| enum DayZInfectedConstants |
| { |
| |
| COMMANDID_MOVE, |
| COMMANDID_VAULT, |
| COMMANDID_DEATH, |
| COMMANDID_HIT, |
| COMMANDID_ATTACK, |
| COMMANDID_CRAWL, |
| COMMANDID_SCRIPT, |
| |
| |
| MINDSTATE_CALM, |
| MINDSTATE_DISTURBED, |
| MINDSTATE_ALERTED, |
| MINDSTATE_CHASE, |
| MINDSTATE_FIGHT, |
| } |
|
|
| enum DayZInfectedConstantsMovement |
| { |
| MOVEMENTSTATE_IDLE = 0, |
| MOVEMENTSTATE_WALK, |
| MOVEMENTSTATE_RUN, |
| MOVEMENTSTATE_SPRINT |
| } |
|
|
| enum DayZInfectedDeathAnims |
| { |
| ANIM_DEATH_DEFAULT = 0, |
| ANIM_DEATH_IMPULSE = 1, |
| ANIM_DEATH_BACKSTAB = 2, |
| ANIM_DEATH_NECKSTAB = 3 |
| } |
|
|
| class DayZInfectedCommandMove extends AnimCommandBase |
| { |
| proto native void SetStanceVariation(int pStanceVariation); |
| proto native void SetIdleState(int pIdleState); |
| proto native void StartTurn(float pDirection, int pSpeedType); |
| proto native bool IsTurning(); |
| } |
|
|
| class DayZInfectedCommandDeath extends AnimCommandBase {} |
|
|
| class DayZInfectedCommandHit extends AnimCommandBase {} |
|
|
| class DayZInfectedCommandAttack extends AnimCommandBase |
| { |
| proto native bool WasHit(); |
| } |
| class DayZInfectedCommandVault extends AnimCommandBase |
| { |
| proto native bool WasLand(); |
| } |
|
|
| class DayZInfectedCommandCrawl extends AnimCommandBase {} |
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| |
| |
| |
| class DayZInfectedCommandScript extends AnimCommandBase |
| { |
| |
| void DayZInfectedCommandScript(DayZInfected pInfected) {} |
| void ~DayZInfectedCommandScript() {} |
|
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| |
| proto native void SetFlagFinished(bool pFinished); |
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| |
| proto native bool PrePhys_GetTranslation(out vector pOutTransl); |
| proto native bool PrePhys_GetRotation(out float pOutRot[4]); |
| proto native void PrePhys_SetTranslation(vector pInTransl); |
| proto native void PrePhys_SetRotation(float pInRot[4]); |
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| |
| |
| bool PostPhysUpdate(float pDt); |
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| |
| proto native void PostPhys_GetPosition(out vector pOutTransl); |
| proto native void PostPhys_GetRotation(out float pOutRot[4]); |
| proto native void PostPhys_SetPosition(vector pInTransl); |
| proto native void PostPhys_SetRotation(float pInRot[4]); |
| proto native void PostPhys_LockRotation(); |
| } |
|
|
| class DayZInfected extends DayZCreatureAI |
| { |
| proto native DayZInfectedType GetDayZInfectedType(); |
| proto native DayZInfectedInputController GetInputController(); |
| proto native DayZInfectedCommandMove StartCommand_Move(); |
| proto native DayZInfectedCommandVault StartCommand_Vault(int pType); |
| proto native void StartCommand_Death(int pType, float pDirection); |
| proto native void StartCommand_Hit(bool pHeavy, int pType, float pDirection); |
| proto native DayZInfectedCommandAttack StartCommand_Attack(EntityAI pTarget, int pType, float pSubtype); |
| proto native void StartCommand_Crawl(int pType); |
| |
| proto native bool CanAttackToPosition(vector pTargetPosition); |
| |
| proto native DayZInfectedCommandMove GetCommand_Move(); |
| proto native DayZInfectedCommandVault GetCommand_Vault(); |
| proto native DayZInfectedCommandAttack GetCommand_Attack(); |
| |
| |
| proto native DayZInfectedCommandScript StartCommand_Script(DayZInfectedCommandScript pInfectedCommand); |
| proto native DayZInfectedCommandScript StartCommand_ScriptInst(typename pCallbackClass); |
| proto native DayZInfectedCommandScript GetCommand_Script(); |
| |
| |
| proto native void GetTransformWS(out vector pTm[4]); |
| |
| const float LEG_CRIPPLE_THRESHOLD = 74.0; |
|
|
| bool m_HeavyHitOverride; |
|
|
| |
| void DayZInfected(); |
| void ~DayZInfected(); |
| |
| |
| override void EEHitBy(TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
| { |
| super.EEHitBy(damageResult, damageType, source, component, dmgZone, ammo, modelPos, speedCoef); |
|
|
| int transferShockToDamageCoef = g_Game.ConfigGetInt(string.Format("%1 %2 DamageApplied transferShockToDamage", CFG_AMMO, ammo)); |
| if (transferShockToDamageCoef == 1) |
| { |
| float damage = damageResult.GetDamage(dmgZone, "Shock"); |
| HandleSpecialZoneDamage(dmgZone, damage); |
| AddHealth("", "Health", -ConvertNonlethalDamage(damage, damageType)); |
| } |
| |
| if (!IsAlive()) |
| { |
| if (!m_DeathSyncSent) |
| { |
| Man killer = source.GetHierarchyRootPlayer(); |
| |
| if (!m_KillerData) |
| { |
| m_KillerData = new KillerData(); |
| m_KillerData.m_Killer = killer; |
| m_KillerData.m_MurderWeapon = source; |
| } |
| |
| if (killer && killer.IsPlayer()) |
| { |
| |
| if (dmgZone == "Head") |
| { |
| m_KilledByHeadshot = true; |
| if (m_KillerData.m_Killer == killer) |
| m_KillerData.m_KillerHiTheBrain = true; |
| } |
| } |
|
|
| SyncEvents.SendEntityKilled(this, m_KillerData.m_Killer, m_KillerData.m_MurderWeapon, m_KillerData.m_KillerHiTheBrain); |
| m_DeathSyncSent = true; |
| } |
| } |
| } |
|
|
| override protected float ConvertNonlethalDamage(float damage, DamageType damageType) |
| { |
| switch (damageType) |
| { |
| case DamageType.CLOSE_COMBAT: |
| return damage * GameConstants.NL_DAMAGE_CLOSECOMBAT_CONVERSION_INFECTED; |
| case DamageType.FIRE_ARM: |
| return damage * GameConstants.NL_DAMAGE_FIREARM_CONVERSION_INFECTED; |
| } |
| |
| return super.ConvertNonlethalDamage(damage, damageType); |
| } |
| |
| void HandleSpecialZoneDamage(string dmgZone, float damage) |
| { |
| if (damage < LEG_CRIPPLE_THRESHOLD) |
| return; |
| |
| if (dmgZone == "LeftLeg" || dmgZone == "RightLeg") |
| SetHealth(dmgZone,"Health",0.0); |
|
|
| if (dmgZone == "Torso" || dmgZone == "Head") |
| m_HeavyHitOverride = true; |
| } |
| |
| override int GetHideIconMask() |
| { |
| return EInventoryIconVisibility.HIDE_VICINITY; |
| } |
| } |
|
|