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human.c File Reference

Data Structures

class  HumanInputController
 
class  HumanAnimInterface
 
class  HumanCommandMove
 
class  HumanCommandMelee2
 
class  HumanCommandDeathCallback
 
class  HumanCommandUnconscious
 
class  HumanCommandLadder
 
class  HumanCommandVehicle
 
class  HumanCommandClimb
 command itself More...
 
class  HumanCommandWeapons
 
class  HumanMovementState
 
class  HumanCommandScript
 HumanCommandScript fully scriptable command. More...
 

Typedefs

typedef int TAnimGraphVariable
 
typedef int TAnimGraphTag
 
typedef int TAnimGraphEvent
 

Enumerations

enum  HumanInputControllerOverrideType { DISABLED , ENABLED , ONE_FRAME }
 
enum  ClimbStates {
  STATE_MOVE , STATE_TAKEOFF , STATE_ONTOP , STATE_FALLING ,
  STATE_FINISH
}
 state of climb command More...
 
enum  WeaponActions {
  INTERRUPT = 15 , NONE = -1 , RELOAD = 0 , MECHANISM = 1 ,
  CHAMBERING = 2 , CHAMBERING_LOADER = 3 , UNJAMMING = 4 , FIRE = 5 ,
  HIDE = 6 , SHOW = 7 , RELOAD_CLIP = 8
}
 actions More...
 
enum  WeaponActionReloadTypes {
  RELOADRIFLE_MAGAZINE_BULLET = 0 , RELOADRIFLE_NOMAGAZINE_BULLET = 1 , RELOADRIFLE_MAGAZINE_NOBULLET = 2 , RELOADRIFLE_NOMAGAZINE_NOBULLET = 3 ,
  RELOADRIFLE_MAGAZINE_NOBULLET_OPEN = 4 , RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN = 5 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED = 9 ,
  RELOADPISTOL_MAGAZINE_BULLET_CLOSED = 10 , RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED = 11 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED = 12 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED = 13 ,
  RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED = 14 , RELOADPISTOL_MAGAZINE_NOBULLET_OPENED = 15 , RELOAD_MAGAZINE_DETACH = 16 , RELOADRIFLE_MAGAZINE_DETACH = 17 ,
  RELOADSRIFLE_MAGAZINE_BULLET = 20 , RELOADSRIFLE_NOMAGAZINE_BULLET = 21 , RELOADSRIFLE_MAGAZINE_NOBULLET = 22 , RELOADSRIFLE_NOMAGAZINE_NOBULLET = 23
}
 
enum  WeaponActionReloadClipTypes { RELOADRIFLE_CLIP_NOBULLET = 0 , RELOADRIFLE_CLIP_BULLET = 1 }
 
enum  WeaponActionChamberingTypes {
  CHAMBERING_END = -1 , CHAMBERING_ONEBULLET_OPENED = 0 , CHAMBERING_ONEBULLET_CLOSED = 1 , CHAMBERING_ONEBULLET_CLOSED_UNCOCKED = 2 ,
  CHAMBERING_ONEBULLET_UNIQUE_OPENED = 3 , CHAMBERING_ONEBULLET_UNIQUE_CLOSED = 4 , CHAMBERING_TWOBULLETS_START = 6 , CHAMBERING_TWOBULLETS_END = 7 ,
  CHAMBERING_STARTLOOPABLE_CLOSED = 10 , CHAMBERING_ENDLOOPABLE = 11 , CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12 , CHAMBERING_STARTLOOPABLE_OPENED = 13 ,
  CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED = 15 , CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED = 16 , CHAMBERING_DOUBLE_1 = 17 , CHAMBERING_DOUBLE_2 = 18 ,
  CHAMBERING_DOUBLE_3 = 19 , CHAMBERING_DOUBLE_4 = 20 , CHAMBERING_CROSSBOW_OPENED = 21 , CHAMBERING_CROSSBOW_CLOSED = 22 ,
  CHAMBERING_CROSSBOW_FULL = 23
}
 
enum  WeaponActionChamberingLoaderTypes { CHAMBERINGLOADER_OPENED = 0 , CHAMBERINGLOADER_CLOSED = 1 }
 
enum  WeaponActionUnjammingTypes { UNJAMMING_START = 1 , UNJAMMING_END = 0 , UNJAMMING_INTERRUPT = -1 }
 
enum  WeaponActionFireTypes {
  FIRE_NORMAL = 0 , FIRE_LAST = 1 , FIRE_COCKED = 2 , FIRE_UNCOCKED = 3 ,
  FIRE_DRY = 4 , FIRE_JAM = 5
}
 
enum  WeaponHideShowTypes {
  HIDESHOW_SLOT_2HDLEFTBACK = 0 , HIDESHOW_SLOT_RFLLEFTBACK = 1 , HIDESHOW_SLOT_1HDLEFTBACK = 2 , HIDESHOW_SLOT_2HDRIGHTBACK = 3 ,
  HIDESHOW_SLOT_RFLRIGHTBACK = 4 , HIDESHOW_SLOT_1HDRIGHTBACK = 5 , HIDESHOW_SLOT_PISTOLBELT = 6 , HIDESHOW_SLOT_PISTOLCHEST = 7 ,
  HIDESHOW_SLOT_KNIFEBACK = 8 , HIDESHOW_SLOT_INVENTORY = 9
}
 
enum  WeaponEvents {
  ATTACHMENT_HIDE , ATTACHMENT_SHOW , BULLET_EJECT , BULLET_HIDE ,
  BULLET_HIDE2 , BULLET_IN_CHAMBER , BULLET_IN_MAGAZINE , BULLET_SHOW ,
  BULLET_SHOW2 , CANUNJAM_END , CANUNJAM_START , COCKED ,
  MAGAZINE_ATTACHED , MAGAZINE_DETACHED , MAGAZINE_HIDE , MAGAZINE_SHOW ,
  SLIDER_OPEN , UNJAMMED , HAMMER_UNCOCKED , CHANGE_HIDE ,
  CHANGE_SHOW , CYLINDER_ROTATE
}
 events More...
 

Functions

class HumanAnimInterface HumanCommandActionCallback ()
 
private void HumanAnimInterface ()
 
private void ~HumanAnimInterface ()
 
proto native TAnimGraphCommand BindCommand (string pCommandName)
 returns command index -

 
proto native TAnimGraphVariable BindVariableFloat (string pVariable)
 
proto native TAnimGraphVariable BindVariableInt (string pVariable)
 
proto native TAnimGraphVariable BindVariableBool (string pVariable)
 
proto native TAnimGraphTag BindTag (string pTagName)
 
proto native TAnimGraphEvent BindEvent (string pEventName)
 
private void ~HumanCommandActionCallback ()
 
proto native Human GetHuman ()
 get the human this cb belongs to
 
proto native void Cancel ()
 cancels action
 
proto native void InternalCommand (int pInternalCommandId)
 
proto native void SetAligning (vector pPositionWS, vector pDirectionWS)
 enables character aligning to desired position and direction in world space
 
proto native void ResetAligning ()
 disables character aligning
 
proto native void EnableCancelCondition (bool pEnable)
 
proto native bool DefaultCancelCondition ()
 system implemented cancel condition (now raise or sprint cancels action)
 
proto native void RegisterAnimationEvent (string pAnimationEventStr, int pId)
 registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
 
proto native void EnableStateChangeCallback ()
 enables state change callback OnStateChange
 
proto native int GetState ()
 returns one of STATE_...
 
