58 aimOrientation[0] = aimOrientation[0] + lr;
61 aimOrientation[1] = aimOrientation[1] + ud + 5;
91 itemCfg =
m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
96 case ItemBehaviorType.TWOHANDED:
97 case ItemBehaviorType.POLEARMS:
100 case ItemBehaviorType.FIREARMS:
128 m_Player.OnThrowingModeChange(enable);
158 if( itemCfg && itemCfg.
m_iType == ItemBehaviorType.HEAVY )
169 if( playerPB.GetEmoteManager().IsEmotePlaying() )
172 if( playerPB.GetActionManager().GetRunningAction() != NULL )
175 if( playerPB.IsRestrained() || playerPB.IsItemsToDelete())
178 if( playerPB.GetDayZPlayerInventory().IsProcessing() )
181 if( playerPB.GetWeaponManager().IsRunning() )
193 if(input_interface && input_interface.
SyncedPress(
"UAGear"))
197 if( boo || pHic.
IsWeaponRaised() || (itemInHandsCfg && itemInHandsCfg.
m_iType == ItemBehaviorType.HEAVY) )
206 if ( pEntityInHands == null )
bool IsThrowingModeEnabled()
bool IsThrowingInProgress()
Throwing wind-up only (button hold)
private const float c_fThrowingForceCoef
private bool m_bThrowingAnimationPlaying
private DayZPlayer m_Player
void DayZPlayerImplementThrowing(DayZPlayer pPlayer)
private bool m_bThrowingInProgress
private const float c_fThrowingForceMin
private bool m_bThrowingModeEnabled
bool IsThrowingAnimationPlaying()
Throwing animation after button release.
void SetThrowingModeEnabled(bool enable)
private const float c_fThrowingForceMax
bool CanContinueThrowing(HumanInputController pHic)
void HandleThrowing(HumanInputController pHic, HumanCommandWeapons pHcw, EntityAI pEntityInHands, float pDt)
bool CanChangeThrowingStance(HumanInputController pHic)
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)
private float m_fThrowingForce01
proto native bool WasItemLeaveHandsEvent()
proto native void ThrowItem(int throwType)
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native void SetThrowingMode(bool pState)
proto native bool IsThrowingMode()
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
proto native bool SyncedPress(string action, bool check_focus=true)
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.