DayZ Scripts
v1.21.156300 · Jun 20, 2023
 
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dayzplayer.c
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8// *************************************************************************************
9// ! DayZPlayerCameraResult - camera result -
10// *************************************************************************************
12{
13
22
32
35
37
40 {
41 }
42
45 {
46 }
47
48}
49
50// *************************************************************************************
51// ! DayZPlayerCamera - main dayz player camera implement
52// *************************************************************************************
54{
55
57 {
58 m_pPlayer = pPlayer;
59 m_pInput = pInput;
60 }
64 {
65 return true;
66 }
69 void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
70 {
71 }
74 void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
75 {
76 }
83 {
84 return "0 0 0";
85 }
86
88 {
89 return "0 0 0";
90 }
91
93 {
94 return "DayZPlayerCamera";
95 }
96
98 {
99 return -1;
100 }
101
103 {
104 return -1;
105 }
106
108 {
109 return -1;
110 }
111
113 {
115 }
116
118 {
119 return false;
120 }
121
123 {
124 SpawnCameraShakeProper(1, 1, 15, 4);
125 }
126
127 void SpawnCameraShake(float strength = 1, float radius = 2, float smoothness = 5, float radius_decay_speed = 6)
128 {
129 SpawnCameraShakeProper(strength, radius, smoothness, radius_decay_speed);//done this way in order to avoid duplicating default params which could cause issues under certain circumstances
130 }
131
132 void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed);
133
137
139 void SendRecoilOffsetZ(float offset) {};
140}
141
142
143// *************************************************************************************
144// ! DayZPlayerTypeStepSoundLookupTable - virtual
145// *************************************************************************************
147{
148 SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
149 {
150 return null;
151 }
152}
153
154// *************************************************************************************
155// ! DayZPlayerTypeVoiceSoundLookupTable - virtual
156// *************************************************************************************
158{
159 SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
161 return null;
162 }
163
165}
166
167// *************************************************************************************
168// ! DayZPlayerTypeAttachmentSoundLookupTable - virtual
169// *************************************************************************************
171{
172 SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
173 {
174 return null;
175 }
176}
177
178class DayZPlayerTypeAnimTable
179{
180 AnimSoundEvent GetSoundEvent(int event_id)
182 return null;
183 }
184}
185
186// *************************************************************************************
187// ! VegetationSound
188// *************************************************************************************
189
191{
194
195 void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
196 {
197 m_SoundObjectBuilder = soundObjectBuilder;
198 m_AnimEventIds = animEventIds;
199 }
200
202 {
204 }
205
207 {
208 return m_AnimEventIds;
209 }
210}
211
212// *************************************************************************************
213// ! DayZPlayerType - DayZPlayer configuration
214// *************************************************************************************
215
218
219class DayZPlayerType
220{
222 // item in hands config
223
225 proto native void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
226
227
229 proto native void ResetItemInHandsProfiles();
230
236
238
240 proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg);
241
243 proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "");
244
248
251
252 proto native int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap);
253
254
257
258
259
261 // camera creators
262
264 proto native void ResetCameraCreators();
265
267 proto native void RegisterCameraCreator(int pCameraID, typename pCameraType);
268
270 proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName);
271
273 proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName);
274
275
277 // global options
278
280 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
281
283 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
284
286 proto native void SetVerticalMinimumAimLimit(float value);
287
289 proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos);
290
292 // bone indices
293
294 proto native int GetHeadBoneIdx();
295
297 // event handling
298
300 proto native void RegisterStepEvent(string pEventType, float pFilterTimeout);
301
303 proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout);
304
306 proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout);
307
308
310 {
312 }
313
315 {
317 }
318
320 {
322 }
323
325 {
327 }
328
330 {
332 }
333
335 {
337 }
338
339 void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
340 {
341 m_pSoundTable = pST;
342 }
343
344 DayZPlayerTypeAnimTable GetSoundTable()
345 {
346 return m_pSoundTable;
347 }
348
349 /*
350 void RegisterSoundVoiceTable(DayZPlayerTypeAnimTable pVST)
351 {
352 m_pSoundVoiceTable = pVST;
353 }
354
355 DayZPlayerTypeAnimTable GetSoundVoiceTable()
356 {
357 return m_pSoundVoiceTable;
358 }
359 */
360
362 {
363 return m_pVegetationSounds;
364 }
365
367 {
368 return m_pNoiseStepStand;
369 }
370
372 {
373 return m_pNoiseStepCrouch;
374 }
375
377 {
378 return m_pNoiseStepProne;
379 }
380
382 {
383 return m_pNoiseLandLight;
384 }
385
387 {
388 return m_pNoiseLandHeavy;
389 }
390
392 {
393 return m_pNoiseWhisper;
394 }
395
397 {
398 return m_pNoiseTalk;
399 }
400
402 {
403 return m_pNoiseShout;
404 }
405
407 {
408 string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
409
411
412 int soundCount = GetGame().ConfigGetChildrenCount(cfgPath);
413 for(int i = 0; i < soundCount; i++)
414 {
415 string soundName;
416 GetGame().ConfigGetChildName(cfgPath, i, soundName);
417 string soundPath = cfgPath + soundName + " ";
418 AnimSoundEvent soundEvent = new AnimSoundEvent(soundPath);
419 if(soundEvent.IsValid())
420 m_animSoundEventsAttack.Insert(soundEvent);
421 }
422 }
423
425 {
427
428 string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
429 int vegSoundsCount = GetGame().ConfigGetChildrenCount(vegSoundsCfgPath);
430
431 for (int v = 0; v < vegSoundsCount; ++v)
432 {
433 string vegSoundParamName;
434 GetGame().ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
435
436 string soundSet = "";
437 GetGame().ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);
438
439 TIntArray animEventIds = new TIntArray;
440 GetGame().ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);
441
442 SoundParams soundParams = new SoundParams(soundSet);
443
444 if (soundParams.IsValid() && animEventIds.Count() > 0)
445 {
446 m_pVegetationSounds.Insert(new VegetationSound(new SoundObjectBuilder(soundParams), animEventIds));
447 }
448 }
449 }
450
451 AnimSoundEvent GetSoundWeaponEvent(int event_id)
452 {
453 foreach (AnimSoundEvent soundEvent : m_animSoundEventsAttack)
454 {
455 if (soundEvent.m_iID == event_id)
456 return soundEvent;
457 }
458
459 return null;
460 }
461
464 {
466
468 m_DefaultHitComponent = "dmgZone_torso";
471
474 m_SuitableFinisherHitComponents.Insert("Head");
475
477 //DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_head", 5); // TMP comment out
483 }
484
486 {
487 string hitComp;
488
490 {
491 return hitComp;
492 }
493
494 return GetDefaultHitComponent();
495 }
496
498 {
500 }
501
503 {
505 }
506
508 {
510 }
511
512 private void DayZPlayerType()
513 {
514 string cfgPath = "CfgVehicles SurvivorBase ";
515
517 m_pNoiseStepStand.LoadFromPath(cfgPath + "NoiseStepStand");
518
520 m_pNoiseStepCrouch.LoadFromPath(cfgPath + "NoiseStepCrouch");
521
523 m_pNoiseStepProne.LoadFromPath(cfgPath + "NoiseStepProne");
524
526 m_pNoiseLandLight.LoadFromPath(cfgPath + "NoiseLandLight");
527
529 m_pNoiseLandHeavy.LoadFromPath(cfgPath + "NoiseLandHeavy");
530
532 m_pNoiseWhisper.LoadFromPath(cfgPath + "NoiseWhisper");
533
535 m_pNoiseTalk.LoadFromPath(cfgPath + "NoiseTalk");
536
538 m_pNoiseShout.LoadFromPath(cfgPath + "NoiseShout");
539
542 }
543
544 private void ~DayZPlayerType();
545
547 // global settings
548
551
552
554 // command configs
555
556 // returns command move setting for write - in init phase
558
559 // returns command swim setting for write - in init phase
561
562 // returns command swim setting for write - in init phase
564
565
571 ref DayZPlayerTypeAnimTable m_pSoundTable;
572 //ref DayZPlayerTypeAnimTable m_pSoundVoiceTable;
578
579 // von noises
583
585
588 protected string m_DefaultHitComponent;
590
592
594}
595
596
597// *************************************************************************************
598// ! DayZPlayerConstants - dayz player constants
599// *************************************************************************************
602{
613
614
618
625
626
634 STANCEMASK_ALL, // STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE | STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE
637
638
644
646
649
657
661
662
666
672
682 // - Type not used for "swimming to death" or "transport to death"
683
687
689 COMMANDID_NONE, // type is int - no command - invalid state
690 COMMANDID_MOVE, // type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
691 COMMANDID_ACTION, // type is int (overridden from C++) - full body action
692 COMMANDID_MELEE, // type is int (overridden from C++) - melee attacks
693 COMMANDID_MELEE2, // type is int (overridden from C++) - melee attacks
694 COMMANDID_FALL, // type is int (overridden from C++) - falling
695 COMMANDID_DEATH, // type is int (overridden from C++) - dead
696 COMMANDID_DAMAGE, // type is int (overridden from C++) - fullbody damage
697 COMMANDID_LADDER, // type is int (overridden from C++) - ladder
698 COMMANDID_UNCONSCIOUS, // type is int (overridden from C++) - unconscious
699 COMMANDID_SWIM, // type is int (overridden from C++) - swimming
700 COMMANDID_VEHICLE, // type is int (overridden from C++) - vehicle
701 COMMANDID_CLIMB, // type is int (overridden from C++) - climb
702 COMMANDID_SCRIPT, // type is int (overridden from C++) - all scripted commands
703
704
706 COMMANDID_MOD_LOOKAT, // look at - always on
707 COMMANDID_MOD_WEAPONS, // weapons - always on
708 COMMANDID_MOD_ACTION, // action - additive action
709 COMMANDID_MOD_DAMAGE, // damage - additive damage
710
711
712
713
717
724
725
727
730
732
735 CMD_ACTIONMOD_DRINK = 0, // erc,cro [end, end2]
736 CMD_ACTIONMOD_EAT = 1, // erc,cro [end, end2]
737 CMD_ACTIONMOD_EMPTY_VESSEL = 2, // erc,cro [end]
738 CMD_ACTIONMOD_CATCHRAIN = 3, // erc,cro [end]
739 CMD_ACTIONMOD_VIEWCOMPASS = 7, // erc,cro [end]
740 CMD_ACTIONMOD_ITEM_TUNE = 9, // erc,cro [end]
741 CMD_ACTIONMOD_GIVEL = 10, // erc,cro [end]
742 CMD_ACTIONMOD_GIVER = 11, // erc,cro [end]
743 CMD_ACTIONMOD_SHAVE = 12, // erc,cro [end]
744 CMD_ACTIONMOD_FILLMAG = 13, // erc,cro [end]
745 CMD_ACTIONMOD_EMPTYMAG = 14, // erc,cro [end]
746 CMD_ACTIONMOD_OPENITEM = 15, // erc,cro [end]
747 CMD_ACTIONMOD_TAKETEMPSELF = 18, // erc,cro [end]
748 CMD_ACTIONMOD_VIEWMAP = 19, // erc,cro [end]
749 CMD_ACTIONMOD_RAISEITEM = 20, // erc,cro [end]
750 CMD_ACTIONMOD_SEARCHINVENTORY = 21, // erc,cro [end]
751 CMD_ACTIONMOD_CRAFTING = 22, // erc,cro [end]
752 CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23, // erc,cro [end, end2]
753 CMD_ACTIONMOD_COVERHEAD_SELF = 24, // erc,cro [end, end2]
754 CMD_ACTIONMOD_COVERHEAD_TARGET = 25, // erc,cro [end, end2]
758
759 // onetime
763 CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
766 CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
767 CMD_ACTIONMOD_OPENLID = 507, // erc,cro
768 CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
769 CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
770 CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
782 CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
783 CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
788 CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
789 CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
790
793
794
795
798 CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
799 CMD_ACTIONFB_EAT = 1, // pne [end, end2]
800 CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
801 CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
802 CMD_ACTIONFB_GIVEL = 10, // pne [end]
803 CMD_ACTIONFB_GIVER = 11, // pne [end]
804 CMD_ACTIONFB_FILLMAG = 13, // pne [end]
805 CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
806 CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
807 CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
810 CMD_ACTIONFB_WRING = 54, // cro [end]
811 CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
812 CMD_ACTIONFB_CPR = 57, // cro [end]
813 CMD_ACTIONFB_BANDAGE = 58, // cro [end]
814 CMD_ACTIONFB_CRAFTING = 59, // cro [end]
815 CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
816 CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
817 CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
818 CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
819 CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
821 CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
822 CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
824 CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
825 CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
826 CMD_ACTIONFB_VOMIT = 72, // cro [end]
827 CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
828 CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
829 CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
830 CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
831 CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
832 CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
833 CMD_ACTIONFB_OPENITEM = 83, // pne [end]
834 CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
835 CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
836 CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
837 CMD_ACTIONFB_DIG = 88, // erc [end, end2]
838 CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
839 CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
840 CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
841 CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
842 CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
843 CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
844 CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
845 CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
846 CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
847 CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
848 CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
849 CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
850 CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
851 CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
853 CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
854 CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
855 CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
856 CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
857 CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
858 CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
859 CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
860 CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
862 CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
863
864 // onetime
880 CMD_ACTIONFB_POKE = 515, // cro
883 CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
891
892 CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
893
894
898
899 // looping actions
902
903 // onetime actions
911
912
913
914
919 CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
920 CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
921 CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
922 CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
923 CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
924 CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
925 CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
926 CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
927 CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
928 CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
929 CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
930 CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
931 CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
932 CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
933 CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
934
935 CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
936
937 CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
938 CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
939 CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
940
941
942 // onetime
943 CMD_GESTUREMOD_THROAT = 1100, // erc,cro
944 CMD_GESTUREMOD_CLAP = 1101, // erc,cro
945 CMD_GESTUREMOD_DABBING = 1102, // erc,cro
946 CMD_GESTUREMOD_MOVE = 1103, // erc,cro
947 CMD_GESTUREMOD_DOWN = 1104, // erc,cro
948 CMD_GESTUREMOD_COME = 1105, // erc,cro
949 CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
950 CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
951 CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
952 CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
953 CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
954 CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
958
961 CMD_GESTUREFB_GREETING = 1000, // pne [end]
962 CMD_GESTUREFB_POINT = 1001, // pne [end]
963 CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
964 CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
965 CMD_GESTUREFB_SILENCE = 1004, // pne [end]
966 CMD_GESTUREFB_TAUNT = 1005, // pne [end]
967 CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
968 CMD_GESTUREFB_HEART = 1007, // pne [end]
969 CMD_GESTUREFB_WATCHING = 1009, // pne [end]
970 CMD_GESTUREFB_HOLD = 1010, // pne [end]
971 CMD_GESTUREFB_LISTENING = 1011, // pne [end]
972 CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
973 CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
974 CMD_GESTUREFB_OKAY = 1014, // pne [end]
975
976 CMD_GESTUREFB_SALUTE = 1050, // erc [end]
977 CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
978 CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
979 CMD_GESTUREFB_SOS = 1053, // erc [end]
980 CMD_GESTUREFB_SITA = 1054, // cro [end]
981 CMD_GESTUREFB_SITB = 1055, // cro [end]
982 CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
983 CMD_GESTUREFB_KNEEL = 1057, // cro [end]
984
985 // onetime
986 CMD_GESTUREFB_THROAT = 1100, // pne
987 CMD_GESTUREFB_MOVE = 1103, // pne
988 CMD_GESTUREFB_DOWN = 1104, // pne
989 CMD_GESTUREFB_COME = 1105, // pne
992 CMD_GESTUREFB_DANCE = 1109, // erc
995 CMD_GESTUREFB_SHRUG = 1112, // pne
996 CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
997 CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
998 CMD_GESTUREFB_SURRENDEROUT = 1114, // cro,pne
999
1000
1010
1011
1016 CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1017 CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1018 CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1019 CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1020 CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1021 CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1022 CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1023 CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1024 CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1025 CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1026 CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1027
1028 // 32767 is totaly MAXIMAL index !!!!!
1029
1031
1034{
1038
1042}
1043
1044// *************************************************************************************
1045// ! DayZPlayer - mainly for logic and camera
1046// *************************************************************************************
1048{
1049 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_...
1050 int m_iCurrentCommandID; //[in] - Current Main Command ID
1051 float m_fOrientationAngle; //[in/out] - horizontal model orientation (where you face) - in rad
1052 float m_fHeadingAngle; //[in/out] - horizontal aim angle (where you aim) - in rad
1053
1055 private void SDayZPlayerHeadingModel() {}
1057}
1058
1059
1060// *************************************************************************************
1061// ! DayZPlayer - mainly for logic and camera
1062// *************************************************************************************
1064{
1065 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
1066 int m_iCurrentCommandID; //[in] - Current Main Command ID
1067 float m_fCurrentAimX; //[in] - horizontal aim angle - in degrees
1068 float m_fCurrentAimY; //[in] - vertical aim angle - in degrees
1069
1070 float m_fAimXCamOffset; //[out] - camera (angle) offset modifier
1071 float m_fAimYCamOffset; //[out] - camera (angle) offset modifier
1072 float m_fAimXHandsOffset; //[out] - hands offset modifier
1073 float m_fAimYHandsOffset; //[out] - hands offset modifier
1074 float m_fAimXMouseShift; //[out] - shift like mouse does
1075 float m_fAimYMouseShift; //[out] - shift like mouse does
1076 float m_fCamPosOffsetX; //[out] - camera (position) offset modifier
1077 float m_fCamPosOffsetY; //[out] - camera (position) offset modifier
1078 float m_fCamPosOffsetZ; //[out] - camera (position) offset modifier
1079
1081 private void SDayZPlayerAimingModel() {}
1082 private void ~SDayZPlayerAimingModel() {}
1083}
1084
1085
1086// *************************************************************************************
1087// ! DayZPlayer - mainly for logic and camera
1088// *************************************************************************************
1089class DayZPlayer extends Human
1090{
1095
1098
1100
1104
1105 bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel);
1106
1107
1109
1111
1112 bool AimingModel(float pDt, SDayZPlayerAimingModel pModel);
1113
1114
1115
1117
1123
1124 void CommandHandler(float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
1125
1127
1131 int CameraHandler(int pCameraMode);
1132
1133
1135
1138
1140 proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation);
1141
1143 proto native int GetCurrentPerItemCameraUD();
1144
1145 proto native bool IsCameraBlending();
1146
1147
1149
1151 proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat);
1152 proto native void AnimSetFloat(int pVar, float pFlt);
1153 proto native void AnimSetInt(int pVar, int pInt);
1154 proto native void AnimSetBool(int pVar, bool pBool);
1155
1157
1162 proto native int Random();
1163
1169 proto native float RandomRange(int pRange);
1170
1175 proto native float Random01();
1176
1189
1192
1194 proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos);
1196 proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos);
1197
1200
1202 proto native void ReleaseNetworkControls();
1203
1205
1206 proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx);
1208
1210
1211
1213 //static proto native bool IsEntityDayZPlayer(IEntity pEntity);
1214
1216 proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer);
1217
1218 void SetCurrentWaterLevel(float pWaterLevel);
1220
1221
1223
1224
1230
1231 // PSOVIS - move to native
1232 bool IsPlayerInStance(int pStanceMask) // STANCEMASK_ERECT | STANCEMASK_CROUCH
1233 {
1235 GetMovementState(state);
1236
1237 bool ret = ((1 << state.m_iStanceIdx) & pStanceMask) != 0;
1238 return ret;
1239 }
1240
1243
1245
1247 proto native float IsPlayerSpeaking();
1248
1250 {
1251 /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1252 EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1253 bool boo;
1254
1255 if ( melee )
1256 {
1257 boo = melee.IsWeapon();
1258 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1259 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1260 }
1261 if ( shoulder )
1262 {
1263 boo = shoulder.IsWeapon();
1264 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1265 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1266 }
1267 }
1268
1271 {
1273 if ( item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1274 {
1276 if (cm)
1277 {
1278 cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1279 }
1280 }
1281 }
1282
1283 void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
1284 {
1287 }
1288
1289 void OnThrowingModeChange(bool change_to_enabled){}
1290}
1291
EClientKicked
AnimBootsType
class NoiseSystem NoiseParams()
Definition Noise.c:15
void CommandHandler()
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
proto native void ConfigGetIntArray(string path, out TIntArray values)
Get array of integers from config on path.
proto bool ConfigGetText(string path, out string value)
Get string value from config on path.
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
Super root of all classes in Enforce script.
Definition EnScript.c:11
static void RegisterHitComponent(array< ref DayZAIHitComponent > pHitComponents, string pName, float pWeight)
Register Hit Component for AI targeting.
static bool SelectMostProbableHitComponent(array< ref DayZAIHitComponent > pHitComponents, out string pHitComponent)
bool m_bOwnerTMOverride
The world space transform of the owner to the camera.
Definition dayzplayer.c:34
float m_fIgnoreParentRoll
1 - resets base transforms roll
Definition dayzplayer.c:28
vector m_OwnerTM[4]
override automatically calculated owner transform during rendering (default - false)
Definition dayzplayer.c:33
float m_fIgnoreParentPitch
1 - resets base transforms pitch
Definition dayzplayer.c:29
int m_iDirectBone
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
Definition dayzplayer.c:23
float m_fDistance
camera distance (external cameras only)
Definition dayzplayer.c:19
float m_fPositionModelSpace
0.0 position is in heading space, 1.0 position is in model space
Definition dayzplayer.c:18
float m_fUseHeading
0..1 (0 uses direct dir returned, 1 uses heading from player)
Definition dayzplayer.c:20
bool m_bUpdateEveryFrame
Whether the camera updates the next frame or blends with next character update.
Definition dayzplayer.c:31
float m_fPredictCollisionRadius
sphere radius used for collision prediction
Definition dayzplayer.c:21
bool m_bUpdateWhenBlendOut
true - camera is updated when blending to new camera (Ironsights == false)
Definition dayzplayer.c:26
private void DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
Definition dayzplayer.c:39
vector m_CameraTM[4]
transformation matrix - pos + orient of the camera
Definition dayzplayer.c:14
private void ~DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
Definition dayzplayer.c:44
float m_fShootFromCamera
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
Definition dayzplayer.c:27
IEntity m_CollisionIgnoreEntity
ignore entity in 3rd person camera collision solver
Definition dayzplayer.c:36
float m_fFovMultiplier
fov multiplier - 1.0 default - used for modifying fov -
Definition dayzplayer.c:15
float m_fIgnoreParentYaw
1 - resets base transforms yaw
Definition dayzplayer.c:30
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 w...
Definition dayzplayer.c:25
float m_fNearPlane
nearplane distance
Definition dayzplayer.c:17
float m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
Definition dayzplayer.c:16
override bool IsEyeZoom()
Legacy.
override void OnInputFromServer(ParamsReadContext ctx)
override bool IsShootingFromCamera()
override void SetCurrentWaterLevel(float pWaterLevel)
override int GetEyeZoomLevel()
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
override float GetCurrentWaterLevel()
override void OnInputForRemote(ParamsReadContext ctx)
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
override int CameraHandler(int pCameraMode)
override bool IsInThirdPerson()
SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
Definition dayzplayer.c:172
SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
Definition dayzplayer.c:148
override NoiseParams GetNoiseParams(int eventId)
override SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
proto native void ForceStance(int pStanceIdx)
int m_iStanceIdx
current command's id
Definition human.c:1117
InventoryLocation.
private void SDayZPlayerAimingModel()
cannot be created from script
private void ~SDayZPlayerAimingModel()
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
proto native bool IsValid()
SoundObjectBuilder GetSoundObjectBuilder()
Definition dayzplayer.c:201
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Definition dayzplayer.c:195
private ref TIntArray m_AnimEventIds
Definition dayzplayer.c:193
TIntArray GetAnimEventIds()
Definition dayzplayer.c:206
private ref SoundObjectBuilder m_SoundObjectBuilder
Definition dayzplayer.c:192
NoiseParams GetNoiseParamsTalk()
Definition dayzplayer.c:396
vector GetAdditiveAngles()
Definition dayzplayer.c:87
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
float m_fHeadingAngle
float GetCurrentRoll()
Definition dayzplayer.c:107
proto native bool IsCameraBlending()
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
float GetCurrentYaw()
Definition dayzplayer.c:97
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
const int SIMPLE_SELECTION_SHOULDER_RIFLE
enum DayZPlayerInstanceType m_iCamMode
private void ~SDayZPlayerHeadingModel()
proto native void AnimSetBool(int pVar, bool pBool)
const int SIMPLE_SELECTION_SHOULDER_MELEE
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
void SpawnDiagCameraShake()
Definition dayzplayer.c:122
ref NoiseParams m_pNoiseShout
Definition dayzplayer.c:582
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
NoiseParams GetNoiseParamsShout()
Definition dayzplayer.c:401
ref array< ref VegetationSound > m_pVegetationSounds
Definition dayzplayer.c:584
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
vector GetBaseAngles()
Definition dayzplayer.c:82
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
Definition dayzplayer.c:568
ref NoiseParams m_pNoiseStepStand
Definition dayzplayer.c:573
protected ref array< string > m_SuitableFinisherHitComponents
Definition dayzplayer.c:591
protected string m_DefaultHitPositionComponent
Definition dayzplayer.c:589
enum DayZPlayerConstants SetDefaultItemInHandsProfile
protected ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
Definition dayzplayer.c:587
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
Definition dayzplayer.c:463
array< ref VegetationSound > GetVegetationSounds()
Definition dayzplayer.c:361
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
string GetDefaultHitComponent()
Definition dayzplayer.c:497
bool CanFreeLook()
this overrides freelook for cameras
Definition dayzplayer.c:63
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
AnimSoundEvent GetSoundWeaponEvent(int event_id)
Definition dayzplayer.c:451
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
Definition dayzplayer.c:309
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enab...
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
Definition dayzplayer.c:329
int m_iCurrentCommandID
protected string m_DefaultHitComponent
Definition dayzplayer.c:588
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
Definition dayzplayer.c:127
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
Definition dayzplayer.c:319
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
Definition dayzplayer.c:334
DayZPlayerInstanceType
defined in C++
@ INSTANCETYPE_REMOTE
client instance && controlled
@ INSTANCETYPE_AI_SERVER
client instance && other player
@ INSTANCETYPE_SERVER
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
@ INSTANCETYPE_CLIENT
server instance
@ INSTANCETYPE_AI_REMOTE
temporary!
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
bool IsCamera3rdRaised()
Definition dayzplayer.c:117
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
@ STANCEMASK_ERECT
stance masks
Definition dayzplayer.c:628
@ CMD_ACTIONMOD_ATTACHSCOPE
Definition dayzplayer.c:778
@ CMD_ACTIONFB_VIEWCOMPASS
Definition dayzplayer.c:845
@ CMD_ACTIONFB_FILLMAG
Definition dayzplayer.c:804
@ CMD_GESTUREFB_COME
Definition dayzplayer.c:989
@ CMD_GESTUREMOD_LISTENING
Definition dayzplayer.c:930
@ ROTATION_ENABLE
Definition dayzplayer.c:648
@ CMD_GESTUREMOD_TAUNTELBOW
Definition dayzplayer.c:950
@ CMD_GESTUREMOD_POINT
Definition dayzplayer.c:920
@ CMD_GESTUREFB_GREETING
Definition dayzplayer.c:961
@ CMD_ACTIONMOD_CRAFTING
Definition dayzplayer.c:751
@ CMD_ACTIONFB_FILLBOTTLEPOND
Definition dayzplayer.c:846
@ CMD_ACTIONMOD_STOPENGINE
Definition dayzplayer.c:908
@ CMD_ACTIONFB_ITEM_OFF
Definition dayzplayer.c:872
@ CMD_ACTIONFB_DRINKSIP
Definition dayzplayer.c:877
@ DEBUG_ENABLETALKING
option for showing talk command
Definition dayzplayer.c:612
@ CMD_GESTUREMOD_SURRENDEROUT
Definition dayzplayer.c:957
@ CMD_ACTIONMOD_OPENLID
Definition dayzplayer.c:767
@ CMD_SUICIDEFB_PISTOL
@ MELEE_LIGHT
melee hit type
Definition dayzplayer.c:659
@ CMD_ACTIONFB_CUTBARK
Definition dayzplayer.c:850
@ CMD_ACTIONFB_TURN_VALVE
Definition dayzplayer.c:861
@ CMD_GESTUREFB_LOOKOPTICS
Definition dayzplayer.c:853
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
Definition dayzplayer.c:720
@ CMD_ACTIONFB_INJECTIONTARGET
Definition dayzplayer.c:876
@ CMD_TRAILER_WAKE_UP
@ CMD_ACTIONFB_FISHING
Definition dayzplayer.c:811
@ CMD_ACTIONFB_SPRAYPLANT
Definition dayzplayer.c:818
@ CMD_GESTUREFB_LYINGDOWN
Definition dayzplayer.c:978
@ CMD_ACTIONMOD_RAISEITEM
Definition dayzplayer.c:749
@ CMD_ACTIONFB_STOP_ALARM
Definition dayzplayer.c:888
@ CMD_ACTIONMOD_INTERACTONCE
Definition dayzplayer.c:781
@ CMD_ACTIONMOD_EAT_TABLET
Definition dayzplayer.c:789
@ CMD_ACTIONFB_PLACING_HEAVY
Definition dayzplayer.c:847
@ CMD_ACTIONFB_SET_ALARM
Definition dayzplayer.c:862
@ CMD_ACTIONFB_VIEWMAP
Definition dayzplayer.c:844
@ CMD_ACTIONMOD_ATTACHBARREL
Definition dayzplayer.c:779
@ CMD_GESTUREMOD_TAUNT
Definition dayzplayer.c:924
@ DEBUG_TURNSLIDE
over turn slides / clamps
Definition dayzplayer.c:607
@ CMD_ACTIONFB_WRING
Definition dayzplayer.c:810
@ CMD_ACTIONMOD_ITEM_OFF
Definition dayzplayer.c:770
@ CMD_ACTIONFB_RESTRAINTARGET
Definition dayzplayer.c:828
@ CMD_ACTIONFB_HACKBUSH
Definition dayzplayer.c:834
@ STANCEIDX_ERECT
Definition dayzplayer.c:619
@ STANCEMASK_PRONE
Definition dayzplayer.c:630
@ STANCEIDX_RAISEDPRONE
Definition dayzplayer.c:624
@ CMD_GESTUREMOD_HOLD
Definition dayzplayer.c:929
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Definition dayzplayer.c:878
@ CMD_GESTUREFB_SHAKEHEAD
Definition dayzplayer.c:994
@ CMD_ACTIONFB_EAT_TABLET
Definition dayzplayer.c:890
@ STANCEIDX_RAISEDCROUCH
Definition dayzplayer.c:623
@ CMD_ACTIONFB_LICKBATTERY
Definition dayzplayer.c:867
@ CMD_GESTUREFB_TAUNTKISS
Definition dayzplayer.c:990
@ COMMANDID_MOVE
Definition dayzplayer.c:690
@ CMD_ACTIONMOD_STOP_ALARM
Definition dayzplayer.c:787
@ CMD_ACTIONFB_ATTACHBARREL
Definition dayzplayer.c:882
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Definition dayzplayer.c:610
@ MOVEMENTIDX_RUN
Definition dayzplayer.c:654
@ CMD_GESTUREFB_SILENCE
Definition dayzplayer.c:965
@ CMD_ACTIONFB_UNPINGRENAGE
Definition dayzplayer.c:870
@ STANCEMASK_CROUCH
Definition dayzplayer.c:629
@ CMD_ACTIONFB_BANDAGE
Definition dayzplayer.c:813
@ COMMANDID_MOD_DAMAGE
Definition dayzplayer.c:709
@ CMD_ACTIONFB_POKE
Definition dayzplayer.c:880
@ CMD_GESTUREMOD_SURRENDERIN
Definition dayzplayer.c:956
@ VEHICLESEAT_PASSENGER_R
Definition dayzplayer.c:671
@ CMD_GESTUREMOD_TAUNTKISS
Definition dayzplayer.c:949
@ CMD_ACTIONFB_DEPLOY_2HD
Definition dayzplayer.c:841
@ CMD_ACTIONFB_SALINEBLOODBAG
Definition dayzplayer.c:824
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Definition dayzplayer.c:905
@ CMD_ACTIONMOD_LICKBATTERY
Definition dayzplayer.c:762
@ CMD_SUICIDEFB_UNARMED
@ CMD_ACTIONFB_EAT
Definition dayzplayer.c:799
@ CMD_GESTUREFB_SITA
Definition dayzplayer.c:980
@ CMD_GESTUREFB_SHRUG
Definition dayzplayer.c:995
@ CMD_ACTIONFB_CRAFTING
Definition dayzplayer.c:814
@ CMD_ACTIONMOD_GIVEL
Definition dayzplayer.c:741
@ CMD_ACTIONMOD_COVERHEAD_SELF
Definition dayzplayer.c:753
@ COMMANDID_SWIM
Definition dayzplayer.c:699
@ CMD_ACTIONFB_DRINKPOND
Definition dayzplayer.c:806
@ MOVEMENT_SPRINT
0x4
Definition dayzplayer.c:643
@ CMD_ACTIONMOD_BATONRETRACT
Definition dayzplayer.c:772
@ CMD_ACTIONFB_DRINKWELL
Definition dayzplayer.c:807
@ CMD_GESTUREFB_KNEEL
Definition dayzplayer.c:983
@ CMD_GESTUREFB_POINT
Definition dayzplayer.c:962
@ CMD_GESTUREMOD_TIMEOUT
Definition dayzplayer.c:925
@ CMD_GESTUREMOD_MOVE
Definition dayzplayer.c:946
@ CMD_ACTIONFB_DEPLOY_1HD
Definition dayzplayer.c:842
@ CMD_ACTIONFB_VOMIT
Definition dayzplayer.c:826
@ MELEE_HEAVY
Definition dayzplayer.c:660
@ COMMANDID_LADDER
Definition dayzplayer.c:697
@ CMD_GESTUREMOD_SURRENDER
Definition dayzplayer.c:955
@ VEHICLESEAT_PASSENGER_L
Definition dayzplayer.c:670
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:856
@ STANCEIDX_CROUCH
Definition dayzplayer.c:620
@ CMD_GESTUREFB_POINTSELF
Definition dayzplayer.c:972
@ CMD_GESTUREMOD_DABBING
Definition dayzplayer.c:945
@ COMMANDID_MELEE
Definition dayzplayer.c:692
@ CMD_ACTIONFB_UNRESTRAINTARGET
Definition dayzplayer.c:827
@ CMD_GESTUREFB_SURRENDEROUT
Definition dayzplayer.c:998
@ CMD_ACTIONMOD_SHAVE
Definition dayzplayer.c:743
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Definition dayzplayer.c:906
@ CMD_SUICIDEFB_PITCHFORK
@ DEBUG_MENU
dayz player debug menu in enfusion
Definition dayzplayer.c:606
@ DEBUG_SHOWINJURY
menu for showing injuries
Definition dayzplayer.c:609
@ CMD_ACTIONMOD_LIGHTFLARE
Definition dayzplayer.c:763
@ COMMANDID_NONE
unconscious -> death - while in water
Definition dayzplayer.c:689
@ CMD_ACTIONFB_DIG
Definition dayzplayer.c:837
@ MOVEMENT_WALK
0x1
Definition dayzplayer.c:641
@ CMD_ACTIONFB_TAKETEMPSELF
Definition dayzplayer.c:836
@ CMD_ACTIONMOD_STARTENGINE
Definition dayzplayer.c:900
@ CMD_ACTIONFB_LIGHTFLARE
Definition dayzplayer.c:868
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Definition dayzplayer.c:830
@ CMD_ACTIONMOD_EAT_PILL
Definition dayzplayer.c:788
@ CMD_ACTIONFB_EMPTY_VESSEL
Definition dayzplayer.c:832
@ CMD_ACTIONINT_RPS_ROCK
Definition dayzplayer.c:937
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Definition dayzplayer.c:783
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Definition dayzplayer.c:706
@ CMD_GESTUREFB_TIMEOUT
Definition dayzplayer.c:967
@ CMD_GESTUREFB_THUMB
Definition dayzplayer.c:963
@ CMD_ACTIONFB_ATTACHSCOPE
Definition dayzplayer.c:881
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Definition dayzplayer.c:780
@ CMD_ACTIONMOD_ITEM_ON
Definition dayzplayer.c:769
@ CMD_ACTIONFB_PICKUP_HANDS
Definition dayzplayer.c:865
@ CMD_GESTUREMOD_SILENCE
Definition dayzplayer.c:923
@ CMD_ACTIONFB_DROPITEM_HANDS
Definition dayzplayer.c:892
@ CMD_ACTIONFB_ITEM_ON
Definition dayzplayer.c:871
@ CMD_ACTIONFB_GIVER
Definition dayzplayer.c:803
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Definition dayzplayer.c:774
@ CMD_ACTIONFB_MORPHINE
Definition dayzplayer.c:874
@ CMD_GESTUREFB_HEART
Definition dayzplayer.c:968
@ CMD_ACTIONFB_CATCHRAIN
Definition dayzplayer.c:800
@ CMD_SUICIDEFB_1HD
@ CMD_ACTIONFB_RESTRAINSELF
Definition dayzplayer.c:857
@ COMMANDID_FALL
Definition dayzplayer.c:694
@ CMD_GESTUREMOD_COME
Definition dayzplayer.c:948
@ CMD_GESTUREMOD_RPS
Definition dayzplayer.c:935
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Definition dayzplayer.c:785
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Definition dayzplayer.c:756
@ CMD_ACTIONFB_BLOWFIREPLACE
Definition dayzplayer.c:843
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
Definition dayzplayer.c:681
@ ROTATION_DISABLE
0x8
Definition dayzplayer.c:647
@ CMD_ACTIONMOD_FISHINGRODRETRACT
Definition dayzplayer.c:775
@ CMD_SUICIDEFB_SPEAR
@ CMD_SUICIDEFB_WOODAXE
@ CMD_ACTIONFB_LITCHEMLIGHT
Definition dayzplayer.c:869
@ MOVEMENTIDX_SPRINT
Definition dayzplayer.c:655
@ CMD_ACTIONFB_PRESS_TRIGGER
Definition dayzplayer.c:885
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Definition dayzplayer.c:907
@ CMD_GESTUREFB_TAUNTTHINK
Definition dayzplayer.c:991
@ CMD_GESTUREMOD_WATCHING
Definition dayzplayer.c:928
@ CMD_ACTIONMOD_DRINK
animations constants
Definition dayzplayer.c:735
@ CMD_ACTIONFB_OPENITEM_ONCE
Definition dayzplayer.c:879
@ COMMANDID_MELEE2
Definition dayzplayer.c:693
@ CMD_GESTUREMOD_THUMB
Definition dayzplayer.c:921
@ CMD_TRAILER_WALK_AWAY
@ CMD_ACTIONMOD_EAT
Definition dayzplayer.c:736
@ VEHICLECLASS_CAR
vehicle classes
Definition dayzplayer.c:664
@ STANCEMASK_RAISEDPRONE
Definition dayzplayer.c:633
@ CMD_GESTUREFB_WATCHING
Definition dayzplayer.c:969
@ CMD_SUICIDEFB_FIREAXE
@ CMD_GESTUREMOD_CLAP
Definition dayzplayer.c:944
@ CMD_ACTIONMOD_UNPINGRENAGE
Definition dayzplayer.c:765
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
Definition dayzplayer.c:723
@ CMD_ACTIONMOD_FILLMAG
Definition dayzplayer.c:744
@ STANCEMASK_RAISEDERECT
Definition dayzplayer.c:631
@ CMD_GESTUREFB_HOLD
Definition dayzplayer.c:970
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Definition dayzplayer.c:904
@ CMD_GESTUREFB_DOWN
Definition dayzplayer.c:988
@ COMMANDID_ACTION
Definition dayzplayer.c:691
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
Definition dayzplayer.c:677
@ CMD_ACTIONMOD_FOLDITEM_ONCE
Definition dayzplayer.c:784
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
Definition dayzplayer.c:676
@ CMD_ACTIONFB_LOWER_FLAG
Definition dayzplayer.c:887
@ CMD_TRAILER_WOUNDED
@ CMD_SUICIDEFB_SICKLE
@ COMMANDID_MOD_WEAPONS
Definition dayzplayer.c:707
@ CMD_ACTIONINT_RPS_SCISSORS
Definition dayzplayer.c:939
@ CMD_GESTUREFB_SITB
Definition dayzplayer.c:981
@ CMD_GESTUREMOD_HEART
Definition dayzplayer.c:926
@ COMMANDID_SCRIPT
Definition dayzplayer.c:702
@ CMD_ACTIONFB_PLACING_1HD
Definition dayzplayer.c:849
@ CMD_ACTIONMOD_SET_ALARM
Definition dayzplayer.c:755
@ CMD_ACTIONFB_MINEROCK
Definition dayzplayer.c:854
@ CMD_GESTUREFB_THROAT
Definition dayzplayer.c:986
@ STANCEMASK_RAISED
Definition dayzplayer.c:636
@ CMD_ACTIONFB_RESTRAIN
Definition dayzplayer.c:883
@ STANCEMASK_ALL
Definition dayzplayer.c:634
@ CMD_ACTIONFB_CPR
Definition dayzplayer.c:812
@ MOVEMENT_RUN
0x2
Definition dayzplayer.c:642
@ CMD_TRAILER_WALKIE_TALKIE
@ CMD_ACTIONFB_DIGMANIPULATE
Definition dayzplayer.c:839
@ CMD_ACTIONFB_HANDCUFFTARGET
Definition dayzplayer.c:873
@ CMD_ACTIONMOD_PRESS_TRIGGER
Definition dayzplayer.c:786
