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void | SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm) |
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void | SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm) |
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void | SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm) |
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void | SetIKAll (bool pAim, bool pRArm, bool pLArm) |
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void | DayzPlayerItemBehaviorCfg () |
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void | SetIKTwoHanded () |
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void | SetIKPoleArms () |
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void | SetPistols () |
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void | SetFirearms () |
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void | SetEmptyHanded () |
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void | SetTwoHanded () |
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void | SetToolsOneHanded () |
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void | SetRestrained () |
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void | SetSurrender () |
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void | SetHeavyItems () |
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void | SetPoleArms () |
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◆ DayzPlayerItemBehaviorCfg()
void DayzPlayerItemBehaviorCfg |
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inlineprivate |
◆ SetEmptyHanded()
◆ SetFirearms()
◆ SetHeavyItems()
◆ SetIK()
◆ SetIKAll()
◆ SetIKMelee()
◆ SetIKPoleArms()
◆ SetIKStance()
◆ SetIKTwoHanded()
◆ SetPistols()
◆ SetPoleArms()
◆ SetRestrained()
◆ SetSurrender()
◆ SetToolsOneHanded()
void SetToolsOneHanded |
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inlineprivate |
◆ SetTwoHanded()
◆ IKSETTING_AIMING
int IKSETTING_AIMING = 0x1 |
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staticprivate |
◆ IKSETTING_LHAND
int IKSETTING_LHAND = 0x4 |
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◆ IKSETTING_RHAND
int IKSETTING_RHAND = 0x2 |
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staticprivate |
◆ m_bAttackLean
max speed of alignment when evading
per weapon lean forward
◆ m_bJumpAllowed
◆ m_bPlaceholder
private bool m_bPlaceholder |
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◆ m_fMeleeEvadeHeadingFilterSpan
float m_fMeleeEvadeHeadingFilterSpan |
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max speed of alignment when moving
evade caps
◆ m_fMeleeEvadeHeadingFilterSpeed
float m_fMeleeEvadeHeadingFilterSpeed |
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delay of alignment when evading
◆ m_fMoveHeadingFilterSpan
float m_fMoveHeadingFilterSpan |
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per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
movement caps
◆ m_fMoveHeadingFilterSpeed
float m_fMoveHeadingFilterSpeed |
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delay of alignment when moving in prone stance
◆ m_fMoveHeadingProneFilterSpan
float m_fMoveHeadingProneFilterSpan |
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delay of alignment when sprintinh
◆ m_fMoveHeadingSprintFilterSpan
float m_fMoveHeadingSprintFilterSpan |
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default delay of alignment when moving
◆ m_IKSettings
◆ m_IKSettingsMelee
[stance][movement] mask for ik
Referenced by SetIKAll().
◆ m_iPerItemCameraUserData
int m_iPerItemCameraUserData |
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[inpact type] mask for ik (0 - light/1 - heavy)
◆ m_iStanceMask
combinations of STANCEMASK_
◆ m_iType
◆ m_StanceMovements
◆ m_StanceRotation
The documentation for this class was generated from the following files: