| 
| vector  | m_CameraTM [4] | 
|   | transformation matrix - pos + orient of the camera  
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|   | 
| float  | m_fFovMultiplier | 
|   | fov multiplier - 1.0 default - used for modifying fov -  
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|   | 
| float  | m_fFovAbsolute | 
|   | fov absolute value override - -1.0 default, if set - overrides absolute fov setting  
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|   | 
| float  | m_fNearPlane | 
|   | nearplane distance  
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|   | 
| float  | m_fPositionModelSpace | 
|   | 0.0 position is in heading space, 1.0 position is in model space  
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|   | 
| float  | m_fDistance | 
|   | camera distance (external cameras only)  
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|   | 
| float  | m_fUseHeading | 
|   | 0..1 (0 uses direct dir returned, 1 uses heading from player)  
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|   | 
| float  | m_fPredictCollisionRadius | 
|   | sphere radius used for collision prediction  
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|   | 
| int  | m_iDirectBone | 
|   | -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone  
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|   | 
| int  | m_iDirectBoneMode | 
|   | 
| float  | m_fInsideCamera | 
|   | 0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y  
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|   | 
| bool  | m_bUpdateWhenBlendOut | 
|   | true - camera is updated when blending to new camera (Ironsights == false)  
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|   | 
| float  | m_fShootFromCamera | 
|   | 1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)  
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|   | 
| float  | m_fIgnoreParentRoll | 
|   | 1 - resets base transforms roll  
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|   | 
| float  | m_fIgnoreParentPitch | 
|   | 1 - resets base transforms pitch  
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|   | 
| float  | m_fIgnoreParentYaw | 
|   | 1 - resets base transforms yaw  
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|   | 
| bool  | m_bUpdateEveryFrame | 
|   | Whether the camera updates the next frame or blends with next character update.  
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|   | 
| vector  | m_OwnerTM [4] | 
|   | override automatically calculated owner transform during rendering (default - false)  
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|   | 
| bool  | m_bOwnerTMOverride | 
|   | The world space transform of the owner to the camera.  
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|   | 
| IEntity  | m_CollisionIgnoreEntity | 
|   | ignore entity in 3rd person camera collision solver  
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|   | 
◆ DayZPlayerCameraResult()
cannot be instanced from script (always created from C++) 
 
 
◆ ~DayZPlayerCameraResult()
cannot be instanced from script (always created from C++) 
 
 
◆ m_bOwnerTMOverride
The world space transform of the owner to the camera. 
 
 
◆ m_bUpdateEveryFrame
Whether the camera updates the next frame or blends with next character update. 
 
 
◆ m_bUpdateWhenBlendOut
  
  
      
        
          | bool m_bUpdateWhenBlendOut | 
         
       
   | 
  
private   | 
  
 
true - camera is updated when blending to new camera (Ironsights == false) 
 
 
◆ m_CameraTM
transformation matrix - pos + orient of the camera 
 
 
◆ m_CollisionIgnoreEntity
ignore entity in 3rd person camera collision solver 
 
 
◆ m_fDistance
camera distance (external cameras only) 
 
 
◆ m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting 
 
 
◆ m_fFovMultiplier
fov multiplier - 1.0 default - used for modifying fov - 
 
 
◆ m_fIgnoreParentPitch
  
  
      
        
          | float m_fIgnoreParentPitch | 
         
       
   | 
  
private   | 
  
 
1 - resets base transforms pitch 
 
 
◆ m_fIgnoreParentRoll
  
  
      
        
          | float m_fIgnoreParentRoll | 
         
       
   | 
  
private   | 
  
 
1 - resets base transforms roll 
 
 
◆ m_fIgnoreParentYaw
1 - resets base transforms yaw 
 
 
◆ m_fInsideCamera
0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y 
0..1 (0 normal lod, 1 inside lod), >0.7 -> inside 
 
 
◆ m_fNearPlane
◆ m_fPositionModelSpace
  
  
      
        
          | float m_fPositionModelSpace | 
         
       
   | 
  
private   | 
  
 
0.0 position is in heading space, 1.0 position is in model space 
 
 
◆ m_fPredictCollisionRadius
  
  
      
        
          | float m_fPredictCollisionRadius | 
         
       
   | 
  
private   | 
  
 
sphere radius used for collision prediction 
 
 
◆ m_fShootFromCamera
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0) 
 
 
◆ m_fUseHeading
0..1 (0 uses direct dir returned, 1 uses heading from player) 
 
 
◆ m_iDirectBone
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone 
 
 
◆ m_iDirectBoneMode
◆ m_OwnerTM
override automatically calculated owner transform during rendering (default - false) 
 
 
The documentation for this class was generated from the following file: