PC Stable Documentation
 
All Data Structures Files Functions Variables Typedefs Enumerations Enumerator Macros Modules Pages
Loading...
Searching...
No Matches
dayzplayer.c File Reference

Data Structures

class  DayZPlayerCameraResult
 
class  DayZPlayerTypeStepSoundLookupTable
 
class  DayZPlayerTypeAttachmentSoundLookupTable
 
class  VegetationSound
 
class  SDayZPlayerAimingModel
 

Enumerations

enum  DayZPlayerConstants {
  DEBUG_MENU , DEBUG_TURNSLIDE , DEBUG_SHOWDEBUGPLUGIN , DEBUG_SHOWINJURY ,
  DEBUG_SHOWEXHAUSTION , DEBUG_ENABLEJUMP , DEBUG_ENABLETALKING , STANCEIDX_ERECT ,
  STANCEIDX_CROUCH , STANCEIDX_PRONE , STANCEIDX_RAISEDERECT , STANCEIDX_RAISEDCROUCH ,
  STANCEIDX_RAISEDPRONE , STANCEIDX_RAISED , STANCEMASK_ERECT , STANCEMASK_CROUCH ,
  STANCEMASK_PRONE , STANCEMASK_RAISEDERECT , STANCEMASK_RAISEDCROUCH , STANCEMASK_RAISEDPRONE ,
  STANCEMASK_ALL , STANCEMASK_NOTRAISED = STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE , STANCEMASK_RAISED = STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE , MOVEMENT_IDLE ,
  MOVEMENT_WALK , MOVEMENT_RUN , MOVEMENT_SPRINT , ROTATION_DISABLE ,
  ROTATION_ENABLE , MOVEMENTIDX_SLIDE = -2 , MOVEMENTIDX_IDLE = 0 , MOVEMENTIDX_WALK = 1 ,
  MOVEMENTIDX_RUN = 2 , MOVEMENTIDX_SPRINT = 3 , MOVEMENTIDX_CROUCH_RUN = 4 , MELEE_LIGHT = 0 ,
  MELEE_HEAVY = 1 , VEHICLECLASS_CAR , VEHICLECLASS_HELI , VEHICLECLASS_BOAT ,
  VEHICLESEAT_DRIVER , VEHICLESEAT_CODRIVER , VEHICLESEAT_PASSENGER_L , VEHICLESEAT_PASSENGER_R ,
  DEATH_DEFAULT = -1 , DEATH_PULL_OUT_TRANSPORT , DEATH_BODY , DEATH_FAST ,
  DEATH_WATER , DEATH_FALL , DEATH_UNCON_ON_LAND , DEATH_UNCON_IN_WATER ,
  COMMANDID_NONE , COMMANDID_MOVE , COMMANDID_ACTION , COMMANDID_MELEE ,
  COMMANDID_MELEE2 , COMMANDID_FALL , COMMANDID_DEATH , COMMANDID_DAMAGE ,
  COMMANDID_LADDER , COMMANDID_UNCONSCIOUS , COMMANDID_SWIM , COMMANDID_VEHICLE ,
  COMMANDID_CLIMB , COMMANDID_SCRIPT , COMMANDID_MOD_LOOKAT , COMMANDID_MOD_WEAPONS ,
  COMMANDID_MOD_ACTION , COMMANDID_MOD_DAMAGE , CMD_ACTIONINT_INTERRUPT = -2 , CMD_ACTIONINT_FINISH = -1 ,
  CMD_ACTIONINT_END = 0 , CMD_ACTIONINT_ACTION = 1 , CMD_ACTIONINT_ACTIONLOOP = 2 , CMD_ACTIONMOD_DRINK = 0 ,
  CMD_ACTIONMOD_EAT = 1 , CMD_ACTIONMOD_EMPTY_VESSEL = 2 , CMD_ACTIONMOD_CATCHRAIN = 3 , CMD_ACTIONMOD_VIEWCOMPASS = 7 ,
  CMD_ACTIONMOD_ITEM_TUNE = 9 , CMD_ACTIONMOD_GIVEL = 10 , CMD_ACTIONMOD_GIVER = 11 , CMD_ACTIONMOD_SHAVE = 12 ,
  CMD_ACTIONMOD_FILLMAG = 13 , CMD_ACTIONMOD_EMPTYMAG = 14 , CMD_ACTIONMOD_OPENITEM = 15 , CMD_ACTIONMOD_TAKETEMPSELF = 18 ,
  CMD_ACTIONMOD_VIEWMAP = 19 , CMD_ACTIONMOD_RAISEITEM = 20 , CMD_ACTIONMOD_SEARCHINVENTORY = 21 , CMD_ACTIONMOD_CRAFTING = 22 ,
  CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23 , CMD_ACTIONMOD_COVERHEAD_SELF = 24 , CMD_ACTIONMOD_COVERHEAD_TARGET = 25 , CMD_ACTIONMOD_SET_ALARM = 250 ,
  CMD_ACTIONMOD_SET_KITCHENTIMER = 252 , CMD_ACTIONMOD_RESET_KITCHENTIMER = 253 , CMD_ACTIONMOD_BLOODTEST = 254 , CMD_ACTIONMOD_BLOODTESTOTHER = 255 ,
  CMD_ACTIONMOD_PICKUP_HANDS = 500 , CMD_ACTIONMOD_PICKUP_INVENTORY = 501 , CMD_ACTIONMOD_LICKBATTERY = 502 , CMD_ACTIONMOD_LIGHTFLARE = 503 ,
  CMD_ACTIONMOD_LITCHEMLIGHT = 504 , CMD_ACTIONMOD_UNPINGRENAGE = 505 , CMD_ACTIONMOD_OPENDOORFW = 506 , CMD_ACTIONMOD_OPENLID = 507 ,
  CMD_ACTIONMOD_CLOSELID = 508 , CMD_ACTIONMOD_ITEM_ON = 509 , CMD_ACTIONMOD_ITEM_OFF = 510 , CMD_ACTIONMOD_BATONEXTEND = 511 ,
  CMD_ACTIONMOD_BATONRETRACT = 512 , CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET = 513 , CMD_ACTIONMOD_FISHINGRODEXTEND = 514 , CMD_ACTIONMOD_FISHINGRODRETRACT = 515 ,
  CMD_ACTIONMOD_CLEANHANDSBOTTLE = 516 , CMD_ACTIONMOD_OPENITEM_ONCE = 517 , CMD_ACTIONMOD_ATTACHSCOPE = 518 , CMD_ACTIONMOD_ATTACHBARREL = 519 ,
  CMD_ACTIONMOD_EMPTYSEEDSPACK = 520 , CMD_ACTIONMOD_INTERACTONCE = 521 , CMD_ACTIONMOD_ATTACHITEM = 522 , CMD_ACTIONMOD_CLOSEITEM_ONCE = 523 ,
  CMD_ACTIONMOD_FOLDITEM_ONCE = 524 , CMD_ACTIONMOD_UNFOLDITEM_ONCE = 525 , CMD_ACTIONMOD_PRESS_TRIGGER = 526 , CMD_ACTIONMOD_STOP_ALARM = 251 ,
  CMD_ACTIONMOD_EAT_PILL = 527 , CMD_ACTIONMOD_EAT_TABLET = 528 , CMD_ACTIONMOD_HEATPACK = 529 , CMD_ACTIONMOD_DROPITEM_HANDS = 900 ,
  CMD_ACTIONMOD_DROPITEM_INVENTORY = 901 , CMD_ACTIONFB_DRINK = 0 , CMD_ACTIONFB_EAT = 1 , CMD_ACTIONFB_CATCHRAIN = 3 ,
  CMD_ACTIONFB_ITEM_TUNE = 9 , CMD_ACTIONFB_GIVEL = 10 , CMD_ACTIONFB_GIVER = 11 , CMD_ACTIONFB_FILLMAG = 13 ,
  CMD_ACTIONFB_EMPTYMAG = 14 , CMD_ACTIONFB_DRINKPOND = 50 , CMD_ACTIONFB_DRINKWELL = 51 , CMD_ACTIONFB_FILLBOTTLEWELL = 52 ,
  CMD_ACTIONFB_FIREESTINGUISHER = 53 , CMD_ACTIONFB_WRING = 54 , CMD_ACTIONFB_FISHING = 56 , CMD_ACTIONFB_CPR = 57 ,
  CMD_ACTIONFB_BANDAGE = 58 , CMD_ACTIONFB_CRAFTING = 59 , CMD_ACTIONFB_INTERACT = 60 , CMD_ACTIONFB_FORCEFEED = 62 ,
  CMD_ACTIONFB_BANDAGETARGET = 63 , CMD_ACTIONFB_SPRAYPLANT = 64 , CMD_ACTIONFB_STARTFIRE = 65 , CMD_ACTIONFB_ANIMALSKINNING = 66 ,
  CMD_ACTIONFB_WASHHANDSWELL = 67 , CMD_ACTIONFB_WASHHANDSPOND = 68 , CMD_ACTIONFB_SALINEBLOODBAGTARGET = 69 , CMD_ACTIONFB_SALINEBLOODBAG = 70 ,
  CMD_ACTIONFB_STITCHUPSELF = 71 , CMD_ACTIONFB_VOMIT = 72 , CMD_ACTIONFB_UNRESTRAINTARGET = 73 , CMD_ACTIONFB_RESTRAINTARGET = 74 ,
  CMD_ACTIONFB_CHECKPULSE = 76 , CMD_ACTIONFB_CLEANWOUNDSTARGET = 78 , CMD_ACTIONFB_COLLECTBLOODSELF = 81 , CMD_ACTIONFB_EMPTY_VESSEL = 82 ,
  CMD_ACTIONFB_OPENITEM = 83 , CMD_ACTIONFB_HACKBUSH = 85 , CMD_ACTIONFB_HACKTREE = 86 , CMD_ACTIONFB_TAKETEMPSELF = 87 ,
  CMD_ACTIONFB_DIG = 88 , CMD_ACTIONFB_DIGUPCACHE = 89 , CMD_ACTIONFB_DIGMANIPULATE = 90 , CMD_ACTIONFB_DEPLOY_HEAVY = 95 ,
  CMD_ACTIONFB_DEPLOY_2HD = 96 , CMD_ACTIONFB_DEPLOY_1HD = 97 , CMD_ACTIONFB_BLOWFIREPLACE = 98 , CMD_ACTIONFB_VIEWMAP = 99 ,
  CMD_ACTIONFB_VIEWCOMPASS = 100 , CMD_ACTIONFB_FILLBOTTLEPOND = 101 , CMD_ACTIONFB_PLACING_HEAVY = 102 , CMD_ACTIONFB_PLACING_2HD = 103 ,
  CMD_ACTIONFB_PLACING_1HD = 104 , CMD_ACTIONFB_CUTBARK = 105 , CMD_ACTIONFB_VIEWNOTE = 106 , CMD_ACTIONFB_SEARCHINVENTORY = 107 ,
  CMD_GESTUREFB_LOOKOPTICS = 108 , CMD_ACTIONFB_MINEROCK = 109 , CMD_ACTIONFB_RAISEITEM = 110 , CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111 ,
  CMD_ACTIONFB_RESTRAINSELF = 112 , CMD_ACTIONFB_ASSEMBLE = 113 , CMD_ACTIONFB_DISASSEMBLE = 114 , CMD_ACTIONFB_FLAME_REPAIR = 115 ,
  CMD_ACTIONFB_TURN_VALVE = 116 , CMD_ACTIONFB_SET_ALARM = 250 , CMD_ACTIONFB_SHOVEL_DIG = 117 , CMD_ACTIONFB_VEHICLE_PUSH = 118 ,
  CMD_ACTIONFB_PATCHING_TIRE = 119 , CMD_ACTIONFB_PATCHING_DUCTTAPE = 120 , CMD_ACTIONFB_PATCHING_SEWING = 121 , CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT = 122 ,
  CMD_ACTIONFB_SPLITTING_FIREWOOD = 123 , CMD_ACTIONFB_BREAKING_STICK = 124 , CMD_ACTIONFB_CLEANING_WEAPON = 125 , CMD_ACTIONFB_EATING_SNOW = 126 ,
  CMD_ACTIONFB_FILLING_CONTAINER_SNOW = 127 , CMD_ACTIONFB_DIGGIN_WORMS = 128 , CMD_ACTIONFB_PICKUP_HANDS = 500 , CMD_ACTIONFB_PICKUP_INVENTORY = 501 ,
  CMD_ACTIONFB_LICKBATTERY = 502 , CMD_ACTIONFB_LIGHTFLARE = 503 , CMD_ACTIONFB_LITCHEMLIGHT = 504 , CMD_ACTIONFB_UNPINGRENAGE = 505 ,
  CMD_ACTIONFB_ITEM_ON = 506 , CMD_ACTIONFB_ITEM_OFF = 507 , CMD_ACTIONFB_HANDCUFFTARGET = 508 , CMD_ACTIONFB_MORPHINE = 509 ,
  CMD_ACTIONFB_INJECTION = 510 , CMD_ACTIONFB_INJECTIONTARGET = 511 , CMD_ACTIONFB_DRINKSIP = 512 , CMD_ACTIONFB_CLEANHANDSBOTTLE = 513 ,
  CMD_ACTIONFB_OPENITEM_ONCE = 514 , CMD_ACTIONFB_POKE = 515 , CMD_ACTIONFB_ATTACHSCOPE = 516 , CMD_ACTIONFB_ATTACHBARREL = 517 ,
  CMD_ACTIONFB_RESTRAIN = 518 , CMD_ACTIONFB_PICKUP_HEAVY = 519 , CMD_ACTIONFB_PRESS_TRIGGER = 526 , CMD_ACTIONFB_RAISE_FLAG = 600 ,
  CMD_ACTIONFB_LOWER_FLAG = 601 , CMD_ACTIONFB_STOP_ALARM = 251 , CMD_ACTIONFB_EAT_PILL = 527 , CMD_ACTIONFB_EAT_TABLET = 528 ,
  CMD_ACTIONFB_HEATPACK = 529 , CMD_ACTIONFB_DROPITEM_HANDS = 900 , CMD_TRAILER_MASK = 3006 , CMD_TRAILER_MASK_02 = 3007 ,
  CMD_TRAILER_MASK_CHAINS = 3008 , CMD_TRAILER_MASK_DALLAS = 3009 , CMD_TRAILER_MASK_HOXTON = 3010 , CMD_TRAILER_MASK_WOLF = 3011 ,
  CMD_ACTIONMOD_STARTENGINE = 300 , CMD_ACTIONMOD_TOOTHORN = 301 , CMD_ACTIONMOD_DRIVER_DOOR_OPEN = 400 , CMD_ACTIONMOD_DRIVER_DOOR_CLOSE = 401 ,
  CMD_ACTIONMOD_CODRIVER_DOOROPEN = 402 , CMD_ACTIONMOD_CODRIVER_DOORCLOSE = 403 , CMD_ACTIONMOD_STOPENGINE = 404 , CMD_ACTIONMOD_SHIFTGEAR = 405 ,
  CMD_ACTIONMOD_HEADLIGHT = 406 , CMD_GESTUREMOD_GREETING = 1000 , CMD_GESTUREMOD_POINT = 1001 , CMD_GESTUREMOD_THUMB = 1002 ,
  CMD_GESTUREMOD_THUMBDOWN = 1003 , CMD_GESTUREMOD_SILENCE = 1004 , CMD_GESTUREMOD_TAUNT = 1005 , CMD_GESTUREMOD_TIMEOUT = 1006 ,
  CMD_GESTUREMOD_HEART = 1007 , CMD_GESTUREMOD_FACEPALM = 1008 , CMD_GESTUREMOD_WATCHING = 1009 , CMD_GESTUREMOD_HOLD = 1010 ,
  CMD_GESTUREMOD_LISTENING = 1011 , CMD_GESTUREMOD_POINTSELF = 1012 , CMD_GESTUREMOD_LOOKATME = 1013 , CMD_GESTUREMOD_OKAY = 1014 ,
  CMD_GESTUREMOD_RPS = 10000 , CMD_ACTIONINT_RPS_ROCK = 10 , CMD_ACTIONINT_RPS_PAPER = 11 , CMD_ACTIONINT_RPS_SCISSORS = 12 ,
  CMD_GESTUREMOD_THROAT = 1100 , CMD_GESTUREMOD_CLAP = 1101 , CMD_GESTUREMOD_DABBING = 1102 , CMD_GESTUREMOD_MOVE = 1103 ,
  CMD_GESTUREMOD_DOWN = 1104 , CMD_GESTUREMOD_COME = 1105 , CMD_GESTUREMOD_TAUNTKISS = 1106 , CMD_GESTUREMOD_TAUNTELBOW = 1107 ,
  CMD_GESTUREMOD_TAUNTTHINK = 1108 , CMD_GESTUREMOD_NODHEAD = 1109 , CMD_GESTUREMOD_SHAKEHEAD = 1110 , CMD_GESTUREMOD_SHRUG = 1111 ,
  CMD_GESTUREMOD_SURRENDER = 1112 , CMD_GESTUREMOD_SURRENDERIN = 1112 , CMD_GESTUREMOD_SURRENDEROUT = 1113 , CMD_GESTUREFB_GREETING = 1000 ,
  CMD_GESTUREFB_POINT = 1001 , CMD_GESTUREFB_THUMB = 1002 , CMD_GESTUREFB_THUMBDOWN = 1003 , CMD_GESTUREFB_SILENCE = 1004 ,
  CMD_GESTUREFB_TAUNT = 1005 , CMD_GESTUREFB_TIMEOUT = 1006 , CMD_GESTUREFB_HEART = 1007 , CMD_GESTUREFB_WATCHING = 1009 ,
  CMD_GESTUREFB_HOLD = 1010 , CMD_GESTUREFB_LISTENING = 1011 , CMD_GESTUREFB_POINTSELF = 1012 , CMD_GESTUREFB_LOOKATME = 1013 ,
  CMD_GESTUREFB_OKAY = 1014 , CMD_GESTUREFB_SALUTE = 1050 , CMD_GESTUREFB_CAMPFIRE = 1051 , CMD_GESTUREFB_LYINGDOWN = 1052 ,
  CMD_GESTUREFB_SOS = 1053 , CMD_GESTUREFB_SITA = 1054 , CMD_GESTUREFB_SITB = 1055 , CMD_GESTUREFB_DABBING = 1056 ,
  CMD_GESTUREFB_KNEEL = 1057 , CMD_GESTUREFB_THROAT = 1100 , CMD_GESTUREFB_MOVE = 1103 , CMD_GESTUREFB_DOWN = 1104 ,
  CMD_GESTUREFB_COME = 1105 , CMD_GESTUREFB_TAUNTKISS = 1106 , CMD_GESTUREFB_TAUNTTHINK = 1108 , CMD_GESTUREFB_DANCE = 1109 ,
  CMD_GESTUREFB_NODHEAD = 1110 , CMD_GESTUREFB_SHAKEHEAD = 1111 , CMD_GESTUREFB_SHRUG = 1112 , CMD_GESTUREFB_SURRENDER = 1113 ,
  CMD_GESTUREFB_SURRENDERIN = 1113 , CMD_GESTUREFB_SURRENDEROUT = 1114 , CMD_TRAILER_WAKE_UP = 3000 , CMD_TRAILER_DEAD_BODY = 3001 ,
  CMD_TRAILER_WALKIE_TALKIE = 3002 , CMD_TRAILER_WOUNDED = 3003 , CMD_TRAILER_WALK_AWAY = 3004 , CMD_TRAILER_DEAD = 3005 ,
  CMD_SUICIDEFB_1HD = 2000 , CMD_SUICIDEFB_FIREAXE = 2001 , CMD_SUICIDEFB_PITCHFORK = 2002 , CMD_SUICIDEFB_PISTOL = 2003 ,
  CMD_SUICIDEFB_RIFLE = 2004 , CMD_SUICIDEFB_SWORD = 2005 , CMD_SUICIDEFB_UNARMED = 2006 , CMD_SUICIDEFB_WOODAXE = 2007 ,
  CMD_SUICIDEFB_SPEAR = 2008 , CMD_SUICIDEFB_SICKLE = 2009 , CMD_SUICIDEFB_HOE = 2010
}
 defined in C++ More...
 
enum  DayZPlayerInstanceType {
  INSTANCETYPE_SERVER , INSTANCETYPE_CLIENT , INSTANCETYPE_REMOTE , INSTANCETYPE_AI_SERVER ,
  INSTANCETYPE_AI_REMOTE , INSTANCETYPE_AI_SINGLEPLAYER
}
 defined in C++ More...
 

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 VegetationSoundGetVegetationSounds ()
 
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< stringGetSuitableFinisherHitComponents ()
 
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 VegetationSoundm_pVegetationSounds
 
protected ref array< ref DayZAIHitComponentm_HitComponentsForAI
 Melee hit components (AI targeting)
 
protected string m_DefaultHitComponent
 
protected string m_DefaultHitPositionComponent
 
protected ref array< stringm_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
 

Detailed Description

this file is interface DayZPlayer classes

Enumeration Type Documentation

◆ DayZPlayerConstants

defined in C++

Enumerator
DEBUG_MENU 

dayz player debug menu in enfusion


-------------------— movement stances --------------—

DEBUG_TURNSLIDE 

over turn slides / clamps

DEBUG_SHOWDEBUGPLUGIN 

menu for showing debug plugin

DEBUG_SHOWINJURY 

menu for showing injuries

DEBUG_SHOWEXHAUSTION 

menu for showing exhaustion

DEBUG_ENABLEJUMP 

menu for showing exhaustion

DEBUG_ENABLETALKING 

option for showing talk command

STANCEIDX_ERECT 

-------------------— movement stances --------------—

STANCEIDX_CROUCH 
STANCEIDX_PRONE 
STANCEIDX_RAISEDERECT 
STANCEIDX_RAISEDCROUCH 
STANCEIDX_RAISEDPRONE 
STANCEIDX_RAISED 
STANCEMASK_ERECT 

stance masks

STANCEMASK_CROUCH 
STANCEMASK_PRONE 
STANCEMASK_RAISEDERECT 
STANCEMASK_RAISEDCROUCH 
STANCEMASK_RAISEDPRONE 
STANCEMASK_ALL 
STANCEMASK_NOTRAISED 
STANCEMASK_RAISED 
MOVEMENT_IDLE 

movements - masks

MOVEMENT_WALK 

0x1

MOVEMENT_RUN 

0x2

MOVEMENT_SPRINT 

0x4

ROTATION_DISABLE 

0x8

rotation modes

ROTATION_ENABLE 
MOVEMENTIDX_SLIDE 

movement idx

MOVEMENTIDX_IDLE 
MOVEMENTIDX_WALK 
MOVEMENTIDX_RUN 
MOVEMENTIDX_SPRINT 
MOVEMENTIDX_CROUCH_RUN 
MELEE_LIGHT 

melee hit type

MELEE_HEAVY 
VEHICLECLASS_CAR 

vehicle classes

VEHICLECLASS_HELI 
VEHICLECLASS_BOAT 
VEHICLESEAT_DRIVER 

vehicle seats

VEHICLESEAT_CODRIVER 
VEHICLESEAT_PASSENGER_L 
VEHICLESEAT_PASSENGER_R 
DEATH_DEFAULT 

death types

DEATH_PULL_OUT_TRANSPORT 

not defining in C++ as it is only used in script for undefined type

DEATH_BODY 

transport death -> death - special handling for pulling a dead player out of a vehicle

DEATH_FAST 

locomotion -> death - normal death animation while a player is conciscious

DEATH_WATER 

locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle

DEATH_FALL 

swimming -> death

DEATH_UNCON_ON_LAND 

falling -> death

DEATH_UNCON_IN_WATER 

unconscious -> death - while not in water

COMMANDID_NONE 

unconscious -> death - while in water


-------------------— COMMAND IDs -------------------—

command ids - main movement commands

COMMANDID_MOVE 
COMMANDID_ACTION 
COMMANDID_MELEE 
COMMANDID_MELEE2 
COMMANDID_FALL 
COMMANDID_DEATH 
COMMANDID_DAMAGE 
COMMANDID_LADDER 
COMMANDID_UNCONSCIOUS 
COMMANDID_SWIM 
COMMANDID_VEHICLE 
COMMANDID_CLIMB 
COMMANDID_SCRIPT 
COMMANDID_MOD_LOOKAT 

modifier commands - additive behaviour

COMMANDID_MOD_WEAPONS 
COMMANDID_MOD_ACTION 
COMMANDID_MOD_DAMAGE 
CMD_ACTIONINT_INTERRUPT 

internal action commands used in HumanCommandActionCallback.InternalCommand()


-------------------— ACTIONS -----------------------—

totally interrupt action (no animation, just blend)

CMD_ACTIONINT_FINISH 

secondary ending (finishing action, eg running out of water while drinking, not all actions have this)

CMD_ACTIONINT_END 

end action (stopping action, without finish, all actions have this)

CMD_ACTIONINT_ACTION 

one time secondary action within an action

CMD_ACTIONINT_ACTIONLOOP 

loop secondary action within an action

CMD_ACTIONMOD_DRINK 

animations constants

note: (erc - standing, cro - crouching, pne - prone) anim pose it can start from note: (end, end2, action, loop2) internal command which can be send in loop state
looping


modifier (differential animation)

CMD_ACTIONMOD_EAT 
CMD_ACTIONMOD_EMPTY_VESSEL 
CMD_ACTIONMOD_CATCHRAIN 
CMD_ACTIONMOD_VIEWCOMPASS 
CMD_ACTIONMOD_ITEM_TUNE 
CMD_ACTIONMOD_GIVEL 
CMD_ACTIONMOD_GIVER 
CMD_ACTIONMOD_SHAVE 
CMD_ACTIONMOD_FILLMAG 
CMD_ACTIONMOD_EMPTYMAG 
CMD_ACTIONMOD_OPENITEM 
CMD_ACTIONMOD_TAKETEMPSELF 
CMD_ACTIONMOD_VIEWMAP 
CMD_ACTIONMOD_RAISEITEM 
CMD_ACTIONMOD_SEARCHINVENTORY 
CMD_ACTIONMOD_CRAFTING 
CMD_ACTIONMOD_RESTRAINEDSTRUGGLE 
CMD_ACTIONMOD_COVERHEAD_SELF 
CMD_ACTIONMOD_COVERHEAD_TARGET 
CMD_ACTIONMOD_SET_ALARM 
CMD_ACTIONMOD_SET_KITCHENTIMER 
CMD_ACTIONMOD_RESET_KITCHENTIMER 
CMD_ACTIONMOD_BLOODTEST 
CMD_ACTIONMOD_BLOODTESTOTHER 
CMD_ACTIONMOD_PICKUP_HANDS 
CMD_ACTIONMOD_PICKUP_INVENTORY 
CMD_ACTIONMOD_LICKBATTERY 
CMD_ACTIONMOD_LIGHTFLARE 
CMD_ACTIONMOD_LITCHEMLIGHT 
CMD_ACTIONMOD_UNPINGRENAGE 
CMD_ACTIONMOD_OPENDOORFW 
CMD_ACTIONMOD_OPENLID 
CMD_ACTIONMOD_CLOSELID 
CMD_ACTIONMOD_ITEM_ON 
CMD_ACTIONMOD_ITEM_OFF 
CMD_ACTIONMOD_BATONEXTEND 
CMD_ACTIONMOD_BATONRETRACT 
CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET 
CMD_ACTIONMOD_FISHINGRODEXTEND 
CMD_ACTIONMOD_FISHINGRODRETRACT 
CMD_ACTIONMOD_CLEANHANDSBOTTLE 
CMD_ACTIONMOD_OPENITEM_ONCE 
CMD_ACTIONMOD_ATTACHSCOPE 
CMD_ACTIONMOD_ATTACHBARREL 
CMD_ACTIONMOD_EMPTYSEEDSPACK 
CMD_ACTIONMOD_INTERACTONCE 
CMD_ACTIONMOD_ATTACHITEM 
CMD_ACTIONMOD_CLOSEITEM_ONCE 
CMD_ACTIONMOD_FOLDITEM_ONCE 
CMD_ACTIONMOD_UNFOLDITEM_ONCE 
CMD_ACTIONMOD_PRESS_TRIGGER 
CMD_ACTIONMOD_STOP_ALARM 
CMD_ACTIONMOD_EAT_PILL 
CMD_ACTIONMOD_EAT_TABLET 
CMD_ACTIONMOD_HEATPACK 
CMD_ACTIONMOD_DROPITEM_HANDS 
CMD_ACTIONMOD_DROPITEM_INVENTORY 
CMD_ACTIONFB_DRINK 

fb (full body)

CMD_ACTIONFB_EAT 
CMD_ACTIONFB_CATCHRAIN 
CMD_ACTIONFB_ITEM_TUNE 
CMD_ACTIONFB_GIVEL 
CMD_ACTIONFB_GIVER 
CMD_ACTIONFB_FILLMAG 
CMD_ACTIONFB_EMPTYMAG 
CMD_ACTIONFB_DRINKPOND 
CMD_ACTIONFB_DRINKWELL 
CMD_ACTIONFB_FILLBOTTLEWELL 
CMD_ACTIONFB_FIREESTINGUISHER 
CMD_ACTIONFB_WRING 
CMD_ACTIONFB_FISHING 
CMD_ACTIONFB_CPR 
CMD_ACTIONFB_BANDAGE 
CMD_ACTIONFB_CRAFTING 
CMD_ACTIONFB_INTERACT 
CMD_ACTIONFB_FORCEFEED 
CMD_ACTIONFB_BANDAGETARGET 
CMD_ACTIONFB_SPRAYPLANT 
CMD_ACTIONFB_STARTFIRE 
CMD_ACTIONFB_ANIMALSKINNING 
CMD_ACTIONFB_WASHHANDSWELL 
CMD_ACTIONFB_WASHHANDSPOND 
CMD_ACTIONFB_SALINEBLOODBAGTARGET 
CMD_ACTIONFB_SALINEBLOODBAG 
CMD_ACTIONFB_STITCHUPSELF 
CMD_ACTIONFB_VOMIT 
CMD_ACTIONFB_UNRESTRAINTARGET 
CMD_ACTIONFB_RESTRAINTARGET 
CMD_ACTIONFB_CHECKPULSE 
CMD_ACTIONFB_CLEANWOUNDSTARGET 
CMD_ACTIONFB_COLLECTBLOODSELF 
CMD_ACTIONFB_EMPTY_VESSEL 
CMD_ACTIONFB_OPENITEM 
CMD_ACTIONFB_HACKBUSH 
CMD_ACTIONFB_HACKTREE 
CMD_ACTIONFB_TAKETEMPSELF 
CMD_ACTIONFB_DIG 
CMD_ACTIONFB_DIGUPCACHE 
CMD_ACTIONFB_DIGMANIPULATE 
CMD_ACTIONFB_DEPLOY_HEAVY 
CMD_ACTIONFB_DEPLOY_2HD 
CMD_ACTIONFB_DEPLOY_1HD 
CMD_ACTIONFB_BLOWFIREPLACE 
CMD_ACTIONFB_VIEWMAP 
CMD_ACTIONFB_VIEWCOMPASS 
CMD_ACTIONFB_FILLBOTTLEPOND 
CMD_ACTIONFB_PLACING_HEAVY 
CMD_ACTIONFB_PLACING_2HD 
CMD_ACTIONFB_PLACING_1HD 
CMD_ACTIONFB_CUTBARK 
CMD_ACTIONFB_VIEWNOTE 
CMD_ACTIONFB_SEARCHINVENTORY 
CMD_GESTUREFB_LOOKOPTICS 
CMD_ACTIONFB_MINEROCK 
CMD_ACTIONFB_RAISEITEM 
CMD_ACTIONFB_RESTRAINEDSTRUGGLE 
CMD_ACTIONFB_RESTRAINSELF 
CMD_ACTIONFB_ASSEMBLE 
CMD_ACTIONFB_DISASSEMBLE 
CMD_ACTIONFB_FLAME_REPAIR 
CMD_ACTIONFB_TURN_VALVE 
CMD_ACTIONFB_SET_ALARM 
CMD_ACTIONFB_SHOVEL_DIG 
CMD_ACTIONFB_VEHICLE_PUSH 
CMD_ACTIONFB_PATCHING_TIRE 
CMD_ACTIONFB_PATCHING_DUCTTAPE 
CMD_ACTIONFB_PATCHING_SEWING 
CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT 
CMD_ACTIONFB_SPLITTING_FIREWOOD 
CMD_ACTIONFB_BREAKING_STICK 
CMD_ACTIONFB_CLEANING_WEAPON 
CMD_ACTIONFB_EATING_SNOW 
CMD_ACTIONFB_FILLING_CONTAINER_SNOW 
CMD_ACTIONFB_DIGGIN_WORMS 
CMD_ACTIONFB_PICKUP_HANDS 
CMD_ACTIONFB_PICKUP_INVENTORY 
CMD_ACTIONFB_LICKBATTERY 
CMD_ACTIONFB_LIGHTFLARE 
CMD_ACTIONFB_LITCHEMLIGHT 
CMD_ACTIONFB_UNPINGRENAGE 
CMD_ACTIONFB_ITEM_ON 
CMD_ACTIONFB_ITEM_OFF 
CMD_ACTIONFB_HANDCUFFTARGET 
CMD_ACTIONFB_MORPHINE 
CMD_ACTIONFB_INJECTION 
CMD_ACTIONFB_INJECTIONTARGET 
CMD_ACTIONFB_DRINKSIP 
CMD_ACTIONFB_CLEANHANDSBOTTLE 
CMD_ACTIONFB_OPENITEM_ONCE 
CMD_ACTIONFB_POKE 
CMD_ACTIONFB_ATTACHSCOPE 
CMD_ACTIONFB_ATTACHBARREL 
CMD_ACTIONFB_RESTRAIN 
CMD_ACTIONFB_PICKUP_HEAVY 
CMD_ACTIONFB_PRESS_TRIGGER 
CMD_ACTIONFB_RAISE_FLAG 
CMD_ACTIONFB_LOWER_FLAG 
CMD_ACTIONFB_STOP_ALARM 
CMD_ACTIONFB_EAT_PILL 
CMD_ACTIONFB_EAT_TABLET 
CMD_ACTIONFB_HEATPACK 
CMD_ACTIONFB_DROPITEM_HANDS 
CMD_TRAILER_MASK 

-------------------— TRAILER -----------------------—

CMD_TRAILER_MASK_02 
CMD_TRAILER_MASK_CHAINS 
CMD_TRAILER_MASK_DALLAS 
CMD_TRAILER_MASK_HOXTON 
CMD_TRAILER_MASK_WOLF 
CMD_ACTIONMOD_STARTENGINE 

-------------------— VEHICLES ----------------------—

CMD_ACTIONMOD_TOOTHORN 
CMD_ACTIONMOD_DRIVER_DOOR_OPEN 
CMD_ACTIONMOD_DRIVER_DOOR_CLOSE 
CMD_ACTIONMOD_CODRIVER_DOOROPEN 
CMD_ACTIONMOD_CODRIVER_DOORCLOSE 
CMD_ACTIONMOD_STOPENGINE 
CMD_ACTIONMOD_SHIFTGEAR 
CMD_ACTIONMOD_HEADLIGHT 
CMD_GESTUREMOD_GREETING 

-------------------— GESTURES ----------------------—

modifier (differential animation)

CMD_GESTUREMOD_POINT 
CMD_GESTUREMOD_THUMB 
CMD_GESTUREMOD_THUMBDOWN 
CMD_GESTUREMOD_SILENCE 
CMD_GESTUREMOD_TAUNT 
CMD_GESTUREMOD_TIMEOUT 
CMD_GESTUREMOD_HEART 
CMD_GESTUREMOD_FACEPALM 
CMD_GESTUREMOD_WATCHING 
CMD_GESTUREMOD_HOLD 
CMD_GESTUREMOD_LISTENING 
CMD_GESTUREMOD_POINTSELF 
CMD_GESTUREMOD_LOOKATME 
CMD_GESTUREMOD_OKAY 
CMD_GESTUREMOD_RPS 
CMD_ACTIONINT_RPS_ROCK 
CMD_ACTIONINT_RPS_PAPER 
CMD_ACTIONINT_RPS_SCISSORS 
CMD_GESTUREMOD_THROAT 
CMD_GESTUREMOD_CLAP 
CMD_GESTUREMOD_DABBING 
CMD_GESTUREMOD_MOVE 
CMD_GESTUREMOD_DOWN 
CMD_GESTUREMOD_COME 
CMD_GESTUREMOD_TAUNTKISS 
CMD_GESTUREMOD_TAUNTELBOW 
CMD_GESTUREMOD_TAUNTTHINK 
CMD_GESTUREMOD_NODHEAD 
CMD_GESTUREMOD_SHAKEHEAD 
CMD_GESTUREMOD_SHRUG 
CMD_GESTUREMOD_SURRENDER 
CMD_GESTUREMOD_SURRENDERIN 
CMD_GESTUREMOD_SURRENDEROUT 
CMD_GESTUREFB_GREETING 

fb (full body)

CMD_GESTUREFB_POINT 
CMD_GESTUREFB_THUMB 
CMD_GESTUREFB_THUMBDOWN 
CMD_GESTUREFB_SILENCE 
CMD_GESTUREFB_TAUNT 
CMD_GESTUREFB_TIMEOUT 
CMD_GESTUREFB_HEART 
CMD_GESTUREFB_WATCHING 
CMD_GESTUREFB_HOLD 
CMD_GESTUREFB_LISTENING 
CMD_GESTUREFB_POINTSELF 
CMD_GESTUREFB_LOOKATME 
CMD_GESTUREFB_OKAY 
CMD_GESTUREFB_SALUTE 
CMD_GESTUREFB_CAMPFIRE 
CMD_GESTUREFB_LYINGDOWN 
CMD_GESTUREFB_SOS 
CMD_GESTUREFB_SITA 
CMD_GESTUREFB_SITB 
CMD_GESTUREFB_DABBING 
CMD_GESTUREFB_KNEEL 
CMD_GESTUREFB_THROAT 
CMD_GESTUREFB_MOVE 
CMD_GESTUREFB_DOWN 
CMD_GESTUREFB_COME 
CMD_GESTUREFB_TAUNTKISS 
CMD_GESTUREFB_TAUNTTHINK 
CMD_GESTUREFB_DANCE 
CMD_GESTUREFB_NODHEAD 
CMD_GESTUREFB_SHAKEHEAD 
CMD_GESTUREFB_SHRUG 
CMD_GESTUREFB_SURRENDER 
CMD_GESTUREFB_SURRENDERIN 
CMD_GESTUREFB_SURRENDEROUT 
CMD_TRAILER_WAKE_UP 

-------------------— TRAILER -----------------------—

CMD_TRAILER_DEAD_BODY 
CMD_TRAILER_WALKIE_TALKIE 
CMD_TRAILER_WOUNDED 
CMD_TRAILER_WALK_AWAY 
CMD_TRAILER_DEAD 
CMD_SUICIDEFB_1HD 

-------------------— SUICIDE -----------------------—

fb (full body)

CMD_SUICIDEFB_FIREAXE 
CMD_SUICIDEFB_PITCHFORK 
CMD_SUICIDEFB_PISTOL 
CMD_SUICIDEFB_RIFLE 
CMD_SUICIDEFB_SWORD 
CMD_SUICIDEFB_UNARMED 
CMD_SUICIDEFB_WOODAXE 
CMD_SUICIDEFB_SPEAR 
CMD_SUICIDEFB_SICKLE 
CMD_SUICIDEFB_HOE 

◆ DayZPlayerInstanceType

defined in C++

Enumerator
INSTANCETYPE_SERVER 
INSTANCETYPE_CLIENT 

server instance

INSTANCETYPE_REMOTE 

client instance && controlled

INSTANCETYPE_AI_SERVER 

client instance && other player

INSTANCETYPE_AI_REMOTE 

temporary!

INSTANCETYPE_AI_SINGLEPLAYER 

temporary!

Function Documentation

◆ AddItemBoneRemap()

proto native int AddItemBoneRemap ( string  pItemClass,
array< string pBoneRemap 
)

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);

◆ AddItemInHandsProfile()

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

◆ AddItemInHandsProfileIK()

proto native int AddItemInHandsProfileIK ( string  pItemClass,
string  pAnimInstanceName,
HumanItemBehaviorCfg  pBehaviorCfg,
string  pIkPoseAnim,
string  pWeaponStates = "" 
)

◆ AimingModel()

bool AimingModel ( float  pDt,
SDayZPlayerAimingModel  pModel 
)

-------------— aiming model ----------------------—

updated each tick - this takes care about aiming

◆ AnimCallCommand()

proto native void AnimCallCommand ( int  pCommand,
int  pParamInt,
float  pParamFloat 
)

-------------— animation graph functions ----------------------—

functions usable only from CommandHandler

◆ AnimSetBool()

proto native void AnimSetBool ( int  pVar,
bool  pBool 
)

◆ AnimSetFloat()

proto native void AnimSetFloat ( int  pVar,
float  pFlt 
)

◆ AnimSetInt()

proto native void AnimSetInt ( int  pVar,
int  pInt 
)

◆ CameraHandler()

int CameraHandler ( int  pCameraMode)

-------------— camera handling ----------------------—

virtual returns registered camera type pCameraMode - DayZPlayerConstants.CAMERAMODE_ ...

◆ CanFreeLook()

bool CanFreeLook ( )

this overrides freelook for cameras

◆ CommandClimbSettingsW()

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

◆ CommandHandler()

void CommandHandler ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

-------------— 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

◆ CommandMoveSettingsW()

proto native SHumanCommandMoveSettings CommandMoveSettingsW ( )

◆ CommandSwimSettingsW()

proto native SHumanCommandSwimSettings CommandSwimSettingsW ( )

◆ DayZPlayerCamera()

class DayZPlayerCameraResult DayZPlayerCamera ( DayZPlayer  pPlayer,
HumanInputController  pInput 
)

Referenced by OnActivate(), and CGame::OnRPC().

◆ DayZPlayerCameraResult()

private void DayZPlayerCameraResult ( )

cannot be instanced from script (always created from C++)

◆ DayZPlayerType()

◆ DebugPreloadAnimationInstances()

proto native void DebugPreloadAnimationInstances ( )

debug / hack - loads all animation instances

◆ DebugSyncShadowSetup()

proto native bool DebugSyncShadowSetup ( DayZPlayer  pPlayer)

-------------— sync shadow ----------------------—

test if entity is DayZPlayer

◆ ForceStandUpForHeavyItems()

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().

◆ ForceStandUpForHeavyItemsSwap()

void ForceStandUpForHeavyItemsSwap ( notnull EntityAI  item1,
notnull EntityAI  item2 
)

◆ GetAdditiveAngles()

vector GetAdditiveAngles ( )

◆ GetAimLimits()

proto void GetAimLimits ( out float  pDown,
out float  pUp,
out float  pLeft,
out float  pRight 
)

returns aim limits for a player

◆ GetAnimEventIds()

TIntArray GetAnimEventIds ( )

◆ GetAttachmentSoundLookupTable()

DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable ( )

◆ GetBaseAngles()

vector GetBaseAngles ( )

helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll angle

◆ GetCameraName()

string GetCameraName ( )

◆ GetCurrentCamera()

proto native DayZPlayerCamera GetCurrentCamera ( )

-------------— camera additional functions ----------------------—

gets current camera

Referenced by ManBase::OnReceivedHit().

◆ GetCurrentCameraTransform()

proto native void GetCurrentCameraTransform ( out vector  position,
out vector  direction,
out vector  rotation 
)

gets transform of current player camera

◆ GetCurrentOrientation()

vector GetCurrentOrientation ( )

◆ GetCurrentPerItemCameraUD()

proto native int GetCurrentPerItemCameraUD ( )

gets current camera

◆ GetCurrentPitch()

float GetCurrentPitch ( )

Referenced by GetCurrentOrientation().

◆ GetCurrentRoll()

float GetCurrentRoll ( )

Referenced by GetCurrentOrientation().

◆ GetCurrentWaterLevel()

float GetCurrentWaterLevel ( )

◆ GetCurrentYaw()

float GetCurrentYaw ( )

Referenced by GetCurrentOrientation().

◆ GetDayZPlayerType()

◆ GetDebugName()

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().

◆ GetDefaultHitComponent()

string GetDefaultHitComponent ( )

◆ GetDefaultHitPositionComponent()

string GetDefaultHitPositionComponent ( )

◆ GetEyeZoomLevel()

int GetEyeZoomLevel ( )

returns eye zoom level, uses ECameraZoomType values

Referenced by DayZPlayer::IsEyeZoom().

