Data Structures | |
class | DayZPlayerCameraResult |
class | DayZPlayerTypeStepSoundLookupTable |
class | DayZPlayerTypeAttachmentSoundLookupTable |
class | VegetationSound |
class | SDayZPlayerAimingModel |
Functions | |
class DayZPlayerCameraResult | DayZPlayerCamera (DayZPlayer pPlayer, HumanInputController pInput) |
private void | DayZPlayerCameraResult () |
cannot be instanced from script (always created from C++) | |
private void | ~DayZPlayerCameraResult () |
cannot be instanced from script (always created from C++) | |
bool | CanFreeLook () |
this overrides freelook for cameras | |
void | OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult) |
virtual callback - called when camera is created | |
void | OnUpdate (float pDt, out DayZPlayerCameraResult pOutResult) |
virtual callback - called each frame | |
vector | GetBaseAngles () |
vector | GetAdditiveAngles () |
string | GetCameraName () |
float | GetCurrentYaw () |
float | GetCurrentPitch () |
float | GetCurrentRoll () |
vector | GetCurrentOrientation () |
bool | IsCamera3rdRaised () |
void | SpawnDiagCameraShake () |
void | SpawnCameraShake (float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6) |
void | SpawnCameraShakeProper (float strength, float radius, float smoothness, float radius_decay_speed) |
void | SendRecoilOffsetZ (float offset) |
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now | |
class DayZPlayerTypeStepSoundLookupTable | GetSoundBuilder (int eventId, int parameterHash) |
SoundObjectBuilder | GetSoundBuilder (int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots) |
NoiseParams | GetNoiseParams (int eventId) |
class DayZPlayerTypeAttachmentSoundLookupTable | GetSoundEvent (int event_id) |
SoundObjectBuilder | GetSoundBuilder (int eventId, string slotName, int attachmentHash) |
class VegetationSound | SetDefaultItemInHandsProfile (string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg) |
void | VegetationSound (SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds) |
SoundObjectBuilder | GetSoundObjectBuilder () |
TIntArray | GetAnimEventIds () |
proto native void | ResetItemInHandsProfiles () |
reset profiles | |
proto native int | AddItemInHandsProfile (string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg) |
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands. | |
proto native int | AddItemInHandsProfileIK (string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="") |
proto native int | AddItemBoneRemap (string pItemClass, array< string > pBoneRemap) |
proto native void | DebugPreloadAnimationInstances () |
debug / hack - loads all animation instances | |
proto native void | ResetCameraCreators () |
resets camera creators | |
proto native void | RegisterCameraCreator (int pCameraID, typename pCameraType) |
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera) | |
proto native void | RegisterCameraOnChangeFnStatic (typename pClass, string pFnName) |
registers camera on change function - static function | |
proto native void | RegisterCameraOnChangeFn (Class pInstance, string pFnName) |
registers camera on change function - | |
proto native void | SetLookLimits (float pDown, float pUp, float pLeft, float pRight) |
sets look limits for a player | |
proto native void | SetAimLimits (float pDown, float pUp, float pLeft, float pRight) |
sets aim limits for a player | |
proto native void | SetVerticalMinimumAimLimit (float value) |
sets vertical minimum aim limit for a player | |
proto native void | SetCameraShootParams (float pRayDistance, float pRayRadius, float pMaxAngleCos) |
sets aim limits for a player | |
proto native int | GetHeadBoneIdx () |
proto native void | RegisterStepEvent (string pEventType, float pFilterTimeout) |
calls DayZPlayer.OnStepEvent(); | |
proto native void | RegisterSoundEvent (string pEventType, float pFilterTimeout) |
calls DayZPlayer.OnSoundEvent(); | |
proto native void | RegisterParticleEvent (string pEventType, float pFilterTimeout) |
calls DayZPlayer.OnParticleEvent(); | |
void | RegisterStepSoundLookupTable (DayZPlayerTypeStepSoundLookupTable pSSLUT) |
DayZPlayerTypeStepSoundLookupTable | GetStepSoundLookupTable () |
void | RegisterAttachmentSoundLookupTable (DayZPlayerTypeAttachmentSoundLookupTable pASLUT) |
DayZPlayerTypeAttachmentSoundLookupTable | GetAttachmentSoundLookupTable () |
void | RegisterVoiceSoundLookupTable (DayZPlayerTypeVoiceSoundLookupTable pASLUT) |
DayZPlayerTypeVoiceSoundLookupTable | GetVoiceSoundLookupTable () |
void | RegisterSoundTable (DayZPlayerTypeAnimTable pST) |
DayZPlayerTypeAnimTable | GetSoundTable () |
array< ref VegetationSound > | GetVegetationSounds () |
NoiseParams | GetNoiseParamsStand () |
NoiseParams | GetNoiseParamsCrouch () |
NoiseParams | GetNoiseParamsProne () |
NoiseParams | GetNoiseParamsLandLight () |
NoiseParams | GetNoiseParamsLandHeavy () |
NoiseParams | GetNoiseParamsWhisper () |
NoiseParams | GetNoiseParamsTalk () |
NoiseParams | GetNoiseParamsShout () |
void | LoadSoundWeaponEvent () |
void | LoadVegetationSounds () |
AnimSoundEvent | GetSoundWeaponEvent (int event_id) |
void | RegisterHitComponentsForAI () |
register hit components for AI melee (used by attacking AI) | |
string | GetHitComponentForAI () |
string | GetDefaultHitComponent () |
string | GetDefaultHitPositionComponent () |
array< string > | GetSuitableFinisherHitComponents () |
private void | DayZPlayerType () |
private void | ~DayZPlayerType () |
proto native SHumanGlobalSettings | GetGlobalSettingsW () |
returns Human global settings for DayZPlayer | |
proto native SHumanCommandMoveSettings | CommandMoveSettingsW () |
proto native SHumanCommandSwimSettings | CommandSwimSettingsW () |
proto native SHumanCommandClimbSettings | CommandClimbSettingsW () |
private void | SDayZPlayerHeadingModel () |
cannot be created from script | |
private void | ~SDayZPlayerHeadingModel () |
proto native DayZPlayerType | GetDayZPlayerType () |
returns appropriate DayZPlayerType | |
proto native DayZPlayerInstanceType | GetInstanceType () |
override string | GetDebugName () |
bool | HeadingModel (float pDt, SDayZPlayerHeadingModel pModel) |
bool | AimingModel (float pDt, SDayZPlayerAimingModel pModel) |
-------------— aiming model ----------------------— | |
void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
-------------— command handling ----------------------— | |
int | CameraHandler (int pCameraMode) |
-------------— camera handling ----------------------— | |
proto native DayZPlayerCamera | GetCurrentCamera () |
-------------— camera additional functions ----------------------— | |
proto native void | GetCurrentCameraTransform (out vector position, out vector direction, out vector rotation) |
gets transform of current player camera | |
proto native int | GetCurrentPerItemCameraUD () |
gets current camera | |
proto native bool | IsCameraBlending () |
proto native void | AnimCallCommand (int pCommand, int pParamInt, float pParamFloat) |
-------------— animation graph functions ----------------------— | |
proto native void | AnimSetFloat (int pVar, float pFlt) |
proto native void | AnimSetInt (int pVar, int pInt) |
proto native void | AnimSetBool (int pVar, bool pBool) |
proto native int | Random () |
-------------— deterministic random numbers ---------------------— | |
proto native float | RandomRange (int pRange) |
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler) | |
proto native float | Random01 () |
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler) | |
bool | IsEyeZoom () |
DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false. | |
int | GetEyeZoomLevel () |
returns eye zoom level, uses ECameraZoomType values | |
bool | IsShootingFromCamera () |
return true if shots are fired from camere, otherwise false | |
bool | IsHoldingBreath () |
return true if player is trying to hold breah, otherwise false | |
bool | IsPerformingFBGesture () |
return true if player is currently performing FB gesture, otherwise false | |
bool | IsInThirdPerson () |
return true if player is currently in 3pp, otherwise false | |
proto native MeleeCombatData | GetMeleeCombatData () |
processes melee hit | |
proto native void | ProcessMeleeHit (InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos) |
processes melee hit (uses component index) | |
proto native void | ProcessMeleeHitName (InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos) |
processes melee hit (uses component name) | |
proto native EClientKicked | GetKickOffReason () |
get reason for kickoff if available (server only) | |
proto native void | ReleaseNetworkControls () |
-------------— release controls ----------------------— | |
proto native void | SendSyncJuncture (int pJunctureID, ParamsWriteContext ctx) |
-------------— sync stuff ----------------------— | |
proto native void | StoreInputForRemotes (ParamsWriteContext ctx) |
proto native bool | DebugSyncShadowSetup (DayZPlayer pPlayer) |
-------------— sync shadow ----------------------— | |
proto void | GetLookLimits (out float pDown, out float pUp, out float pLeft, out float pRight) |
returns look limits for a player | |
proto void | GetAimLimits (out float pDown, out float pUp, out float pLeft, out float pRight) |
returns aim limits for a player | |
void | SetCurrentWaterLevel (float pWaterLevel) |
float | GetCurrentWaterLevel () |
proto native bool | IsPlayerInStance (int pStanceMask) |
-------------— camera additiona functions ----------------------— | |
void | OnInputForRemote (ParamsReadContext ctx) |
void | OnInputFromServer (ParamsReadContext ctx) |
proto native float | IsPlayerSpeaking () |
-------------— speaking anim ----------------------— | |
void | UpdateDummyPlayerProxyVisibility (EntityAI shoulder, EntityAI melee) |
void | ForceStandUpForHeavyItems (notnull EntityAI item) |
-------------— Forces player to stand up when swapping to heavy item ----------------------— | |
void | ForceStandUpForHeavyItemsSwap (notnull EntityAI item1, notnull EntityAI item2) |
void | OnThrowingModeChange (bool change_to_enabled) |
ScriptInvoker | GetOnDeathStart () |
override void | OnCommandDeathStart () |
Variables | |
vector | m_CameraTM [4] |
transformation matrix - pos + orient of the camera | |
float | m_fFovMultiplier |
fov multiplier - 1.0 default - used for modifying fov - | |
float | m_fFovAbsolute |
fov absolute value override - -1.0 default, if set - overrides absolute fov setting | |
float | m_fNearPlane |
nearplane distance | |
float | m_fPositionModelSpace |
0.0 position is in heading space, 1.0 position is in model space | |
float | m_fDistance |
camera distance (external cameras only) | |
float | m_fUseHeading |
0..1 (0 uses direct dir returned, 1 uses heading from player) | |
float | m_fPredictCollisionRadius |
sphere radius used for collision prediction | |
int | m_iDirectBone |
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone | |
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 | |
bool | m_bUpdateWhenBlendOut |
true - camera is updated when blending to new camera (Ironsights == false) | |
float | m_fShootFromCamera |
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0) | |
float | m_fIgnoreParentRoll |
1 - resets base transforms roll | |
float | m_fIgnoreParentPitch |
1 - resets base transforms pitch | |
float | m_fIgnoreParentYaw |
1 - resets base transforms yaw | |
bool | m_bUpdateEveryFrame |
Whether the camera updates the next frame or blends with next character update. | |
vector | m_OwnerTM [4] |
override automatically calculated owner transform during rendering (default - false) | |
bool | m_bOwnerTMOverride |
The world space transform of the owner to the camera. | |
IEntity | m_CollisionIgnoreEntity |
ignore entity in 3rd person camera collision solver | |
protected DayZPlayer | m_pPlayer |
data | |
protected HumanInputController | m_pInput |
human input | |
private ref SoundObjectBuilder | m_SoundObjectBuilder |
private ref TIntArray | m_AnimEventIds |
ref DayZPlayerTypeStepSoundLookupTable | m_pStepSoundLookupTable |
ref DayZPlayerTypeAttachmentSoundLookupTable | m_pAttachmentSoundLookupTable |
ref DayZPlayerTypeVoiceSoundLookupTable | m_pVoiceSoundLookupTable |
ref DayZPlayerTypeAnimTable | m_pSoundTable |
ref NoiseParams | m_pNoiseStepStand |
ref NoiseParams | m_pNoiseStepCrouch |
ref NoiseParams | m_pNoiseStepProne |
ref NoiseParams | m_pNoiseLandLight |
ref NoiseParams | m_pNoiseLandHeavy |
ref NoiseParams | m_pNoiseWhisper |
ref NoiseParams | m_pNoiseTalk |
ref NoiseParams | m_pNoiseShout |
ref array< ref VegetationSound > | m_pVegetationSounds |
protected ref array< ref DayZAIHitComponent > | m_HitComponentsForAI |
Melee hit components (AI targeting) | |
protected string | m_DefaultHitComponent |
protected string | m_DefaultHitPositionComponent |
protected ref array< string > | m_SuitableFinisherHitComponents |
ref array< ref AnimSoundEvent > | m_animSoundEventsAttack |
enum DayZPlayerConstants | SetDefaultItemInHandsProfile |
enum DayZPlayerInstanceType | m_iCamMode |
int | m_iCurrentCommandID |
float | m_fOrientationAngle |
float | m_fHeadingAngle |
class SDayZPlayerAimingModel | SIMPLE_SELECTION_MELEE_RIFLE = 0 |
const int | SIMPLE_SELECTION_MELEE_MELEE = 1 |
const int | SIMPLE_SELECTION_SHOULDER_RIFLE = 2 |
const int | SIMPLE_SELECTION_SHOULDER_MELEE = 3 |
protected ref ScriptInvoker | m_OnDeathStart |
invokers | |
this file is interface DayZPlayer classes
enum DayZPlayerConstants |
defined in C++
add bone remap for item class pBoneRemap has always 2x N members bone in item's P3D first, bone in Character skeleton second array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" }; AddItemBoneRemap("class", remap);
proto native int AddItemInHandsProfile | ( | string | pItemClass, |
string | pAnimInstanceName, | ||
HumanItemBehaviorCfg | pBehaviorCfg | ||
) |
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands.
adds setup profile for items of class pItemClass when item is in hands - pAnimInstanceName is used for animation sourcing pCanRaise is whether weapon / item can be raised pRHandIK == false -> rhand ik is always turned off pLHandIK == false -> lhand ik is always turned off
proto native int AddItemInHandsProfileIK | ( | string | pItemClass, |
string | pAnimInstanceName, | ||
HumanItemBehaviorCfg | pBehaviorCfg, | ||
string | pIkPoseAnim, | ||
string | pWeaponStates = "" |
||
) |
bool AimingModel | ( | float | pDt, |
SDayZPlayerAimingModel | pModel | ||
) |
-------------— aiming model ----------------------—
updated each tick - this takes care about aiming
-------------— animation graph functions ----------------------—
functions usable only from CommandHandler
-------------— camera handling ----------------------—
virtual returns registered camera type pCameraMode - DayZPlayerConstants.CAMERAMODE_ ...
bool CanFreeLook | ( | ) |
this overrides freelook for cameras
proto native SHumanCommandClimbSettings CommandClimbSettingsW | ( | ) |
this is used for getting appropriate sound effect to play step event on various surfaces && boots it's downcasted to StepSoundLookupTable
-------------— command handling ----------------------—
updated each tick handles: starting new commands, canceling, interruption pDt - delta time pCurrentCommandID - actually running command's ID pCurrentCommandFinished - is current command finished
proto native SHumanCommandMoveSettings CommandMoveSettingsW | ( | ) |
proto native SHumanCommandSwimSettings CommandSwimSettingsW | ( | ) |
class DayZPlayerCameraResult DayZPlayerCamera | ( | DayZPlayer | pPlayer, |
HumanInputController | pInput | ||
) |
Referenced by OnActivate(), and CGame::OnRPC().
private void DayZPlayerCameraResult | ( | ) |
cannot be instanced from script (always created from C++)
private void DayZPlayerType | ( | ) |
References LoadSoundWeaponEvent(), LoadVegetationSounds(), m_pNoiseLandHeavy, m_pNoiseLandLight, m_pNoiseShout, m_pNoiseStepCrouch, m_pNoiseStepProne, m_pNoiseStepStand, m_pNoiseTalk, m_pNoiseWhisper, and NoiseParams().
Referenced by DayZPlayer::CommandHandler(), DayZPlayer::OnStepEvent(), DayZPlayer::ProcessAttachmentEvent(), DayZPlayer::ProcessSoundEvent(), DayZPlayer::ProcessVoiceEvent(), and DayZPlayer::ProcessWeaponEvent().
proto native void DebugPreloadAnimationInstances | ( | ) |
debug / hack - loads all animation instances
proto native bool DebugSyncShadowSetup | ( | DayZPlayer | pPlayer | ) |
-------------— sync shadow ----------------------—
test if entity is DayZPlayer
void ForceStandUpForHeavyItems | ( | notnull EntityAI | item | ) |
-------------— Forces player to stand up when swapping to heavy item ----------------------—
References HumanCommandMove::ForceStance(), and IsPlayerInStance().
Referenced by DayZPlayer::CommandHandler(), and ForceStandUpForHeavyItemsSwap().
References ForceStandUpForHeavyItems().
vector GetAdditiveAngles | ( | ) |
returns aim limits for a player
TIntArray GetAnimEventIds | ( | ) |
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable | ( | ) |
References m_pAttachmentSoundLookupTable.
vector GetBaseAngles | ( | ) |
helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll angle
string GetCameraName | ( | ) |
proto native DayZPlayerCamera GetCurrentCamera | ( | ) |
-------------— camera additional functions ----------------------—
gets current camera
Referenced by ManBase::OnReceivedHit().
proto native void GetCurrentCameraTransform | ( | out vector | position, |
out vector | direction, | ||
out vector | rotation | ||
) |
gets transform of current player camera
vector GetCurrentOrientation | ( | ) |
References GetCurrentPitch(), GetCurrentRoll(), GetCurrentYaw(), and Vector().
Referenced by DayZPlayerCameraBase::OnUpdate(), and OnUpdate().
proto native int GetCurrentPerItemCameraUD | ( | ) |
gets current camera
float GetCurrentPitch | ( | ) |
Referenced by GetCurrentOrientation().
float GetCurrentRoll | ( | ) |
Referenced by GetCurrentOrientation().
float GetCurrentWaterLevel | ( | ) |
Referenced by ManBase::CanChangeStance(), and ManBase::OnUpdateEffectAreaServer().
float GetCurrentYaw | ( | ) |
Referenced by GetCurrentOrientation().
proto native DayZPlayerType GetDayZPlayerType | ( | ) |
returns appropriate DayZPlayerType
Referenced by ManBase::CanChangeStance(), DayZPlayer::CommandHandler(), ManBase::GetDefaultHitComponent(), ManBase::GetHitComponentForAI(), DayZPlayer::GetSlidePoseAngle(), ManBase::GetSuitableFinisherHitComponents(), ManBase::Init(), DayZPlayer::OnStepEvent(), DayZPlayer::OverrideSlidePoseAngle(), DayZPlayer::ProcessAttachmentEvent(), DayZPlayer::ProcessSoundEvent(), DayZPlayer::ProcessVoiceEvent(), and DayZPlayer::ProcessWeaponEvent().
override string GetDebugName | ( | ) |
References GetInstanceType().
Referenced by Trigger::AddInsider(), ItemBase::DestroyConstruction(), EntityAI::DropEntityImpl(), TriggerEvents::Enter(), EntityAI::ForceSwapEntitiesImpl(), ItemBase::InitBaseState(), ItemBase::InitVisuals(), TriggerEvents::Leave(), EntityAI::LocalDestroyEntityInHands(), Debug::MeleeLog(), ManBase::NeedInventoryJunctureFromServer(), ItemBase::OnPartDestroyedServer(), ItemBase::OnPartDismantledServer(), ItemBase::OnSetSlotLock(), ItemBase::OnVariablesSynchronized(), Debug::ParticleLog(), EntityAI::PredictiveMoveItemFromHandsToInventory(), EntityAI::PredictiveTakeEntityToTargetAttachmentEx(), EntityAI::PredictiveTakeEntityToTargetCargo(), EntityAI::PredictiveTakeEntityToTargetCargoEx(), Trigger::RemoveInsider(), EntityAI::ReplaceItemElsewhereWithNewInHandsImpl(), EntityAI::ReplaceItemInHandsWithNewElsewhereImpl(), EntityAI::ReplaceItemInHandsWithNewImpl(), EntityAI::ReplaceItemWithNewImpl(), ItemBase::SetMountedState(), ItemBase::SetPartFromSyncData(), Weapon::SpawnAttachedMagazine(), TriggerEvents::Stay(), TriggerEvents::StayFinish(), TriggerEvents::StayStart(), EntityAI::SwapEntitiesImpl(), EntityAI::TakeEntityAsAttachmentExImpl(), EntityAI::TakeEntityAsAttachmentImpl(), ManBase::TakeEntityAsAttachmentImpl(), EntityAI::TakeEntityToCargoImpl(), ManBase::TakeEntityToCargoImpl(), EntityAI::TakeEntityToHandsImpl(), ManBase::TakeEntityToHandsImpl(), EntityAI::TakeEntityToInventoryImpl(), ManBase::TakeEntityToInventoryImpl(), EntityAI::TakeEntityToTargetAttachmentExImpl(), ManBase::TakeEntityToTargetAttachmentImpl(), EntityAI::TakeEntityToTargetCargoExImpl(), EntityAI::TakeEntityToTargetCargoImpl(), ManBase::TakeEntityToTargetCargoImpl(), EntityAI::TakeEntityToTargetInventoryImpl(), ManBase::TakeEntityToTargetInventoryImpl(), EntityAI::TakeToDstImpl(), ManBase::TakeToDstImpl(), Debug::TFLog(), ItemBase::UpdateAttachmentPhysics(), Trigger::UpdateInsiders(), and ItemBase::UpdatePhysics().
string GetDefaultHitComponent | ( | ) |
References m_DefaultHitComponent.
Referenced by GetHitComponentForAI(), and DayZCreatureAI::GetHitComponentForAI().
string GetDefaultHitPositionComponent | ( | ) |
References m_DefaultHitPositionComponent.
Referenced by DayZCreatureAI::DayZAnimal(), DayZInfected::Init(), and ManBase::Init().
int GetEyeZoomLevel | ( | ) |
returns eye zoom level, uses ECameraZoomType values
Referenced by DayZPlayer::IsEyeZoom().
proto native SHumanGlobalSettings GetGlobalSettingsW | ( | ) |
returns Human global settings for DayZPlayer
proto native int GetHeadBoneIdx | ( | ) |
string GetHitComponentForAI | ( | ) |
proto native DayZPlayerInstanceType GetInstanceType | ( | ) |
Referenced by ManBase::CheckForBurlap(), ManBase::CheckLiftWeapon(), ManBase::CloseInventoryMenu(), DayZPlayer::CommandHandler(), ManBase::CommandHandler(), ManBase::EOnFrame(), ManBase::EOnPostFrame(), ManBase::GetCraftingRecipeID(), ManBase::GetDebugActions(), GetDebugName(), ManBase::HideClothing(), ManBase::Message(), ManBase::NeedInventoryJunctureFromServer(), ManBase::OnCommandHandlerTick(), ManBase::OnPlayerLoaded(), ManBase::OnQuickBarContinuousUseEnd(), ManBase::OnQuickBarContinuousUseStart(), ManBase::OnQuickBarSingleUse(), ManBase::OnReceivedHit(), ManBase::OnRPC(), ManBase::OnSelectPlayer(), DayZPlayer::OnSoundEvent(), ManBase::OnSpawnedFromConsole(), DayZPlayer::OnSprintEnd(), DayZPlayer::OnSprintStart(), ManBase::OnUnconsciousStart(), ManBase::OnUnconsciousStop(), ManBase::OnUnconsciousUpdate(), ManBase::ProcessHandDamage(), ManBase::ReloadWeapon(), ManBase::RequestResetADSSync(), ManBase::RequestSoundEventEx(), ManBase::SetCraftingRecipeID(), ManBase::SetHairLevelToHide(), ManBase::SpawnEntityOnGroundPos(), StoreInputForRemotes(), ManBase::TogglePlacingLocal(), DayZPlayer::TriggerPullPlayerOutOfVehicleImpl(), ValidateHandEvent(), ValidateSwap(), and ValidateSyncMove().
proto native EClientKicked GetKickOffReason | ( | ) |
get reason for kickoff if available (server only)
returns look limits for a player
proto native MeleeCombatData GetMeleeCombatData | ( | ) |
processes melee hit
NoiseParams GetNoiseParams | ( | int | eventId | ) |
NoiseParams GetNoiseParamsCrouch | ( | ) |
References m_pNoiseStepCrouch.
NoiseParams GetNoiseParamsLandHeavy | ( | ) |
References m_pNoiseLandHeavy.
NoiseParams GetNoiseParamsLandLight | ( | ) |
References m_pNoiseLandLight.
NoiseParams GetNoiseParamsProne | ( | ) |
References m_pNoiseStepProne.
NoiseParams GetNoiseParamsShout | ( | ) |
References m_pNoiseShout.
NoiseParams GetNoiseParamsStand | ( | ) |
References m_pNoiseStepStand.
NoiseParams GetNoiseParamsTalk | ( | ) |
References m_pNoiseTalk.
NoiseParams GetNoiseParamsWhisper | ( | ) |
References m_pNoiseWhisper.
ScriptInvoker GetOnDeathStart | ( | ) |
References m_OnDeathStart.
class DayZPlayerTypeStepSoundLookupTable GetSoundBuilder | ( | int | eventId, |
int | parameterHash | ||
) |
SoundObjectBuilder GetSoundBuilder | ( | int | eventId, |
int | pMovement, | ||
int | pSurfaceHash, | ||
AnimBootsType | pBoots | ||
) |
SoundObjectBuilder GetSoundBuilder | ( | int | eventId, |
string | slotName, | ||
int | attachmentHash | ||
) |
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent | ( | int | event_id | ) |
SoundObjectBuilder GetSoundObjectBuilder | ( | ) |
DayZPlayerTypeAnimTable GetSoundTable | ( | ) |
References m_pSoundTable.
AnimSoundEvent GetSoundWeaponEvent | ( | int | event_id | ) |
References m_animSoundEventsAttack.
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable | ( | ) |
References m_pStepSoundLookupTable.
References m_SuitableFinisherHitComponents.
array< ref VegetationSound > GetVegetationSounds | ( | ) |
References m_pVegetationSounds.
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable | ( | ) |
References m_pVoiceSoundLookupTable.
bool HeadingModel | ( | float | pDt, |
SDayZPlayerHeadingModel | pModel | ||
) |
-------------— heading model ----------------------— updated each tick this can limit / extend player's heading (orientation) behaviour in game
override bool IsCamera3rdRaised | ( | ) |
proto native bool IsCameraBlending | ( | ) |
bool IsEyeZoom | ( | ) |
DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false.
bool IsHoldingBreath | ( | ) |
return true if player is trying to hold breah, otherwise false
bool IsInThirdPerson | ( | ) |
return true if player is currently in 3pp, otherwise false
bool IsPerformingFBGesture | ( | ) |
return true if player is currently performing FB gesture, otherwise false
-------------— camera additiona functions ----------------------—
returns true if player is currently in one of the stances specified by stance mask IsPlayerInStance(STANCEMASK_ERECT | STANCEMASK_CROUCH) returns true if player is standing or crouching and not raised (aimed) IsPlayerInStance(STANCEMASK_PRONE | STANCEIDX_RAISEDPRONE) returns true if player is in or in prone (both raised or nonraised) IsPlayerInStance(STANCEMASK_ALL) returns true always IsPlayerInStance(STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE) returns true if player has raised hands
Referenced by ManBase::CanRoll(), ForceStandUpForHeavyItems(), DayZPlayer::HandleView(), and ManBase::OnCommandMoveStart().
proto native float IsPlayerSpeaking | ( | ) |
-------------— speaking anim ----------------------—
Check if player is using VoN to speak and return max amplitude from current samples
Referenced by DayZPlayer::CommandHandler().
bool IsShootingFromCamera | ( | ) |
return true if shots are fired from camere, otherwise false
void LoadSoundWeaponEvent | ( | ) |
References CGame::ConfigGetChildName(), CGame::ConfigGetChildrenCount(), GetGame(), and m_animSoundEventsAttack.
Referenced by DayZPlayerType().
void LoadVegetationSounds | ( | ) |
References CGame::ConfigGetChildName(), CGame::ConfigGetChildrenCount(), CGame::ConfigGetIntArray(), CGame::ConfigGetText(), GetGame(), m_pVegetationSounds, SoundObjectBuilder(), and SoundParams().
Referenced by DayZPlayerType().
override void OnActivate | ( | DayZPlayerCamera | pPrevCamera, |
DayZPlayerCameraResult | pPrevCameraResult | ||
) |
virtual callback - called when camera is created
override void OnCommandDeathStart | ( | ) |
References ScriptInvoker::Invoke(), and m_OnDeathStart.
void OnInputForRemote | ( | ParamsReadContext | ctx | ) |
void OnInputFromServer | ( | ParamsReadContext | ctx | ) |
void OnThrowingModeChange | ( | bool | change_to_enabled | ) |
override void OnUpdate | ( | float | pDt, |
out DayZPlayerCameraResult | pOutResult | ||
) |
virtual callback - called each frame
basically -> transform up vector (0,1,0) and read x coord -> and set is as roll
prev update
proto native void ProcessMeleeHit | ( | InventoryItem | pMeleeWeapon, |
int | pMeleeModeIndex, | ||
Object | pTarget, | ||
int | pComponentIndex, | ||
vector | pHitWorldPos | ||
) |
processes melee hit (uses component index)
proto native void ProcessMeleeHitName | ( | InventoryItem | pMeleeWeapon, |
int | pMeleeModeIndex, | ||
Object | pTarget, | ||
string | pComponentName, | ||
vector | pHitWorldPos | ||
) |
processes melee hit (uses component name)
proto native int Random | ( | ) |
-------------— deterministic random numbers ---------------------—
Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (CommandHandler)
proto native float Random01 | ( | ) |
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)
pRange | upper bounds of random number |
void RegisterAttachmentSoundLookupTable | ( | DayZPlayerTypeAttachmentSoundLookupTable | pASLUT | ) |
References m_pAttachmentSoundLookupTable.
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
registers camera on change function -
registers camera on change function - static function
override void RegisterHitComponentsForAI | ( | ) |
register hit components for AI melee (used by attacking AI)
registers default hit compoent for entity
registers default hit position for entity
list of components suitable for melee finisher attacks (used in fight logic)
register hit components that are selected by probability
References m_DefaultHitComponent, m_DefaultHitPositionComponent, m_HitComponentsForAI, m_SuitableFinisherHitComponents, and DayZAIHitComponentHelpers::RegisterHitComponent().
calls DayZPlayer.OnParticleEvent();
calls DayZPlayer.OnSoundEvent();
void RegisterSoundTable | ( | DayZPlayerTypeAnimTable | pST | ) |
References m_pSoundTable.
calls DayZPlayer.OnStepEvent();
void RegisterStepSoundLookupTable | ( | DayZPlayerTypeStepSoundLookupTable | pSSLUT | ) |
References m_pStepSoundLookupTable.
void RegisterVoiceSoundLookupTable | ( | DayZPlayerTypeVoiceSoundLookupTable | pASLUT | ) |
References m_pVoiceSoundLookupTable.
proto native void ReleaseNetworkControls | ( | ) |
-------------— release controls ----------------------—
proto native void ResetCameraCreators | ( | ) |
resets camera creators
proto native void ResetItemInHandsProfiles | ( | ) |
reset profiles
private void SDayZPlayerHeadingModel | ( | ) |
cannot be created from script
void SendRecoilOffsetZ | ( | float | offset | ) |
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
proto native void SendSyncJuncture | ( | int | pJunctureID, |
ParamsWriteContext | ctx | ||
) |
-------------— sync stuff ----------------------—
Referenced by ManBase::ResetADSPlayerSync().
sets aim limits for a player
sets aim limits for a player
void SetCurrentWaterLevel | ( | float | pWaterLevel | ) |
class VegetationSound SetDefaultItemInHandsProfile | ( | string | pAnimInstanceName, |
HumanItemBehaviorCfg | pBehaviorCfg | ||
) |
class that configures static data for DayZPlayer on each mission start DayZPlayerTypeCreate(DayZPlayerType pType) is called - can call methods
sets look limits for a player
proto native void SetVerticalMinimumAimLimit | ( | float | value | ) |
sets vertical minimum aim limit for a player
sets aim lower limit for a player
Referenced by DayZPlayer::HandleView().
void SpawnCameraShake | ( | float | strength = 1 , |
float | radius = 2 , |
||
float | smoothness = 5 , |
||
float | radius_decay_speed = 6 |
||
) |
References SpawnCameraShakeProper().
void SpawnCameraShakeProper | ( | float | strength, |
float | radius, | ||
float | smoothness, | ||
float | radius_decay_speed | ||
) |
References m_CameraShake.
Referenced by SpawnCameraShake(), and SpawnDiagCameraShake().
void SpawnDiagCameraShake | ( | ) |
References SpawnCameraShakeProper().
proto native void StoreInputForRemotes | ( | ParamsWriteContext | ctx | ) |
Referenced by ProcessInputData().
void VegetationSound | ( | SoundObjectBuilder | soundObjectBuilder, |
TIntArray | animEventIds | ||
) |
private void ~DayZPlayerCameraResult | ( | ) |
cannot be instanced from script (always created from C++)
private void ~DayZPlayerType | ( | ) |
private void ~SDayZPlayerHeadingModel | ( | ) |
private ref TIntArray m_AnimEventIds |
ref array<ref AnimSoundEvent> m_animSoundEventsAttack |
Referenced by GetSoundWeaponEvent(), and LoadSoundWeaponEvent().
bool m_bOwnerTMOverride |
The world space transform of the owner to the camera.
bool m_bUpdateEveryFrame |
Whether the camera updates the next frame or blends with next character update.
bool m_bUpdateWhenBlendOut |
true - camera is updated when blending to new camera (Ironsights == false)
vector m_CameraTM[4] |
transformation matrix - pos + orient of the camera
IEntity m_CollisionIgnoreEntity |
ignore entity in 3rd person camera collision solver
protected string m_DefaultHitComponent |
protected string m_DefaultHitPositionComponent |
float m_fDistance |
camera distance (external cameras only)
Referenced by DayZPlayerCamera3rdPersonCrouch::DayZPlayerCamera3rdPersonCrouchRaised(), DayZPlayerCamera3rdPersonErc::DayZPlayerCamera3rdPersonErcSpr(), DayZPlayerCamera3rdPersonJump(), DayZPlayerCamera3rdPersonProneBase::DayZPlayerCamera3rdPersonProne(), DayZPlayerCamera3rdPersonProne(), DayZPlayerCamera3rdPersonVehicle(), and OnUpdate().
float m_fFovAbsolute |
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
Referenced by DayZPlayerCameraBase(), DayZPlayerCameraBase::HoldBreathFOVEffect(), HoldBreathFOVEffect(), and StdFovUpdate().
float m_fFovMultiplier |
fov multiplier - 1.0 default - used for modifying fov -
float m_fHeadingAngle |
float m_fIgnoreParentPitch |
1 - resets base transforms pitch
float m_fIgnoreParentRoll |
1 - resets base transforms roll
float m_fIgnoreParentYaw |
1 - resets base transforms yaw
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
0..1 (0 normal lod, 1 inside lod), >0.7 -> inside
float m_fNearPlane |
nearplane distance
float m_fOrientationAngle |
float m_fPositionModelSpace |
0.0 position is in heading space, 1.0 position is in model space
float m_fPredictCollisionRadius |
sphere radius used for collision prediction
Referenced by DayZPlayerCameraBase::DayZPlayerCamera3rdPerson(), and DayZPlayerCamera3rdPersonJump().
float m_fShootFromCamera |
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
Referenced by AdjustCameraParameters(), and DayZPlayerCameraOptics().
float m_fUseHeading |
0..1 (0 uses direct dir returned, 1 uses heading from player)
protected ref array<ref DayZAIHitComponent> m_HitComponentsForAI |
Melee hit components (AI targeting)
Referenced by DayZCreatureAI::DayZAnimal(), DeathUpdate(), GetHitComponentForAI(), DayZCreatureAI::GetHitComponentForAI(), RegisterHitComponentsForAI(), DayZCreatureAI::RegisterHitComponentsForAI(), and AnimalBase::RegisterHitComponentsForAI().
enum DayZPlayerInstanceType m_iCamMode |
int m_iCurrentCommandID |
int m_iDirectBone |
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
int m_iDirectBoneMode |
protected ref ScriptInvoker m_OnDeathStart |
invokers
Referenced by GetOnDeathStart(), and OnCommandDeathStart().
vector m_OwnerTM[4] |
override automatically calculated owner transform during rendering (default - false)
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable |
Referenced by GetAttachmentSoundLookupTable(), and RegisterAttachmentSoundLookupTable().
protected HumanInputController m_pInput |
human input
Referenced by HandleShoulderCameraOverride(), DayZPlayerCameraBase::OnUpdate(), UpdateLRAngle(), UpdateLRAngleLookAt(), UpdateLRAngleUnlocked(), UpdateUDAngle(), and UpdateUDAngleUnlocked().
ref NoiseParams m_pNoiseLandHeavy |
Referenced by DayZPlayerType(), and GetNoiseParamsLandHeavy().
ref NoiseParams m_pNoiseLandLight |
Referenced by DayZPlayerType(), and GetNoiseParamsLandLight().
ref NoiseParams m_pNoiseShout |
Referenced by DayZPlayerType(), and GetNoiseParamsShout().
ref NoiseParams m_pNoiseStepCrouch |
Referenced by DayZPlayerType(), and GetNoiseParamsCrouch().
ref NoiseParams m_pNoiseStepProne |
Referenced by DayZPlayerType(), and GetNoiseParamsProne().
ref NoiseParams m_pNoiseStepStand |
Referenced by DayZPlayerType(), and GetNoiseParamsStand().
ref NoiseParams m_pNoiseTalk |
Referenced by DayZPlayerType(), and GetNoiseParamsTalk().
ref NoiseParams m_pNoiseWhisper |
Referenced by DayZPlayerType(), and GetNoiseParamsWhisper().
PlayerBase m_pPlayer |
data
player camera is attached to
Referenced by DayZPlayerCameraBase(), GetMovementSpeedVisualCoef(), GetMovementStanceVisualCoef(), PluginBase::GetTargetEntity(), DayZPlayerCameraBase::HoldBreathFOVEffect(), HoldBreathFOVEffect(), Init(), PluginBase::Init(), Init(), InitCameraOnPlayer(), OnActivate(), DayZPlayerCameraBase::OnUpdate(), DayZPlayerCamera3rdPersonErc::OnUpdate(), OnUpdate(), ProcessNoiseComponents(), ProcessVisualComponents(), SetCameraPP(), DayZPlayerCameraBase::SetCameraPP(), SetNVPostprocess(), DayZPlayerCameraBase::SetupSightEntities(), ShowCoefsDbg(), PluginBase::ShowDebug(), StdFovUpdate(), and UpdateUDAngleUnlocked().
ref DayZPlayerTypeAnimTable m_pSoundTable |
Referenced by GetSoundTable(), and RegisterSoundTable().
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable |
Referenced by GetStepSoundLookupTable(), and RegisterStepSoundLookupTable().
ref array<ref VegetationSound> m_pVegetationSounds |
Referenced by GetVegetationSounds(), and LoadVegetationSounds().
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable |
Referenced by GetVoiceSoundLookupTable(), and RegisterVoiceSoundLookupTable().
private ref SoundObjectBuilder m_SoundObjectBuilder |
Referenced by GetSuitableFinisherHitComponents(), and RegisterHitComponentsForAI().
enum DayZPlayerConstants SetDefaultItemInHandsProfile |
const int SIMPLE_SELECTION_MELEE_MELEE = 1 |
Referenced by UpdateDummyPlayerProxyVisibility(), and ManBase::UpdateShoulderProxyVisibility().
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE = 0 |
Referenced by UpdateDummyPlayerProxyVisibility(), and ManBase::UpdateShoulderProxyVisibility().
const int SIMPLE_SELECTION_SHOULDER_MELEE = 3 |
Referenced by UpdateDummyPlayerProxyVisibility(), and ManBase::UpdateShoulderProxyVisibility().
const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2 |
Referenced by UpdateDummyPlayerProxyVisibility(), and ManBase::UpdateShoulderProxyVisibility().