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InediaInfectedAI

The modification changes zombie AI and some characteristics and mechanics (all features are optional and flexibly configured), while also affecting some mechanics of other creatures and players, such as slowing down a vehicle when colliding with creatures and enabling blood splatter and blood trails mechanics for all creatures. I strongly recommend starting your experience with the modification by reading the 📚… (more)

The modification changes zombie AI and some characteristics and mechanics (all features are optional and flexibly configured), while also affecting some mechanics of other creatures and players, such as slowing down a vehicle when colliding with creatures and enabling blood splatter and blood trails mechanics for all creatures. I strongly recommend starting your experience with the modification by reading the 📚 Configuration guide, after which you should have no questions about the setup. If you have questions about the mod's behavior or mechanics that are not related to configuration, you may ask them in 💬 Discord or in the 💬 Telegram group. I do not answer configuration-related questions unless certain information is missing from, or insufficiently covered by, the configuration guide. New zombies features * They have search mode in which they search for a target for a very long time; * They can kick and break down (door can no longer be closed) doors; * They see and hear better, more aggressive and stronger (HP, power, defense, hearing, vision, smell are configured in config); * At night they see much worse than during the day, but still hear well; * They can spot players from up to 120 meters, but only when irritated; * They scream when player is detected and the scream attracts other zombies (scream chance and attraction radius - configurable); * They can break through the player's block, dealing reduced damage of various types; * They can deal fixed damage after the player is unconscious to prevent abuse; * They can be made hostile to any animal, including custom ones, but by default, this is disabled; * They can jump up and down obstacles, as well as knock players off them (jump height - configurable); * They can throw various items at the player from long distances, similarly, players can throw items at players/infected/animals; * They can stun the player with regular hits even when they are blocking, but with a lower chance of stunning when in block (more details on how this works and is configured here); * They have an accumulative shock damage system for stunning. That is, a single shot from an MP5 won't stun the infected, but firing in bursts will definitely stun them. The same applies to shotgun shots, the stun animation depends on each pellet hitting the body. * They can transmit various diseases to the player upon a hit. The probability, conditions, and agents are adjustable; * They can deal damage to different player limbs, applying various debuffs depending on the limb, and can also break any limb (more details on how this works and is configured here); * They can attack vehicle and player in it if they break window glass; * They can react to car headlights at night, car engine sound (radius depends on rpm), car horn; * At night, they react to luminous objects (bonfire, chemical light, flashlights, lamps, etc.); * They can react to noise objects (power generator, alarm clock, fireworks, etc.); * They can destroy objects that irritated them (car headlights, lamps, power generator, etc.); * They can react to irritants from custom mods; * They can react to players smells (a new mechanic: smells spread with the wind) and respond better to wounded players; * They can react to the player's symptoms - coughing, sneezing, laughter, severe pain, and vomiting; * They can react to a player falling from obstacles or jumping over a fence; * They can react to noise of other zombies bodies falling; * They can react to the sound of doors closing, to counter this - the player has the ability to close the door quietly; * You can configure damage multipliers against zombies for any type of weapon or ammo; * They have a blood system, can die from blood loss (video), and blood splatters or drops fall to the ground or walls during damage and bleeding (video); * They can receive various debuffs when their limbs are damaged, such as a reduction in attack when arms are injured or a decrease in speed when legs are damaged; * They can break their legs when falling from a great height and can even die; * You can define a list of camouflage clothing for the player with corresponding visibility multipliers, thus affecting the likelihood of the player being detected by zombies; * To get loot from zombie - player needs to search zombie body; * You can customize the speed of zombies for any mode; * Zombie body can be butchered in the same way as animals (received items are configurable for any type of zombie); * They can ignore damage from toxic zones (only enabled for NBC Zombies by default); * They no longer get stuck at house window if they see a player, but run to him through doors or other available ways; * More than 100 configuration options, customizable for any type of zombie; Other features * There is a system for pain and injuries (deep wounds, fractures of all limbs, internal bleeding, and gunshot wounds). Additionally, there are medical items that allow treating these injuries and relieving pain, with the ability to assign any medical properties to your custom items. The pain system can be entirely disabled using the parameter Players.PainSystemIsActive. * Vehicle sustains damage upon colliding with zombies, players, and animals; * Vehicle decelerates according to the law of conservation of momentum upon colliding with creatures (video); * Depending on the speed, corresponding collision sounds of the vehicle with creatures are played; * Bears can attack both elements of the vehicle and the player inside it, while wolves can only attack the player if they break the glass, or if the vehicle is not equipped with glass in its design; * Animals can die from blood loss; * Animals can receive a movement speed debuff when their legs are damaged; The modification has been translated into the following languages: English, Czech, German, Russian, Polish, Hungarian, Italian, Spanish, French, Simplified Chinese, Japanese, Portuguese. 📢 Reporting bugs You can do it here. 🎁 Support the author You can do it here. My other DayZ mods InediaPain InediaStamina InediaMovement You can use this mod on your server, but repack and re-uploading is not allowed. The listed accounts can repack this mod: Stanley Winston Crazy Carl Copyright johnkind. This item is not authorized for posting on Steam, except under the Steam accounts: johnkind Tags: zombie infected hardcore ai door vision jump speed scream debuff disease attack vehicle car unconscious blood splatters trails light flashlight smell butchering body search resistance toxic zone throw projectile

Workshop 3031784065 · mod updated 2026-10-15 · analyzed 2026-10-15 15:33 UTC · history · 107 script files

EnvironmentMechanicsVehicle Workshop tags, chosen by the author

Stall risks
1 pattern

Patterns that can stall a single frame regardless of the load figure — see below.

Compatibility
2 to review

2 chain breaks on base classes or persisted data. 18 more are whole-class replacements of specific classes.

Structural footprint 1.1
A
2 to review
Heavier than 79% of 328 scripted mods analyzed.

0.0261% of each server frame at 100 players (0.261 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.

Where this mod sits

Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 25 others share it. Ranked list.

20
40
60
  • 24 mods
    0.0000022 to 0.0000046 ms/s · grade A
  • 7 mods
    0.0000046 to 0.00001 ms/s · grade A
  • 1 mod
    0.00001 to 0.000022 ms/s · grade A
  • 1 mod
    0.000022 to 0.000046 ms/s · grade A
  • 37 mods
    0.0001 to 0.00022 ms/s · grade A
  • 26 mods
    0.00022 to 0.00046 ms/s · grade A
  • 33 mods
    0.00046 to 0.001 ms/s · grade A
  • 22 mods
    0.001 to 0.0022 ms/s · grade A
  • 13 mods
    0.0022 to 0.0046 ms/s · grade A
  • 10 mods
    0.0046 to 0.01 ms/s · grade A
  • 5 mods
    0.01 to 0.022 ms/s · grade A
  • 18 mods
    0.022 to 0.046 ms/s · grade A
  • 17 mods
    0.046 to 0.1 ms/s · grade A
  • 41 mods
    0.1 to 0.22 ms/s · grade A
  • This mod
  • 28 mods
    0.46 to 1 ms/s · grade A
  • 8 mods
    1 to 2.2 ms/s · grade A to B
  • 10 mods
    2.2 to 4.6 ms/s · grade B
  • 1 mod
    4.6 to 10 ms/s · grade B to C
A316
B11
C1
D0
E0
ms/s, log scale: each labelled step is ten times the one before. Letter grade and mods holding it below the axis.
Where the load comes from

Every-frame hooks carry 67% of this mod's structural load. 0.261 ms/s in all.

67%Every-frame hooks · 67%
7 hooks · 0.17 ms/s
29%Per-player hooks · 29%
1 hook · 0.074 ms/s
Event hooks · 5.0%
35 hooks · 0.013 ms/s
Lifecycle hooks · <0.1%
12 hooks · 0.000024 ms/s
Every-frame hooksrun every server frame 7 hooks 0.17 ms/s 67% ActionUnrestrainSelf.OnUpdate, AnimatedActionBase.OnUpdate, CarScript.OnUpdate and 4 more
Per-player hooksrun about 30 times a second for each player 1 hook 0.074 ms/s 29% PlayerBase.EOnFrame
Event hooksrun when something happens: an inventory move, a hit, an action 35 hooks 0.013 ms/s 5.0% PlayerBase.EEItemAttached, PlayerBase.EEItemDetached, ActionBandageHorse.ActionCondition and 32 more
Lifecycle hooksrun when an entity is created, loaded or deleted 12 hooks 0.000024 ms/s <0.1% AnimalBase.EEInit, CarScript.EEInit, Land_FuelStation_Feed.EEKilled and 9 more

Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.

Chain breaks, by consequence

20 overrides that skip super(), ranked by how much they can affect. On any server a break replaces vanilla's behaviour on that method and silences every earlier-loaded mod hooking it.

Review
Base class · every PlayerBase (2 vanilla subclasses)
PlayerBase.EOnInit T3

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any PlayerBase.

InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:139
Review
Base class · every ZombieBase (77 vanilla subclasses)
ZombieBase.EOnInit T3

Vanilla's work on this method, and any earlier-loaded mod's, never runs for any ZombieBase.

InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:162
By design
18 classes and their 34 vanilla subclasses
18 classes replaced on 1 method · 18 overrides

InediaInfectedAI_IrritationAction

Only these classes are affected. Matters only if another mod in your stack patches the same classes.

18 classesAlarmClock_ColorBase, BroomBase, Chemlight_ColorBase, Chemlight_Red, FireplaceBase, FireworksLauncher, Flashlight, Headtorch_Black, Headtorch_ColorBase, KitchenTimer, PortableGasLamp, PowerGenerator, Roadflare, SmokeGrenadeBase, Spotlight, TLRLight, Torch, UniversalLight
18 locationsInediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1437
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1753
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1695
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1701
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1789
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1384
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1583
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1615
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1609
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1455
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1719
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1417
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1662
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1366
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1771
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1631
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1737
InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1647

Where this mod runs often

Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.

EOnFrame on PlayerBase
about 30× per player per second
no I/O, timers or RPC
OnUpdate × 4 classes
every server frame
no I/O, timers or RPC
EOnFrame on ZombieBase
every frame, per active instance
no I/O, timers or RPC
EOnPostFrame on ZombieBase
every frame, per active instance
no I/O, timers or RPC
TickScheduler on MissionServer
every server frame
no I/O, timers or RPC
EEItemAttached on PlayerBase
every inventory move
no I/O, timers or RPC
EEItemDetached on PlayerBase
every inventory move
no I/O, timers or RPC
ActionCondition × 19 classes
per event
no I/O, timers or RPC
ActionCondition × 3 classes
per event
no I/O, timers or RPC super() on some paths
EEHitBy × 3 classes
per event
no I/O, timers or RPC super() on some paths
OnVariablesSynchronized × 3 classes
per event
no I/O, timers or RPC
OnRPC × 2 classes
per event
no I/O, timers or RPC
SetActions × 2 classes
per event
no I/O, timers or RPC
EEHealthLevelChanged on ZombieBase
per event
no I/O, timers or RPC

Other findings

What this report can tell you

Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.

What it cannot

How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.

Everything else

All 231 overrides

Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.

methodsurfaceserversuper()where
ActionBandageHorse.ActionCondition T2 yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\compatibility\dayz_horse_support.c:89
ActionBandageHorse.ApplyBandage — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\compatibility\dayz_horse_support.c:101
ActionBandageSelf.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\inediainfectedai_actioncutclosure.c:178
ActionBandageTarget.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\inediainfectedai_actioncutclosure.c:161
ActionBuildPart.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1973
ActionCloseDoors.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\game\super\building.c:111
ActionCloseDoors.OnEndServer — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\game\super\building.c:128
ActionConstructor.RegisterActions — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actionconstructor.c:8
ActionConsume.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:13
ActionConsume.SetupAction — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:29
ActionConsume.OnEndServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:48
ActionConsumeSingle.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:142
ActionConsumeSingle.OnExecuteServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:158
ActionDisinfectSelf.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:288
ActionDisinfectSelf.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:304
ActionDisinfectTarget.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:321
ActionDisinfectTarget.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:337
ActionDismantlePart.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1992
ActionDrinkPondContinuous.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:497
ActionDrinkPondContinuous.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:511
ActionDrinkWellContinuous.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:531
ActionDrinkWellContinuous.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:545
ActionForceConsume.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:77
ActionForceConsume.SetupAction — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:93
ActionForceConsume.OnEndServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:110
ActionForceConsumeSingle.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:175
ActionForceConsumeSingle.OnExecuteServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:191
ActionGiveBloodSelf.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:211
ActionGiveBloodSelf.OnEndServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:227
ActionGiveBloodTarget.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:248
ActionGiveBloodTarget.OnEndServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:264
ActionGiveSalineSelf.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:428
ActionGiveSalineSelf.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:444
ActionGiveSalineTarget.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:461
ActionGiveSalineTarget.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:477
ActionInjectSelf.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:357
ActionInjectSelf.OnExecuteServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:373
ActionInjectTarget.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:390
ActionInjectTarget.OnExecuteServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\useanyitemactions.c:406
ActionMineRock.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1889
ActionMineTree.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1931
ActionOpenDoors.OnEndServer — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\game\super\building.c:92
ActionSawPlanks.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:2012
ActionSewSelf.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\inediainfectedai_actioncutclosure.c:210
ActionSewTarget.ActionCondition T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\inediainfectedai_actioncutclosure.c:193
ActionSkinning.OnFinishProgressServer — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\actionskinning.c:26
ActionSkinningCB.CreateActionComponent — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\actionskinning.c:8
ActionSplintSelf.ActionCondition T2 yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\inediainfectedai_actionfracturestabilization.c:263
ActionSplintTarget.ActionCondition T2 yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\inediainfectedai_actionfracturestabilization.c:247
ActionTargetsCursor.GetItemCargoCount — yes conditional InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\actiontargetscursor.c:8
ActionUnrestrainSelf.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\actionunrestrainself.c:9
ActionUnrestrainSelf.OnFinishProgressServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\continuous\actionunrestrainself.c:34
AdminTools.HealRepairTarget — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\compatibility\vpp_support.c:5
AimingModelFilterShake.onUpdate — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\compatibility\sgunplay_support.c:9
AITargetCallbacksPlayer.GetMaxVisionRangeModifier — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:5014
AlarmClock_ColorBase.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1427
AlarmClock_ColorBase.InediaInfectedAI_IrritationItemIsIrritating — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1432
AlarmClock_ColorBase.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1437
AnimalBase.EEInit T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:52
AnimalBase.OnVariablesSynchronized T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:144
AnimalBase.ModCommandHandlerBefore — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:162
AnimalBase.ModCommandHandlerAfter — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:187
AnimalBase.EEHitBy T2 yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:225
AnimalBase.OnReceivedHit — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:655
AnimalBase.CanBeTargetedByAI — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:1046
