scripts/4_World/Classes/EmoteManager.c
//Configure Emote parameters for callback here
Configure Emote parameters for callback here
Configure Emote parameters for callback here
bool PlayEmote( int id )
	{
		if ( !m_Player || m_Player.GetCommand_Action() || m_Player.GetCommandModifier_Action() )
		{	
			return false;
		}
		m_CurrentGestureID = id;
		if( id > 0)
		{
			m_bEmoteIsPlaying = true;
			switch ( id )
			{
				case ID_EMOTE_GREETING :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_GREETING,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_SOS :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREFB_SOS,DayZPlayerConstants.STANCEMASK_ERECT,true);
					HideItemInHands();
				break;
				case ID_EMOTE_HEART :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_HEART,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
					HideItemInHands();
				break;
				case ID_EMOTE_TAUNT :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_TAUNT,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_LYINGDOWN :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREFB_LYINGDOWN,DayZPlayerConstants.STANCEMASK_CROUCH,true);
					HideItemInHands();
				break;
				case ID_EMOTE_TAUNTKISS :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_TAUNTKISS,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_POINT :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_POINT,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_TAUNTELBOW :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_TAUNTELBOW,DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_THUMB :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_THUMB,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_THROAT :
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREMOD_THROAT,DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT,false);
				break;
				case ID_EMOTE_SUICIDE :
					int suicideID = -1;
					ItemBase weapon;
					weapon = m_Player.GetItemInHands();
					if (weapon)
					{
						if (weapon.IsKindOf("Pistol_Base"))
						{
							suicideID = DayZPlayerConstants.CMD_SUICIDEFB_PISTOL;
							m_Player.OverrideShootFromCamera(false);
						}
						else if (weapon.IsKindOf("Rifle_Base"))
						{
							suicideID = DayZPlayerConstants.CMD_SUICIDEFB_RIFLE;
							m_Player.OverrideShootFromCamera(false);
						}
						else if (weapon.GetType() == "FirefighterAxe" || weapon.IsKindOf("FirefighterAxe")) suicideID = DayZPlayerConstants.CMD_SUICIDEFB_FIREAXE; 
						else if (weapon.GetType() == "Pitchfork") suicideID = DayZPlayerConstants.CMD_SUICIDEFB_PITCHFORK;
						else if (weapon.GetType() == "Sword") suicideID = DayZPlayerConstants.CMD_SUICIDEFB_SWORD;
						else if (weapon.GetType() == "WoodAxe") suicideID = DayZPlayerConstants.CMD_SUICIDEFB_WOODAXE;
						else if (weapon.GetType() == "Spear") suicideID = DayZPlayerConstants.CMD_SUICIDEFB_SPEAR;
						else if (weapon.ConfigGetBool("isMeleeWeapon")) suicideID = DayZPlayerConstants.CMD_SUICIDEFB_1HD; 
					}
					if (suicideID > -1)
					{
						CreateEmoteCallback(EmoteCB,suicideID,DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH,true);
					}
				break;
				case ID_EMOTE_DANCE:
					CreateEmoteCallback(EmoteCB,DayZPlayerConstants.CMD_GESTUREFB_DANCE,DayZPlayerConstants.STANCEMASK_ERECT,true);
					HideItemInHands();
				break;
				default :
					Print("EmoteManager.c | PlayEmote | WRONG ID");
					m_bEmoteIsPlaying = false;
					return false;
				break;
			}
		}
		if( m_bEmoteIsPlaying )
			if( m_Player.GetActionManager() )m_Player.GetActionManager().DisableActions();	
		return true;
	}
bool PlayEmote ( int id ) { if ( ! m_Player || m_Player . GetCommand_Action ( ) || m_Player . GetCommandModifier_Action ( ) ) { return false ; } m_CurrentGestureID = id ; if ( id > 0 ) { m_bEmoteIsPlaying = true ; switch ( id ) { case ID_EMOTE_GREETING : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_GREETING , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_SOS : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREFB_SOS , DayZPlayerConstants . STANCEMASK_ERECT , true ) ; HideItemInHands ( ) ; break ; case ID_EMOTE_HEART : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_HEART , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; HideItemInHands ( ) ; break ; case ID_EMOTE_TAUNT : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_TAUNT , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_LYINGDOWN : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREFB_LYINGDOWN , DayZPlayerConstants . STANCEMASK_CROUCH , true ) ; HideItemInHands ( ) ; break ; case ID_EMOTE_TAUNTKISS : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_TAUNTKISS , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_POINT : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_POINT , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_TAUNTELBOW : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_TAUNTELBOW , DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_THUMB : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_THUMB , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_THROAT : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREMOD_THROAT , DayZPlayerConstants . STANCEMASK_PRONE | DayZPlayerConstants . STANCEMASK_CROUCH | DayZPlayerConstants . STANCEMASK_ERECT , false ) ; break ; case ID_EMOTE_SUICIDE : int suicideID = -1 ; ItemBase weapon ; weapon = m_Player . GetItemInHands ( ) ; if ( weapon ) { if ( weapon . IsKindOf ( " " ) ) { suicideID = DayZPlayerConstants . CMD_SUICIDEFB_PISTOL ; m_Player . OverrideShootFromCamera ( false ) ; } else if ( weapon . IsKindOf ( " " ) ) { suicideID = DayZPlayerConstants . CMD_SUICIDEFB_RIFLE ; m_Player . OverrideShootFromCamera ( false ) ; } else if ( weapon . GetType ( ) == " " || weapon . IsKindOf ( " " ) ) suicideID = DayZPlayerConstants . CMD_SUICIDEFB_FIREAXE ; else if ( weapon . GetType ( ) == " " ) suicideID = DayZPlayerConstants . CMD_SUICIDEFB_PITCHFORK ; else if ( weapon . GetType ( ) == " " ) suicideID = DayZPlayerConstants . CMD_SUICIDEFB_SWORD ; else if ( weapon . GetType ( ) == " " ) suicideID = DayZPlayerConstants . CMD_SUICIDEFB_WOODAXE ; else if ( weapon . GetType ( ) == " " ) suicideID = DayZPlayerConstants . CMD_SUICIDEFB_SPEAR ; else if ( weapon . ConfigGetBool ( " " ) ) suicideID = DayZPlayerConstants . CMD_SUICIDEFB_1HD ; } if ( suicideID > -1 ) { CreateEmoteCallback ( EmoteCB , suicideID , DayZPlayerConstants . STANCEMASK_ERECT | DayZPlayerConstants . STANCEMASK_CROUCH , true ) ; } break ; case ID_EMOTE_DANCE : CreateEmoteCallback ( EmoteCB , DayZPlayerConstants . CMD_GESTUREFB_DANCE , DayZPlayerConstants . STANCEMASK_ERECT , true ) ; HideItemInHands ( ) ; break ; default : Print ( " " ) ; m_bEmoteIsPlaying = false ; return false ; break ; } } if ( m_bEmoteIsPlaying ) if ( m_Player . GetActionManager ( ) ) m_Player . GetActionManager ( ) . DisableActions ( ) ; return true ; }
Configure Emote parameters for callback here
Configure Emote parameters for callback here
//m_bEmoteIsPlaying = false; //suicideID = DayZPlayerConstants.CMD_SUICIDEFB_UNARMED; //unarmed suicide...optional? //! switch to shoot from weapons instead of camera //! switch to shoot from weapons instead of camera //should work for colored variants //one-handed suicide checks "isMeleeWeapon" bool of items