dayzplayerimplement.c 97 KB

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  1. /*
  2. DayZPlayerImplement
  3. this file is implemenation of dayzPlayer in script
  4. - logic of movement
  5. - camera switching logic
  6. */
  7. class DayZPlayerCommandDeathCallback : HumanCommandDeathCallback
  8. {
  9. //----------------------------------
  10. // callbacks
  11. override void OnSimulationEnd()
  12. {
  13. if (LogManager.IsSyncLogEnable()) syncDebugPrint("DZPI::OnSimulationEnd - trying to drop item");
  14. if (GetGame().IsServer())
  15. {
  16. EntityAI itemInHands = m_pPlayer.GetHumanInventory().GetEntityInHands();
  17. if (itemInHands)
  18. {
  19. int boneIndex = m_pPlayer.GetBoneIndexByName("RightHand_Dummy");
  20. vector m4[4];
  21. m_pPlayer.GetBoneTransformWS(boneIndex, m4);
  22. m_pPlayer.GetInventory().DropEntityWithTransform(InventoryMode.SERVER, m_pPlayer, itemInHands, m4);
  23. if (GetCEApi())
  24. {
  25. int deadBodyLifetime = GetCEApi().GetCEGlobalInt("CleanupLifetimeDeadPlayer");
  26. if (deadBodyLifetime <= 0)
  27. {
  28. deadBodyLifetime = 3600;
  29. }
  30. itemInHands.SetLifetime(deadBodyLifetime);
  31. }
  32. }
  33. }
  34. }
  35. override bool ShouldSimulationBeDisabled()
  36. {
  37. return m_pPlayer.m_WasInVehicle == false;
  38. }
  39. PlayerBase m_pPlayer;
  40. }
  41. class DayZPlayerVehicleCommandDeathCallback : HumanCommandDeathCallback
  42. {
  43. override void OnSimulationEnd()
  44. {
  45. m_pPlayer.PhysicsEnableGravity(true);
  46. }
  47. PlayerBase m_pPlayer;
  48. }
  49. class DeathEffectTimer extends Timer
  50. {
  51. override void Stop()
  52. {
  53. super.Stop();
  54. PPERequesterBank.GetRequester(PPERequester_DeathDarkening).Stop();
  55. }
  56. };
  57. #ifdef FEATURE_NETWORK_RECONCILIATION
  58. class DayZPlayerImplementOwnerState : DayZPlayerOwnerState
  59. {
  60. float m_fLastHeadingDiff;
  61. protected override event void Write(PawnStateWriter ctx)
  62. {
  63. super.Write(ctx);
  64. ctx.Write(m_fLastHeadingDiff);
  65. }
  66. protected override event void Read(PawnStateReader ctx)
  67. {
  68. super.Read(ctx);
  69. ctx.Read(m_fLastHeadingDiff);
  70. }
  71. };
  72. class DayZPlayerImplementMove : DayZPlayerMove
  73. {
  74. protected override event void Write(PawnMoveWriter ctx, PawnMove prev)
  75. {
  76. super.Write(ctx, prev);
  77. }
  78. protected override event void Read(PawnMoveReader ctx, PawnMove prev)
  79. {
  80. super.Read(ctx, prev);
  81. }
  82. };
  83. #endif
  84. class DayZPlayerImplement extends DayZPlayer
  85. {
  86. static const int DEAD_SCREEN_DELAY = 1000; //! DEPRECATED
  87. static const float DEFAULT_DYING_TIME = 2.5; //! how long does it take to full death screen [s]
  88. static const float DYING_PROGRESSION_TIME = 0.05; //! time step for gradual update of dead screen visibilibty up to full visbility [s]
  89. ref HumanMovementState m_MovementState = new HumanMovementState(); //!< cached ptr for movement state
  90. protected ref DayZPlayerImplementAiming m_AimingModel;
  91. protected ref DayZPlayerImplementMeleeCombat m_MeleeCombat;
  92. protected ref DayZPlayerMeleeFightLogic_LightHeavy m_MeleeFightLogic;
  93. protected ref DayZPlayerImplementSwimming m_Swimming;
  94. protected ref DayZPlayerImplementThrowing m_Throwing;
  95. protected ref DayZPlayerImplementJumpClimb m_JumpClimb;
  96. protected ref DayZPlayerImplementFallDamage m_FallDamage;
  97. protected ref PlayerSoundEventHandler m_PlayerSoundEventHandler;
  98. protected ref ReplaceSoundEventHandler m_ReplaceSoundEventHandler;
  99. protected SHumanCommandMoveSettings m_MoveSettings;
  100. protected float m_FallYDiff;
  101. protected float m_SprintedTime;
  102. protected float m_SprintedTimePerStanceMin;
  103. protected bool m_SprintFull;
  104. protected bool m_IsRaised;
  105. protected bool m_ShouldReload;
  106. protected bool m_Camera3rdPerson;
  107. protected bool m_CameraZoomToggle;
  108. protected bool m_bADS;
  109. private float m_WeaponRaiseTime; //! measures time from the weapon raise start to complete raise (once per)
  110. protected bool m_WeaponRaiseCompleted;
  111. protected ECameraZoomType m_CameraEyeZoomLevel;
  112. protected bool m_WasIronsight; // was previously ironsights. Only used on weapons
  113. protected bool m_CameraIronsight; // Ironsight NOW!
  114. protected bool m_CameraOptics; // Optics NOW!
  115. protected bool m_CameraOpticsAimOverride; // for tracking if aim limit is currently overriden by optics
  116. protected float m_DeathDarkeningCurrentTime;
  117. protected bool m_IsTryingHoldBreath;
  118. protected bool m_IsShootingFromCamera;
  119. protected bool m_PlayerSelected;
  120. protected bool m_Suicide;
  121. protected bool m_IsUnconscious;
  122. protected bool m_ShouldBeUnconscious;
  123. protected bool m_IsUnconsciousFalling;
  124. bool m_UnconsciousDebug;
  125. protected int m_LastCommandBeforeUnconscious;
  126. ref WeaponDebug m_WeaponDebug;
  127. ref DeathEffectTimer m_DeathEffectTimer;
  128. ref Timer m_FightEndBlendTimer;
  129. protected bool m_ProcessFirearmMeleeHit;
  130. protected bool m_ContinueFirearmMelee;
  131. protected bool m_LiftWeapon_player;
  132. protected bool m_ProcessLiftWeapon;
  133. protected bool m_ProcessLiftWeaponState;
  134. protected int m_LastSurfaceUnderHash;
  135. protected Transport m_TransportCache;
  136. protected string m_ClimbingLadderType;
  137. bool m_isFBsymptomPlaying;
  138. protected bool m_HandheldOpticsInUse;
  139. protected bool m_ResetADS;
  140. protected int m_StepCounter;
  141. protected int m_NextVoNNoiseTime;
  142. protected ref array<ref SyncHitInfo> m_SyncedHitDataArray;
  143. protected ref array<AbstractWave> m_PerformedActionSounds;
  144. // aiming model helpers
  145. protected bool m_RaiseStarted = false;
  146. protected bool m_AimingFinisherStarted = false;
  147. protected bool m_IsWeapon;
  148. private float m_CurrentWaterLevel;
  149. bool m_WasInVehicle;
  150. protected bool m_TriggerPullPlayerOutOfVehicleSynch;
  151. protected bool m_PullPlayerOutOfVehicleKeepsInLocalSpace = false;
  152. protected int m_PullPlayerOutOfVehicleState = -1;
  153. int m_ActionSoundCategoryHash;
  154. protected float m_dT;
  155. //! constructor
  156. void DayZPlayerImplement()
  157. {
  158. m_SprintFull = false;
  159. m_SprintedTime = 0;
  160. m_SprintedTimePerStanceMin = PlayerConstants.FULL_SPRINT_DELAY_DEFAULT;
  161. m_AimingModel = new DayZPlayerImplementAiming(this);
  162. m_MeleeCombat = new DayZPlayerImplementMeleeCombat(this);
  163. m_MeleeFightLogic = new DayZPlayerMeleeFightLogic_LightHeavy(this);
  164. m_Swimming = new DayZPlayerImplementSwimming(this);
  165. m_Throwing = new DayZPlayerImplementThrowing(this);
  166. m_JumpClimb = new DayZPlayerImplementJumpClimb(this);
  167. m_FallDamage = new DayZPlayerImplementFallDamage(this);
  168. m_ADSAutomationTimer = new Timer();
  169. m_bADS = false;
  170. m_WeaponRaiseCompleted = false;
  171. SetOptics(false);
  172. m_IsShootingFromCamera = true;
  173. m_ProcessFirearmMeleeHit = false;
  174. m_ContinueFirearmMelee = false;
  175. m_WasIronsight = true; //initially uses ironsights by default
  176. #ifdef PLATFORM_CONSOLE
  177. m_Camera3rdPerson = !GetGame().GetWorld().Is3rdPersonDisabled();
  178. #endif
  179. m_LastSurfaceUnderHash = ("cp_gravel").Hash();
  180. m_NextVoNNoiseTime = 0;
  181. m_SyncedHitDataArray = new array<ref SyncHitInfo>;
  182. m_PerformedActionSounds = new array<AbstractWave>();
  183. m_CurrentWaterLevel = 0;
  184. m_WeaponRaiseTime = 0;
  185. RegisterNetSyncVariableBoolSignal("m_TriggerPullPlayerOutOfVehicleSynch");
  186. }
  187. #ifdef FEATURE_NETWORK_RECONCILIATION
  188. protected override event typename GetOwnerStateType()
  189. {
  190. return DayZPlayerImplementOwnerState;
  191. }
  192. protected override event typename GetMoveType()
  193. {
  194. return DayZPlayerImplementMove;
  195. }
  196. protected override event void ObtainState(/*inout*/ PawnOwnerState pState)
  197. {
  198. super.ObtainState(pState);
  199. DayZPlayerImplementOwnerState state = DayZPlayerImplementOwnerState.Cast(pState);
  200. state.m_fLastHeadingDiff = m_fLastHeadingDiff;
  201. }
  202. protected override event void RewindState(PawnOwnerState pState, /*inout*/ PawnMove pMove, inout NetworkRewindType pRewindType)
  203. {
  204. super.RewindState(pState, pMove, pRewindType);
  205. DayZPlayerImplementOwnerState state = DayZPlayerImplementOwnerState.Cast(pState);
  206. if (pRewindType != NetworkRewindType.ADDITIVE)
  207. {
  208. m_fLastHeadingDiff = state.m_fLastHeadingDiff;
  209. }
  210. }
  211. #endif
  212. DayZPlayerImplementAiming GetAimingModel()
  213. {
  214. return m_AimingModel;
  215. }
  216. DayZPlayerImplementMeleeCombat GetMeleeCombat()
  217. {
  218. return m_MeleeCombat;
  219. }
  220. DayZPlayerMeleeFightLogic_LightHeavy GetMeleeFightLogic()
  221. {
  222. return m_MeleeFightLogic;
  223. }
  224. DayZPlayerImplementThrowing GetThrowing()
  225. {
  226. return m_Throwing;
  227. }
  228. DayZPlayerImplementFallDamage GetFallDamage()
  229. {
  230. return m_FallDamage;
  231. }
  232. void ~DayZPlayerImplement()
  233. {
  234. }
  235. //! Legacy
  236. override bool IsEyeZoom()
  237. {
  238. return GetEyeZoomLevel() > 0;
  239. }
  240. override int GetEyeZoomLevel()
  241. {
  242. return m_CameraEyeZoomLevel;
  243. }
  244. override bool IsShootingFromCamera()
  245. {
  246. return m_IsShootingFromCamera;
  247. }
  248. void OverrideShootFromCamera(bool pState)
  249. {
  250. m_IsShootingFromCamera = pState;
  251. }
  252. bool IsInIronsights()
  253. {
  254. return m_CameraIronsight;
  255. }
  256. bool IsInOptics()
  257. {
  258. return m_CameraOptics;
  259. }
  260. override bool IsInThirdPerson()
  261. {
  262. return m_Camera3rdPerson;
  263. }
  264. void SetIsInThirdPerson(bool state)
  265. {
  266. m_Camera3rdPerson = state;
  267. }
  268. bool IsFireWeaponRaised()
  269. {
  270. GetMovementState(m_MovementState);
  271. if (m_MovementState)
  272. return m_MovementState.IsRaised();
  273. return false;
  274. }
  275. bool IsTryingHoldBreath()
  276. {
  277. return m_IsTryingHoldBreath;
  278. }
  279. bool IsSprintFull()
  280. {
  281. return m_SprintFull;
  282. }
  283. void ShowWeaponDebug(bool show)
  284. {
  285. if (show)
  286. {
  287. m_WeaponDebug = new WeaponDebug;
  288. }
  289. else
  290. {
  291. m_WeaponDebug = null;
  292. }
  293. }
  294. bool IsWeaponDebugEnabled()
  295. {
  296. return m_WeaponDebug != null;
  297. }
  298. void SetFallYDiff(float value)
  299. {
  300. m_FallYDiff = value;
  301. }
  302. override float GetCurrentWaterLevel()
  303. {
  304. return m_CurrentWaterLevel;
  305. }
  306. override void SetCurrentWaterLevel(float pWaterLevel)
  307. {
  308. m_CurrentWaterLevel = pWaterLevel;
  309. }
  310. void SetIronsights(bool value)
  311. {
  312. Weapon_Base weapon = Weapon_Base.Cast(GetHumanInventory().GetEntityInHands());
  313. if (weapon)
  314. {
  315. m_WasIronsight = m_CameraIronsight;
  316. }
  317. m_CameraIronsight = value;
  318. if (value)
  319. {
  320. HumanCommandWeapons hcw = GetCommandModifier_Weapons();
  321. if (hcw)
  322. {
  323. hcw.SetADS(true);
  324. }
  325. }
  326. }
  327. void SetOptics(bool value)
  328. {
  329. m_CameraOptics = value;
  330. if (value)
  331. {
  332. HumanCommandWeapons hcw = GetCommandModifier_Weapons();
  333. if (hcw)
  334. {
  335. hcw.SetADS(!IsHandheldOpticsInUse());
  336. }
  337. }
  338. }
  339. void ExitSights()
  340. {
  341. ItemOptics optics = null;
  342. EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
  343. Weapon weapon = Weapon.Cast(entityInHands);
  344. if (weapon)
  345. {
  346. optics = weapon.GetAttachedOptics();
  347. }
  348. else
  349. {
  350. optics = ItemOptics.Cast(entityInHands);
  351. }
  352. SetIronsights(false);
  353. SetOptics(false);
  354. if (optics)
  355. {
  356. SwitchOptics(optics,false);
  357. }
  358. HumanCommandWeapons hcw = GetCommandModifier_Weapons();
  359. if (hcw)
  360. {
  361. hcw.SetADS(false);
  362. }
  363. }
  364. void SwitchOptics(ItemOptics optic, bool state)
  365. {
  366. if (optic)
  367. {
  368. if (state)
  369. {
  370. if (optic.HasEnergyManager())
  371. optic.GetCompEM().SwitchOn();
  372. optic.EnterOptics();
  373. optic.OnOpticEnter();
  374. }
  375. else
  376. {
  377. optic.ExitOptics();
  378. optic.OnOpticExit();
  379. if (optic.HasEnergyManager())
  380. optic.GetCompEM().SwitchOff();
  381. }
  382. }
  383. if (m_CameraOptics != state)
  384. {
  385. SetOptics(state);
  386. }
  387. }
  388. void SetClimbingLadderType(string value)
  389. {
  390. m_ClimbingLadderType = value;
  391. }
  392. //! Implementations only! - used on PlayerBase
  393. bool CanConsumeStamina(EStaminaConsumers consumer) {};
  394. bool CanStartConsumingStamina(EStaminaConsumers consumer) {};
  395. void DepleteStamina(EStaminaModifiers modifier, float dT = -1) {};
  396. bool IsInVehicle()
  397. {
  398. return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_VEHICLE || (GetParent() != null && GetParent().IsInherited(Transport));
  399. }
  400. bool IsSwimming()
  401. {
  402. return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_SWIM;
  403. }
  404. bool IsClimbingLadder()
  405. {
  406. return m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_LADDER;
  407. }
  408. //! Handle sound event by respective sound handler based on its type
  409. bool PlaySoundEventType(ESoundEventType soundType, int soundEventID, int param = 0) {};
  410. bool PlaySoundEvent(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false) {};
  411. bool PlaySoundEventEx(EPlayerSoundEventID id, bool from_anim_system = false, bool is_from_server = false, int param = 0) {};
  412. bool IsFBSymptomPlaying()
  413. {
  414. return m_isFBsymptomPlaying;
  415. }
  416. float GetDeltaT()
  417. {
  418. return m_dT;
  419. }
  420. //-------------------------------------------------------------
  421. //!
  422. //! HandleDeath
  423. //!
  424. int m_DeathAnimType = -2;
  425. float m_DeathHitDir = 0;
  426. bool m_DeathJuctureSent = false;
  427. //! Get the transport that was cached when entering unconsciousness
  428. Transport GetTransportCache()
  429. {
  430. return m_TransportCache;
  431. }
  432. override string GetDebugText()
  433. {
  434. string text = super.GetDebugText();
  435. text += "Parent: " + Object.GetDebugName(Object.Cast(GetParent())) + "\n";//keep
  436. text += "IsSimulationDisabled: " + GetIsSimulationDisabled() + "\n";//keep
  437. /*
  438. text += "DamageDestroyed: " + IsDamageDestroyed() + "\n";
  439. text += "DeathProcessed: " + IsDeathProcessed() + "\n";
  440. text += "DeathConditionMet: " + IsDeathConditionMet() + "\n";
  441. text += "PullOutOfVehicleState: " + m_PullPlayerOutOfVehicleState + "\n";
  442. text += "PullOutOfVehicleSynch: " + m_TriggerPullPlayerOutOfVehicleSynch + "\n";
  443. text += "Position: " + GetPosition() + "\n";*/
  444. return text;
  445. }
  446. void TriggerPullPlayerOutOfVehicle()
  447. {
  448. if (!GetGame().IsServer())
  449. {
  450. return;
  451. }
  452. Transport transport;
  453. if (!Class.CastTo(transport, GetParent()))
  454. {
  455. return;
  456. }
  457. int crewIdx = -1;
  458. for (int i = 0; i < transport.CrewSize(); ++i)
  459. {
  460. if (transport.CrewMember(i) == this)
  461. {
  462. crewIdx = i;
  463. break;
  464. }
  465. }
  466. if (crewIdx == -1)
  467. {
  468. return;
  469. }
  470. transport.CrewGetOut(crewIdx);
  471. TriggerPullPlayerOutOfVehicleImpl();
  472. if (crewIdx == DayZPlayerConstants.VEHICLESEAT_DRIVER)
  473. {
  474. //! we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
  475. #ifdef FEATURE_NETWORK_RECONCILIATION
  476. PlayerIdentity identity = GetIdentity();
  477. if (identity)
  478. {
  479. //! And now we want to resume control of the player
  480. identity.Possess(this);
  481. }
  482. #endif
  483. }
  484. SetSynchDirty();
  485. }
  486. void TriggerPullPlayerOutOfVehicleImpl()
  487. {
  488. //! Reset the cooldown so simulation doesn't automatically get re-disabled
  489. ResetDeathCooldown();
  490. //! Synced to re-enable simulation on client as the death processing sets disable simulation to local only
  491. DisableSimulation(false);
  492. switch (GetInstanceType())
  493. {
  494. case DayZPlayerInstanceType.INSTANCETYPE_SERVER:
  495. case DayZPlayerInstanceType.INSTANCETYPE_CLIENT: //! Handle own client animation freeze
  496. case DayZPlayerInstanceType.INSTANCETYPE_AI_SERVER:
  497. case DayZPlayerInstanceType.INSTANCETYPE_AI_SINGLEPLAYER:
  498. m_PullPlayerOutOfVehicleState = 0;
  499. m_TriggerPullPlayerOutOfVehicleSynch = true;
  500. break;
  501. }
  502. }
  503. override void OnVariablesSynchronized()
  504. {
  505. if (m_TriggerPullPlayerOutOfVehicleSynch && !GetGame().IsDedicatedServer())
  506. {
  507. TriggerPullPlayerOutOfVehicleImpl();
  508. }
  509. super.OnVariablesSynchronized();
  510. }
  511. bool HandleDeath(int pCurrentCommandID)
  512. {
  513. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_DEATH)
  514. {
  515. switch (m_PullPlayerOutOfVehicleState)
  516. {
  517. case -1:
  518. break;
  519. case 0:
  520. m_PullPlayerOutOfVehicleState = -1;
  521. PhysicsSetSolid(true);
  522. //! Can't pull a body out of a car that is in water, don't need to handle that
  523. DayZPlayerVehicleCommandDeathCallback callbackVeh;
  524. Class.CastTo(callbackVeh, StartCommand_Death(DayZPlayerConstants.DEATH_PULL_OUT_TRANSPORT, 0, DayZPlayerVehicleCommandDeathCallback, m_PullPlayerOutOfVehicleKeepsInLocalSpace));
  525. Class.CastTo(callbackVeh.m_pPlayer, this);
  526. break;
  527. }
  528. return true;
  529. }
  530. if (m_DeathAnimType != -2 && g_Game.GetMissionState() == g_Game.MISSION_STATE_GAME)
  531. {
  532. if (!CommitedSuicide())
  533. {
  534. int type = m_DeathAnimType;
  535. if (type == DayZPlayerConstants.DEATH_DEFAULT)
  536. type = GetTypeOfDeath(pCurrentCommandID);
  537. m_WasInVehicle = false;
  538. HumanCommandVehicle hcv = GetCommand_Vehicle();
  539. if (hcv)
  540. {
  541. m_TransportCache = hcv.GetTransport();
  542. m_WasInVehicle = !hcv.IsGettingIn() && !hcv.IsGettingOut();
  543. }
  544. int seatIndex = -1;
  545. if (m_TransportCache)
  546. {
  547. seatIndex = m_TransportCache.CrewMemberIndex(this);
  548. }
  549. //! player looks to be dead now, not unconscious
  550. m_ShouldBeUnconscious = false;
  551. bool keepInLocalSpace = m_PullPlayerOutOfVehicleKeepsInLocalSpace;
  552. if (m_TransportCache)
  553. {
  554. if (IsUnconscious() || m_WasInVehicle)
  555. {
  556. keepInLocalSpace = true;
  557. m_TransportCache.CrewDeath(seatIndex);
  558. }
  559. else
  560. {
  561. m_TransportCache.CrewGetOut(seatIndex);
  562. }
  563. m_TransportCache.MarkCrewMemberDead(seatIndex);
  564. if (seatIndex == DayZPlayerConstants.VEHICLESEAT_DRIVER)
  565. {
  566. //! we don't want the vehicle to be haunted, re-possess the dead player so other players can use the vehicle
  567. #ifdef FEATURE_NETWORK_RECONCILIATION
  568. PlayerIdentity identity = GetIdentity();
  569. if (identity)
  570. {
  571. //! And now we want to resume control of the player
  572. identity.Possess(this);
  573. }
  574. #endif
  575. }
  576. }
  577. DisableSimulation(false);
  578. GetItemAccessor().HideItemInHands(false);
  579. m_TransportCache = null;
  580. DayZPlayerCommandDeathCallback callback;
  581. Class.CastTo(callback, StartCommand_Death(type, m_DeathHitDir, DayZPlayerCommandDeathCallback, keepInLocalSpace));
  582. Class.CastTo(callback.m_pPlayer, this);
  583. }
  584. else
  585. {
  586. PhysicsSetRagdoll(true);
  587. }
  588. // disable voice communication
  589. GetGame().GetWorld().SetVoiceOn(false, false);
  590. return true;
  591. }
  592. return false;
  593. }
  594. void ResetDeathStartTime()
  595. {
  596. ResetDeathCooldown();
  597. }
  598. int GetTypeOfDeath(int pCurrentCommandID)
  599. {
  600. switch (pCurrentCommandID)
  601. {
  602. case DayZPlayerConstants.COMMANDID_SWIM:
  603. return DayZPlayerConstants.DEATH_WATER;
  604. case DayZPlayerConstants.COMMANDID_FALL:
  605. return DayZPlayerConstants.DEATH_FALL;
  606. case DayZPlayerConstants.COMMANDID_UNCONSCIOUS:
  607. HumanCommandUnconscious hcu = GetCommand_Unconscious();
  608. if (hcu)
  609. {
  610. if (hcu.IsOnLand())
  611. return DayZPlayerConstants.DEATH_UNCON_ON_LAND;
  612. if (hcu.IsInWater())
  613. return DayZPlayerConstants.DEATH_UNCON_IN_WATER;
  614. }
  615. break;
  616. }
  617. return DayZPlayerConstants.DEATH_BODY;
  618. }
  619. void SendDeathJuncture(int pAnimTypeDeath, float pAnimHitDirDeath)
  620. {
  621. if (m_DeathJuctureSent)
  622. return;
  623. DayZPlayerSyncJunctures.SendDeath(this, pAnimTypeDeath, pAnimHitDirDeath);
  624. m_DeathJuctureSent = true;
  625. }
  626. override void EEKilled(Object killer)
  627. {
  628. SendDeathJuncture(-1, 0);
  629. super.EEKilled(killer);
  630. }
  631. void ShowDeadScreen(bool show, float duration)
  632. {
  633. #ifndef NO_GUI
  634. if (show && IsPlayerSelected())
  635. {
  636. #ifdef PLATFORM_PS4
  637. OnlineServices.SetMultiplayState(false);
  638. #endif
  639. string message = "";
  640. if (!GetGame().GetMission().IsPlayerRespawning())
  641. {
  642. message = "#dayz_implement_dead";
  643. }
  644. #ifdef PLATFORM_CONSOLE
  645. GetGame().GetUIManager().ScreenFadeIn(duration, message, FadeColors.DARK_RED, FadeColors.WHITE);
  646. #else
  647. GetGame().GetUIManager().ScreenFadeIn(duration, message, FadeColors.BLACK, FadeColors.WHITE);
  648. #endif
  649. }
  650. else
  651. {
  652. GetGame().GetUIManager().ScreenFadeOut(duration);
  653. if (duration > 0)
  654. GetGame().GetCallQueue(CALL_CATEGORY_GUI).CallLater(StopDeathDarkeningEffect, duration*1000, false);
  655. else
  656. GetGame().GetCallQueue(CALL_CATEGORY_GUI).Call(StopDeathDarkeningEffect);
  657. }
  658. #endif
  659. }
  660. override void StopDeathDarkeningEffect()
  661. {
  662. if (m_DeathEffectTimer && m_DeathEffectTimer.IsRunning())
  663. {
  664. m_DeathEffectTimer.Stop();
  665. m_DeathEffectTimer = null;
  666. }
  667. }
  668. void SimulateDeath(bool state)
  669. {
  670. if (g_Game.GetMissionState() != DayZGame.MISSION_STATE_GAME)
  671. return;
  672. LockControls(state);
  673. if (state)
  674. {
  675. float duration = DEFAULT_DYING_TIME;
  676. if (m_KilledByHeadshot)
  677. {
  678. duration = 0;
  679. }
  680. if (duration > DYING_PROGRESSION_TIME && !m_IsUnconscious)
  681. {
  682. if (!m_DeathEffectTimer)
  683. m_DeathEffectTimer = new DeathEffectTimer();
  684. Param2<float,float> par = new Param2<float,float>(duration, DYING_PROGRESSION_TIME);
  685. m_DeathEffectTimer.Run(DYING_PROGRESSION_TIME, this, "SetDeathDarknessLevel", par, true);
  686. }
  687. ShowDeadScreen(state, duration);
  688. GetGame().GetSoundScene().SetSoundVolume(0,0);
  689. GetGame().GetSoundScene().SetSpeechExVolume(0,0);
  690. GetGame().GetSoundScene().SetMusicVolume(0,0);
  691. GetGame().GetSoundScene().SetVOIPVolume(0,0);
  692. GetGame().GetSoundScene().SetRadioVolume(0,0);
  693. }
  694. else
  695. {
  696. StopDeathDarkeningEffect();
  697. ShowDeadScreen(state, 0);
  698. }
  699. }
  700. void LockControls(bool state)
  701. {
  702. if (state == true)
  703. {
  704. GetGame().GetInput().ChangeGameFocus(1, INPUT_DEVICE_MOUSE);
  705. GetGame().GetInput().ChangeGameFocus(1, INPUT_DEVICE_KEYBOARD);
  706. GetGame().GetInput().ChangeGameFocus(1, INPUT_DEVICE_GAMEPAD);
  707. if (GetGame().GetUIManager())
  708. {
  709. GetGame().GetUIManager().ShowUICursor(true);
  710. if (GetGame().GetUIManager().IsDialogVisible())
  711. GetGame().GetUIManager().CloseDialog();
  712. }
  713. }
  714. else
  715. {
  716. GetGame().GetInput().ChangeGameFocus(-1, INPUT_DEVICE_MOUSE);
  717. GetGame().GetInput().ChangeGameFocus(-1, INPUT_DEVICE_KEYBOARD);
  718. GetGame().GetInput().ChangeGameFocus(-1, INPUT_DEVICE_GAMEPAD);
  719. if (GetGame().GetUIManager())
  720. {
  721. if (GetGame().GetUIManager().GetMenu())
  722. {
  723. GetGame().GetUIManager().ShowUICursor(true);
  724. }
  725. else
  726. {
  727. GetGame().GetUIManager().ShowUICursor(false);
  728. }
  729. }
  730. }
  731. }
  732. void SetDeathDarknessLevel(float duration, float tick_time);
  733. void SendCompleteWeaponRaiseJuncture();
  734. void CompleteWeaponRaise()
  735. {
  736. m_WeaponRaiseTime = 0;
  737. m_WeaponRaiseCompleted = true;
  738. }
  739. void ResetWeaponRaiseProgress()
  740. {
  741. m_WeaponRaiseTime = 0;
  742. m_WeaponRaiseCompleted = false;
  743. }
  744. bool IsWeaponRaiseCompleted()
  745. {
  746. return m_WeaponRaiseCompleted;
  747. }
  748. DayZPlayerInventory GetDayZPlayerInventory()
  749. {
  750. DayZPlayerInventory inv = DayZPlayerInventory.Cast(GetInventory());
  751. return inv;
  752. }
  753. override void OnInputForRemote(ParamsReadContext ctx)
  754. {
  755. int userDataType = 0;
  756. if (!ctx.Read(userDataType))
  757. {
  758. Error("DayZPlayer: OnInputForRemote - cannot read input type");
  759. return;
  760. }
  761. switch (userDataType)
  762. {
  763. case INPUT_UDT_WEAPON_REMOTE_EVENT:
  764. GetDayZPlayerInventory().OnEventForRemoteWeapon(ctx);
  765. break;
  766. case INPUT_UDT_HAND_REMOTE_EVENT:
  767. GetDayZPlayerInventory().OnHandEventForRemote(ctx);
  768. break;
  769. case INPUT_UDT_INVENTORY:
  770. GetDayZPlayerInventory().OnInputUserDataForRemote(ctx);
  771. break;
  772. default:
  773. Error("OnInputForRemote - unknown userDataType=" + userDataType);
  774. break;
  775. }
  776. }
  777. override void OnInputFromServer (ParamsReadContext ctx)
  778. {
  779. int userDataType = 0;
  780. if (!ctx.Read(userDataType))
  781. {
  782. Error("DayZPlayer: OnInputFromServer - cannot read input type");
  783. return;
  784. }
  785. switch (userDataType)
  786. {
  787. case INPUT_UDT_INVENTORY:
  788. GetDayZPlayerInventory().OnServerInventoryCommand(ctx);
  789. break;
  790. default:
  791. Error("OnInputFromServer - unknown userDataType=" + userDataType);
  792. break;
  793. }
  794. }
  795. void RequestSoundEvent(EPlayerSoundEventID id, bool from_server_and_client = false);
  796. void RequestSoundEventEx(EPlayerSoundEventID id, bool from_server_and_client = false, int param = 0);
  797. protected void SendSoundEvent(EPlayerSoundEventID id);
  798. protected void SendSoundEventEx(EPlayerSoundEventID id, int param = 0);
  799. override void OnItemInHandsChanged()
  800. {
  801. //Print("inv: DayZPlayerImplement::OnItemInHandsChanged: "/* + GetHumanInventory().GetEntityInHands()*/);
  802. StopWeaponEvent();
  803. GetItemAccessor().OnItemInHandsChanged();
  804. if (!IsAlive())
  805. {
  806. //Print("inv: DayZPlayerImplement::OnItemInHandsChanged - human not alive! calling ResetWeaponInHands");
  807. GetItemAccessor().ResetWeaponInHands();
  808. }
  809. }
  810. WeaponManager GetWeaponManager() { return null; }
  811. //-------------------------------------------------------------
  812. //!
  813. //! HandleWeapons
  814. //!
  815. void HandleWeapons(float pDt, Entity pInHands, HumanInputController pInputs, out bool pExitIronSights)
  816. {
  817. HumanCommandWeapons hcw = GetCommandModifier_Weapons();
  818. GetDayZPlayerInventory().HandleWeaponEvents(pDt, pExitIronSights);
  819. Weapon_Base weapon;
  820. Class.CastTo(weapon, pInHands);
  821. ItemOptics optic = weapon.GetAttachedOptics();
  822. CheckLiftWeapon();
  823. ProcessLiftWeapon();
  824. GetMovementState(m_MovementState);
  825. // hold breath
  826. if (pInputs.IsHoldBreath() && m_MovementState.IsRaised() && (IsInIronsights() || IsInOptics()))
  827. {
  828. m_IsTryingHoldBreath = true;
  829. }
  830. else
  831. {
  832. m_IsTryingHoldBreath = false;
  833. }
  834. if (pInputs.IsFireModeChange())
  835. {
  836. GetWeaponManager().SetNextMuzzleMode();
  837. }
  838. if (pInputs.IsZeroingUp())
  839. {
  840. if (optic && (optic.IsInOptics() || optic.IsUsingWeaponIronsightsOverride()))
  841. {
  842. optic.StepZeroingUp();
  843. }
  844. else
  845. {
  846. weapon.StepZeroingUpAllMuzzles();
  847. }
  848. }
  849. if (pInputs.IsZeroingDown())
  850. {
  851. if (optic && (optic.IsInOptics() || optic.IsUsingWeaponIronsightsOverride()))
  852. {
  853. optic.StepZeroingDown();
  854. }
  855. else
  856. {
  857. weapon.StepZeroingDownAllMuzzles();
  858. }
  859. }
  860. if (!m_LiftWeapon_player && (m_CameraIronsight || !weapon.CanEnterIronsights() || m_CameraOptics/*m_ForceHandleOptics*/)) // HACK straight to optics, if ironsights not allowed
  861. {
  862. if (optic)
  863. HandleOptic(optic, false, pInputs, pExitIronSights);
  864. }
  865. if (!m_MovementState.IsRaised())
  866. {
  867. m_IsFireWeaponRaised = false; //legacy reasons
  868. if (weapon && weapon.IsInOptics())
  869. {
  870. weapon.ExitOptics();
  871. }
  872. ResetWeaponRaiseProgress();
  873. return; // if not raised => return
  874. }
  875. else
  876. {
  877. m_IsFireWeaponRaised = true; //legacy reasons
  878. if (!IsWeaponRaiseCompleted())
  879. {
  880. m_WeaponRaiseTime += pDt;
  881. }
  882. if (m_WeaponRaiseTime >= PlayerConstants.WEAPON_RAISE_BLEND_DELAY)
  883. {
  884. CompleteWeaponRaise();
  885. }
  886. }
  887. //! fire
  888. if (GetWeaponManager().CanFire(weapon))
  889. {
  890. bool autofire = weapon.GetCurrentModeAutoFire(weapon.GetCurrentMuzzle()) && weapon.IsChamberEjectable(weapon.GetCurrentMuzzle());
  891. int burst = weapon.GetCurrentModeBurstSize(weapon.GetCurrentMuzzle());
  892. int burst_count = weapon.GetBurstCount();
  893. if (!autofire && (burst < 2 || burst_count < 1))
  894. {
  895. if (pInputs.IsAttackButtonDown() && GetInputInterface().SyncedValue("UAWeaponMeleeAttack") == 0 && GetInputInterface().SyncedValue("UAHeavyMeleeAttack") == 0)
  896. {
  897. GetWeaponManager().Fire(weapon);
  898. }
  899. }
  900. else if (autofire || burst > 1)
  901. {
  902. #ifdef DIAG_DEVELOPER
  903. int burst_option = GetWeaponManager().GetBurstOption();
  904. if (burst_option == 0)
  905. {
  906. #endif
  907. if (pInputs.IsAttackButton() && GetInputInterface().SyncedValue("UAWeaponMeleeAttack") == 0 && GetInputInterface().SyncedValue("UAHeavyMeleeAttack") == 0)
  908. {
  909. if (autofire || burst_count < burst)
  910. {
  911. GetWeaponManager().Fire(weapon);
  912. }
  913. }
  914. else
  915. {
  916. weapon.ResetBurstCount();
  917. }
  918. #ifdef DIAG_DEVELOPER
  919. }
  920. else if (burst_option == 1)
  921. {
  922. if (burst > 1 && burst_count == burst)
  923. {
  924. weapon.ResetBurstCount();
  925. }
  926. else if (burst > 1 && burst_count < burst)
  927. {
  928. GetWeaponManager().Fire(weapon);
  929. }
  930. else
  931. {
  932. //Autofire
  933. if (pInputs.IsAttackButton())
  934. {
  935. GetWeaponManager().Fire(weapon);
  936. }
  937. }
  938. }
  939. #endif
  940. }
  941. }
  942. #ifdef PLATFORM_CONSOLE
  943. if (GetGame().GetInput().LocalRelease("UAFire", false) || m_ShouldReload)
  944. {
  945. if (!weapon.IsWaitingForActionFinish() && !IsFighting())
  946. {
  947. int muzzle_index = weapon.GetCurrentMuzzle();
  948. if (weapon.IsChamberFiredOut(muzzle_index))
  949. {
  950. if (weapon.CanProcessWeaponEvents())
  951. {
  952. if (GetWeaponManager().CanEjectBullet(weapon))
  953. {
  954. GetWeaponManager().EjectBullet();
  955. pExitIronSights = true;
  956. m_ShouldReload = false;
  957. }
  958. }
  959. }
  960. }
  961. else
  962. {
  963. m_ShouldReload = true;
  964. }
  965. }
  966. #endif
  967. }
  968. void HandleOptic(notnull ItemOptics optic, bool inHands, HumanInputController pInputs, out bool pExitOptics)
  969. {
  970. UAInterface input = GetInputInterface();
  971. if (!input)
  972. {
  973. return;
  974. }
  975. Weapon_Base weapon;
  976. int FOVcount;
  977. bool controllerPressIn;
  978. bool controllerPressOut;
  979. if (input.SyncedPress_ID(UAZoomInOptics))
  980. {
  981. weapon = Weapon_Base.Cast(optic.GetHierarchyParent());
  982. FOVcount = optic.GetStepFOVCount();
  983. controllerPressIn = input.SyncedPress_ID(UAZoomInOpticsControllerHelper);
  984. if (weapon && m_CameraIronsight && !m_CameraOptics)
  985. {
  986. SetIronsights(false);
  987. SwitchOptics(optic,true);
  988. optic.SetStepFOVIndex(0);
  989. }
  990. else if (m_CameraOptics)
  991. {
  992. if (controllerPressIn) //controller
  993. {
  994. if (!optic.StepFOVUp())
  995. {
  996. if (FOVcount > 0)
  997. {
  998. optic.SetStepFOVIndex(0); //loop to minimum magnification
  999. }
  1000. if (weapon && weapon.CanEnterIronsights()) //loop into ironsights
  1001. {
  1002. SwitchOptics(optic,false);
  1003. pInputs.ResetFreeLookToggle();
  1004. SetIronsights(true);
  1005. }
  1006. }
  1007. }
  1008. else //m&k
  1009. {
  1010. optic.StepFOVUp();
  1011. }
  1012. }
  1013. }
  1014. if (input.SyncedPress_ID(UAZoomOutOptics))
  1015. {
  1016. weapon = Weapon_Base.Cast(optic.GetHierarchyParent());
  1017. FOVcount = optic.GetStepFOVCount();
  1018. controllerPressOut = input.SyncedPress_ID(UAZoomOutOpticsControllerHelper);
  1019. if (m_CameraOptics)
  1020. {
  1021. if (!optic.StepFOVDown())
  1022. {
  1023. if (controllerPressOut)
  1024. {
  1025. if (FOVcount > 0 && (!weapon || !weapon.CanEnterIronsights()))
  1026. {
  1027. optic.SetStepFOVIndex(FOVcount - 1); //loop to maximum magnification
  1028. }
  1029. }
  1030. if (weapon && weapon.CanEnterIronsights())
  1031. {
  1032. SwitchOptics(optic,false);
  1033. pInputs.ResetFreeLookToggle();
  1034. SetIronsights(true);
  1035. }
  1036. }
  1037. }
  1038. else if (controllerPressOut && weapon && m_CameraIronsight)
  1039. {
  1040. SwitchOptics(optic,true);
  1041. if (FOVcount > 0)
  1042. {
  1043. optic.SetStepFOVIndex(FOVcount - 1); //loop to maximum magnification
  1044. }
  1045. }
  1046. }
  1047. }
  1048. //-------------------------------------------------------------
  1049. //!
  1050. //! HandleDamageHit
  1051. //!
  1052. bool m_DamageHitFullbody = false;
  1053. int m_DamageHitAnimType = -1.0;
  1054. float m_DamageHitDir = 0.0;
  1055. float m_DamageHealth = 0.0;
  1056. const float HIT_INTERVAL_MIN = 0.3; // Minimum time in seconds before a COMMANDID_HIT to COMMANDID_HIT transition is allowed
  1057. float m_HitElapsedTime = HIT_INTERVAL_MIN;
  1058. bool IsInFullbodyDamageAnimation()
  1059. {
  1060. return (m_DamageHitFullbody && m_DamageHitAnimType != -1) || GetCommand_Damage() != null;
  1061. }
  1062. //! Must be ran at the start of CommandHandler before Jump is triggered
  1063. void EvaluateDamageHit(int pCurrentCommandID)
  1064. {
  1065. //! Reset damage hit to prevent animation from playing unnecessarily when it is already cancelled out
  1066. m_DamageHitAnimType = -1;
  1067. if (!m_SyncedHitDataArray || m_SyncedHitDataArray.Count() == 0)
  1068. {
  1069. return;
  1070. }
  1071. //evaluate all hit data
  1072. SyncHitInfo data;
  1073. SyncHitInfo greatest_hit;
  1074. for (int i = 0; i < m_SyncedHitDataArray.Count(); i++)
  1075. {
  1076. data = m_SyncedHitDataArray[i];
  1077. m_DamageHitDir = data.m_HitDir;
  1078. //client-side effects
  1079. #ifndef SERVER
  1080. if (IsAlive() && !IsUnconscious() && data.m_HasSource && GetGame().GetMission().GetHud() && GetGame().GetPlayer() == this) //only for controlled players
  1081. {
  1082. m_DamageHealth = data.m_HealthDamage;
  1083. if (m_DamageHealth > 0.0)
  1084. {
  1085. float rel = m_DamageHealth / (GetMaxHealth("","Health") * PlayerConstants.HEAVY_HIT_THRESHOLD);
  1086. GetGame().GetMission().GetHud().SpawnHitDirEffect(this,m_DamageHitDir,rel);
  1087. }
  1088. }
  1089. #endif
  1090. if (!greatest_hit)
  1091. {
  1092. greatest_hit = data;
  1093. }
  1094. //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)
  1095. else if (data.m_Fullbody) //temporary solution; last fullbody hit is used for animation purposes, some light hit otherwise
  1096. {
  1097. greatest_hit = data;
  1098. }
  1099. }
  1100. m_SyncedHitDataArray.Clear();
  1101. m_DamageHealth = 0.0;
  1102. //! ignore hit impacts in prone (for now)
  1103. if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE || IsUnconscious())
  1104. {
  1105. return;
  1106. }
  1107. //general effects
  1108. m_DamageHitFullbody = greatest_hit.m_Fullbody;
  1109. m_DamageHitAnimType = greatest_hit.m_AnimType;
  1110. m_DamageHitDir = greatest_hit.m_HitDir;
  1111. }
  1112. bool HandleDamageHit(int pCurrentCommandID)
  1113. {
  1114. // Update elapsed time since hit first
  1115. if ( pCurrentCommandID == DayZPlayerConstants.COMMANDID_DAMAGE )
  1116. {
  1117. // Throttle heavy hit command up to a fixed rate
  1118. if ( m_HitElapsedTime < HIT_INTERVAL_MIN )
  1119. {
  1120. m_HitElapsedTime += m_dT;
  1121. ResetDamageHitState(false);
  1122. return false;
  1123. }
  1124. }
  1125. // If transportcache is not null, player is unconscious inside of a car and should not head into a damage command
  1126. if (m_DamageHitAnimType != -1 && m_TransportCache == null && !CommitedSuicide())
  1127. {
  1128. HumanCommandVehicle vehCommand = GetCommand_Vehicle();
  1129. if (m_DamageHitFullbody && (!vehCommand || vehCommand.IsGettingIn() || vehCommand.IsGettingOut()))
  1130. {
  1131. StartCommand_Damage(m_DamageHitAnimType, m_DamageHitDir);
  1132. ResetDamageHitState(true);
  1133. return true;
  1134. }
  1135. else
  1136. {
  1137. AddCommandModifier_Damage(m_DamageHitAnimType, m_DamageHitDir);
  1138. ResetDamageHitState(false);
  1139. return false;
  1140. }
  1141. }
  1142. return pCurrentCommandID == DayZPlayerConstants.COMMANDID_DAMAGE;
  1143. }
  1144. void ResetDamageHitState(bool resetTimer)
  1145. {
  1146. m_DamageHitAnimType = -1;
  1147. m_DamageHitFullbody = false;
  1148. if (resetTimer)
  1149. {
  1150. m_HitElapsedTime = 0;
  1151. }
  1152. }
  1153. //! selects animation type and direction based on damage system data
  1154. bool EvaluateDeathAnimation(int pDamageType, EntityAI pSource, string pAmmoType, out int pAnimType, out float pAnimHitDir)
  1155. {
  1156. bool doPhxImpulse = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " doPhxImpulse") > 0;
  1157. pAnimType = DayZPlayerConstants.DEATH_DEFAULT;
  1158. if (doPhxImpulse)
  1159. pAnimType = DayZPlayerConstants.DEATH_FAST;
  1160. //! direction
  1161. vector targetDirection = GetDirection();
  1162. vector toSourceDirection = (pSource.GetPosition() - GetPosition());
  1163. targetDirection[1] = 0;
  1164. toSourceDirection[1] = 0;
  1165. targetDirection.Normalize();
  1166. toSourceDirection.Normalize();
  1167. float cosFi = vector.Dot(targetDirection, toSourceDirection);
  1168. vector cross = targetDirection * toSourceDirection;
  1169. pAnimHitDir = Math.Acos(cosFi) * Math.RAD2DEG;
  1170. if (cross[1] < 0)
  1171. pAnimHitDir = -pAnimHitDir;
  1172. return true;
  1173. }
  1174. //! selects animation type and direction based on damage system data
  1175. bool EvaluateDamageHitAnimation(TotalDamageResult pDamageResult, int pDamageType, EntityAI pSource, string pComponent, string pAmmoType, vector pModelPos, out int pAnimType, out float pAnimHitDir, out bool pAnimHitFullbody)
  1176. {
  1177. int invertHitDir = 0; //Used to flip the heavy hit animation direction
  1178. pAnimType = 0;
  1179. pAnimHitFullbody = false; // additive anm
  1180. GetMovementState(m_MovementState);
  1181. switch (pDamageType)
  1182. {
  1183. case DT_CLOSE_COMBAT:
  1184. //! impact from infected attack will be light only
  1185. if (pSource.IsInherited(DayZInfected))
  1186. break;
  1187. pAnimType = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " hitAnimation");
  1188. invertHitDir = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " invertHitDir");
  1189. if (!IsUnconscious() && pAnimType == 1 && !m_MeleeFightLogic.IsInBlock())
  1190. pAnimHitFullbody = true;
  1191. break;
  1192. case DT_FIRE_ARM:
  1193. int impactBehaviour = 0;
  1194. if (!IsUnconscious() && GetHealth("", "Shock") > 25)
  1195. {
  1196. //! play full body when these coponents were hit
  1197. if (pComponent == "Torso" || pComponent == "Head")
  1198. {
  1199. impactBehaviour = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " impactBehaviour");
  1200. float fireDamage = pDamageResult.GetHighestDamage("Health");
  1201. float shockDamage = pDamageResult.GetHighestDamage("Shock");
  1202. if ((fireDamage > 80.0 || shockDamage > 40.0) && impactBehaviour == 1)
  1203. pAnimHitFullbody = true;
  1204. }
  1205. }
  1206. break;
  1207. case DT_EXPLOSION:
  1208. break;
  1209. case DT_CUSTOM:
  1210. pAnimType = GetGame().ConfigGetInt("cfgAmmo " + pAmmoType + " hitAnimation");
  1211. if (pAnimType == 1)
  1212. pAnimHitFullbody = true;
  1213. else if (pAmmoType != "HeatDamage" || IsSwimming())
  1214. return false; //! skip evaluation of dmg hit animation
  1215. break;
  1216. }
  1217. //! direction
  1218. vector targetDirection = GetDirection();
  1219. vector toSourceDirection = (pSource.GetPosition() - GetPosition());
  1220. targetDirection[1] = 0;
  1221. toSourceDirection[1] = 0;
  1222. targetDirection.Normalize();
  1223. toSourceDirection.Normalize();
  1224. float cosFi = vector.Dot(targetDirection, toSourceDirection);
  1225. vector cross = targetDirection * toSourceDirection;
  1226. pAnimHitDir = Math.Acos(cosFi) * Math.RAD2DEG;
  1227. // We will invert direction of the hit
  1228. if (invertHitDir > 0)
  1229. pAnimHitDir -= 180;
  1230. if (cross[1] < 0)
  1231. pAnimHitDir = -pAnimHitDir;
  1232. return true;
  1233. }
  1234. //! event from damage system
  1235. override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef)
  1236. {
  1237. super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef);
  1238. m_TransportHitRegistered = false;
  1239. if (!IsAlive())
  1240. {
  1241. int animTypeDeath;
  1242. float animHitDirDeath;
  1243. if (EvaluateDeathAnimation(damageType, source, ammo, animTypeDeath, animHitDirDeath))
  1244. {
  1245. SendDeathJuncture(animTypeDeath, animHitDirDeath);
  1246. }
  1247. if (!m_DeathSyncSent) //checked until the death is evaluated by 'OnCommandHandlerTick' higher up the road
  1248. {
  1249. Man killer = source.GetHierarchyRootPlayer();
  1250. if (!m_KillerData) //only one player is considered killer in the event of crossfire
  1251. {
  1252. m_KillerData = new KillerData();
  1253. m_KillerData.m_Killer = killer;
  1254. m_KillerData.m_MurderWeapon = source;
  1255. }
  1256. if (killer && killer.IsPlayer())
  1257. {
  1258. // was player killed by headshot?