AnimalBase.ResistContaminatedEffect — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\animals\animalbase.c:1114
AnimatedActionBase.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\armsbreakdebuffactions.c:59
BleedingSource.OnUpdateServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3821
BleedingSourcesManagerServer.AddBleedingSource — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3298
BleedingSourcesManagerServer.OnTick — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3309
BrokenArmsMdfr.ActivateCondition — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3792
BrokenLegsMdfr.OnDeactivate — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3993
BroomBase.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1743
BroomBase.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1748
BroomBase.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1753
CarScript.EEInit T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\vehicles\carscript.c:14
CarScript.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\vehicles\carscript.c:35
CarScript.CanBeTargetedByAI — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\vehicles\carscript.c:59
CarScript.DamageCrew — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\vehicles\carscript.c:135
Chemlight_ColorBase.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1671
Chemlight_ColorBase.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1676
Chemlight_ColorBase.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1695
Chemlight_Red.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1701
ClosableContainer.Refresh — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\inventorynew\closablecontainer.c:8
ComponentAnimalBleeding.CreateWound — yes conditional InediaInfectedAI.pbo::scripts\3_Game\InediaInfectedAI\tools\component\componentanimalbleeding.c:10
CoughSymptom.OnGetActivatedServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1830
DayZPlayerCamera1stPerson.Init — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3415
DayZPlayerCamera1stPerson.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3422
DayZPlayerCamera3rdPerson.Init — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3448
DayZPlayerCamera3rdPerson.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3455
DayZPlayerImplementAiming.ProcessAimFilters — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3535
DayZPlayerImplementFallDamage.HandleFallDamage — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3480
DayZPlayerImplementMeleeCombat.TrySelectFinisherType — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3971
DayZPlayerMeleeFightLogic_LightHeavy.Init — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3869
DayZPlayerMeleeFightLogic_LightHeavy.HandleComboHit — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3887
DayZPlayerMeleeFightLogic_LightHeavy.DamageHands — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3896
DestructionEffectGasCanister.OnEntityDestroyedOneTimeServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1331
ExplosivesBase.OnExplode — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1319
FirearmActionBase.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\useractionscomponent\actions\armsbreakdebuffactions.c:71
FireplaceBase.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1779
FireplaceBase.InediaInfectedAI_IrritationItemIsIrritating — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1784
FireplaceBase.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1789
FireplaceBase.StartFire — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1793
FireworksLauncher.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1374
FireworksLauncher.InediaInfectedAI_IrritationItemIsIrritating — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1379
FireworksLauncher.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1384
Flashlight.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1573
Flashlight.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1578
Flashlight.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1583
FracturedLegNotfr.DisplayBadge — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3766
Headtorch_Black.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1615
Headtorch_ColorBase.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1589
Headtorch_ColorBase.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1594
Headtorch_ColorBase.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1609
HealPlayerChatModule.ExecuteCommand — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\compatibility\vpp_support.c:72
Hit_MeatBones.BloodSplatGround — yes conditional InediaInfectedAI.pbo::scripts\3_Game\InediaInfectedAI\effects\effectparticle\bulletimpactbase\hit_meatbones.c:10
Hit_MeatBones.BloodSplatWall — yes conditional InediaInfectedAI.pbo::scripts\3_Game\InediaInfectedAI\effects\effectparticle\bulletimpactbase\hit_meatbones.c:21
House.CanDoorBeClosed — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\game\super\building.c:26
IngameHud.Init — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\ingamehud.c:12
IngameHud.Update — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\ingamehud.c:301
InjuredLegNotfr.DisplayBadge — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3779
InjuryAnimationHandler.GetInjuryLevel — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\injuryhandler.c:10
InjuryAnimationHandler.GetOverrideLevel — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\injuryhandler.c:47
ItemBase.InitializeActions — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\itembase\itembase.c:54
ItemBase.EOnContact — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\itembase\itembase.c:160
ItemBase.SetActions T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\itembase\itembase.c:457
ItemBase.CanBeDisinfected — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\itembase\itembase.c:529
JMPlayerModule.Exec_Heal — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\compatibility\cot_support.c:5
KitchenTimer.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1445
KitchenTimer.InediaInfectedAI_IrritationItemIsIrritating — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1450
KitchenTimer.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1455
Land_FuelStation_Feed.EEKilled T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1399
LandMineTrap.Explode — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1343
LaughterSymptom.OnGetActivatedServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1863
MissionGameplay.OnUpdate T0 yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\mission\missiongameplay.c:17
MissionServer.OnInit T3 yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\mission\missionserver.c:19
MissionServer.TickScheduler T0 yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\mission\missionserver.c:26
MissionServer.OnMissionStart T3 yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\mission\missionserver.c:33
MissionServer.OnClientNewEvent T3 yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\mission\missionserver.c:42
MissionServer.OnEvent — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\mission\missionserver.c:845
ModifiersManager.Init — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3496
ModifiersManager.ActivateModifier — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:3512
ModItemRegisterCallbacks.RegisterOneHanded — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\dayzplayer\dayzplayercfgbase.c:8
NoiseAIEvaluate.GetNoiseReduction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\static\sensesaievaluate.c:8
PainHeavySymptom.OnGetActivatedServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1874
PetrolLighter.InediaInfectedAI_IrritationItemIsIrritating — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:2027
PlayerBase.EOnInit T3 yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:139
PlayerBase.OnConnect — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:254
PlayerBase.OnDisconnect — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:273
PlayerBase.SetActions T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:315
PlayerBase.OnStoreSave T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:355
PlayerBase.OnStoreLoad T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:362
PlayerBase.OnRPC T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:398
PlayerBase.OnVariablesSynchronized T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:514
PlayerBase.EOnFrame T1 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:523
PlayerBase.OnCommandHandlerTick — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:549
PlayerBase.EEKilled T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:606
PlayerBase.EEHitBy T2 yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:645
PlayerBase.CanBeTargetedByAI — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1294
PlayerBase.AddNoise — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1452
PlayerBase.OnLand — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1543
PlayerBase.CanClimb — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1556
PlayerBase.OnCommandClimbFinish — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1583
PlayerBase.DamageAllLegs — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1606
PlayerBase.OnReceivedHit — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1694
PlayerBase.OnThrowingModeChange — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1827
PlayerBase.GetHitComponentForAI — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1842
PlayerBase.EvaluateDamageHitAnimation — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1932
PlayerBase.UpdateBrokenLegs — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1942
PlayerBase.OnUnconsciousStart — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1959
PlayerBase.InsertAgent — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1966
PlayerBase.EEItemAttached T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1975
PlayerBase.EEItemDetached T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\manbase\playerbase.c:1986
PlayerManager.HealPlayers — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\compatibility\vpp_support.c:36
PortableGasLamp.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1709
PortableGasLamp.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1714
PortableGasLamp.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1719
PowerGenerator.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1412
PowerGenerator.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1417
Roadflare.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1657
Roadflare.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1662
ShockMdfr.GetRefillSpeed — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3805
SmokeGrenadeBase.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1356
SmokeGrenadeBase.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1361
SmokeGrenadeBase.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1366
SneezeSymptom.OnGetActivatedServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1841
Spotlight.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1761
Spotlight.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1766
Spotlight.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1771
StaminaSoundEventBase.CanPlay — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\inediainfectedai_painmanager.c:3951
SymptomManager.QueueUpPrimarySymptom — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\classes\playersymptoms\statemanager.c:10
TLRLight.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1621
TLRLight.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1626
TLRLight.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1631
Torch.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1727
Torch.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1732
Torch.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1737
UniversalLight.InediaInfectedAI_IsIrritationItem — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1637
UniversalLight.InediaInfectedAI_IrritationItemIsIrritating — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1642
UniversalLight.InediaInfectedAI_IrritationAction — yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1647
