderHash, GetBootsType());
}
else
{
string surface2 = GetSurfaceType();
if (surface2.Length() != 0)
m_LastSurfaceUnderHash = surface2.Hash();
soundBuilder = table.GetSoundBuilder(pUserInt, state.m_iMovement, m_LastSurfaceUnderHash, GetBootsType());
}
if (soundBuilder != NULL && g_Game.GetPlayer())
{
orientation = Vector(0, 0, 0);
vector edgeLength = Vector(1.5, 3.0, 1.5);
array<Object> excludedObjects = new array<Object>;
excludedObjects.Insert(this);
array<Object> collidedObjects = new array<Object>;
if (g_Game.IsBoxCollidingGeometry(GetPosition(), orientation, edgeLength, ObjIntersectView, ObjIntersectNone, excludedObjects, collidedObjects))
{
for (int i = 0; i < collidedObjects.Count(); ++i)
{
WoodBase colObject = WoodBase.Cast(collidedObjects.Get(i));
if (colObject && colObject.HasPlayerCollisionParticle() && state.m_iMovement > DayZPlayerConstants.MOVEMENTIDX_WALK)
MiscEffects.PlayVegetationCollideParticles(colObject, this);
if (colObject && colObject.HasPlayerCollisionSound())
{
for (int j = 0; j < type.GetVegetationSounds().Count(); ++j)
{
VegetationSound vegetationSound = type.GetVegetationSounds().Get(j);
if (vegetationSound.GetAnimEventIds().Find(pUserInt) >= 0)
{
SoundObjectBuilder vegSoundObjectBuilder = vegetationSound.GetSoundObjectBuilder();
SoundObject vegSoundObject = vegetationSound.GetSoundObjectBuilder().BuildSoundObject();
if (vegSoundObject != NULL)
{
AttenuateSoundIfNecessary(vegSoundObject);
PlaySound(vegSoundObject, vegSoundObjectBuilder);
}
break;
}
}
break;
}
}
}
SoundObject soundObject = soundBuilder.BuildSoundObject();
if (soundObject != NULL)
{
AttenuateSoundIfNecessary(soundObject);
PlaySound(soundObject, soundBuilder);
}
}
#endif
if (g_Game.IsServer())
{
m_StepCounter++;//move outside of server condition if needed on client as well
float noiseMultiplier = 0;
NoiseParams noiseParams;
if (state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_ERECT || state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDERECT)
noiseParams = type.GetNoiseParamsStand();
else if (state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_CROUCH || state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
noiseParams = type.GetNoiseParamsCrouch();
else if (state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
noiseParams = type.GetNoiseParamsProne();
else
{
Debug.Log(string.Format("Wrong stance, id: %1 using backup with stand stance (id: 0)", state.m_iStanceIdx));
noiseParams = type.GetNoiseParamsStand();
}
noiseMultiplier = NoiseAIEvaluate.GetNoiseMultiplier(this) * NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather());
AddNoise(noiseParams, noiseMultiplier);
if ((m_StepCounter % PlayerConstants.CHECK_EVERY_N_STEP) == 0)
{
ProcessFeetDamageServer(pUserInt);
}
}
}
void OnSoundEvent(string pEventType, string pUserString, int pUserInt)
{
int eventReplaceID = 0;
if (pEventType == "Sound")
{
if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
{
eventReplaceID = m_ReplaceSoundEventHandler.GetSoundEventID(pUserInt, ESoundEventType.SOUND_COMMON);
if (eventReplaceID > 0 && PlaySoundEventType(ESoundEventType.SOUND_COMMON, eventReplaceID))
return; //return only when 'PlaySoundEventType' successful
}
ProcessSoundEvent(pEventType, pUserString, pUserInt);
}
else if (pEventType == "SoundWeapon")
{
if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
{
eventReplaceID = m_ReplaceSoundEventHandler.GetSoundEventID(pUserInt, ESoundEventType.SOUND_WEAPON);
if (eventReplaceID > 0 && PlaySoundEventType(ESoundEventType.SOUND_WEAPON, eventReplaceID))
return; //return only when 'PlaySoundEventType' successful
}
ProcessWeaponEvent(pEventType, pUserString, pUserInt);
}
else if (pEventType == "SoundAttachment")
{
ProcessAttachmentEvent(pEventType, pUserString, pUserInt);
}
else if (pEventType == "SoundVoice")
{
if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
{
if (m_ReplaceSoundEventHandler)
eventReplaceID = m_ReplaceSoundEventHandler.GetSoundEventID(pUserInt, ESoundEventType.SOUND_VOICE); //check if some animation override registered
if (eventReplaceID > 0 && PlaySoundEventType(ESoundEventType.SOUND_VOICE, eventReplaceID))
{
return; //return only when 'PlaySoundEventType' successful
}
else
{
//made this a secondary override, since there is some weirdness in sharing sound event IDs between unrelated animations (eating X forcefeeding etc.) and redundant translations (888 -> 888)
int eventID = m_PlayerSoundEventHandler.ConvertAnimIDtoEventID(pUserInt);
if (eventID > 0)
{
PlaySoundEvent(eventID);
return;
}
}
}
ProcessVoiceEvent(pEventType, pUserString, pUserInt);
}
else
{
Debug.Log("OnSoundEvent: Unknown sound event \"" + pEventType + "\"");
}
}
void OnParticleEvent(string pEventType, string pUserString, int pUserInt)
{
}
void ProcessWeaponEvent(string pEventType, string pUserString, int pUserInt)
{
DayZPlayerType type = GetDayZPlayerType();
AnimSoundEvent soundEvent = null;
float quantity = 0;
EntityAI entityInHands = GetEntityInHands();
if (entityInHands && entityInHands.IsInherited(ItemBase))
{
ItemBase item;
Class.CastTo(item, entityInHands);
if (item.HasQuantity())
quantity = (float)item.GetQuantity() / (item.GetQuantityMax() - item.GetQuantityMin());
InventoryItemType invItemType = item.GetInventoryItemType();
soundEvent = invItemType.GetSoundEvent(pUserInt);
}
if (soundEvent == null)
{
quantity = 0;
soundEvent = type.GetSoundWeaponEvent(pUserInt);
}
if (soundEvent != null)
{
if (!g_Game.IsDedicatedServer())
{
SoundObjectBuilder builder = soundEvent.GetSoundBuilderEx(m_ActionSoundCategoryHash);
if (builder)
{
builder.AddVariable("quantity", quantity);
builder.AddVariable("interior", IsSoundInsideBuilding());
SoundObject soundObject = builder.BuildSoundObject();
if (soundObject != NULL)
{
AttenuateSoundIfNecessary(soundObject);
AbstractWave sound = PlaySound(soundObject, builder);
if (pUserString == "StopOnAnimEnd")
m_PerformedActionSounds.Insert(sound);
}
}
else
{
//TODO:Userful error message
}
}
if (g_Game.IsServer())
{
AddNoise(soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
}
}
void ProcessAttachmentEvent(string pEventType, string pUserString, int pUserInt)
{
DayZPlayerType type = GetDayZPlayerType();
DayZPlayerTypeAttachmentSoundLookupTable table = type.GetAttachmentSoundLookupTable();
array<string> attachments = new array<string>();
pUserString.Split(",", attachments);
for (int i = 0; i < attachments.Count(); i++)
{
int attachmentHash = -1;
if (attachments[i] == "shoulder")
attachmentHash = GetShoulderAttachmentType();
else if (attachments[i] == "body")
attachmentHash = GetBodyAttachmentType();
else if (attachments[i] == "back")
attachmentHash = GetBackAttachmentType();
SoundObjectBuilder soundBuilder = table.GetSoundBuilder(pUserInt, attachments[i], attachmentHash);
if (soundBuilder != NULL)
{
SoundObject soundObject = soundBuilder.BuildSoundObject();
if (soundObject != NULL)
{
AttenuateSoundIfNecessary(soundObject);
PlaySound(soundObject, soundBuilder);
}
}
}
}
void SetVariablesLadderSoundObjectBuilder(SoundObjectBuilder soundObjectBuilder)
{
if (m_ClimbingLadderType == "wood")
{
soundObjectBuilder.AddVariable("laddertype", 1);
}
else
{
soundObjectBuilder.AddVariable("laddertype", 0);
}
AnimBootsType pBoots = GetBootsType();
if (pBoots == AnimBootsType.None)
{
soundObjectBuilder.AddVariable("bare", 1);
soundObjectBuilder.AddVariable("sneakers", 0);
soundObjectBuilder.AddVariable("boots", 0);
}
else if (pBoots == AnimBootsType.Sneakers)
{
soundObjectBuilder.AddVariable("bare", 0);
soundObjectBuilder.AddVariable("sneakers", 1);
soundObjectBuilder.AddVariable("boots", 0);
}
else if (pBoots == AnimBootsType.Boots)
{
soundObjectBuilder.AddVariable("bare", 0);
soundObjectBuilder.AddVariable("sneakers", 0);
soundObjectBuilder.AddVariable("boots", 1);
}
}
void ProcessSoundEvent(string pEventType, string pUserString, int pUserInt)
{
DayZPlayerType type = GetDayZPlayerType();
DayZPlayerTypeAnimTable table = type.GetSoundTable();
AnimSoundEvent soundEvent;
if (table)
{
soundEvent = table.GetSoundEvent(pUserInt);
}
if (soundEvent != NULL)
{
if (!g_Game.IsDedicatedServer())
{
SoundObjectBuilder objectBuilder = soundEvent.GetSoundBuilder();
if (GetCommand_Ladder())
{
SetVariablesLadderSoundObjectBuilder(objectBuilder);
}
objectBuilder.AddEnvSoundVariables(GetPosition());
SoundObject soundObject = objectBuilder.BuildSoundObject();
if (soundObject != NULL)
{
AttenuateSoundIfNecessary(soundObject);
AbstractWave sound = PlaySound(soundObject, objectBuilder);
if (pUserString == "StopOnAnimEnd")
m_PerformedActionSounds.Insert(sound);
}
}
if (g_Game.IsServer())
{
if (soundEvent.m_NoiseParams != NULL)
g_Game.GetNoiseSystem().AddNoise(this, soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(g_Game.GetWeather()));
}
}
}
AbstractWave ProcessVoiceEvent(string pEventType, string pUserString, int pUserInt)
{
#ifdef SERVER//none of this code needs to run on server, ifdef put here rather than before the method call to maintain mod compatibility
return null;
#endif
DayZPlayerType type = GetDayZPlayerType();
DayZPlayerTypeVoiceSoundLookupTable table = type.GetVoiceSoundLookupTable();
if (!table)
return null;
AbstractWave wave;
GameInventory inventory = GetInventory();
EntityAI mask = inventory.FindAttachment(InventorySlots.MASK);
EntityAI head_gear = inventory.FindAttachment(InventorySlots.HEADGEAR);
string category;
if (mask || head_gear)
{
string category_mask;
string category_headgear;
int priority_mask;
int priority_headgear;
if (mask)
{
category_mask = mask.ConfigGetString("soundVoiceType");
priority_mask = mask.ConfigGetInt("soundVoicePriority");
}
if (head_gear)
{
category_headgear = head_gear.ConfigGetString("soundVoiceType");
priority_headgear = head_gear.ConfigGetInt("soundVoicePriority");
}
if (priority_headgear >= priority_mask && category_headgear != "")
{
category = category_headgear;
}
else
{
category = category_mask;
}
}
if (category == "")
{
category = "none";
}
SoundObjectBuilder soundBuilder = table.GetSoundBuilder(pUserInt, category.Hash());
if (soundBuilder)
{
PlayerBase player = PlayerBase.Cast(this);
//this code block looks super shady, but it's the only way the sounds play correctly, god knows what's going on on c++ side
int maleVoiceType = 0;
int femaleVoiceType = 0;
if (player.IsMale())
{
maleVoiceType = player.GetVoiceType();
}
else
{
femaleVoiceType = player.GetVoiceType();
}
soundBuilder.AddVariable("male", maleVoiceType);
soundBuilder.AddVariable("female", femaleVoiceType);
// end of weirdness
SoundObject soundObject = soundBuilder.BuildSoundObject();
if (soundObject != NULL)
{
AttenuateSoundIfNecessary(soundObject);
wave = PlaySound(soundObject, soundBuilder);
}
}
return wave;
}
void ProcessFeetDamageServer(int pUserInt);
//-------------------------------------------------------------
//!
//! anti-cheat condition
//!
bool CheckForTakeItem(EntityAI item)
{
bool restrained = IsRestrained(); // IsRestrained()
bool unconscious = IsUnconscious(); // IsRestrained()
ItemBase ib = ItemBase.Cast(item);
if (ib && (PlayerBase.DEBUG_INVENTORY_ACCESS || !IsAlive() || restrained || unconscious || ib.CanBeMovedOverride()))
return true;
return false;
}
bool CheckForDropItem(EntityAI item)
{
/*
bool restrained = IsRestrained(); // IsRestrained()
bool unconscious = IsUnconscious(); // IsRestrained()
ItemBase ib = ItemBase.Cast(item);
if (!IsAlive() || restrained || unconscious || ib.CanBeMovedOverride())
return true;
return false;
*/
return CheckForTakeItem(item); //the two functions are currently identical
}
//-------------------------------------------------------------
//!
//! Player respawn
//!
bool CheckForRespawn(EntityAI item)
{
PlayerBase player = PlayerBase.Cast(this);
if (!player)
return true;
if (!IsAlive() || player.IsUnconscious())
return true;
return false;
}
#ifdef DEVELOPER
// -------------------------------------------------------------------------
override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
{
super.OnRPC(sender, rpc_type, ctx);
if (rpc_type == ERPCs.RPC_DAYZPLAYER_DEBUGSERVERWALK)
{
Print("ERPCs.RPC_DAYZPLAYER_DEBUGSERVERWALK");
Param1<bool> rp = new Param1<bool>(false);
ctx.Read(rp);
GetInputController().OverrideMovementSpeed(rp.param1, 1);
GetInputController().OverrideAimChangeX(rp.param1, 0.01);
}
}
#endif
bool IsLanded(int pCurrentCommandID)
{
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL)
{
HumanCommandFall fall = GetCommand_Fall();
if (fall)
{
return fall.PhysicsLanded();
}
}
return false;
}
bool OnLand(int pCurrentCommandID, FallDamageData fallDamageData)
{
if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL)
{
HumanCommandFall fall = GetCommand_Fall();
if (fall)
{
fall.Land(fallDamageData.m_LandType);
return true;
}
}
return false;
}
bool IsAlreadyInFallingCommand(int pCurrentCommandID)
{
return pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL;
}
//! movement sliding override, originally for FB gestures
void OverrideSlidePoseAngle(float value)
{
if (!m_MoveSettings)
m_MoveSettings = GetDayZPlayerType().CommandMoveSettingsW();
if (m_MoveSettings.m_fSlidingPoseAngle != value)
{
m_MoveSettings.m_fSlidingPoseAngle = value;
StartCommand_Move(); //nescessary, re-initializes with adjusted values
}
}
float GetSlidePoseAngle()
{
return GetDayZPlayerType().CommandMoveSettingsW().m_fSlidingPoseAngle;
}
void CheckAnimationOverrides()
{
}
bool IsPlayerSelected()
{
return m_PlayerSelected;
}
bool IsRestrained();
//! Checks if fullbody animation or specific locked state is active in emote manager
bool IsInFBEmoteState();
void SetSuicide(bool state)
{
m_Suicide = state;
}
bool CommitedSuicide()
{
return m_Suicide;
}
//!called every command handler tick when player is on ladder
void OnLadder(float delta_time, HumanMovementState pState);
//-------------------------------------------------------------
//!
//! Phx contact event
//!