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Definition dayzplayer.c:792
@ CMD_ACTIONMOD_ITEM_TUNE
Definition dayzplayer.c:740
@ CMD_SUICIDEFB_RIFLE
@ CMD_ACTIONFB_WASHHANDSPOND
Definition dayzplayer.c:822
@ CMD_GESTUREMOD_GREETING
Definition dayzplayer.c:919
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Definition dayzplayer.c:776
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
Definition dayzplayer.c:719
@ STANCEMASK_NOTRAISED
Definition dayzplayer.c:635
@ CMD_ACTIONFB_INJECTION
Definition dayzplayer.c:875
@ MOVEMENT_IDLE
movements - masks
Definition dayzplayer.c:640
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Definition dayzplayer.c:773
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Definition dayzplayer.c:823
@ CMD_GESTUREMOD_SHAKEHEAD
Definition dayzplayer.c:953
@ COMMANDID_VEHICLE
Definition dayzplayer.c:700
@ CMD_ACTIONFB_CHECKPULSE
Definition dayzplayer.c:829
@ COMMANDID_CLIMB
Definition dayzplayer.c:701
@ CMD_ACTIONFB_RAISEITEM
Definition dayzplayer.c:855
@ CMD_GESTUREFB_NODHEAD
Definition dayzplayer.c:993
@ CMD_ACTIONFB_FILLBOTTLEWELL
Definition dayzplayer.c:808
@ CMD_ACTIONMOD_GIVER
Definition dayzplayer.c:742
@ CMD_ACTIONFB_STARTFIRE
Definition dayzplayer.c:819
@ CMD_GESTUREFB_LOOKATME
Definition dayzplayer.c:973
@ CMD_ACTIONFB_DISASSEMBLE
Definition dayzplayer.c:859
@ CMD_ACTIONFB_VIEWNOTE
Definition dayzplayer.c:851
@ CMD_GESTUREFB_DANCE
Definition dayzplayer.c:992
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Definition dayzplayer.c:722
@ MOVEMENTIDX_WALK
Definition dayzplayer.c:653
@ CMD_GESTUREFB_TAUNT
Definition dayzplayer.c:966
@ CMD_ACTIONMOD_TOOTHORN
Definition dayzplayer.c:901
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Definition dayzplayer.c:761
@ CMD_ACTIONFB_EMPTYMAG
Definition dayzplayer.c:805
@ CMD_SUICIDEFB_SWORD
@ CMD_ACTIONFB_INTERACT
Definition dayzplayer.c:815
@ COMMANDID_DEATH
Definition dayzplayer.c:695
@ CMD_GESTUREFB_SALUTE
Definition dayzplayer.c:976
@ CMD_ACTIONFB_DRINK
Definition dayzplayer.c:798
@ CMD_GESTUREMOD_LOOKATME
Definition dayzplayer.c:932
@ CMD_ACTIONFB_FIREESTINGUISHER
Definition dayzplayer.c:809
@ CMD_GESTUREMOD_THROAT
Definition dayzplayer.c:943
@ CMD_ACTIONMOD_CATCHRAIN
Definition dayzplayer.c:738
@ CMD_ACTIONMOD_BATONEXTEND
Definition dayzplayer.c:771
@ CMD_TRAILER_DEAD_BODY
@ DEATH_UNCON_ON_LAND
falling -> death
Definition dayzplayer.c:680
@ STANCEMASK_RAISEDCROUCH
Definition dayzplayer.c:632
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:752
@ COMMANDID_MOD_ACTION
Definition dayzplayer.c:708
@ CMD_GESTUREMOD_TAUNTTHINK
Definition dayzplayer.c:951
@ CMD_GESTUREMOD_POINTSELF
Definition dayzplayer.c:931
@ CMD_ACTIONMOD_VIEWMAP
Definition dayzplayer.c:748
@ CMD_ACTIONMOD_EMPTYMAG
Definition dayzplayer.c:745
@ CMD_ACTIONMOD_EMPTY_VESSEL
Definition dayzplayer.c:737
@ CMD_ACTIONFB_OPENITEM
Definition dayzplayer.c:833
@ CMD_ACTIONFB_RAISE_FLAG
Definition dayzplayer.c:886
@ CMD_TRAILER_DEAD
@ CMD_ACTIONFB_STITCHUPSELF
Definition dayzplayer.c:825
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Definition dayzplayer.c:611
@ VEHICLESEAT_DRIVER
vehicle seats
Definition dayzplayer.c:668
@ CMD_ACTIONFB_WASHHANDSWELL
Definition dayzplayer.c:821
@ MOVEMENTIDX_SLIDE
movement idx
Definition dayzplayer.c:651
@ CMD_SUICIDEFB_HOE
@ CMD_GESTUREMOD_FACEPALM
Definition dayzplayer.c:927
@ MOVEMENTIDX_CROUCH_RUN
Definition dayzplayer.c:656
@ VEHICLESEAT_CODRIVER
Definition dayzplayer.c:669
@ CMD_ACTIONMOD_LITCHEMLIGHT
Definition dayzplayer.c:764
@ CMD_ACTIONMOD_OPENITEM
Definition dayzplayer.c:746
@ COMMANDID_DAMAGE
Definition dayzplayer.c:696
@ CMD_ACTIONMOD_TAKETEMPSELF
Definition dayzplayer.c:747
@ CMD_ACTIONMOD_HEADLIGHT
Definition dayzplayer.c:910
@ CMD_ACTIONMOD_VIEWCOMPASS
Definition dayzplayer.c:739
@ CMD_GESTUREFB_SURRENDERIN
Definition dayzplayer.c:997
@ CMD_ACTIONFB_ANIMALSKINNING
Definition dayzplayer.c:820
@ CMD_ACTIONMOD_OPENITEM_ONCE
Definition dayzplayer.c:777
@ CMD_GESTUREMOD_OKAY
Definition dayzplayer.c:933
@ CMD_ACTIONMOD_COVERHEAD_TARGET
Definition dayzplayer.c:754
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
Definition dayzplayer.c:721
@ CMD_ACTIONFB_EAT_PILL
Definition dayzplayer.c:889
@ CMD_ACTIONFB_PICKUP_INVENTORY
Definition dayzplayer.c:866
@ CMD_ACTIONFB_HACKTREE
Definition dayzplayer.c:835
@ DEATH_FALL
swimming -> death
Definition dayzplayer.c:679
@ CMD_ACTIONMOD_PICKUP_HANDS
Definition dayzplayer.c:760
@ CMD_GESTUREFB_SOS
Definition dayzplayer.c:979
@ CMD_ACTIONMOD_DROPITEM_HANDS
Definition dayzplayer.c:791
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Definition dayzplayer.c:757
@ CMD_GESTUREFB_THUMBDOWN
Definition dayzplayer.c:964
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
Definition dayzplayer.c:675
@ CMD_ACTIONINT_RPS_PAPER
Definition dayzplayer.c:938
@ CMD_ACTIONFB_FLAME_REPAIR
Definition dayzplayer.c:860
@ CMD_GESTUREMOD_NODHEAD
Definition dayzplayer.c:952
@ CMD_ACTIONFB_COLLECTBLOODSELF
Definition dayzplayer.c:831
@ CMD_ACTIONMOD_SHIFTGEAR
Definition dayzplayer.c:909
@ CMD_ACTIONFB_ITEM_TUNE
Definition dayzplayer.c:801
@ CMD_ACTIONMOD_CLOSELID
Definition dayzplayer.c:768
@ CMD_ACTIONFB_DEPLOY_HEAVY
Definition dayzplayer.c:840
@ CMD_GESTUREMOD_DOWN
Definition dayzplayer.c:947
@ CMD_GESTUREFB_CAMPFIRE
Definition dayzplayer.c:977
@ CMD_ACTIONMOD_ATTACHITEM
Definition dayzplayer.c:782
@ CMD_GESTUREMOD_THUMBDOWN