◆ GetGlobalSettingsW()

proto native SHumanGlobalSettings GetGlobalSettingsW ( )

returns Human global settings for DayZPlayer


◆ GetHeadBoneIdx()

proto native int GetHeadBoneIdx ( )

◆ GetHitComponentForAI()

◆ GetInstanceType()

◆ GetKickOffReason()

proto native EClientKicked GetKickOffReason ( )

get reason for kickoff if available (server only)

◆ GetLookLimits()

proto void GetLookLimits ( out float  pDown,
out float  pUp,
out float  pLeft,
out float  pRight 
)

returns look limits for a player

◆ GetMeleeCombatData()

proto native MeleeCombatData GetMeleeCombatData ( )

processes melee hit

◆ GetNoiseParams()

NoiseParams GetNoiseParams ( int  eventId)

◆ GetNoiseParamsCrouch()

NoiseParams GetNoiseParamsCrouch ( )

References m_pNoiseStepCrouch.

◆ GetNoiseParamsLandHeavy()

NoiseParams GetNoiseParamsLandHeavy ( )

References m_pNoiseLandHeavy.

◆ GetNoiseParamsLandLight()

NoiseParams GetNoiseParamsLandLight ( )

References m_pNoiseLandLight.

◆ GetNoiseParamsProne()

NoiseParams GetNoiseParamsProne ( )

References m_pNoiseStepProne.

◆ GetNoiseParamsShout()

NoiseParams GetNoiseParamsShout ( )

References m_pNoiseShout.

◆ GetNoiseParamsStand()

NoiseParams GetNoiseParamsStand ( )

References m_pNoiseStepStand.

◆ GetNoiseParamsTalk()

NoiseParams GetNoiseParamsTalk ( )

References m_pNoiseTalk.

◆ GetNoiseParamsWhisper()

NoiseParams GetNoiseParamsWhisper ( )

References m_pNoiseWhisper.

◆ GetOnDeathStart()

ScriptInvoker GetOnDeathStart ( )

References m_OnDeathStart.

◆ GetSoundBuilder() [1/3]

class DayZPlayerTypeStepSoundLookupTable GetSoundBuilder ( int  eventId,
int  parameterHash 
)

◆ GetSoundBuilder() [2/3]

SoundObjectBuilder GetSoundBuilder ( int  eventId,
int  pMovement,
int  pSurfaceHash,
AnimBootsType  pBoots 
)

◆ GetSoundBuilder() [3/3]

SoundObjectBuilder GetSoundBuilder ( int  eventId,
string  slotName,
int  attachmentHash 
)

◆ GetSoundEvent()

class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent ( int  event_id)

◆ GetSoundObjectBuilder()

SoundObjectBuilder GetSoundObjectBuilder ( )

◆ GetSoundTable()

DayZPlayerTypeAnimTable GetSoundTable ( )

References m_pSoundTable.

◆ GetSoundWeaponEvent()

AnimSoundEvent GetSoundWeaponEvent ( int  event_id)

◆ GetStepSoundLookupTable()

DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable ( )

◆ GetSuitableFinisherHitComponents()

array< string > GetSuitableFinisherHitComponents ( )

◆ GetVegetationSounds()

array< ref VegetationSound > GetVegetationSounds ( )

References m_pVegetationSounds.

◆ GetVoiceSoundLookupTable()

DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable ( )

◆ HeadingModel()

bool HeadingModel ( float  pDt,
SDayZPlayerHeadingModel  pModel 
)

-------------— heading model ----------------------— updated each tick this can limit / extend player's heading (orientation) behaviour in game

◆ IsCamera3rdRaised()

override bool IsCamera3rdRaised ( )

◆ IsCameraBlending()

proto native bool IsCameraBlending ( )

◆ IsEyeZoom()

bool IsEyeZoom ( )

DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false.

◆ IsHoldingBreath()

bool IsHoldingBreath ( )

return true if player is trying to hold breah, otherwise false

◆ IsInThirdPerson()

bool IsInThirdPerson ( )

return true if player is currently in 3pp, otherwise false

◆ IsPerformingFBGesture()

bool IsPerformingFBGesture ( )

return true if player is currently performing FB gesture, otherwise false

◆ IsPlayerInStance()

proto native bool IsPlayerInStance ( int  pStanceMask)

-------------— 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().

◆ IsPlayerSpeaking()

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().

◆ IsShootingFromCamera()

bool IsShootingFromCamera ( )

return true if shots are fired from camere, otherwise false

◆ LoadSoundWeaponEvent()

◆ LoadVegetationSounds()

◆ OnActivate()

override void OnActivate ( DayZPlayerCamera  pPrevCamera,
DayZPlayerCameraResult  pPrevCameraResult 
)

virtual callback - called when camera is created

◆ OnCommandDeathStart()

override void OnCommandDeathStart ( )

◆ OnInputForRemote()

void OnInputForRemote ( ParamsReadContext  ctx)

◆ OnInputFromServer()

void OnInputFromServer ( ParamsReadContext  ctx)

◆ OnThrowingModeChange()

void OnThrowingModeChange ( bool  change_to_enabled)

◆ OnUpdate()

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

◆ ProcessMeleeHit()

proto native void ProcessMeleeHit ( InventoryItem  pMeleeWeapon,
int  pMeleeModeIndex,
Object  pTarget,
int  pComponentIndex,
vector  pHitWorldPos 
)

processes melee hit (uses component index)

◆ ProcessMeleeHitName()

proto native void ProcessMeleeHitName ( InventoryItem  pMeleeWeapon,
int  pMeleeModeIndex,
Object  pTarget,
string  pComponentName,
vector  pHitWorldPos 
)

processes melee hit (uses component name)

◆ Random()

proto native int Random ( )

-------------— deterministic random numbers ---------------------—

Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (CommandHandler)

Returns
int value in range of <0,0xffffffff>

◆ Random01()

proto native float Random01 ( )

Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)

Returns
float value in range of <0,1>

◆ RandomRange()

proto native float RandomRange ( int  pRange)

Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)

Parameters
pRangeupper bounds of random number
Returns
int value in range of <0,pRange-1>

◆ RegisterAttachmentSoundLookupTable()

void RegisterAttachmentSoundLookupTable ( DayZPlayerTypeAttachmentSoundLookupTable  pASLUT)

◆ RegisterCameraCreator()

proto native void RegisterCameraCreator ( int  pCameraID,
typename pCameraType   
)

registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)

◆ RegisterCameraOnChangeFn()

proto native void RegisterCameraOnChangeFn ( Class  pInstance,
string  pFnName 
)

registers camera on change function -

◆ RegisterCameraOnChangeFnStatic()

proto native void RegisterCameraOnChangeFnStatic ( typename pClass  ,
string  pFnName 
)

registers camera on change function - static function

◆ RegisterHitComponentsForAI()

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().

◆ RegisterParticleEvent()

proto native void RegisterParticleEvent ( string  pEventType,
float  pFilterTimeout 
)

◆ RegisterSoundEvent()

proto native void RegisterSoundEvent ( string  pEventType,
float  pFilterTimeout 
)

◆ RegisterSoundTable()

void RegisterSoundTable ( DayZPlayerTypeAnimTable  pST)

References m_pSoundTable.

◆ RegisterStepEvent()

proto native void RegisterStepEvent ( string  pEventType,
float  pFilterTimeout 
)

◆ RegisterStepSoundLookupTable()

void RegisterStepSoundLookupTable ( DayZPlayerTypeStepSoundLookupTable  pSSLUT)

◆ RegisterVoiceSoundLookupTable()

void RegisterVoiceSoundLookupTable ( DayZPlayerTypeVoiceSoundLookupTable  pASLUT)

◆ ReleaseNetworkControls()

proto native void ReleaseNetworkControls ( )

-------------— release controls ----------------------—

◆ ResetCameraCreators()

proto native void ResetCameraCreators ( )

resets camera creators


◆ ResetItemInHandsProfiles()

proto native void ResetItemInHandsProfiles ( )

reset profiles

◆ SDayZPlayerHeadingModel()

private void SDayZPlayerHeadingModel ( )

cannot be created from script

◆ SendRecoilOffsetZ()

void SendRecoilOffsetZ ( float  offset)

m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now

◆ SendSyncJuncture()

proto native void SendSyncJuncture ( int  pJunctureID,
ParamsWriteContext  ctx 
)

-------------— sync stuff ----------------------—

Referenced by ManBase::ResetADSPlayerSync().