VicinityItemManager.ExcludeFromContainer_Phase1 — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\inventorynew\vicinityitemmanager.c:8
VicinityItemManager.ExcludeFromContainer_Phase2 — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\inventorynew\vicinityitemmanager.c:17
VicinityItemManager.ExcludeFromContainer_Phase3 — yes ✓ InediaInfectedAI.pbo::scripts\5_mission\InediaInfectedAI\gui\inventorynew\vicinityitemmanager.c:26
VomitSymptom.OnGetActivatedServer — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1852
Weapon_Base.EEFired — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1468
ZmbM_Mummy.ResistContaminatedEffect — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:5079
ZmbM_NBC_Grey.ResistContaminatedEffect — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:5063
ZmbM_NBC_Yellow.ResistContaminatedEffect — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:5047
ZombieBase.EOnInit T3 yes ✗ none InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:162
ZombieBase.OnRPC T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:336
ZombieBase.OnVariablesSynchronized T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:404
ZombieBase.FightLogic — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:426
ZombieBase.HandleVault — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:452
ZombieBase.ModCommandHandlerBefore — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:485
ZombieBase.ModCommandHandlerAfter — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:534
ZombieBase.EEHitBy T2 yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:594
ZombieBase.EEHealthLevelChanged T2 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:729
ZombieBase.CanBeSkinned — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:886
ZombieBase.CanBeBackstabbed — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:897
ZombieBase.ChaseAttackLogic — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:906
ZombieBase.FightAttackLogic — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:919
ZombieBase.EOnPostFrame T1 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:932
ZombieBase.EOnFrame T1 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:956
ZombieBase.HandleMindStateChange — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:1432
ZombieBase.OnReceivedHit — yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:3203
ZombieBase.ConvertNonlethalDamage — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:4143
ZombieBase.HandleSpecialZoneDamage — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:4152
ZombieBase.EvaluateCrawlTransitionAnimation — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:4228
ZombieBase.HandleDamageHit — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:4383
ZombieBase.ResistContaminatedEffect — yes conditional InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\creatures\infected\zombiebase.c:4412
ZombieBase.EEKilled T3 yes ✓ InediaInfectedAI.pbo::scripts\4_World\InediaInfectedAI\entities\irritants.c:1805
Dispatch surfaces and timers the grade prices
surfacetierrate (Hz)rate sourcems/s
PlayerBase.EOnFrameT1 3000.0measured0.0744
AnimatedActionBase.OnUpdateT0 1000.0measured0.0248
FirearmActionBase.OnUpdateT0 1000.0measured0.0248
ActionUnrestrainSelf.OnUpdateT0 1000.0measured0.0248
ZombieBase.EOnPostFrameT1 1000.0placeholder0.0248
ZombieBase.EOnFrameT1 1000.0placeholder0.0248
CarScript.OnUpdateT0 1000.0measured0.0248
MissionServer.TickSchedulerT0 1000.0measured0.0248
PlayerBase.EEItemAttachedT2 130.0measured0.0032
PlayerBase.EEItemDetachedT2 130.0measured0.0032
ActionBandageTarget.ActionConditionT2 8.0placeholder0.0002
ActionBandageSelf.ActionConditionT2 8.0placeholder0.0002
ActionSewTarget.ActionConditionT2 8.0placeholder0.0002
ActionSewSelf.ActionConditionT2 8.0placeholder0.0002
ActionSplintTarget.ActionConditionT2 8.0placeholder0.0002
ActionSplintSelf.ActionConditionT2 8.0placeholder0.0002
ActionConsume.ActionConditionT2 8.0placeholder0.0002
ActionForceConsume.ActionConditionT2 8.0placeholder0.0002
ActionConsumeSingle.ActionConditionT2 8.0placeholder0.0002
ActionForceConsumeSingle.ActionConditionT2 8.0placeholder0.0002
ActionGiveBloodSelf.ActionConditionT2 8.0placeholder0.0002
ActionGiveBloodTarget.ActionConditionT2 8.0placeholder0.0002
ActionDisinfectSelf.ActionConditionT2 8.0placeholder0.0002
ActionDisinfectTarget.ActionConditionT2 8.0placeholder0.0002
ActionInjectSelf.ActionConditionT2 8.0placeholder0.0002
ActionInjectTarget.ActionConditionT2 8.0placeholder0.0002
ActionGiveSalineSelf.ActionConditionT2 8.0placeholder0.0002
ActionGiveSalineTarget.ActionConditionT2 8.0placeholder0.0002
ActionDrinkPondContinuous.ActionConditionT2 8.0placeholder0.0002
ActionDrinkWellContinuous.ActionConditionT2 8.0placeholder0.0002
ActionBandageHorse.ActionConditionT2 8.0placeholder0.0002
AnimalBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
AnimalBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.OnRPCT2 8.0placeholder0.0002
ZombieBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
ZombieBase.EEHitByT2 8.0placeholder0.0002
ZombieBase.EEHealthLevelChangedT2 8.0placeholder0.0002
ActionCloseDoors.ActionConditionT2 8.0placeholder0.0002
ItemBase.SetActionsT2 8.0placeholder0.0002
PlayerBase.SetActionsT2 8.0placeholder0.0002
PlayerBase.OnRPCT2 8.0placeholder0.0002
PlayerBase.OnVariablesSynchronizedT2 8.0placeholder0.0002
PlayerBase.EEHitByT2 8.0placeholder0.0002
AnimalBase.EEInitT3 0.1placeholder0.0000
ZombieBase.EOnInitT3 0.1placeholder0.0000
Land_FuelStation_Feed.EEKilledT3 0.1placeholder0.0000
ZombieBase.EEKilledT3 0.1placeholder0.0000
PlayerBase.EOnInitT3 0.1placeholder0.0000
PlayerBase.OnStoreSaveT3 0.1placeholder0.0000
PlayerBase.OnStoreLoadT3 0.1placeholder0.0000
PlayerBase.EEKilledT3 0.1placeholder0.0000
CarScript.EEInitT3 0.1placeholder0.0000
MissionServer.OnInitT3 0.1placeholder0.0000
MissionServer.OnMissionStartT3 0.1placeholder0.0000
MissionServer.OnClientNewEventT3 0.1placeholder0.0000

Includes 0.056 ms/s from placeholder-rated surfaces.

Load-order constraints (CfgPatches)

What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.

InediaInfectedAI.pbo

  • InediaInfectedAI — requires DZ_Data, DZ_Characters, DZ_Scripts

census 1.1 · findings 1.1 · hash b95400f4452f7765