Definition dayzplayer.c:922
@ CMD_ACTIONFB_SEARCHINVENTORY
Definition dayzplayer.c:852
@ CMD_GESTUREFB_LISTENING
Definition dayzplayer.c:971
@ CMD_GESTUREFB_OKAY
Definition dayzplayer.c:974
@ CMD_GESTUREFB_MOVE
Definition dayzplayer.c:987
@ CMD_ACTIONFB_GIVEL
Definition dayzplayer.c:802
@ CMD_ACTIONFB_PICKUP_HEAVY
Definition dayzplayer.c:884
@ MOVEMENTIDX_IDLE
Definition dayzplayer.c:652
@ CMD_ACTIONFB_PLACING_2HD
Definition dayzplayer.c:848
@ STANCEIDX_PRONE
Definition dayzplayer.c:621
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
Definition dayzplayer.c:608
@ CMD_GESTUREMOD_SHRUG
Definition dayzplayer.c:954
@ CMD_ACTIONFB_ASSEMBLE
Definition dayzplayer.c:858
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
Definition dayzplayer.c:678
@ CMD_GESTUREFB_SURRENDER
Definition dayzplayer.c:996
@ CMD_ACTIONMOD_SEARCHINVENTORY
Definition dayzplayer.c:750
@ VEHICLECLASS_HELI
Definition dayzplayer.c:665
@ CMD_ACTIONMOD_OPENDOORFW
Definition dayzplayer.c:766
@ DEATH_DEFAULT
death types
Definition dayzplayer.c:674
@ CMD_ACTIONFB_DIGUPCACHE
Definition dayzplayer.c:838
@ CMD_GESTUREFB_DABBING
Definition dayzplayer.c:982
@ COMMANDID_UNCONSCIOUS
Definition dayzplayer.c:698
@ CMD_ACTIONFB_FORCEFEED
Definition dayzplayer.c:816
@ STANCEIDX_RAISEDERECT
Definition dayzplayer.c:622
@ CMD_ACTIONFB_BANDAGETARGET
Definition dayzplayer.c:817
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
proto native void ResetCameraCreators()
resets camera creators
proto native SHumanGlobalSettings GetGlobalSettingsW()
returns Human global settings for DayZPlayer
ref NoiseParams m_pNoiseLandHeavy
Definition dayzplayer.c:577
void LoadSoundWeaponEvent()
Definition dayzplayer.c:406
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
ref NoiseParams m_pNoiseStepProne
Definition dayzplayer.c:575
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
Definition dayzplayer.c:139
protected DayZPlayer m_pPlayer
data
Definition dayzplayer.c:135
float m_fOrientationAngle
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
Definition dayzplayer.c:570
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
ref DayZPlayerTypeAnimTable m_pSoundTable
Definition dayzplayer.c:571
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
Definition dayzplayer.c:569
const int SIMPLE_SELECTION_MELEE_MELEE
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
float GetCurrentPitch()
Definition dayzplayer.c:102
proto native void AnimSetFloat(int pVar, float pFlt)
proto native int GetCurrentPerItemCameraUD()
gets current camera
proto native void AnimSetInt(int pVar, int pInt)
string GetDefaultHitPositionComponent()
Definition dayzplayer.c:502
protected HumanInputController m_pInput
human input
Definition dayzplayer.c:136
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
Definition dayzplayer.c:339
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
ref NoiseParams m_pNoiseTalk
Definition dayzplayer.c:581
private void ~DayZPlayerType()
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
proto native int Random()
-------------— deterministic random numbers ---------------------—
private void DayZPlayerType()
Definition dayzplayer.c:512
proto native int GetHeadBoneIdx()
ref NoiseParams m_pNoiseStepCrouch
Definition dayzplayer.c:574
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
string GetCameraName()
Definition dayzplayer.c:92
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
Definition dayzplayer.c:180
void OnThrowingModeChange(bool change_to_enabled)
private void SDayZPlayerHeadingModel()
cannot be created from script
proto native void ResetItemInHandsProfiles()
reset profiles
string GetHitComponentForAI()
Definition dayzplayer.c:485
NoiseParams GetNoiseParamsWhisper()
Definition dayzplayer.c:391
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
Definition dayzplayer.c:324
ref NoiseParams m_pNoiseLandLight
Definition dayzplayer.c:576
ref NoiseParams m_pNoiseWhisper
Definition dayzplayer.c:580
NoiseParams GetNoiseParamsLandLight()
Definition dayzplayer.c:381
bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
NoiseParams GetNoiseParamsStand()
Definition dayzplayer.c:366
NoiseParams GetNoiseParamsCrouch()
Definition dayzplayer.c:371
NoiseParams GetNoiseParamsProne()
Definition dayzplayer.c:376
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
Definition dayzplayer.c:56
vector GetCurrentOrientation()
Definition dayzplayer.c:112
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
Definition dayzplayer.c:593
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
NoiseParams GetNoiseParamsLandHeavy()
Definition dayzplayer.c:386
array< string > GetSuitableFinisherHitComponents()
Definition dayzplayer.c:507
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
Definition dayzplayer.c:314
DayZPlayerTypeAnimTable GetSoundTable()
Definition dayzplayer.c:344
void LoadVegetationSounds()
Definition dayzplayer.c:424
proto native CGame GetGame()
array< int > TIntArray
Definition EnScript.c:687
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
proto native void OnUpdate()
Definition tools.c:338
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
proto native HumanCommandMove GetCommand_Move()
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1169
class SHumanGlobalSettings SHumanCommandMoveSettings()
class SHumanCommandSwimSettings SHumanCommandClimbSettings()