override protected void EOnContact(IEntity other, Contact extra)
{
if (!IsAlive())
return;
if (GetParent() == other)
return;
Transport transport = Transport.Cast(other);
if (transport)
{
if (g_Game.IsServer())
{
RegisterTransportHit(transport);
}
}
}
protected void AttenuateSoundIfNecessary(SoundObject soundObject)
{
if (g_Game.GetPlayer() != NULL && (IsSoundInsideBuilding() != g_Game.GetPlayer().IsSoundInsideBuilding() || IsCameraInsideVehicle() != g_Game.GetPlayer().IsCameraInsideVehicle()))
{
soundObject.SetKind(WaveKind.WAVEATTALWAYS);
}
else
{
soundObject.SetKind(WaveKind.WAVEEFFECTEX);
}
}
void CheckLiftWeapon();
void ProcessLiftWeapon();
void SetHandheldOpticsInUse(bool state)
{
m_HandheldOpticsInUse = state;
}
bool IsHandheldOpticsInUse()
{
return m_HandheldOpticsInUse;
}
bool IsLiftWeapon();
float GetWeaponObstruction();
bool IsWeaponObstructionBlockingADS();
bool IsRaised()
{
return m_IsRaised;
}
bool IsFighting();
//! ---------------- Checks if player can pick up heavy item -------------------------
// Will return true when the item is not heavy as well
bool CanPickupHeavyItem(notnull EntityAI item)
{
return !item.IsHeavyBehaviour() || (item.IsHeavyBehaviour() && DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_ERECT));
}
bool CanPickupHeavyItemSwap(notnull EntityAI item1, notnull EntityAI item2)
{
return CanPickupHeavyItem(item1) && CanPickupHeavyItem(item2);
}
/*!
Called when 2D optics are about to be drawn.
\return Collection of optics to be drawn.
Draws the provided optics when of `ItemOptics` type.
Draws optic of current muzzle when of `Weapon_Base` type.
*/
protected override array<InventoryItem> OnDrawOptics2D()
{
array<InventoryItem> optics;
// Find preferred optics, i.e. active on in hands (if any are held) or the ones attached to weapon (if any is held)
ItemOptics preferredOptics;
{
HumanInventory inventory = GetHumanInventory();
EntityAI itemInHands = inventory.GetEntityInHands();
ItemOptics opticsInHands = ItemOptics.Cast(itemInHands);
if (opticsInHands)
{
preferredOptics = opticsInHands;
}
else
{
Weapon_Base weaponInHands = Weapon_Base.Cast(itemInHands);
if (weaponInHands)
{
preferredOptics = weaponInHands.GetAttachedOptics();
}
}
}
// Draw selected optics when the player is viewing through them
if (preferredOptics && preferredOptics.IsInOptics() && preferredOptics.IsUsingOptics2DModel())
{
optics = {}; // only allocate the array when necessary
optics.Insert(preferredOptics);
}
// Draw equipped NVGs
EntityAI nvAttachment;
CachedEquipmentStorageQuery query = new CachedEquipmentStorageQuery();
query.m_Category = ECachedEquipmentItemCategory.NVG;
query.m_Placement = ECachedEquipmentPlacement.ATTACHMENT;
array<Entity> nvgs = GetCachedEquipment().GetEntitiesByCategory(query);
foreach (Entity nvg : nvgs)
{
nvAttachment = EntityAI.Cast(nvg);
break;
}
if (nvAttachment)
{
bool blockedByOptics = preferredOptics && preferredOptics.IsInOptics() && !preferredOptics.IsUsingOptics2DModel();
if ((!blockedByOptics || preferredOptics.IsUsableWithNV()) && PlayerBase.Cast(this).IsNVGWorking())
{
NVGoggles goggles = NVGoggles.Cast(nvAttachment);
if (goggles)
{
if (!optics)
optics = {};
optics.Insert(goggles);
}
}
}
return optics;
}
#ifdef DIAG_DEVELOPER
Weapon_Base SpawnWeaponInHands(string type)
{
return Weapon_Base.Cast(GetHumanInventory().CreateInHands(type));
}
#endif
///////////////////////////////////
//Obsolete stuff below this point//
///////////////////////////////////
static const int DEAD_SCREEN_DELAY = 1000; //! DEPRECATED
protected bool m_CameraEyeZoom; //DEPRECATED
ref Timer m_ADSAutomationTimer; //DEPRECATED
protected bool m_ADSTimerLaunched; //DEPRECATED
protected bool m_ProcessWeaponRaiseCompleted; //DEPRECATED
protected bool m_IsFireWeaponRaised; //DEPRECATED, value still set for legacy reasons
protected bool m_WasIronSight; // moved from player to weapon
void SetReturnToOptics(bool state); //DEPRECATED
void RunADSTimer(); //DEPRECATED
void StopADSTimer(); //DEPRECATED
void SendCompleteWeaponRaiseJuncture(); //DEPRECATED
void DepleteStamina(EStaminaModifiers modifier, float dT = -1) {};
}