  1259. if (dmgZone == "Brain")
  1260. {
  1261. m_KilledByHeadshot = true;
  1262. if (m_KillerData.m_Killer == killer)
  1263. m_KillerData.m_KillerHiTheBrain = true;
  1264. }
  1265. }
  1266. }
  1267. }
  1268. else
  1269. {
  1270. int animType;
  1271. float animHitDir;
  1272. bool animHitFullbody;
  1273. if (EvaluateDamageHitAnimation(damageResult, damageType, source, dmgZone, ammo, modelPos, animType, animHitDir, animHitFullbody))
  1274. DayZPlayerSyncJunctures.SendDamageHitEx(this, animType, animHitDir, animHitFullbody, damageResult, damageType, source, dmgZone, ammo, modelPos);
  1275. else
  1276. {
  1277. bool skipSoundRequest = false;
  1278. if (damageType == DamageType.CUSTOM && GetCommand_Fall())
  1279. skipSoundRequest = GetFallDamage().GetLandType() < HumanCommandFall.LANDTYPE_MEDIUM;
  1280. if (!skipSoundRequest)
  1281. RequestSoundEvent(EPlayerSoundEventID.TAKING_DMG_LIGHT);
  1282. }
  1283. }
  1284. // interupt melee for non-blocked hit or heavy hit
  1285. if (animHitFullbody)
  1286. {
  1287. HumanCommandMelee2 hcm = GetCommand_Melee2();
  1288. if (hcm)
  1289. hcm.Cancel();
  1290. }
  1291. }
  1292. //-------------------------------------------------------------
  1293. //!
  1294. //! This HeadingModel
  1295. //!
  1296. float m_fLastHeadingDiff = 0;
  1297. //! is replayed after correction when 'NetworkRewindType.REPLAY' is used
  1298. override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
  1299. {
  1300. if (!IsAlive())
  1301. {
  1302. return false;
  1303. }
  1304. GetMovementState(m_MovementState);
  1305. //! on ladder - do nothing
  1306. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_LADDER)
  1307. {
  1308. m_fLastHeadingDiff = 0;
  1309. return false;
  1310. }
  1311. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_VEHICLE)
  1312. {
  1313. HumanCommandVehicle hmv = GetCommand_Vehicle();
  1314. if (hmv.IsGettingOut() || hmv.IsGettingIn())
  1315. {
  1316. return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
  1317. }
  1318. m_fLastHeadingDiff = 0;
  1319. return false;
  1320. }
  1321. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
  1322. {
  1323. HumanCommandUnconscious hcu = GetCommand_Unconscious();
  1324. if (!hcu.IsWakingUp())
  1325. {
  1326. m_fLastHeadingDiff = 0;
  1327. //pModel.m_iCamMode = DayZPlayerConstants.CAMERAMODE_HEAD;
  1328. return false;
  1329. }
  1330. }
  1331. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_CLIMB)
  1332. {
  1333. m_fLastHeadingDiff = 0;
  1334. return false;
  1335. }
  1336. #ifdef DEVELOPER
  1337. int actMenuValue = DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_TURNSLIDE);
  1338. if (actMenuValue != 0)
  1339. {
  1340. //! this clamps heading
  1341. return DayZPlayerImplementHeading.ClampHeading(pDt, pModel, m_fLastHeadingDiff);
  1342. }
  1343. #endif
  1344. if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
  1345. {
  1346. m_fLastHeadingDiff = 0;
  1347. return false;
  1348. }
  1349. //! if it's standing from prone on back
  1350. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_MOVE)
  1351. {
  1352. HumanCommandMove hcm = GetCommand_Move();
  1353. if (hcm.IsStandingFromBack())
  1354. {
  1355. m_fLastHeadingDiff = 0;
  1356. return false;
  1357. }
  1358. }
  1359. HumanItemAccessor hia = GetItemAccessor();
  1360. HumanItemBehaviorCfg hibcfg = hia.GetItemInHandsBehaviourCfg();
  1361. if (hibcfg && hibcfg.m_StanceRotation[m_MovementState.m_iStanceIdx] == DayZPlayerConstants.ROTATION_DISABLE)
  1362. {
  1363. return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
  1364. }
  1365. if (IsUnconscious() || (GetCommand_Move() && GetCommand_Move().IsLeavingUncon()))
  1366. {
  1367. return DayZPlayerImplementHeading.NoHeading(pDt, pModel, m_fLastHeadingDiff);
  1368. }
  1369. return DayZPlayerImplementHeading.RotateOrient(pDt, pModel, m_fLastHeadingDiff);
  1370. }
  1371. //-------------------------------------------------------------
  1372. //!
  1373. //! This Aiming Model
  1374. //!
  1375. override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
  1376. {
  1377. GetMovementState(m_MovementState);
  1378. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_MELEE2)
  1379. {
  1380. HumanCommandMelee2 hcm = GetCommand_Melee2();
  1381. if (hcm.IsFinisher())
  1382. {
  1383. if (!m_AimingFinisherStarted)
  1384. {
  1385. m_AimingModel.OnFinisherBegin(pModel.m_fCurrentAimY);
  1386. m_AimingFinisherStarted = true;
  1387. }
  1388. m_AimingModel.ProcessStealthFilters(pDt, pModel);
  1389. }
  1390. return true;
  1391. }
  1392. if (m_MovementState.IsRaised())
  1393. {
  1394. if (!m_RaiseStarted)
  1395. {
  1396. m_AimingModel.OnRaiseBegin(this);
  1397. m_RaiseStarted = true;
  1398. }
  1399. m_AimingModel.ProcessAimFilters(pDt, pModel, m_MovementState.m_iStanceIdx);
  1400. return true;
  1401. }
  1402. m_RaiseStarted = false;
  1403. m_AimingFinisherStarted = false;
  1404. return true;
  1405. }
  1406. //-------------------------------------------------------------
  1407. //!
  1408. //! Jump / Climb
  1409. //!
  1410. //!
  1411. bool ProcessJumpOrClimb(float pDt, int pCurrentCommandID)
  1412. {
  1413. HumanInputController hic = GetInputController();
  1414. if (!hic || !hic.IsJumpClimb())
  1415. {
  1416. return false;
  1417. }
  1418. m_JumpClimb.JumpOrClimb();
  1419. if (!m_JumpClimb.WasSuccessful())
  1420. {
  1421. return false;
  1422. }
  1423. return true;
  1424. }
  1425. //!
  1426. bool CanJump()
  1427. {
  1428. if (IsFBSymptomPlaying() || IsRestrained() || IsUnconscious() || IsInFBEmoteState())
  1429. return false;
  1430. if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
  1431. return false;
  1432. if (IsRaised() && GetInputInterface().SyncedPress("UAGetOverControllerHelper")) //no raised jump on cotroller
  1433. {
  1434. return false;
  1435. }
  1436. HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
  1437. if (!hibcfg.m_bJumpAllowed)
  1438. return false;
  1439. if (!DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_ERECT) || !DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_RAISEDERECT))
  1440. return false;
  1441. HumanCommandMove hcm = GetCommand_Move();
  1442. if (hcm)
  1443. {
  1444. if (hcm.IsChangingStance())
  1445. return false;
  1446. }
  1447. HumanCommandSwim hcs = GetCommand_Swim();
  1448. if (hcs)
  1449. {
  1450. return false;
  1451. }
  1452. return true;
  1453. }
  1454. bool CanClimb(int climbType, SHumanCommandClimbResult climbRes)
  1455. {
  1456. if (IsFBSymptomPlaying() || IsRestrained() || IsUnconscious() || IsInFBEmoteState())
  1457. return false;
  1458. if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
  1459. return false;
  1460. if (IsRaised() && GetInputInterface().SyncedPress("UAGetOverControllerHelper")) //no raised climb on cotroller
  1461. {
  1462. return false;
  1463. }
  1464. HumanItemBehaviorCfg hibcfg = GetItemAccessor().GetItemInHandsBehaviourCfg();
  1465. if (!hibcfg.m_bJumpAllowed)
  1466. return false;
  1467. if (climbRes)
  1468. {
  1469. EntityAI entity;
  1470. if (Class.CastTo(entity,climbRes.m_GrabPointParent) && entity.IsHologram())
  1471. return false;
  1472. if (Class.CastTo(entity,climbRes.m_ClimbStandPointParent) && entity.IsHologram())
  1473. return false;
  1474. if (Class.CastTo(entity,climbRes.m_ClimbOverStandPointParent) && entity.IsHologram())
  1475. return false;
  1476. }
  1477. return true;
  1478. }
  1479. void OnJumpStart()
  1480. {
  1481. }
  1482. void OnJumpEnd(int pLandType = 0)
  1483. {
  1484. }
  1485. void StopHandEvent()
  1486. {
  1487. GetDayZPlayerInventory().CancelHandEvent();
  1488. }
  1489. void StopWeaponEvent()
  1490. {
  1491. GetDayZPlayerInventory().CancelWeaponEvent();
  1492. }
  1493. void AbortWeaponEvent()
  1494. {
  1495. GetDayZPlayerInventory().AbortWeaponEvent();
  1496. }
  1497. //-------------------------------------------------------------
  1498. //!
  1499. //! This is main command logic
  1500. //!
  1501. void HandleADS()
  1502. {
  1503. if (!IsAlive())
  1504. {
  1505. if (m_CameraIronsight || m_CameraOptics)
  1506. {
  1507. ExitSights();
  1508. }
  1509. return;
  1510. }
  1511. bool bADSToggle = false;
  1512. bool exitSights = false;
  1513. HumanInputController hic = GetInputController();
  1514. HumanItemAccessor hia = GetItemAccessor();
  1515. HumanCommandWeapons hcw = GetCommandModifier_Weapons();
  1516. PlayerBase playerPB = PlayerBase.Cast(this);
  1517. GetMovementState(m_MovementState);
  1518. if (playerPB.IsRolling())
  1519. {
  1520. exitSights = true;
  1521. }
  1522. if (m_ResetADS || (!hia.IsItemInHandsWeapon() && hic.WeaponADS()))
  1523. {
  1524. hic.ResetADS();
  1525. m_ResetADS = false;
  1526. }
  1527. if (!m_MovementState.IsRaised() || m_LiftWeapon_player)
  1528. {
  1529. ResetWeaponRaiseProgress();
  1530. exitSights = true;
  1531. }
  1532. else
  1533. {
  1534. if (m_bADS != hic.WeaponADS())
  1535. {
  1536. m_bADS = hic.WeaponADS();
  1537. bADSToggle = true;
  1538. }
  1539. if (m_bADS && !m_CameraIronsight && !m_CameraOptics)
  1540. {
  1541. //!artificial Auto-ADS delay
  1542. if (!IsWeaponRaiseCompleted())
  1543. {
  1544. bADSToggle = false;
  1545. exitSights = true;
  1546. }
  1547. else
  1548. {
  1549. bADSToggle = true;
  1550. }
  1551. }
  1552. }
  1553. if (bADSToggle && !GetCommand_Melee2() && !GetThrowing().IsThrowingModeEnabled())
  1554. {
  1555. if (hia.IsItemInHandsWeapon() && playerPB.GetItemInHands() && playerPB.GetItemInHands().IsWeapon() && playerPB.GetWeaponManager() && !playerPB.GetWeaponManager().IsRunning())
  1556. {
  1557. Weapon_Base weapon = Weapon_Base.Cast(GetHumanInventory().GetEntityInHands());
  1558. ItemOptics optic = weapon.GetAttachedOptics();
  1559. bool switchToADS = false;
  1560. bool canUseIronsights = weapon.CanEnterIronsights();
  1561. bool canUseOptics = optic != NULL;
  1562. if (canUseIronsights || canUseOptics)
  1563. switchToADS = m_bADS;
  1564. // go to ironsights - disable ironsights when
  1565. //! if !raised
  1566. //! if sprinting
  1567. if (!m_MovementState.IsRaised() || m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
  1568. {
  1569. switchToADS = false;
  1570. }
  1571. // fixes camera switching during item transitions
  1572. if (IsLiftWeapon() || !IsRaised() || GetDayZPlayerInventory().IsProcessing() || !IsWeaponRaiseCompleted() || IsFighting())
  1573. {
  1574. exitSights = true;
  1575. }
  1576. else if (switchToADS) // enter ironsights or optics
  1577. {
  1578. // filter by usability
  1579. if (m_WasIronsight && !canUseIronsights)
  1580. {
  1581. m_WasIronsight = false;
  1582. }
  1583. else if (!m_WasIronsight && !canUseOptics)
  1584. {
  1585. m_WasIronsight = true;
  1586. }
  1587. if (m_WasIronsight)
  1588. {
  1589. hic.ResetFreeLookToggle();
  1590. SwitchOptics(optic,false);
  1591. SetIronsights(true);
  1592. }
  1593. else if (!m_WasIronsight || (!canUseIronsights && canUseOptics))
  1594. {
  1595. SetIronsights(false);
  1596. SwitchOptics(optic,true);
  1597. }
  1598. else
  1599. {
  1600. exitSights = true;
  1601. }
  1602. if (hcw && (m_CameraOptics/* || m_CameraIronsight*/))
  1603. {
  1604. hcw.SetADS(true);
  1605. }
  1606. }
  1607. else
  1608. {
  1609. exitSights = true;
  1610. }
  1611. }
  1612. }
  1613. // leave ironsight and/ or optics
  1614. if (exitSights && !IsHandheldOpticsInUse() && (m_CameraIronsight || m_CameraOptics) || GetCommand_Melee2())
  1615. {
  1616. ExitSights();
  1617. }
  1618. }
  1619. void HandleView()
  1620. {
  1621. if (!IsAlive())
  1622. {
  1623. if (m_CameraIronsight || m_CameraOptics)
  1624. {
  1625. ExitSights();
  1626. }
  1627. return;
  1628. }
  1629. HumanInputController hic = GetInputController();
  1630. bool camChange = hic.CameraViewChanged();
  1631. if (IsRaised())
  1632. {
  1633. if (m_IsWeapon)
  1634. {
  1635. camChange = false;
  1636. }
  1637. }
  1638. //! 3rd person camera
  1639. if (GetGame().GetWorld().Is3rdPersonDisabled())
  1640. {
  1641. m_Camera3rdPerson = false;
  1642. }
  1643. else if (camChange)
  1644. {
  1645. m_Camera3rdPerson = !m_Camera3rdPerson;
  1646. }
  1647. // exits optics completely, comment to return to ADS
  1648. if (m_LiftWeapon_player && (m_CameraOptics || m_CameraIronsight))
  1649. ExitSights();
  1650. if (IsPlayerInStance(DayZPlayerConstants.STANCEMASK_RAISEDPRONE) && (m_CameraOptics || m_CameraIronsight))
  1651. {
  1652. SetVerticalMinimumAimLimit(DayZPlayerCameraIronsights.CONST_UD_MIN_BACK);
  1653. m_CameraOpticsAimOverride = true;
  1654. }
  1655. else if (m_CameraOpticsAimOverride)
  1656. {
  1657. SetVerticalMinimumAimLimit(DayZPlayerCameraIronsights.CONST_UD_MIN);
  1658. m_CameraOpticsAimOverride = false;
  1659. }
  1660. if (hic.IsZoomToggle() && !m_MovementState.IsRaised())
  1661. {
  1662. m_CameraEyeZoomLevel = ECameraZoomType.NORMAL;
  1663. if ((IsClimbingLadder() && Math.AbsInt(m_MovementState.m_iMovement) == 2) || (IsSwimming() && m_MovementState.m_iMovement == 3))
  1664. {
  1665. m_CameraEyeZoomLevel = ECameraZoomType.SHALLOW;
  1666. }
  1667. else if (!IsClimbingLadder() && !IsSwimming() && !IsInVehicle())
  1668. {
  1669. float pSpeed;
  1670. vector pLocalDirection;
  1671. hic.GetMovement(pSpeed ,pLocalDirection);
  1672. if (m_MovementState.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_ERECT && pSpeed == 3)
  1673. {
  1674. m_CameraEyeZoomLevel = ECameraZoomType.SHALLOW;
  1675. }
  1676. }
  1677. }
  1678. else
  1679. {
  1680. m_CameraEyeZoomLevel = ECameraZoomType.NONE;
  1681. }
  1682. if (m_MovementState.IsRaisedInProne())
  1683. {
  1684. float headingAngle = MiscGameplayFunctions.GetHeadingAngle(this);
  1685. float headingAngleDiffBlock = Math.AbsFloat(m_LastHeadingAngleBlock - headingAngle);
  1686. float headingAngleDiffBlock2 = Math.AbsFloat(m_LastHeadingAngleBlock2 - headingAngle);
  1687. float headingAngleDiff = 0.0;
  1688. if (m_LastHeadingAngle * headingAngle < 0.0)
  1689. {
  1690. headingAngleDiff = Math.AbsFloat(m_LastHeadingAngle + headingAngle);
  1691. }
  1692. else
  1693. {
  1694. headingAngleDiff = Math.AbsFloat(m_LastHeadingAngle - headingAngle);
  1695. }
  1696. if (headingAngleDiff > 0.2)
  1697. {
  1698. int time = GetGame().GetTime();
  1699. float timefilterconstant = 400 - (headingAngleDiff * 100);
  1700. if (headingAngleDiffBlock > 0.8 && time - m_LastBackSoundTime > timefilterconstant)
  1701. {
  1702. float volume = headingAngleDiff / 0.5;
  1703. if (volume > 1)
  1704. {
  1705. volume = 1;
  1706. }
  1707. if (volume < 0.25)
  1708. {
  1709. volume = 0.25;
  1710. }
  1711. m_SoundOffset = headingAngleDiff / 2;
  1712. if (m_SoundOffset > 0.25)
  1713. {
  1714. m_SoundOffset = 0.25;
  1715. }
  1716. string soundSetName = "Cloth_Body_longmove_TShirt_Soundset";
  1717. string bodyClothName = "";
  1718. EntityAI attachment = GetInventory().FindAttachment(InventorySlots.BODY);
  1719. if (attachment)
  1720. {
  1721. bodyClothName = attachment.GetAttachmentSoundType();
  1722. }
  1723. if (bodyClothName != "")
  1724. {
  1725. string path = "CfgSoundTables CfgAttachmentSoundTables Cloth_Body_Longmove_LookupTable";
  1726. int soundCount = GetGame().ConfigGetChildrenCount(path);
  1727. for (int i = 0; i < soundCount; i++)
  1728. {
  1729. string name = "";
  1730. GetGame().ConfigGetChildName(path, i, name);
  1731. if (name == bodyClothName)
  1732. {
  1733. TStringArray stringArray = new TStringArray();
  1734. GetGame().ConfigGetTextArray(path + " " + name + " soundSets", stringArray);
  1735. soundSetName = stringArray.Get(0);
  1736. delete stringArray;
  1737. }
  1738. }
  1739. }
  1740. SoundParams soundParams = new SoundParams(soundSetName);
  1741. SoundObjectBuilder soundObjectBuilder = new SoundObjectBuilder(soundParams);
  1742. if (soundObjectBuilder != NULL)
  1743. {
  1744. SoundObject soundObject = soundObjectBuilder.BuildSoundObject();
  1745. if (soundObject != NULL)
  1746. {
  1747. soundObject.SetPosition(GetPosition());
  1748. AbstractWave wave = GetGame().GetSoundScene().Play3D(soundObject, soundObjectBuilder);
  1749. wave.SetStartOffset(m_SoundOffset);
  1750. wave.SetVolumeRelative(volume);
  1751. m_LastBackSoundTime = GetGame().GetTime();
  1752. m_LastHeadingAngleBlock = headingAngle;
  1753. }
  1754. }
  1755. }
  1756. if (headingAngleDiffBlock2 > 1.5 && time - m_LastBackSoundTime2 > (timefilterconstant * 2))
  1757. {
  1758. float volume2 = headingAngleDiff * 2;
  1759. if (volume2 > 1)
  1760. {
  1761. volume2 = 1;
  1762. }
  1763. m_SoundOffset = headingAngleDiff / 1.8;
  1764. if (m_SoundOffset < 0.1)
  1765. {
  1766. m_SoundOffset = 0.1;
  1767. }
  1768. if (m_SoundOffset > 0.3)
  1769. {
  1770. m_SoundOffset = 0.3;
  1771. }
  1772. string soundSetName2 = "walkProne_noHS_asphalt_ext_Char_SoundSet";
  1773. string surfaceType = GetSurfaceType();
  1774. if (surfaceType != "")
  1775. {
  1776. string movementSurfaceType = "walkProne_" + surfaceType;
  1777. string path2 = "CfgSoundTables CfgStepSoundTables walkProne_noHS_Char_LookupTable";
  1778. int soundCount2 = GetGame().ConfigGetChildrenCount(path2);
  1779. for (int i2 = 0; i2 < soundCount2; i2++)
  1780. {
  1781. string name2 = "";
  1782. GetGame().ConfigGetChildName(path2, i2, name2);
  1783. if (name2 == movementSurfaceType)
  1784. {
  1785. TStringArray stringArray2 = new TStringArray();
  1786. GetGame().ConfigGetTextArray(path2 + " " + name2 + " soundSets", stringArray2);
  1787. soundSetName2 = stringArray2.Get(0);
  1788. delete stringArray2;
  1789. }
  1790. }
  1791. }
  1792. SoundParams soundParams2 = new SoundParams(soundSetName2);
  1793. SoundObjectBuilder soundObjectBuilder2 = new SoundObjectBuilder(soundParams2);
  1794. if (soundObjectBuilder2 != NULL)
  1795. {
  1796. SoundObject soundObject2 = soundObjectBuilder2.BuildSoundObject();
  1797. if (soundObject2 != NULL)
  1798. {
  1799. soundObject2.SetPosition(GetPosition());
  1800. AbstractWave wave2 = GetGame().GetSoundScene().Play3D(soundObject2, soundObjectBuilder2);
  1801. wave2.SetStartOffset(m_SoundOffset);
  1802. wave2.SetVolumeRelative(volume2);
  1803. m_LastBackSoundTime2 = GetGame().GetTime();
  1804. m_LastHeadingAngleBlock2 = headingAngle;
  1805. }
  1806. }
  1807. }
  1808. m_LastHeadingAngle = headingAngle;
  1809. }
  1810. }
  1811. }
  1812. float m_LastHeadingAngleBlock;
  1813. float m_LastHeadingAngleBlock2;
  1814. float m_LastHeadingAngle;
  1815. int m_LastBackSoundTime;
  1816. int m_LastBackSoundTime2;
  1817. float m_SoundOffset;
  1818. //-------------------------------------------------------------
  1819. //!
  1820. //! ModOverrides
  1821. //!
  1822. // these functions are for modded overide in script command mods
  1823. bool ModCommandHandlerBefore(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
  1824. {
  1825. return false;
  1826. }
  1827. bool ModCommandHandlerInside(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
  1828. {
  1829. return false;
  1830. }
  1831. bool ModCommandHandlerAfter(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
  1832. {
  1833. return false;
  1834. }
  1835. //-------------------------------------------------------------
  1836. //!
  1837. //! This is main command logic
  1838. //!
  1839. //!
  1840. override void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
  1841. {
  1842. m_dT = pDt;
  1843. vector playerPosition = PhysicsGetPositionWS();
  1844. if (ModCommandHandlerBefore(pDt, pCurrentCommandID, pCurrentCommandFinished))
  1845. {
  1846. return;
  1847. }
  1848. HumanInputController hic = GetInputController();
  1849. EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
  1850. GetMovementState(m_MovementState);
  1851. bool isRaisedNow = m_MovementState.IsRaised();
  1852. bool isWeapon = entityInHands && entityInHands.IsInherited(Weapon);
  1853. bool updateAimingMdfr = false;
  1854. if (isWeapon != m_IsWeapon)
  1855. {
  1856. m_IsWeapon = isWeapon;
  1857. updateAimingMdfr = true;
  1858. }
  1859. if (isRaisedNow != m_IsRaised)
  1860. {
  1861. updateAimingMdfr = true;
  1862. m_IsRaised = m_MovementState.IsRaised();
  1863. }
  1864. if (updateAimingMdfr)
  1865. {
  1866. if (isRaisedNow && isWeapon)
  1867. GetUApi().ActivateModificator("aiming");
  1868. else
  1869. GetUApi().DeactivateModificator("aiming");
  1870. }
  1871. // handle ADS ironsights/optics transition logic
  1872. HandleADS();
  1873. // handle weapons
  1874. if (hic)
  1875. {
  1876. ItemOptics opticInHands = ItemOptics.Cast(entityInHands);
  1877. if (isWeapon && (!m_ProcessFirearmMeleeHit || !m_ContinueFirearmMelee))
  1878. {
  1879. m_ProcessFirearmMeleeHit = false;
  1880. bool exitIronSights = false;
  1881. HandleWeapons(pDt, entityInHands, hic, exitIronSights);
  1882. }
  1883. else if (IsHandheldOpticsInUse() && m_CameraOptics && opticInHands)
  1884. {
  1885. bool exitOptic = false;
  1886. HandleOptic(opticInHands, true, hic, exitOptic);
  1887. }
  1888. }
  1889. //! handle all Camera changes, switch + zoom
  1890. HandleView();
  1891. if (m_MovementState.m_iMovement != m_MovementState.m_LocalMovement)
  1892. {
  1893. OnMovementChanged();
  1894. m_MovementState.m_LocalMovement = m_MovementState.m_iMovement;
  1895. }
  1896. //! handle death with high priority
  1897. if (HandleDeath(pCurrentCommandID))
  1898. {
  1899. return;
  1900. }
  1901. //! check for water depth while getting out and start swimming if necessary
  1902. //! this also handles the last frame of the vehicle command hence it doens't need separate check on pCurrentCommandFinished
  1903. if ( pCurrentCommandID == DayZPlayerConstants.COMMANDID_VEHICLE )
  1904. {
  1905. HumanCommandVehicle cmdVehicle = GetCommand_Vehicle();
  1906. if ( cmdVehicle && cmdVehicle.IsGettingOut() )
  1907. {
  1908. vector waterLevel;
  1909. if ( m_Swimming.CheckSwimmingStart( waterLevel ) )
  1910. {
  1911. // not all the events may have been called as getting out could have occurred while under water
  1912. cmdVehicle.ProcessLeaveEvents();
  1913. StartCommand_Swim();
  1914. return;
  1915. }
  1916. }
  1917. }
  1918. //! handle finished commands
  1919. if (pCurrentCommandFinished)
  1920. {
  1921. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_UNCONSCIOUS)
  1922. {
  1923. if ((m_LastCommandBeforeUnconscious == DayZPlayerConstants.COMMANDID_VEHICLE) && (m_TransportCache != null))
  1924. {
  1925. int crew_index = m_TransportCache.CrewMemberIndex(this);
  1926. int seat = m_TransportCache.GetSeatAnimationType(crew_index);
  1927. StartCommand_Vehicle(m_TransportCache, crew_index, seat, true);
  1928. m_TransportCache = null;
  1929. return;
  1930. }
  1931. }
  1932. // start moving
  1933. // start falling ? (could happen after climbing)
  1934. if (PhysicsIsFalling(true))
  1935. {
  1936. StartCommand_Fall(0);
  1937. SetFallYDiff(playerPosition[1]);
  1938. return;
  1939. }
  1940. //! default behaviour after finish is to start move
  1941. if (m_Swimming.m_bWasSwimming)
  1942. {
  1943. StartCommand_Swim();
  1944. return;
  1945. }
  1946. StartCommand_Move();
  1947. if (GetHumanInventory().GetEntityInHands())
  1948. ForceStandUpForHeavyItems(GetHumanInventory().GetEntityInHands());
  1949. return;
  1950. }
  1951. //--------------------------------------------
  1952. //! debug test script command !PSOVIS
  1953. if (ModCommandHandlerInside(pDt, pCurrentCommandID, pCurrentCommandFinished))
  1954. {
  1955. return;
  1956. }
  1957. //--------------------------------------------
  1958. // vehicle handling
  1959. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_VEHICLE)
  1960. {
  1961. HumanCommandVehicle hcv = GetCommand_Vehicle();
  1962. if (hcv.WasGearChange())
  1963. {
  1964. GearChangeActionCallback cb = GearChangeActionCallback.Cast(AddCommandModifier_Action(DayZPlayerConstants.CMD_ACTIONMOD_SHIFTGEAR, GearChangeActionCallback));
  1965. cb.SetVehicleCommand(hcv);
  1966. }
  1967. return;
  1968. }
  1969. //! Sprint attack limiting - player has to be in full sprint for at least 0.5s
  1970. //--------------------------------------------
  1971. HumanCommandMove hcm = GetCommand_Move();
  1972. if (hcm && hcm.GetCurrentMovementSpeed() > 2.99 && m_MovementState.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
  1973. {
  1974. m_SprintedTime += pDt;
  1975. if (m_SprintedTime > m_SprintedTimePerStanceMin)
  1976. {
  1977. m_SprintFull = true;
  1978. m_SprintedTimePerStanceMin = PlayerConstants.FULL_SPRINT_DELAY_DEFAULT;
  1979. }
  1980. else
  1981. m_SprintFull = false;
  1982. }
  1983. else
  1984. {
  1985. m_SprintedTime = 0.0;
  1986. m_SprintFull = false;
  1987. }
  1988. //--------------------------------------------
  1989. // swimming handling
  1990. if (m_Swimming.HandleSwimming(pCurrentCommandID, hcm, m_MovementState))
  1991. {
  1992. if (ProcessJumpOrClimb(pDt, pCurrentCommandID))
  1993. {
  1994. return;
  1995. }
  1996. m_JumpClimb.CheckAndFinishJump();
  1997. return;
  1998. }
  1999. //--------------------------------------------
  2000. // ladder handling
  2001. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_LADDER)
  2002. {
  2003. OnLadder(pDt, m_MovementState);
  2004. return;
  2005. }
  2006. //--------------------------------------------
  2007. // climb handling
  2008. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_CLIMB)
  2009. {
  2010. return;
  2011. }
  2012. //--------------------------------------------
  2013. // fall handling
  2014. if (IsAlreadyInFallingCommand(pCurrentCommandID))
  2015. {
  2016. if (IsLanded(pCurrentCommandID))
  2017. {
  2018. DayZPlayerType type = GetDayZPlayerType();
  2019. NoiseParams npar;
  2020. FallDamageData fallDamageData = new FallDamageData();
  2021. fallDamageData.m_Height = m_FallYDiff - playerPosition[1];
  2022. // land
  2023. if (fallDamageData.m_Height < 0.5)
  2024. {
  2025. fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_NONE;
  2026. OnLand(pCurrentCommandID, fallDamageData);
  2027. npar = type.GetNoiseParamsLandLight();
  2028. AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2029. }
  2030. else if (fallDamageData.m_Height < 3.0)
  2031. {
  2032. if (m_MovementState.IsInProne() || m_MovementState.IsInRaisedProne())
  2033. fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_NONE;
  2034. else
  2035. fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_LIGHT;
  2036. OnLand(pCurrentCommandID, fallDamageData);
  2037. npar = type.GetNoiseParamsLandLight();
  2038. AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2039. }
  2040. else if (fallDamageData.m_Height < 5.0)
  2041. {
  2042. fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_MEDIUM;
  2043. OnLand(pCurrentCommandID, fallDamageData);
  2044. npar = type.GetNoiseParamsLandHeavy();
  2045. AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2046. }
  2047. else
  2048. {
  2049. fallDamageData.m_LandType = HumanCommandFall.LANDTYPE_HEAVY;
  2050. OnLand(pCurrentCommandID, fallDamageData);
  2051. npar = type.GetNoiseParamsLandHeavy();
  2052. AddNoise(npar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2053. }
  2054. if (fallDamageData.m_Height >= DayZPlayerImplementFallDamage.HEALTH_HEIGHT_LOW && GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
  2055. {
  2056. OnPlayerRecievedHit();
  2057. }
  2058. m_FallDamage.HandleFallDamage(fallDamageData);
  2059. m_JumpClimb.CheckAndFinishJump(fallDamageData.m_LandType);
  2060. }
  2061. //! If we are not in fall command then something else is currently running and we can safely continue here, otherwise terminate here
  2062. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL)
  2063. {
  2064. return;
  2065. }
  2066. }
  2067. else if (PhysicsIsFalling(false))
  2068. {
  2069. // Not in a falling command but the controller is falling, start default fall
  2070. StartCommand_Fall(0);
  2071. SetFallYDiff(playerPosition[1]);
  2072. return;
  2073. }
  2074. //--------------------------------------------
  2075. // handle jumping
  2076. #ifndef NO_GUI
  2077. #ifdef DEVELOPER
  2078. //! enable this later for everything
  2079. if (DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_ENABLEJUMP))
  2080. {
  2081. SHumanCommandClimbSettings hcls = GetDayZPlayerType().CommandClimbSettingsW();
  2082. if (m_MovementState.m_iMovement != DayZPlayerConstants.MOVEMENTIDX_IDLE)
  2083. hcls.m_fFwMaxDistance = 3;
  2084. else
  2085. hcls.m_fFwMaxDistance = 1.2;
  2086. SHumanCommandClimbResult ret;
  2087. //! debug draw climb heuristics
  2088. HumanCommandClimb.DoClimbTest(this, ret, 0x3);
  2089. }
  2090. #endif
  2091. #endif
  2092. // start jump
  2093. if (ProcessJumpOrClimb(pDt, pCurrentCommandID))
  2094. {
  2095. return;
  2096. }
  2097. HumanCommandAdditives ad = GetCommandModifier_Additives();
  2098. bool force = false;
  2099. #ifndef NO_GUI
  2100. #ifdef DEVELOPER
  2101. //! force speaking for debug
  2102. force = DiagMenu.GetEngineValue(DayZPlayerConstants.DEBUG_ENABLETALKING);
  2103. #endif
  2104. #endif
  2105. float amplitude = IsPlayerSpeaking();
  2106. if (amplitude > 0.1 || force)
  2107. {
  2108. if (ad)
  2109. ad.SetTalking(true);
  2110. // add noises on server
  2111. if (GetGame().IsServer())
  2112. {
  2113. int now = GetGame().GetTime();
  2114. if (now >= m_NextVoNNoiseTime)
  2115. {
  2116. m_NextVoNNoiseTime = now + 1000;
  2117. int voiceLevel = GetGame().GetVoiceLevel(this);
  2118. DayZPlayerType pt = GetDayZPlayerType();
  2119. // add noise every second while talking
  2120. NoiseParams vonpar;
  2121. switch (voiceLevel)
  2122. {
  2123. case VoiceLevelWhisper:
  2124. vonpar = pt.GetNoiseParamsWhisper();
  2125. break;
  2126. case VoiceLevelTalk:
  2127. vonpar = pt.GetNoiseParamsTalk();
  2128. break;
  2129. case VoiceLevelShout:
  2130. vonpar = pt.GetNoiseParamsShout();
  2131. break;
  2132. }
  2133. AddNoise(vonpar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2134. }
  2135. }
  2136. }
  2137. else
  2138. {
  2139. if (ad)
  2140. ad.SetTalking(false);
  2141. }
  2142. //--------------------------------------------
  2143. // anything whats handled by InputController
  2144. //!
  2145. if (hic)
  2146. {
  2147. //! throwing handling
  2148. HumanCommandWeapons hcw = GetCommandModifier_Weapons();
  2149. m_Throwing.HandleThrowing(hic, hcw, entityInHands, pDt);
  2150. //! melee
  2151. if (m_MeleeFightLogic.CanFight())
  2152. {
  2153. if (m_MeleeFightLogic.HandleFightLogic(pCurrentCommandID, hic, entityInHands, m_MovementState, m_ContinueFirearmMelee))
  2154. {
  2155. m_ProcessFirearmMeleeHit = isWeapon && (hic.IsMeleeWeaponAttack() || m_ProcessFirearmMeleeHit) || m_ContinueFirearmMelee;
  2156. return;
  2157. }
  2158. }
  2159. }
  2160. //!
  2161. if (ModCommandHandlerAfter(pDt, pCurrentCommandID, pCurrentCommandFinished))
  2162. {
  2163. return;
  2164. }
  2165. }
  2166. void HideClothing(ItemOptics optic, bool state) {}
  2167. //-------------------------------------------------------------
  2168. //!
  2169. //! This is Debug functionality
  2170. //!
  2171. float m_TestDamageCounter = -1; //! VKOSTIK - tady dat 0 misto -1
  2172. float m_DebugDirectionVal = -180;
  2173. bool m_DebugTypeVal = false;
  2174. int m_DebugWeaponChangeStage = 0;
  2175. string m_DebugWeaponChangeItem;
  2176. int m_DebugWeaponChangeShowSlot;
  2177. //!
  2178. void CommandHandlerDebug(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
  2179. {
  2180. if (GetPluginManager())
  2181. {
  2182. PluginDayzPlayerDebug playerDebug = PluginDayzPlayerDebug.Cast(GetPluginManager().GetPluginByType(PluginDayzPlayerDebug));
  2183. if (playerDebug)
  2184. {
  2185. playerDebug.CommandHandler();
  2186. //! debug handling of adding commands
  2187. if (m_DebugWeaponChangeStage == 0)
  2188. {
  2189. // debug weapon change
  2190. int hideSlot;
  2191. if (playerDebug.IsWeaponChange(m_DebugWeaponChangeItem, hideSlot, m_DebugWeaponChangeShowSlot))
  2192. {
  2193. //Print("Change Weapon started: " + m_DebugWeaponChangeItem + "," + hideSlot.ToString() + "," + m_DebugWeaponChangeShowSlot.ToString());
  2194. HumanCommandWeapons w = GetCommandModifier_Weapons();
  2195. w.StartAction(WeaponActions.HIDE, hideSlot);
  2196. m_DebugWeaponChangeStage = 1;
  2197. }
  2198. }
  2199. else if (m_DebugWeaponChangeStage == 1)
  2200. {
  2201. // wait for weapon hide to meet event
  2202. HumanCommandWeapons w2 = GetCommandModifier_Weapons();
  2203. if (w2 && w2.GetRunningAction() == WeaponActions.HIDE)
  2204. {
  2205. if (w2.IsEvent() == WeaponEvents.CHANGE_HIDE)
  2206. {
  2207. //! set item in hands
  2208. //Print("Change Weapon - hidden: ");
  2209. //! fuj
  2210. PlayerBase player = PlayerBase.Cast(this);
  2211. EntityAI item_in_hands = player.GetHumanInventory().GetEntityInHands();
  2212. if (item_in_hands != NULL && player.CanDropEntity(item_in_hands) && GetGame().GetPlayer().GetHumanInventory().CanRemoveEntityInHands())
  2213. {
  2214. player.PredictiveDropEntity(item_in_hands);
  2215. }
  2216. if (m_DebugWeaponChangeItem != "")
  2217. {
  2218. InventoryLocation dst = new InventoryLocation;
  2219. dst.SetHands(this, NULL);
  2220. EntityAI item = SpawnEntity(m_DebugWeaponChangeItem, dst,ECE_IN_INVENTORY,RF_DEFAULT);
  2221. }
  2222. //! start show
  2223. w2.StartAction(WeaponActions.SHOW, 3);
  2224. m_DebugWeaponChangeStage = 2;
  2225. }
  2226. }
  2227. }
  2228. else if (m_DebugWeaponChangeStage == 2)
  2229. {
  2230. HumanCommandWeapons w3 = GetCommandModifier_Weapons();
  2231. if (w3 && w3.IsActionFinished())
  2232. {
  2233. m_DebugWeaponChangeStage = 0;
  2234. }
  2235. }
  2236. }
  2237. }
  2238. //! damage test
  2239. if (m_TestDamageCounter >= 0)
  2240. {
  2241. if (m_TestDamageCounter > 3)
  2242. {
  2243. m_DebugDirectionVal = m_DebugDirectionVal + 90;
  2244. m_TestDamageCounter = 0;
  2245. if (m_DebugDirectionVal > 90)
  2246. {
  2247. m_DebugDirectionVal = -180;
  2248. m_DebugTypeVal = !m_DebugTypeVal;
  2249. }
  2250. if (m_DebugTypeVal)
  2251. {
  2252. AddCommandModifier_Damage(0, m_DebugDirectionVal); // starts light
  2253. }
  2254. else
  2255. {
  2256. StartCommand_Damage(0, m_DebugDirectionVal); // starts heavy (full body)
  2257. }
  2258. // 0.. types
  2259. // from: -180 back, -90 left, 0 front, 90 right, 180 back
  2260. //AddCommandModifier_Damage(0, directionVal); // starts light
  2261. //StartCommand_Damage(0, 0); // starts heavy (full body)
  2262. }
  2263. m_TestDamageCounter += pDt;
  2264. }
  2265. #ifndef NO_GUI
  2266. #ifdef DEVELOPER
  2267. // injury / exhaustion
  2268. {
  2269. HumanCommandAdditives ad = GetCommandModifier_Additives();
  2270. //! diag menu - injured
  2271. float v = DiagMenu.GetEngineRangeValue(DayZPlayerConstants.DEBUG_SHOWINJURY);
  2272. if (v > 0)
  2273. {
  2274. ad.SetInjured(v, true);
  2275. }
  2276. //! diag menu - injured
  2277. v = DiagMenu.GetEngineRangeValue(DayZPlayerConstants.DEBUG_SHOWEXHAUSTION);
  2278. if (v > 0)
  2279. {
  2280. ad.SetExhaustion(v, true);
  2281. }
  2282. }
  2283. #endif
  2284. #endif
  2285. }
  2286. //-------------------------------------------------------------
  2287. //!
  2288. //! This is main camera selection logic
  2289. //!
  2290. override int CameraHandler(int pCameraMode)
  2291. {
  2292. //! ironsights
  2293. if (!m_LiftWeapon_player)
  2294. {
  2295. ItemOptics optics = null;
  2296. EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
  2297. Weapon weapon = Weapon.Cast(entityInHands);
  2298. if (weapon)
  2299. optics = weapon.GetAttachedOptics();
  2300. else if (entityInHands)
  2301. Class.CastTo(optics,entityInHands);
  2302. if (m_CameraOptics && optics)
  2303. {
  2304. return DayZPlayerCameras.DAYZCAMERA_OPTICS;
  2305. }
  2306. else if (m_CameraIronsight && weapon)
  2307. {
  2308. return DayZPlayerCameras.DAYZCAMERA_IRONSIGHTS;
  2309. }
  2310. }
  2311. // If the logic above doesn't reach optics nor ironsights camera,
  2312. // yet weapon is still raised and ads is wanted, enforce 1pv camera
  2313. // as this will reduce erratic behaviour of camera switching in 3pv
  2314. HumanInputController hic = GetInputController();
  2315. if (m_Camera3rdPerson && m_IsWeapon && m_IsRaised && hic && hic.WeaponADS())
  2316. {
  2317. return DayZPlayerCameras.DAYZCAMERA_1ST;
  2318. }
  2319. //uncon
  2320. if ( GetCurrentCommandID() == DayZPlayerConstants.COMMANDID_UNCONSCIOUS )
  2321. {
  2322. return DayZPlayerCameras.DAYZCAMERA_1ST_UNCONSCIOUS;
  2323. }
  2324. HumanCommandVehicle vehicleCommand = GetCommand_Vehicle();
  2325. if (!m_Camera3rdPerson)
  2326. {
  2327. if (vehicleCommand)
  2328. {
  2329. return DayZPlayerCameras.DAYZCAMERA_1ST_VEHICLE;
  2330. }
  2331. return DayZPlayerCameras.DAYZCAMERA_1ST;
  2332. }
  2333. else
  2334. {
  2335. if (vehicleCommand)
  2336. {
  2337. Transport transport = vehicleCommand.GetTransport();
  2338. if (transport && GetParent())
  2339. {
  2340. return transport.Get3rdPersonCameraType();
  2341. }
  2342. }
  2343. //! get movement state
  2344. GetMovementState(m_MovementState);
  2345. //! VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je
  2346. //! m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT
  2347. //! m_MovementState.m_iMovement = 0 (idle)
  2348. //! COMMANDID_ACTION returns stance right - ERECT/CROUCH
  2349. //! melee camera - not melee - stays in stance camera
  2350. if (m_MovementState.m_CommandTypeId == DayZPlayerConstants.COMMANDID_CLIMB)
  2351. {
  2352. return DayZPlayerCameras.DAYZCAMERA_3RD_CLIMB;
  2353. }
  2354. if (m_JumpClimb.m_bIsJumpInProgress)
  2355. {
  2356. return DayZPlayerCameras.DAYZCAMERA_3RD_JUMP;
  2357. }
  2358. int targetStanceIndex = m_MovementState.m_iStanceIdx;
  2359. //! special handling to allow the camera to fully blend before transitioning to the raised one
  2360. HumanCommandMove commandMove = GetCommand_Move();
  2361. if (commandMove && commandMove.IsChangingStance() && m_MovementState.IsRaised())
  2362. {
  2363. targetStanceIndex = m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_RAISED;
  2364. }
  2365. //
  2366. // normal movement cameras
  2367. if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_CROUCH)
  2368. {
  2369. return DayZPlayerCameras.DAYZCAMERA_3RD_CRO;
  2370. }
  2371. else if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
  2372. {
  2373. return DayZPlayerCameras.DAYZCAMERA_3RD_CRO_RAISED;
  2374. }
  2375. else if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_PRONE)
  2376. {
  2377. return DayZPlayerCameras.DAYZCAMERA_3RD_PRO;
  2378. }
  2379. else if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
  2380. {
  2381. return DayZPlayerCameras.DAYZCAMERA_3RD_PRO_RAISED;
  2382. }
  2383. if (targetStanceIndex == DayZPlayerConstants.STANCEIDX_RAISEDERECT)
  2384. {
  2385. if (m_IsWeapon)
  2386. {
  2387. return DayZPlayerCameras.DAYZCAMERA_3RD_ERC_RAISED;
  2388. }
  2389. else
  2390. {
  2391. return DayZPlayerCameras.DAYZCAMERA_3RD_ERC_RAISED_MELEE;
  2392. }
  2393. }
  2394. else if (targetStanceIndex == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
  2395. {
  2396. return DayZPlayerCameras.DAYZCAMERA_3RD_ERC_SPR;
  2397. }
  2398. // DayZPlayerConstants.STANCEIDX_ERECT
  2399. return DayZPlayerCameras.DAYZCAMERA_3RD_ERC;
  2400. }
  2401. return DayZPlayerCameras.DAYZCAMERA_1ST;
  2402. }
  2403. //! Event, called when HumanMovementState.m_iMovement changes...walk, run, sprint, etc..
  2404. void OnMovementChanged()//(int state_old, int state_new)
  2405. {
  2406. switch (m_MovementState.m_LocalMovement)
  2407. {
  2408. case DayZPlayerConstants.MOVEMENTIDX_CROUCH_RUN:
  2409. {
  2410. //OnCrouchRunEnd();
  2411. break;
  2412. }
  2413. case DayZPlayerConstants.MOVEMENTIDX_SPRINT:
  2414. {
  2415. OnSprintEnd();
  2416. break;
  2417. }
  2418. case DayZPlayerConstants.MOVEMENTIDX_RUN:
  2419. {
  2420. //OnRunEnd();
  2421. break;
  2422. }
  2423. case DayZPlayerConstants.MOVEMENTIDX_WALK:
  2424. {
  2425. //OnWalkEnd();
  2426. break;
  2427. }
  2428. case DayZPlayerConstants.MOVEMENTIDX_IDLE:
  2429. {
  2430. //OnIdleEnd();
  2431. break;
  2432. }
  2433. case DayZPlayerConstants.MOVEMENTIDX_SLIDE:
  2434. {
  2435. //OnSlideEnd();
  2436. break;
  2437. }
  2438. }
  2439. switch (m_MovementState.m_iMovement)
  2440. {
  2441. case DayZPlayerConstants.MOVEMENTIDX_CROUCH_RUN:
  2442. {
  2443. //OnCrouchRunStart();
  2444. break;
  2445. }
  2446. case DayZPlayerConstants.MOVEMENTIDX_SPRINT:
  2447. {
  2448. OnSprintStart();
  2449. break;
  2450. }
  2451. case DayZPlayerConstants.MOVEMENTIDX_RUN:
  2452. {
  2453. //OnRunStart();
  2454. break;
  2455. }
  2456. case DayZPlayerConstants.MOVEMENTIDX_WALK:
  2457. {
  2458. //OnWalkStart();
  2459. break;
  2460. }
  2461. case DayZPlayerConstants.MOVEMENTIDX_IDLE:
  2462. {
  2463. //OnIdleStart();
  2464. break;
  2465. }
  2466. case DayZPlayerConstants.MOVEMENTIDX_SLIDE:
  2467. {
  2468. //OnSlideStart();
  2469. break;
  2470. }
  2471. }
  2472. }
  2473. void OnSprintStart()
  2474. {
  2475. if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
  2476. {
  2477. GetUApi().GetInputByID(UALeanLeft).Lock();
  2478. GetUApi().GetInputByID(UALeanRight).Lock();
  2479. }
  2480. }
  2481. void OnSprintEnd()
  2482. {
  2483. if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT)
  2484. {
  2485. GetUApi().GetInputByID(UALeanLeft).Unlock();
  2486. GetUApi().GetInputByID(UALeanRight).Unlock();
  2487. }
  2488. }
  2489. //-------------------------------------------------------------
  2490. //!
  2491. //! Input userdata
  2492. //!
  2493. void OnInputUserDataReceived(ParamsReadContext ctx)
  2494. {
  2495. int userDataTypeParam = 0;
  2496. if (!ctx.Read(userDataTypeParam))
  2497. {
  2498. Error("DayZPlayerImplement: cannot read input type");
  2499. return;
  2500. }
  2501. OnInputUserDataProcess(userDataTypeParam, ctx);
  2502. }
  2503. bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
  2504. {
  2505. m_MeleeCombat.SetTargetObject(null);
  2506. m_MeleeCombat.SetHitPos(vector.Zero);
  2507. m_MeleeCombat.SetHitZoneIdx(-1);
  2508. m_MeleeCombat.SetFinisherType(-1);
  2509. if (userDataType == INPUT_UDT_MELEE_TARGET)
  2510. {
  2511. EntityAI target = null;
  2512. if (ctx.Read(target))
  2513. {
  2514. m_MeleeCombat.SetTargetObject(target);
  2515. }
  2516. vector hitPos = vector.Zero;
  2517. if (ctx.Read(hitPos))
  2518. {
  2519. m_MeleeCombat.SetHitPos(hitPos);
  2520. }
  2521. int hitZoneIdx = -1;
  2522. if (ctx.Read(hitZoneIdx))
  2523. {
  2524. m_MeleeCombat.SetHitZoneIdx(hitZoneIdx);
  2525. }
  2526. int finisherType = -1;
  2527. if (ctx.Read(finisherType))
  2528. {
  2529. m_MeleeCombat.SetFinisherType(finisherType);
  2530. }
  2531. return true;
  2532. }
  2533. return false;
  2534. }
  2535. //-------------------------------------------------------------
  2536. //!
  2537. //! SyncJunctures
  2538. //!
  2539. void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
  2540. {
  2541. switch (pJunctureID)
  2542. {
  2543. case DayZPlayerSyncJunctures.SJ_DEATH:
  2544. if (m_DeathAnimType == -2)
  2545. DayZPlayerSyncJunctures.ReadDeathParams(pCtx, m_DeathAnimType, m_DeathHitDir);
  2546. break;
  2547. case DayZPlayerSyncJunctures.SJ_DAMAGE_HIT:
  2548. SyncHitInfo data = new SyncHitInfo;
  2549. if (DayZPlayerSyncJunctures.ReadDamageHitParamsEx(pCtx, data) && data != null)
  2550. {
  2551. m_SyncedHitDataArray.Insert(data);
  2552. }
  2553. break;
  2554. }
  2555. }
  2556. AnimBootsType GetBootsType()
  2557. {
  2558. EntityAI boots = GetInventory().FindAttachment(InventorySlots.FEET);
  2559. if (boots)
  2560. {
  2561. switch (boots.GetAttachmentSoundType())
  2562. {
  2563. case "Sneakers":
  2564. return AnimBootsType.Sneakers;
  2565. case "Boots":
  2566. return AnimBootsType.Boots;
  2567. }
  2568. }
  2569. return AnimBootsType.None;
  2570. }
  2571. //Get top body clothes
  2572. AnimUpperBodyType GetBodyAttachmentType()
  2573. {
  2574. EntityAI attachment = GetInventory().FindAttachment(InventorySlots.BODY);
  2575. if (attachment)
  2576. {
  2577. switch (attachment.GetAttachmentSoundType())
  2578. {
  2579. case "NylonJacket":
  2580. return AnimUpperBodyType.NylonJacket;
  2581. case "TShirt":
  2582. return AnimUpperBodyType.TShirt;
  2583. case "WoolShirt":
  2584. return AnimUpperBodyType.WoolShirt;
  2585. case "HeavyJacket":
  2586. return AnimUpperBodyType.HeavyJacket;
  2587. case "LeatherJacket":
  2588. return AnimUpperBodyType.LeatherJacket;
  2589. case "Coat":
  2590. return AnimUpperBodyType.Coat;
  2591. case "ChemlonDress":
  2592. return AnimUpperBodyType.ChemlonDress;
  2593. case "Ghillie":
  2594. return AnimUpperBodyType.Ghillie;
  2595. case "Chainmail":
  2596. return AnimUpperBodyType.Chainmail;
  2597. }
  2598. }
  2599. return AnimUpperBodyType.None;
  2600. }
  2601. AnimBackType GetBackAttachmentType()
  2602. {
  2603. EntityAI back = GetInventory().FindAttachment(InventorySlots.BACK);
  2604. if (back)
  2605. {
  2606. switch (back.GetAttachmentSoundType())
  2607. {
  2608. case "Small":
  2609. return AnimBackType.Small;
  2610. case "Military":
  2611. return AnimBackType.Military;
  2612. case "Outdoor":
  2613. return AnimBackType.Outdoor;
  2614. case "Ghillie":
  2615. return AnimBackType.Ghillie;
  2616. }
  2617. }
  2618. return AnimBackType.None;
  2619. }
  2620. //Get weapon on back
  2621. AnimRangedWeaponType GetShoulderAttachmentType()
  2622. {
  2623. EntityAI shoulderAttachment = GetInventory().FindAttachment(InventorySlots.SHOULDER);
  2624. EntityAI meleeAttachment = GetInventory().FindAttachment(InventorySlots.MELEE);
  2625. AnimRangedWeaponType shoulderAttType = AnimRangedWeaponType.None;
  2626. AnimRangedWeaponType meleeAttType = AnimRangedWeaponType.None;
  2627. if (shoulderAttachment)
  2628. {
  2629. switch (shoulderAttachment.GetAttachmentSoundType())
  2630. {
  2631. case "Shotgun":
  2632. {
  2633. shoulderAttType = AnimRangedWeaponType.Shotgun;
  2634. break;
  2635. }
  2636. case "Rifle":
  2637. {
  2638. shoulderAttType = AnimRangedWeaponType.Rifle;
  2639. break;
  2640. }
  2641. }
  2642. }
  2643. if (meleeAttachment)
  2644. {
  2645. switch (meleeAttachment.GetAttachmentSoundType())
  2646. {
  2647. case "Shotgun":
  2648. {
  2649. meleeAttType = AnimRangedWeaponType.Shotgun;
  2650. break;
  2651. }
  2652. case "Rifle":
  2653. {
  2654. meleeAttType = AnimRangedWeaponType.Rifle;
  2655. break;
  2656. }
  2657. }
  2658. }
  2659. if (shoulderAttType == AnimRangedWeaponType.Shotgun || meleeAttType == AnimRangedWeaponType.Shotgun)
  2660. return AnimRangedWeaponType.Shotgun;
  2661. if (shoulderAttType == AnimRangedWeaponType.Rifle || meleeAttType == AnimRangedWeaponType.Rifle)
  2662. return AnimRangedWeaponType.Rifle;
  2663. return AnimRangedWeaponType.None;
  2664. }
  2665. string GetSurfaceType(SurfaceAnimationBone limbType)
  2666. {
  2667. string surfaceType;
  2668. int liquidType;
  2669. g_Game.SurfaceUnderObjectByBoneCorrectedLiquid(this, limbType, surfaceType, liquidType);
  2670. return surfaceType;
  2671. }
  2672. //-------------------------------------------------------------
  2673. //!
  2674. //! Sounds
  2675. //!
  2676. AbstractWave PlaySound(SoundObject so, SoundObjectBuilder sob)
  2677. {
  2678. if (so == null)
  2679. return null;
  2680. so.SetPosition(GetPosition());
  2681. AbstractWave wave = GetGame().GetSoundScene().Play3D(so, sob);
  2682. return wave;
  2683. }
  2684. void AddNoise(NoiseParams noisePar, float noiseMultiplier = 1.0)
  2685. {
  2686. if (noisePar != null)
  2687. GetGame().GetNoiseSystem().AddNoise(this, noisePar, noiseMultiplier);
  2688. }
  2689. //-------------------------------------------------------------
  2690. //!
  2691. //! Event Processing
  2692. //!
  2693. void OnStepEvent(string pEventType, string pUserString, int pUserInt)
  2694. {
  2695. DayZPlayerType type = GetDayZPlayerType();
  2696. HumanMovementState state = new HumanMovementState();
  2697. GetMovementState(state);
  2698. #ifndef SERVER
  2699. DayZPlayerTypeStepSoundLookupTable table = type.GetStepSoundLookupTable();
  2700. SoundObjectBuilder soundBuilder = NULL;
  2701. if (pUserInt < 100)
  2702. {
  2703. string surface;
  2704. if (pUserInt % 2 == 1)
  2705. {
  2706. surface = GetSurfaceType(SurfaceAnimationBone.LeftBackLimb);
  2707. if (surface.Length() == 0)//if no surface found, try other leg
  2708. surface = GetSurfaceType(SurfaceAnimationBone.RightBackLimb);
  2709. }
  2710. else
  2711. {
  2712. surface = GetSurfaceType(SurfaceAnimationBone.RightBackLimb);
  2713. if (surface.Length() == 0)//if no surface found, try other leg
  2714. surface = GetSurfaceType(SurfaceAnimationBone.LeftBackLimb);
  2715. }
  2716. if (surface.Length() != 0)
  2717. m_LastSurfaceUnderHash = surface.Hash();
  2718. if (state.m_iMovement == DayZPlayerConstants.MOVEMENTIDX_SPRINT)
  2719. {
  2720. int stepParticleID = Surface.GetStepsParticleID(surface);
  2721. if (stepParticleID > 0)
  2722. {
  2723. ParticleManager.GetInstance().PlayInWorld(stepParticleID, GetPosition());
  2724. }
  2725. }
  2726. soundBuilder = table.GetSoundBuilder(pUserInt, state.m_iMovement, m_LastSurfaceUnderHash, GetBootsType());
  2727. }
  2728. else
  2729. {
  2730. string surface2 = GetSurfaceType();
  2731. if (surface2.Length() != 0)
  2732. m_LastSurfaceUnderHash = surface2.Hash();
  2733. soundBuilder = table.GetSoundBuilder(pUserInt, state.m_iMovement, m_LastSurfaceUnderHash, GetBootsType());
  2734. }
  2735. if (soundBuilder != NULL && GetGame().GetPlayer())
  2736. {
  2737. vector orientation = Vector(0, 0, 0);
  2738. vector edgeLength = Vector(1.5, 3.0, 1.5);
  2739. array<Object> excludedObjects = new array<Object>;
  2740. array<Object> collidedObjects = new array<Object>;
  2741. if (GetGame().IsBoxColliding(GetPosition(), orientation, edgeLength, excludedObjects, collidedObjects))
  2742. {
  2743. for (int i = 0; i < collidedObjects.Count(); ++i)
  2744. {
  2745. Object colObject = collidedObjects.Get(i);
  2746. string objectClass = colObject.GetType();
  2747. if (objectClass.Contains("BushSoft") || objectClass.Contains("BushHard"))
  2748. {
  2749. for (int j = 0; j < type.GetVegetationSounds().Count(); ++j)
  2750. {
  2751. VegetationSound vegetationSound = type.GetVegetationSounds().Get(j);
  2752. if (vegetationSound.GetAnimEventIds().Find(pUserInt) >= 0)
  2753. {
  2754. SoundObjectBuilder vegSoundObjectBuilder = vegetationSound.GetSoundObjectBuilder();
  2755. SoundObject vegSoundObject = vegetationSound.GetSoundObjectBuilder().BuildSoundObject();
  2756. if (vegSoundObject != NULL)
  2757. {
  2758. AttenuateSoundIfNecessary(vegSoundObject);
  2759. PlaySound(vegSoundObject, vegSoundObjectBuilder);
  2760. }
  2761. break;
  2762. }
  2763. }
  2764. break;
  2765. }
  2766. }
  2767. }
  2768. SoundObject soundObject = soundBuilder.BuildSoundObject();
  2769. if (soundObject != NULL)
  2770. {
  2771. AttenuateSoundIfNecessary(soundObject);
  2772. PlaySound(soundObject, soundBuilder);
  2773. }
  2774. }
  2775. #endif
  2776. if (GetGame().IsServer())
  2777. {
  2778. m_StepCounter++;//move outside of server condition if needed on client as well
  2779. float noiseMultiplier = 0;
  2780. NoiseParams noiseParams;
  2781. if (state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_ERECT || state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDERECT)
  2782. noiseParams = type.GetNoiseParamsStand();
  2783. else if (state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_CROUCH || state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
  2784. noiseParams = type.GetNoiseParamsCrouch();
  2785. else if (state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE || state.m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
  2786. noiseParams = type.GetNoiseParamsProne();
  2787. else
  2788. {
  2789. Debug.Log(string.Format("Wrong stance, id: %1 using backup with stand stance (id: 0)", state.m_iStanceIdx));
  2790. noiseParams = type.GetNoiseParamsStand();
  2791. }
  2792. noiseMultiplier = NoiseAIEvaluate.GetNoiseMultiplier(this) * NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather());
  2793. AddNoise(noiseParams, noiseMultiplier);
  2794. if ((m_StepCounter % PlayerConstants.CHECK_EVERY_N_STEP) == 0)
  2795. {
  2796. ProcessFeetDamageServer(pUserInt);
  2797. }
  2798. }
  2799. }
  2800. void OnSoundEvent(string pEventType, string pUserString, int pUserInt)
  2801. {
  2802. int eventReplaceID;
  2803. if (pEventType == "Sound")
  2804. {
  2805. if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
  2806. {
  2807. eventReplaceID = m_ReplaceSoundEventHandler.GetSoundEventID(pUserInt, ESoundEventType.SOUND_COMMON);
  2808. if (eventReplaceID > 0)
  2809. {
  2810. PlaySoundEventType(ESoundEventType.SOUND_COMMON, eventReplaceID);
  2811. return;
  2812. }
  2813. }
  2814. ProcessSoundEvent(pEventType, pUserString, pUserInt);
  2815. }
  2816. else if (pEventType == "SoundWeapon")
  2817. {
  2818. if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
  2819. {
  2820. eventReplaceID = m_ReplaceSoundEventHandler.GetSoundEventID(pUserInt, ESoundEventType.SOUND_WEAPON);
  2821. if (eventReplaceID > 0)
  2822. {
  2823. PlaySoundEventType(ESoundEventType.SOUND_WEAPON, eventReplaceID);
  2824. return;
  2825. }
  2826. }
  2827. ProcessWeaponEvent(pEventType, pUserString, pUserInt);
  2828. }
  2829. else if (pEventType == "SoundAttachment")
  2830. {
  2831. ProcessAttachmentEvent(pEventType, pUserString, pUserInt);
  2832. }
  2833. else if (pEventType == "SoundVoice")
  2834. {
  2835. if (GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_CLIENT || GetInstanceType() == DayZPlayerInstanceType.INSTANCETYPE_REMOTE)
  2836. {
  2837. int event_id = m_PlayerSoundEventHandler.ConvertAnimIDtoEventID(pUserInt);
  2838. if (event_id > 0)
  2839. {
  2840. PlaySoundEvent(event_id);
  2841. return;
  2842. }
  2843. }
  2844. ProcessVoiceEvent(pEventType, pUserString, pUserInt);
  2845. }
  2846. else
  2847. {
  2848. Debug.Log("OnSoundEvent: Unknown sound event \"" + pEventType + "\"");
  2849. }
  2850. }
  2851. void OnParticleEvent(string pEventType, string pUserString, int pUserInt)
  2852. {
  2853. }
  2854. void ProcessWeaponEvent(string pEventType, string pUserString, int pUserInt)
  2855. {
  2856. DayZPlayerType type = GetDayZPlayerType();
  2857. AnimSoundEvent soundEvent = null;
  2858. float quantity = 0;
  2859. EntityAI entityInHands = GetHumanInventory().GetEntityInHands();
  2860. if (entityInHands && entityInHands.IsInherited(ItemBase))
  2861. {
  2862. ItemBase item;
  2863. Class.CastTo(item, entityInHands);
  2864. if (item.HasQuantity())
  2865. quantity = (float)item.GetQuantity() / (item.GetQuantityMax() - item.GetQuantityMin());
  2866. InventoryItemType invItemType = item.GetInventoryItemType();
  2867. soundEvent = invItemType.GetSoundEvent(pUserInt);
  2868. }
  2869. if (soundEvent == null)