◆ SetAimLimits()

proto native void SetAimLimits ( float  pDown,
float  pUp,
float  pLeft,
float  pRight 
)

sets aim limits for a player

◆ SetCameraShootParams()

proto native void SetCameraShootParams ( float  pRayDistance,
float  pRayRadius,
float  pMaxAngleCos 
)

sets aim limits for a player

◆ SetCurrentWaterLevel()

void SetCurrentWaterLevel ( float  pWaterLevel)

◆ SetDefaultItemInHandsProfile()

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


◆ SetLookLimits()

proto native void SetLookLimits ( float  pDown,
float  pUp,
float  pLeft,
float  pRight 
)

sets look limits for a player


◆ SetVerticalMinimumAimLimit()

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().

◆ SpawnCameraShake()

void SpawnCameraShake ( float  strength = 1,
float  radius = 2,
float  smoothness = 5,
float  radius_decay_speed = 6 
)

◆ SpawnCameraShakeProper()

void SpawnCameraShakeProper ( float  strength,
float  radius,
float  smoothness,
float  radius_decay_speed 
)

References m_CameraShake.

Referenced by SpawnCameraShake(), and SpawnDiagCameraShake().

◆ SpawnDiagCameraShake()

void SpawnDiagCameraShake ( )

◆ StoreInputForRemotes()

proto native void StoreInputForRemotes ( ParamsWriteContext  ctx)

Referenced by ProcessInputData().

◆ UpdateDummyPlayerProxyVisibility()

void UpdateDummyPlayerProxyVisibility ( EntityAI  shoulder,
EntityAI  melee 
)

◆ VegetationSound()

void VegetationSound ( SoundObjectBuilder  soundObjectBuilder,
TIntArray  animEventIds 
)

◆ ~DayZPlayerCameraResult()

private void ~DayZPlayerCameraResult ( )

cannot be instanced from script (always created from C++)

◆ ~DayZPlayerType()

private void ~DayZPlayerType ( )

◆ ~SDayZPlayerHeadingModel()

private void ~SDayZPlayerHeadingModel ( )

Variable Documentation

◆ m_AnimEventIds

private ref TIntArray m_AnimEventIds

◆ m_animSoundEventsAttack

ref array<ref AnimSoundEvent> m_animSoundEventsAttack

◆ m_bOwnerTMOverride

bool m_bOwnerTMOverride

The world space transform of the owner to the camera.

◆ m_bUpdateEveryFrame

bool m_bUpdateEveryFrame

Whether the camera updates the next frame or blends with next character update.

◆ m_bUpdateWhenBlendOut

bool m_bUpdateWhenBlendOut

true - camera is updated when blending to new camera (Ironsights == false)

◆ m_CameraTM

vector m_CameraTM[4]

transformation matrix - pos + orient of the camera

◆ m_CollisionIgnoreEntity

IEntity m_CollisionIgnoreEntity

ignore entity in 3rd person camera collision solver

◆ m_DefaultHitComponent

◆ m_DefaultHitPositionComponent

◆ m_fDistance

◆ m_fFovAbsolute

float m_fFovAbsolute

fov absolute value override - -1.0 default, if set - overrides absolute fov setting

Referenced by DayZPlayerCameraBase(), DayZPlayerCameraBase::HoldBreathFOVEffect(), HoldBreathFOVEffect(), and StdFovUpdate().

◆ m_fFovMultiplier

float m_fFovMultiplier

fov multiplier - 1.0 default - used for modifying fov -

◆ m_fHeadingAngle

float m_fHeadingAngle

◆ m_fIgnoreParentPitch

float m_fIgnoreParentPitch

1 - resets base transforms pitch

◆ m_fIgnoreParentRoll

float m_fIgnoreParentRoll

1 - resets base transforms roll

◆ m_fIgnoreParentYaw

float m_fIgnoreParentYaw

1 - resets base transforms yaw

◆ m_fInsideCamera

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

◆ m_fNearPlane

float m_fNearPlane

nearplane distance

◆ m_fOrientationAngle

float m_fOrientationAngle

◆ m_fPositionModelSpace

float m_fPositionModelSpace

0.0 position is in heading space, 1.0 position is in model space

◆ m_fPredictCollisionRadius

float m_fPredictCollisionRadius

sphere radius used for collision prediction

Referenced by DayZPlayerCameraBase::DayZPlayerCamera3rdPerson(), and DayZPlayerCamera3rdPersonJump().

◆ m_fShootFromCamera

float m_fShootFromCamera

1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)

Referenced by AdjustCameraParameters(), and DayZPlayerCameraOptics().

◆ m_fUseHeading

float m_fUseHeading

0..1 (0 uses direct dir returned, 1 uses heading from player)

◆ m_HitComponentsForAI

◆ m_iCamMode

enum DayZPlayerInstanceType m_iCamMode

◆ m_iCurrentCommandID

int m_iCurrentCommandID

◆ m_iDirectBone

int m_iDirectBone

-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone

◆ m_iDirectBoneMode

int m_iDirectBoneMode

◆ m_OnDeathStart

protected ref ScriptInvoker m_OnDeathStart

invokers

Referenced by GetOnDeathStart(), and OnCommandDeathStart().

◆ m_OwnerTM

vector m_OwnerTM[4]

override automatically calculated owner transform during rendering (default - false)

◆ m_pAttachmentSoundLookupTable

◆ m_pInput

◆ m_pNoiseLandHeavy

ref NoiseParams m_pNoiseLandHeavy

◆ m_pNoiseLandLight

ref NoiseParams m_pNoiseLandLight

◆ m_pNoiseShout

ref NoiseParams m_pNoiseShout

◆ m_pNoiseStepCrouch

ref NoiseParams m_pNoiseStepCrouch

◆ m_pNoiseStepProne

ref NoiseParams m_pNoiseStepProne

◆ m_pNoiseStepStand

ref NoiseParams m_pNoiseStepStand

◆ m_pNoiseTalk

ref NoiseParams m_pNoiseTalk

◆ m_pNoiseWhisper

ref NoiseParams m_pNoiseWhisper

◆ m_pPlayer

◆ m_pSoundTable

ref DayZPlayerTypeAnimTable m_pSoundTable

◆ m_pStepSoundLookupTable

◆ m_pVegetationSounds

ref array<ref VegetationSound> m_pVegetationSounds

◆ m_pVoiceSoundLookupTable

◆ m_SoundObjectBuilder

private ref SoundObjectBuilder m_SoundObjectBuilder

◆ m_SuitableFinisherHitComponents

protected ref array<string> m_SuitableFinisherHitComponents

◆ SetDefaultItemInHandsProfile

enum DayZPlayerConstants SetDefaultItemInHandsProfile

◆ SIMPLE_SELECTION_MELEE_MELEE

const int SIMPLE_SELECTION_MELEE_MELEE = 1

◆ SIMPLE_SELECTION_MELEE_RIFLE

◆ SIMPLE_SELECTION_SHOULDER_MELEE

const int SIMPLE_SELECTION_SHOULDER_MELEE = 3

◆ SIMPLE_SELECTION_SHOULDER_RIFLE

const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2