/* DayZPlayerImplement this file is implemenation of dayzPlayer in script - logic of movement - camera switching logic */ class DayZPlayerCommandDeathCallback : HumanCommandDeathCallback { //---------------------------------- // callbacks override void OnSimulationEnd() { if (LogManager.IsSyncLogEnable()) syncDebugPrint("DZPI::OnSimulationEnd - trying to drop item"); if (GetGame().IsServer()) { EntityAI itemInHands = m_pPlayer.GetHumanInventory().GetEntityInHands(); if (itemInHands) { int boneIndex = m_pPlayer.GetBoneIndexByName("RightHand_Dummy"); vector m4[4]; m_pPlayer.GetBoneTransformWS(boneIndex, m4); m_pPlayer.GetInventory().DropEntityWithTransform(InventoryMode.SERVER, m_pPlayer, itemInHands, m4); if (GetCEApi()) { int deadBodyLifetime = GetCEApi().GetCEGlobalInt("CleanupLifetimeDeadPlayer"); if (deadBodyLifetime <= 0) { deadBodyLifetime = 3600; } itemInHands.SetLifetime(deadBodyLifetime); } } } } 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 int DEAD_SCREEN_DELAY = 1000; //! DEPRECATED 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_WasIronsight; // was previously ironsights. Only used on weapons 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 bool m_ProcessLiftWeapon; protected bool m_ProcessLiftWeaponState; protected int m_LastSurfaceUnderHash; protected Transport m_TransportCache; protected string m_ClimbingLadderType; bool m_isFBsymptomPlaying; protected bool m_HandheldOpticsInUse; protected bool m_ResetADS; protected int m_StepCounter; protected int m_NextVoNNoiseTime; protected ref array m_SyncedHitDataArray; protected ref array 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; //! constructor void DayZPlayerImplement() { 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; m_WasIronsight = true; //initially uses ironsights by default #ifdef PLATFORM_CONSOLE m_Camera3rdPerson = !GetGame().GetWorld().Is3rdPersonDisabled(); #endif m_LastSurfaceUnderHash = ("cp_gravel").Hash(); m_NextVoNNoiseTime = 0; m_SyncedHitDataArray = new array; m_PerformedActionSounds = new array(); m_CurrentWaterLevel = 0; m_WeaponRaiseTime = 0; 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(GetHumanInventory().GetEntityInHands()); if (weapon) { m_WasIronsight = m_CameraIronsight; } m_CameraIronsight = value; if (value) { HumanCommandWeapons hcw = GetCommandModifier_Weapons(); if (hcw) { hcw.SetADS(true); } } } void SetOptics(bool value) { m_CameraOptics = value; if (value) { HumanCommandWeapons hcw = GetCommandModifier_Weapons(); if (hcw) { hcw.SetADS(!IsHandheldOpticsInUse()); } } } void ExitSights() { ItemOptics optics = null; EntityAI entityInHands = GetHumanInventory().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) { 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; } //! Implementations only! - used on PlayerBase bool CanConsumeStamina(EStaminaConsumers consumer) {}; bool CanStartConsumingStamina(EStaminaConsumers consumer) {}; void DepleteStamina(EStaminaModifiers modifier, float dT = -1) {}; 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 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 (!GetGame().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 && !GetGame().IsDedicatedServer()) { TriggerPullPlayerOutOfVehicleImpl(); } super.OnVariablesSynchronized(); } 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 GetGame().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 (!GetGame().GetMission().IsPlayerRespawning()) { message = "#dayz_implement_dead"; } #ifdef PLATFORM_CONSOLE GetGame().GetUIManager().ScreenFadeIn(duration, message, FadeColors.DARK_RED, FadeColors.WHITE); #else GetGame().GetUIManager().ScreenFadeIn(duration, message, FadeColors.BLACK, FadeColors.WHITE); #endif } else { GetGame().GetUIManager().ScreenFadeOut(duration); if (duration > 0) GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(StopDeathDarkeningEffect, duration*1000, false); else GetGame().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 par = new Param2(duration, DYING_PROGRESSION_TIME); m_DeathEffectTimer.Run(DYING_PROGRESSION_TIME, this, "SetDeathDarknessLevel", par, true); } ShowDeadScreen(state, duration); GetGame().GetSoundScene().SetSoundVolume(0,0); GetGame().GetSoundScene().SetSpeechExVolume(0,0); GetGame().GetSoundScene().SetMusicVolume(0,0); GetGame().GetSoundScene().SetVOIPVolume(0,0); GetGame().GetSoundScene().SetRadioVolume(0,0); } else { StopDeathDarkeningEffect(); ShowDeadScreen(state, 0); } } void LockControls(bool state) { if (state == true) { GetGame().GetInput().ChangeGameFocus(1, INPUT_DEVICE_MOUSE); GetGame().GetInput().ChangeGameFocus(1, INPUT_DEVICE_KEYBOARD); GetGame().GetInput().ChangeGameFocus(1, INPUT_DEVICE_GAMEPAD); if (GetGame().GetUIManager()) { GetGame().GetUIManager().ShowUICursor(true); if (GetGame().GetUIManager().IsDialogVisible()) GetGame().GetUIManager().CloseDialog(); } } else { GetGame().GetInput().ChangeGameFocus(-1, INPUT_DEVICE_MOUSE); GetGame().GetInput().ChangeGameFocus(-1, INPUT_DEVICE_KEYBOARD); GetGame().GetInput().ChangeGameFocus(-1, INPUT_DEVICE_GAMEPAD); if (GetGame().GetUIManager()) { if (GetGame().GetUIManager().GetMenu()) { GetGame().GetUIManager().ShowUICursor(true); } else { GetGame().GetUIManager().ShowUICursor(false); } } } } void SetDeathDarknessLevel(float duration, float tick_time); void SendCompleteWeaponRaiseJuncture(); void CompleteWeaponRaise() { m_WeaponRaiseTime = 0; m_WeaponRaiseCompleted = true; } 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); protected void SendSoundEvent(EPlayerSoundEventID id); protected void SendSoundEventEx(EPlayerSoundEventID id, int param = 0); override void OnItemInHandsChanged() { //Print("inv: DayZPlayerImplement::OnItemInHandsChanged: "/* + GetHumanInventory().GetEntityInHands()*/); StopWeaponEvent(); GetItemAccessor().OnItemInHandsChanged(); if (!IsAlive()) { //Print("inv: DayZPlayerImplement::OnItemInHandsChanged - human not alive! calling ResetWeaponInHands"); GetItemAccessor().ResetWeaponInHands(); } } 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); // 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 (GetGame().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); pInputs.ResetFreeLookToggle(); 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); pInputs.ResetFreeLookToggle(); 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; for (int i = 0; i < m_SyncedHitDataArray.Count(); i++) { data = m_SyncedHitDataArray[i]; m_DamageHitDir = data.m_HitDir; //client-side effects #ifndef SERVER if (IsAlive() && !IsUnconscious() && data.m_HasSource && GetGame().GetMission().GetHud() && GetGame().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); GetGame().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 = GetGame().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 DT_CLOSE_COMBAT: //! impact from infected attack will be light only if (pSource.IsInherited(DayZInfected)) break; pAnimType = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " hitAnimation"); invertHitDir = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " invertHitDir"); if (!IsUnconscious() && pAnimType == 1 && !m_MeleeFightLogic.IsInBlock()) pAnimHitFullbody = true; break; case DT_FIRE_ARM: int impactBehaviour = 0; if (!IsUnconscious() && GetHealth("", "Shock") > 25) { //! play full body when these coponents were hit if (pComponent == "Torso" || pComponent == "Head") { impactBehaviour = GetGame().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 DT_EXPLOSION: break; case DT_CUSTOM: pAnimType = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " hitAnimation"); if (pAnimType == 1) pAnimHitFullbody = true; else if (pAmmoType != "HeatDamage" || IsSwimming()) 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()) 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(); } //------------------------------------------------------------- //! //! 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; } if (m_ResetADS || (!hia.IsItemInHandsWeapon() && hic.WeaponADS())) { hic.ResetADS(); m_ResetADS = false; } if (!m_MovementState.IsRaised() || m_LiftWeapon_player) { ResetWeaponRaiseProgress(); exitSights = true; } else { if (m_bADS != hic.WeaponADS()) { m_bADS = hic.WeaponADS(); 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.GetItemInHands() && playerPB.GetItemInHands().IsWeapon() && playerPB.GetWeaponManager() && !playerPB.GetWeaponManager().IsRunning()) { Weapon_Base weapon = Weapon_Base.Cast(GetHumanInventory().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() || !IsRaised() || GetDayZPlayerInventory().IsProcessing() || !IsWeaponRaiseCompleted() || IsFighting()) { exitSights = true; } else if (switchToADS) // enter ironsights or optics { // filter by usability if (m_WasIronsight && !canUseIronsights) { m_WasIronsight = false; } else if (!m_WasIronsight && !canUseOptics) { m_WasIronsight = true; } if (m_WasIronsight) { hic.ResetFreeLookToggle(); SwitchOptics(optic,false); SetIronsights(true); } else if (!m_WasIronsight || (!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 (GetGame().GetWorld().Is3rdPersonDisabled()) { m_Camera3rdPerson = false; } else if (camChange) { m_Camera3rdPerson = !m_Camera3rdPerson; } // exits optics completely, comment to return to ADS if (m_LiftWeapon_player && (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 = GetGame().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 = GetGame().ConfigGetChildrenCount(path); for (int i = 0; i < soundCount; i++) { string name = ""; GetGame().ConfigGetChildName(path, i, name); if (name == bodyClothName) { TStringArray stringArray = new TStringArray(); GetGame().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 = GetGame().GetSoundScene().Play3D(soundObject, soundObjectBuilder); wave.SetStartOffset(m_SoundOffset); wave.SetVolumeRelative(volume); m_LastBackSoundTime = GetGame().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 = GetGame().ConfigGetChildrenCount(path2); for (int i2 = 0; i2 < soundCount2; i2++) { string name2 = ""; GetGame().ConfigGetChildName(path2, i2, name2); if (name2 == movementSurfaceType) { TStringArray stringArray2 = new TStringArray(); GetGame().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 = GetGame().GetSoundScene().Play3D(soundObject2, soundObjectBuilder2); wave2.SetStartOffset(m_SoundOffset); wave2.SetVolumeRelative(volume2); m_LastBackSoundTime2 = GetGame().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(); if (ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished)) { return; } HumanInputController hic = GetInputController(); EntityAI entityInHands = GetHumanInventory().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 (GetHumanInventory().GetEntityInHands()) ForceStandUpForHeavyItems(GetHumanInventory().GetEntityInHands()); 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 && hcm.GetCurrentMovementSpeed() > 2.99 && m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT) { 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(GetGame().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(GetGame().GetWeather())); } else if (fallDamageData.m_Height < 5.0) { fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_MEDIUM; OnLand(pCurrentCommandID, fallDamageData); npar = type.GetNoiseParamsLandHeavy(); AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather())); } else { fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_HEAVY; OnLand(pCurrentCommandID, fallDamageData); npar = type.GetNoiseParamsLandHeavy(); AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(GetGame().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 (GetGame().IsServer()) { int now = GetGame().GetTime(); if (now >= m_NextVoNNoiseTime) { m_NextVoNNoiseTime = now + 1000; int voiceLevel = GetGame().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(GetGame().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.GetHumanInventory().GetEntityInHands(); if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) && GetGame().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) { ItemOptics optics = null; EntityAI entityInHands = GetHumanInventory().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) { switch (m_MovementState.m_LocalMovement) { case DayZPlayerConstants.MOVEMENTIDX_CROUCH_RUN: { //OnCrouchRunEnd(); break; } case DayZPlayerConstants.MOVEMENTIDX_SPRINT: { OnSprintEnd(); break; } case DayZPlayerConstants.MOVEMENTIDX_RUN: { //OnRunEnd(); break; } case DayZPlayerConstants.MOVEMENTIDX_WALK: { //OnWalkEnd(); break; } case DayZPlayerConstants.MOVEMENTIDX_IDLE: { //OnIdleEnd(); break; } case DayZPlayerConstants.MOVEMENTIDX_SLIDE: { //OnSlideEnd(); break; } } switch (m_MovementState.m_iMovement) { case DayZPlayerConstants.MOVEMENTIDX_CROUCH_RUN: { //OnCrouchRunStart(); break; } case DayZPlayerConstants.MOVEMENTIDX_SPRINT: { OnSprintStart(); break; } case DayZPlayerConstants.MOVEMENTIDX_RUN: { //OnRunStart(); break; } case DayZPlayerConstants.MOVEMENTIDX_WALK: { //OnWalkStart(); break; } case DayZPlayerConstants.MOVEMENTIDX_IDLE: { //OnIdleStart(); break; } case DayZPlayerConstants.MOVEMENTIDX_SLIDE: { //OnSlideStart(); break; } } } void OnSprintStart() { if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT) { GetUApi().GetInputByID(UALeanLeft).Lock(); GetUApi().GetInputByID(UALeanRight).Lock(); } } void OnSprintEnd() { if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT) { 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)) { 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 = GetGame().GetSoundScene().Play3D(so, sob); return wave; } void AddNoise(NoiseParams noisePar, float noiseMultiplier = 1.0) { if (noisePar != null) GetGame().GetNoiseSystem().AddNoise(this, noisePar, noiseMultiplier); } //------------------------------------------------------------- //! //! Event Processing //! void OnStepEvent(string pEventType, string pUserString, int pUserInt) { 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) { int stepParticleID = Surface.GetStepsParticleID(surface); if (stepParticleID > 0) { ParticleManager.GetInstance().PlayInWorld(stepParticleID, GetPosition()); } } 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 && GetGame().GetPlayer()) { vector orientation = Vector(0, 0, 0); vector edgeLength = Vector(1.5, 3.0, 1.5); array excludedObjects = new array; array collidedObjects = new array; if (GetGame().IsBoxColliding(GetPosition(), orientation, edgeLength, excludedObjects, collidedObjects)) { for (int i = 0; i < collidedObjects.Count(); ++i) { Object colObject = collidedObjects.Get(i); string objectClass = colObject.GetType(); if (objectClass.Contains("BushSoft") || objectClass.Contains("BushHard")) { 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 (GetGame().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(GetGame().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; 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; } } 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; } } 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) { int event_id = m_PlayerSoundEventHandler.ConvertAnimIDtoEventID(pUserInt); if (event_id > 0) { PlaySoundEvent(event_id); 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 = GetHumanInventory().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 (!GetGame().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 (GetGame().IsServer()) { AddNoise(soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather())); } } } void ProcessAttachmentEvent(string pEventType, string pUserString, int pUserInt) { DayZPlayerType type = GetDayZPlayerType(); DayZPlayerTypeAttachmentSoundLookupTable table = type.GetAttachmentSoundLookupTable(); array attachments = new array(); 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 (!GetGame().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 (GetGame().IsServer()) { if (soundEvent.m_NoiseParams != NULL) GetGame().GetNoiseSystem().AddNoise(this, soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(GetGame().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; EntityAI mask = GetInventory().FindAttachment(InventorySlots.MASK); EntityAI head_gear = GetInventory().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 rp = new Param1(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 (GetGame().IsServer()) { RegisterTransportHit(transport); } } } protected void AttenuateSoundIfNecessary(SoundObject soundObject) { if (GetGame().GetPlayer() != NULL && (IsSoundInsideBuilding() != GetGame().GetPlayer().IsSoundInsideBuilding() || IsCameraInsideVehicle() != GetGame().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(); 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); } #ifdef DIAG_DEVELOPER Weapon_Base SpawnWeaponInHands(string type) { return Weapon_Base.Cast(GetHumanInventory().CreateInHands(type)); } #endif /////////////////////////////////// //Obsolete stuff below this point// /////////////////////////////////// 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 void SetReturnToOptics(bool state); //DEPRECATED void RunADSTimer(); //DEPRECATED void StopADSTimer(); //DEPRECATED }