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HumanItemBehaviorCfg Class Reference

Private Member Functions

void SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
 
void SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm)
 
void SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm)
 
void SetIKAll (bool pAim, bool pRArm, bool pLArm)
 
void DayzPlayerItemBehaviorCfg ()
 
void SetIKTwoHanded ()
 
void SetIKPoleArms ()
 
void SetPistols ()
 
void SetFirearms ()
 
void SetEmptyHanded ()
 
void SetTwoHanded ()
 
void SetToolsOneHanded ()
 
void SetRestrained ()
 
void SetSurrender ()
 
void SetHeavyItems ()
 
void SetPoleArms ()
 

Private Attributes

int m_iType
 
int m_iStanceMask
 combinations of STANCEMASK_
 
int m_StanceMovements [6]
 
int m_StanceRotation [6]
 6 stances -> all has movement mask, STANCEIDX_ ... is index
 
int m_IKSettings [24]
 
int m_IKSettingsMelee [2]
 [stance][movement] mask for ik
 
int m_iPerItemCameraUserData
 [inpact type] mask for ik (0 - light/1 - heavy)
 
float m_fMoveHeadingFilterSpan
 per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
 
float m_fMoveHeadingSprintFilterSpan
 default delay of alignment when moving
 
float m_fMoveHeadingProneFilterSpan
 delay of alignment when sprintinh
 
float m_fMoveHeadingFilterSpeed
 delay of alignment when moving in prone stance
 
float m_fMeleeEvadeHeadingFilterSpan
 max speed of alignment when moving
 
float m_fMeleeEvadeHeadingFilterSpeed
 delay of alignment when evading
 
bool m_bAttackLean
 max speed of alignment when evading
 
bool m_bJumpAllowed
 default false
 
private bool m_bPlaceholder
 default true
 

Static Private Attributes

static int IKSETTING_AIMING = 0x1
 bit mask of ik settings
 
static int IKSETTING_RHAND = 0x2
 
static int IKSETTING_LHAND = 0x4
 

Member Function Documentation

◆ DayzPlayerItemBehaviorCfg()

void DayzPlayerItemBehaviorCfg ( )
inlineprivate

per item camera user data to be uninitialized

rotational delay to camera direction in move only (filter)

References m_iStanceMask, m_StanceMovements, and m_StanceRotation.

◆ SetEmptyHanded()

◆ SetFirearms()

void SetFirearms ( )
inlineprivate

References m_iType, SetIKMelee(), and SetIKStance().

◆ SetHeavyItems()

◆ SetIK()

void SetIK ( int  pStance,
int  pMovement,
bool  pAim,
bool  pRArm,
bool  pLArm 
)
inlineprivate

◆ SetIKAll()

void SetIKAll ( bool  pAim,
bool  pRArm,
bool  pLArm 
)
inlineprivate

◆ SetIKMelee()

void SetIKMelee ( int  pHitType,
bool  pAim,
bool  pRArm,
bool  pLArm 
)
inlineprivate

◆ SetIKPoleArms()

void SetIKPoleArms ( )
inlineprivate

References SetIKMelee(), and SetIKStance().

Referenced by SetPoleArms().

◆ SetIKStance()

void SetIKStance ( int  pStance,
bool  pAim,
bool  pRArm,
bool  pLArm 
)
inlineprivate

◆ SetIKTwoHanded()

void SetIKTwoHanded ( )
inlineprivate

References SetIKMelee(), and SetIKStance().

Referenced by SetTwoHanded().

◆ SetPistols()

void SetPistols ( )
inlineprivate

◆ SetPoleArms()

◆ SetRestrained()

◆ SetSurrender()

◆ SetToolsOneHanded()

◆ SetTwoHanded()

Field Documentation

◆ IKSETTING_AIMING

int IKSETTING_AIMING = 0x1
staticprivate

bit mask of ik settings

Referenced by SetIK(), SetIKAll(), and SetIKStance().

◆ IKSETTING_LHAND

int IKSETTING_LHAND = 0x4
staticprivate

Referenced by SetIK(), SetIKAll(), and SetIKStance().

◆ IKSETTING_RHAND

int IKSETTING_RHAND = 0x2
staticprivate

Referenced by SetIK(), SetIKAll(), and SetIKStance().

◆ m_bAttackLean

bool m_bAttackLean
private

max speed of alignment when evading

per weapon lean forward

◆ m_bJumpAllowed

bool m_bJumpAllowed
private

default false

per weapon lean forward

Referenced by DayZPlayer::CanClimb(), and DayZPlayer::CanJump().

◆ m_bPlaceholder

private bool m_bPlaceholder
private

default true

◆ m_fMeleeEvadeHeadingFilterSpan

float m_fMeleeEvadeHeadingFilterSpan
private

max speed of alignment when moving

evade caps

◆ m_fMeleeEvadeHeadingFilterSpeed

float m_fMeleeEvadeHeadingFilterSpeed
private

delay of alignment when evading

◆ m_fMoveHeadingFilterSpan

float m_fMoveHeadingFilterSpan
private

per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()

movement caps

◆ m_fMoveHeadingFilterSpeed

float m_fMoveHeadingFilterSpeed
private

delay of alignment when moving in prone stance

◆ m_fMoveHeadingProneFilterSpan

float m_fMoveHeadingProneFilterSpan
private

delay of alignment when sprintinh

◆ m_fMoveHeadingSprintFilterSpan

float m_fMoveHeadingSprintFilterSpan
private

default delay of alignment when moving

◆ m_IKSettings

int m_IKSettings[24]
private

Referenced by SetIKAll(), and SetIKMelee().

◆ m_IKSettingsMelee

int m_IKSettingsMelee[2]
private

[stance][movement] mask for ik

Referenced by SetIKAll().

◆ m_iPerItemCameraUserData

int m_iPerItemCameraUserData
private

[inpact type] mask for ik (0 - light/1 - heavy)

◆ m_iStanceMask

int m_iStanceMask
private

combinations of STANCEMASK_

◆ m_iType

◆ m_StanceMovements

int m_StanceMovements[6]
private

◆ m_StanceRotation

int m_StanceRotation[6]
private

6 stances -> all has movement mask, STANCEIDX_ ... is index

Referenced by DayZPlayer::HeadingModel(), and ManBase::HeadingModel().


The documentation for this class was generated from the following files: