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enum DayZInfectedConstants
{
//! anim commands
COMMANDID_MOVE,
COMMANDID_VAULT,
COMMANDID_DEATH,
COMMANDID_HIT,
COMMANDID_ATTACK,
COMMANDID_CRAWL,
COMMANDID_SCRIPT,
//! mind states
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 {}
/**
*\brief DayZInfectedCommandScript fully scriptable command
* \warning NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through DayZInfected.StartCommand_Script
* \note So ideally, it is best to set up the DayZInfectedCommandScript, not create any instances and start it through DayZInfected.StartCommand_ScriptInst
* In case an instance needs to be created, it needs manual deletion if not sent to the CommandHandler
* But deleting it while it is in the CommandHandler will cause crashes
*/
class DayZInfectedCommandScript extends AnimCommandBase
{
//! constructor must have 1st parameter to be DayZInfected
void DayZInfectedCommandScript(DayZInfected pInfected) {}
void ~DayZInfectedCommandScript() {}
//---------------------------------------------------------------
// usable everywhere
//! this terminates command script and shows CommandHandler( ... pCurrentCommandFinished == true );
proto native void SetFlagFinished(bool pFinished);
//---------------------------------------------------------------
// PrePhys Update
//! script function usable in PrePhysUpdate
proto native bool PrePhys_GetTranslation(out vector pOutTransl); // vec3 in local space !
proto native bool PrePhys_GetRotation(out float pOutRot[4]); // quaternion in local space !
proto native void PrePhys_SetTranslation(vector pInTransl); // vec3 in local space !
proto native void PrePhys_SetRotation(float pInRot[4]); // quaternion in local space !
//---------------------------------------------------------------
// PostPhys Update
//! override this !
//! final adjustment of physics state (after physics was applied)
//! returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
bool PostPhysUpdate(float pDt);
//! script function usable in PostPhysUpdate
proto native void PostPhys_GetPosition(out vector pOutTransl); //! vec3 in world space
proto native void PostPhys_GetRotation(out float pOutRot[4]); //! quaternion in world space
proto native void PostPhys_SetPosition(vector pInTransl); //! vec3 in world space
proto native void PostPhys_SetRotation(float pInRot[4]); //! quaternion in world space
proto native void PostPhys_LockRotation(); //! do not process rotations !
}
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();
//! scripted commands
proto native DayZInfectedCommandScript StartCommand_Script(DayZInfectedCommandScript pInfectedCommand);
proto native DayZInfectedCommandScript StartCommand_ScriptInst(typename pCallbackClass);
proto native DayZInfectedCommandScript GetCommand_Script();
//! gets transform in World Space
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) //to be sent only once on hit/death
{
Man killer = source.GetHierarchyRootPlayer();
if (!m_KillerData) //only one player is considered killer in the event of crossfire
{
m_KillerData = new KillerData();
m_KillerData.m_Killer = killer;
m_KillerData.m_MurderWeapon = source;
}
if (killer && killer.IsPlayer())
{
// was infected killed by headshot?
if (dmgZone == "Head") //no "Brain" damage zone defined (nor can it be caught like on player, due to missing command handler), "Head" is sufficient
{
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;
}
}