  2870. {
  2871. quantity = 0;
  2872. soundEvent = type.GetSoundWeaponEvent(pUserInt);
  2873. }
  2874. if (soundEvent != null)
  2875. {
  2876. if (!GetGame().IsDedicatedServer())
  2877. {
  2878. SoundObjectBuilder builder = soundEvent.GetSoundBuilderEx(m_ActionSoundCategoryHash);
  2879. if (builder)
  2880. {
  2881. builder.AddVariable("quantity", quantity);
  2882. builder.AddVariable("interior", IsSoundInsideBuilding());
  2883. SoundObject soundObject = builder.BuildSoundObject();
  2884. if (soundObject != NULL)
  2885. {
  2886. AttenuateSoundIfNecessary(soundObject);
  2887. AbstractWave sound = PlaySound(soundObject, builder);
  2888. if (pUserString == "StopOnAnimEnd")
  2889. m_PerformedActionSounds.Insert(sound);
  2890. }
  2891. }
  2892. else
  2893. {
  2894. //TODO:Userful error message
  2895. }
  2896. }
  2897. if (GetGame().IsServer())
  2898. {
  2899. AddNoise(soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2900. }
  2901. }
  2902. }
  2903. void ProcessAttachmentEvent(string pEventType, string pUserString, int pUserInt)
  2904. {
  2905. DayZPlayerType type = GetDayZPlayerType();
  2906. DayZPlayerTypeAttachmentSoundLookupTable table = type.GetAttachmentSoundLookupTable();
  2907. array<string> attachments = new array<string>();
  2908. pUserString.Split(",", attachments);
  2909. for (int i = 0; i < attachments.Count(); i++)
  2910. {
  2911. int attachmentHash = -1;
  2912. if (attachments[i] == "shoulder")
  2913. attachmentHash = GetShoulderAttachmentType();
  2914. else if (attachments[i] == "body")
  2915. attachmentHash = GetBodyAttachmentType();
  2916. else if (attachments[i] == "back")
  2917. attachmentHash = GetBackAttachmentType();
  2918. SoundObjectBuilder soundBuilder = table.GetSoundBuilder(pUserInt, attachments[i], attachmentHash);
  2919. if (soundBuilder != NULL)
  2920. {
  2921. SoundObject soundObject = soundBuilder.BuildSoundObject();
  2922. if (soundObject != NULL)
  2923. {
  2924. AttenuateSoundIfNecessary(soundObject);
  2925. PlaySound(soundObject, soundBuilder);
  2926. }
  2927. }
  2928. }
  2929. }
  2930. void SetVariablesLadderSoundObjectBuilder(SoundObjectBuilder soundObjectBuilder)
  2931. {
  2932. if (m_ClimbingLadderType == "wood")
  2933. {
  2934. soundObjectBuilder.AddVariable("laddertype", 1);
  2935. }
  2936. else
  2937. {
  2938. soundObjectBuilder.AddVariable("laddertype", 0);
  2939. }
  2940. AnimBootsType pBoots = GetBootsType();
  2941. if (pBoots == AnimBootsType.None)
  2942. {
  2943. soundObjectBuilder.AddVariable("bare", 1);
  2944. soundObjectBuilder.AddVariable("sneakers", 0);
  2945. soundObjectBuilder.AddVariable("boots", 0);
  2946. }
  2947. else if (pBoots == AnimBootsType.Sneakers)
  2948. {
  2949. soundObjectBuilder.AddVariable("bare", 0);
  2950. soundObjectBuilder.AddVariable("sneakers", 1);
  2951. soundObjectBuilder.AddVariable("boots", 0);
  2952. }
  2953. else if (pBoots == AnimBootsType.Boots)
  2954. {
  2955. soundObjectBuilder.AddVariable("bare", 0);
  2956. soundObjectBuilder.AddVariable("sneakers", 0);
  2957. soundObjectBuilder.AddVariable("boots", 1);
  2958. }
  2959. }
  2960. void ProcessSoundEvent(string pEventType, string pUserString, int pUserInt)
  2961. {
  2962. DayZPlayerType type = GetDayZPlayerType();
  2963. DayZPlayerTypeAnimTable table = type.GetSoundTable();
  2964. AnimSoundEvent soundEvent;
  2965. if (table)
  2966. {
  2967. soundEvent = table.GetSoundEvent(pUserInt);
  2968. }
  2969. if (soundEvent != NULL)
  2970. {
  2971. if (!GetGame().IsDedicatedServer())
  2972. {
  2973. SoundObjectBuilder objectBuilder = soundEvent.GetSoundBuilder();
  2974. if (GetCommand_Ladder())
  2975. {
  2976. SetVariablesLadderSoundObjectBuilder(objectBuilder);
  2977. }
  2978. objectBuilder.AddEnvSoundVariables(GetPosition());
  2979. SoundObject soundObject = objectBuilder.BuildSoundObject();
  2980. if (soundObject != NULL)
  2981. {
  2982. AttenuateSoundIfNecessary(soundObject);
  2983. AbstractWave sound = PlaySound(soundObject, objectBuilder);
  2984. if (pUserString == "StopOnAnimEnd")
  2985. m_PerformedActionSounds.Insert(sound);
  2986. }
  2987. }
  2988. if (GetGame().IsServer())
  2989. {
  2990. if (soundEvent.m_NoiseParams != NULL)
  2991. GetGame().GetNoiseSystem().AddNoise(this, soundEvent.m_NoiseParams, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
  2992. }
  2993. }
  2994. }
  2995. AbstractWave ProcessVoiceEvent(string pEventType, string pUserString, int pUserInt)
  2996. {
  2997. #ifdef SERVER//none of this code needs to run on server, ifdef put here rather than before the method call to maintain mod compatibility
  2998. return null;
  2999. #endif
  3000. DayZPlayerType type = GetDayZPlayerType();
  3001. DayZPlayerTypeVoiceSoundLookupTable table = type.GetVoiceSoundLookupTable();
  3002. if (!table)
  3003. return null;
  3004. AbstractWave wave;
  3005. EntityAI mask = GetInventory().FindAttachment(InventorySlots.MASK);
  3006. EntityAI head_gear = GetInventory().FindAttachment(InventorySlots.HEADGEAR);
  3007. string category;
  3008. if (mask || head_gear)
  3009. {
  3010. string category_mask;
  3011. string category_headgear;
  3012. int priority_mask;
  3013. int priority_headgear;
  3014. if (mask)
  3015. {
  3016. category_mask = mask.ConfigGetString("soundVoiceType");
  3017. priority_mask = mask.ConfigGetInt("soundVoicePriority");
  3018. }
  3019. if (head_gear)
  3020. {
  3021. category_headgear = head_gear.ConfigGetString("soundVoiceType");
  3022. priority_headgear = head_gear.ConfigGetInt("soundVoicePriority");
  3023. }
  3024. if (priority_headgear >= priority_mask && category_headgear != "")
  3025. {
  3026. category = category_headgear;
  3027. }
  3028. else
  3029. {
  3030. category = category_mask;
  3031. }
  3032. }
  3033. if (category == "")
  3034. {
  3035. category = "none";
  3036. }
  3037. SoundObjectBuilder soundBuilder = table.GetSoundBuilder(pUserInt, category.Hash());
  3038. if (soundBuilder)
  3039. {
  3040. PlayerBase player = PlayerBase.Cast(this);
  3041. //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
  3042. int maleVoiceType = 0;
  3043. int femaleVoiceType = 0;
  3044. if (player.IsMale())
  3045. {
  3046. maleVoiceType = player.GetVoiceType();
  3047. }
  3048. else
  3049. {
  3050. femaleVoiceType = player.GetVoiceType();
  3051. }
  3052. soundBuilder.AddVariable("male", maleVoiceType);
  3053. soundBuilder.AddVariable("female", femaleVoiceType);
  3054. // end of weirdness
  3055. SoundObject soundObject = soundBuilder.BuildSoundObject();
  3056. if (soundObject != NULL)
  3057. {
  3058. AttenuateSoundIfNecessary(soundObject);
  3059. wave = PlaySound(soundObject, soundBuilder);
  3060. }
  3061. }
  3062. return wave;
  3063. }
  3064. void ProcessFeetDamageServer(int pUserInt);
  3065. //-------------------------------------------------------------
  3066. //!
  3067. //! anti-cheat condition
  3068. //!
  3069. bool CheckForTakeItem(EntityAI item)
  3070. {
  3071. bool restrained = IsRestrained(); // IsRestrained()
  3072. bool unconscious = IsUnconscious(); // IsRestrained()
  3073. ItemBase ib = ItemBase.Cast(item);
  3074. if (ib && (PlayerBase.DEBUG_INVENTORY_ACCESS || !IsAlive() || restrained || unconscious || ib.CanBeMovedOverride()))
  3075. return true;
  3076. return false;
  3077. }
  3078. bool CheckForDropItem(EntityAI item)
  3079. {
  3080. /*
  3081. bool restrained = IsRestrained(); // IsRestrained()
  3082. bool unconscious = IsUnconscious(); // IsRestrained()
  3083. ItemBase ib = ItemBase.Cast(item);
  3084. if (!IsAlive() || restrained || unconscious || ib.CanBeMovedOverride())
  3085. return true;
  3086. return false;
  3087. */
  3088. return CheckForTakeItem(item); //the two functions are currently identical
  3089. }
  3090. //-------------------------------------------------------------
  3091. //!
  3092. //! Player respawn
  3093. //!
  3094. bool CheckForRespawn(EntityAI item)
  3095. {
  3096. PlayerBase player = PlayerBase.Cast(this);
  3097. if (!player)
  3098. return true;
  3099. if (!IsAlive() || player.IsUnconscious())
  3100. return true;
  3101. return false;
  3102. }
  3103. #ifdef DEVELOPER
  3104. // -------------------------------------------------------------------------
  3105. override void OnRPC(PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
  3106. {
  3107. super.OnRPC(sender, rpc_type, ctx);
  3108. if (rpc_type == ERPCs.RPC_DAYZPLAYER_DEBUGSERVERWALK)
  3109. {
  3110. Print("ERPCs.RPC_DAYZPLAYER_DEBUGSERVERWALK");
  3111. Param1<bool> rp = new Param1<bool>(false);
  3112. ctx.Read(rp);
  3113. GetInputController().OverrideMovementSpeed(rp.param1, 1);
  3114. GetInputController().OverrideAimChangeX(rp.param1, 0.01);
  3115. }
  3116. }
  3117. #endif
  3118. bool IsLanded(int pCurrentCommandID)
  3119. {
  3120. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL)
  3121. {
  3122. HumanCommandFall fall = GetCommand_Fall();
  3123. if (fall)
  3124. {
  3125. return fall.PhysicsLanded();
  3126. }
  3127. }
  3128. return false;
  3129. }
  3130. bool OnLand(int pCurrentCommandID, FallDamageData fallDamageData)
  3131. {
  3132. if (pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL)
  3133. {
  3134. HumanCommandFall fall = GetCommand_Fall();
  3135. if (fall)
  3136. {
  3137. fall.Land(fallDamageData.m_LandType);
  3138. return true;
  3139. }
  3140. }
  3141. return false;
  3142. }
  3143. bool IsAlreadyInFallingCommand(int pCurrentCommandID)
  3144. {
  3145. return pCurrentCommandID == DayZPlayerConstants.COMMANDID_FALL;
  3146. }
  3147. //! movement sliding override, originally for FB gestures
  3148. void OverrideSlidePoseAngle(float value)
  3149. {
  3150. if (!m_MoveSettings)
  3151. m_MoveSettings = GetDayZPlayerType().CommandMoveSettingsW();
  3152. if (m_MoveSettings.m_fSlidingPoseAngle != value)
  3153. {
  3154. m_MoveSettings.m_fSlidingPoseAngle = value;
  3155. StartCommand_Move(); //nescessary, re-initializes with adjusted values
  3156. }
  3157. }
  3158. float GetSlidePoseAngle()
  3159. {
  3160. return GetDayZPlayerType().CommandMoveSettingsW().m_fSlidingPoseAngle;
  3161. }
  3162. void CheckAnimationOverrides()
  3163. {
  3164. }
  3165. bool IsPlayerSelected()
  3166. {
  3167. return m_PlayerSelected;
  3168. }
  3169. bool IsRestrained();
  3170. //! Checks if fullbody animation or specific locked state is active in emote manager
  3171. bool IsInFBEmoteState();
  3172. void SetSuicide(bool state)
  3173. {
  3174. m_Suicide = state;
  3175. }
  3176. bool CommitedSuicide()
  3177. {
  3178. return m_Suicide;
  3179. }
  3180. //!called every command handler tick when player is on ladder
  3181. void OnLadder(float delta_time, HumanMovementState pState);
  3182. //-------------------------------------------------------------
  3183. //!
  3184. //! Phx contact event
  3185. //!
  3186. override protected void EOnContact(IEntity other, Contact extra)
  3187. {
  3188. if (!IsAlive())
  3189. return;
  3190. if (GetParent() == other)
  3191. return;
  3192. Transport transport = Transport.Cast(other);
  3193. if (transport)
  3194. {
  3195. if (GetGame().IsServer())
  3196. {
  3197. RegisterTransportHit(transport);
  3198. }
  3199. }
  3200. }
  3201. protected void AttenuateSoundIfNecessary(SoundObject soundObject)
  3202. {
  3203. if (GetGame().GetPlayer() != NULL && (IsSoundInsideBuilding() != GetGame().GetPlayer().IsSoundInsideBuilding() || IsCameraInsideVehicle() != GetGame().GetPlayer().IsCameraInsideVehicle()))
  3204. {
  3205. soundObject.SetKind(WaveKind.WAVEATTALWAYS);
  3206. }
  3207. else
  3208. {
  3209. soundObject.SetKind(WaveKind.WAVEEFFECTEX);
  3210. }
  3211. }
  3212. void CheckLiftWeapon();
  3213. void ProcessLiftWeapon();
  3214. void SetHandheldOpticsInUse(bool state)
  3215. {
  3216. m_HandheldOpticsInUse = state;
  3217. }
  3218. bool IsHandheldOpticsInUse()
  3219. {
  3220. return m_HandheldOpticsInUse;
  3221. }
  3222. bool IsLiftWeapon();
  3223. bool IsRaised()
  3224. {
  3225. return m_IsRaised;
  3226. }
  3227. bool IsFighting();
  3228. //! ---------------- Checks if player can pick up heavy item -------------------------
  3229. // Will return true when the item is not heavy as well
  3230. bool CanPickupHeavyItem(notnull EntityAI item)
  3231. {
  3232. return !item.IsHeavyBehaviour() || (item.IsHeavyBehaviour() && DayZPlayerUtils.PlayerCanChangeStance(this, DayZPlayerConstants.STANCEIDX_ERECT));
  3233. }
  3234. bool CanPickupHeavyItemSwap(notnull EntityAI item1, notnull EntityAI item2)
  3235. {
  3236. return CanPickupHeavyItem(item1) && CanPickupHeavyItem(item2);
  3237. }
  3238. #ifdef DIAG_DEVELOPER
  3239. Weapon_Base SpawnWeaponInHands(string type)
  3240. {
  3241. return Weapon_Base.Cast(GetHumanInventory().CreateInHands(type));
  3242. }
  3243. #endif
  3244. ///////////////////////////////////
  3245. //Obsolete stuff below this point//
  3246. ///////////////////////////////////
  3247. protected bool m_CameraEyeZoom; //DEPRECATED
  3248. ref Timer m_ADSAutomationTimer; //DEPRECATED
  3249. protected bool m_ADSTimerLaunched; //DEPRECATED
  3250. protected bool m_ProcessWeaponRaiseCompleted; //DEPRECATED
  3251. protected bool m_IsFireWeaponRaised; //DEPRECATED, value still set for legacy reasons
  3252. void SetReturnToOptics(bool state); //DEPRECATED
  3253. void RunADSTimer(); //DEPRECATED
  3254. void StopADSTimer(); //DEPRECATED
  3255. }