static string GetStateString (int pState)
 returns debug string of current state
 
string GetStateString ()
 returns debug string of current state
 
void OnAnimationEvent (int pEventID)
 calls animation event -> must be registered with RegisterAnimationEvent
 
void OnFinish (bool pCanceled)
 called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)
 
void OnStateChange (int pOldState, int pCurrentState)
 called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
 
bool IsUserActionCallback ()
 
bool IsGestureCallback ()
 
bool IsSymptomCallback ()
 
class HumanCommandMove HumanCommandMelee ()
 
private void HumanCommandMove ()
 
private void ~HumanCommandMove ()
 
proto native float GetCurrentMovementAngle ()
 
proto bool GetCurrentInputAngle (out float pAngle)
 
proto native float GetCurrentMovementSpeed ()
 0,1,2..3 idle, walk, run, sprint
 
proto native bool IsChangingStance ()
 returns true if character is changing stance
 
proto native bool IsOnBack ()
 return true if prone is on back
 
proto native bool IsInRoll ()
 return true if character barrel rolling
 
proto native bool IsLeavingUncon ()
 return true if character transitions out of uncon
 
proto native bool IsStandingFromBack ()
 return true if prone on back is chaning to crounch/stand
 
proto native void StartMeleeEvade ()
 marks command to continue to combo
 
proto native void StartMeleeEvadeA (float pDirAngle)
 marks command to continue to combo, pDirAngle specifies angle
 
proto native bool IsMeleeEvade ()
 this is true when in melee evade
 
proto native void SetMeleeBlock (bool pBlock)
 this enables/disables block
 
proto native void ForceStance (int pStanceIdx)
 
proto native void ForceStanceUp (int pStanceIdx)
 
proto native void SetRunSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
 
proto native void SetDirectionFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
 
proto native void SetDirectionSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
 
proto native void SetTurnSpanModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
 
proto native void SetTurnSpanSprintModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
 
proto native void SetCurrentWaterLevel (float value)
 sets water level (depth)
 
private void ~HumanCommandMelee ()
 
proto native void ContinueCombo ()
 marks command to continue to combo
 
proto native bool IsInComboRange ()
 returns true if hit is in range, where person can continue to combo
 
proto native bool WasHit ()
 is true only once after hit event
 
class HumanCommandMelee2 HumanCommandFall ()
 
private void HumanCommandMelee2 ()
 
private void ~HumanCommandMelee2 ()
 
proto native void ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
 marks command to continue to combo
 
proto native int GetComboCount ()
 
proto native int GetCurrentHitType ()
 
proto native bool IsFinisher ()
 
private void ~HumanCommandFall ()
 
proto native bool PhysicsLanded ()
 this is true when fall has physically landed - need to call Land after this is true
 
proto native void Land (int pLandType)
 end fall with land
 
proto native bool IsLanding ()
 returns true if fall is in landing state
 
class HumanCommandDeathCallback HumanCommandDeath ()
 
void OnSimulationEnd ()
 
bool ShouldSimulationBeDisabled ()
 'OnSimulationEnd' is called before this
 
private void ~HumanCommandDeath ()
 
class HumanCommandUnconscious HumanCommandDamage ()
 
private void HumanCommandUnconscious ()
 
private void ~HumanCommandUnconscious ()
 
proto native void WakeUp (int targetStance=-1)
 
proto native bool IsWakingUp ()
 
proto native bool IsOnLand ()
 
proto native bool IsInWater ()
 
private void ~HumanCommandDamage ()
 
class HumanCommandLadder HumanCommandSwim ()
 
private void HumanCommandLadder ()
 
private void ~HumanCommandLadder ()
 
proto native bool CanExit ()
 returns true if on exiting point
 
proto native void Exit ()
 
proto static native bool DebugDrawLadder (Building pBuilding, int pLadderIndex)
 debug draws any ladder
 
proto static native int DebugGetLadderIndex (string pComponentName)
 
proto native vector GetLogoutPosition ()
 
private void ~HumanCommandSwim ()
 
proto native void StopSwimming ()
 
proto static native vector WaterLevelCheck (Human pHuman, vector pPosition)
 
private void HumanCommandClimb ()
 
private void ~HumanCommandClimb ()
 
proto native vector GetGrabPointWS ()
 returns world space position of climbing grab point
 
proto native vector GetClimbOverStandPointWS ()
 returns world space position of landspot after climbing over
 
proto static native bool DoClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
 
proto static native bool DoPerformClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
 
proto static native bool DebugDrawClimb (Human pHuman, int pLevel)
 
private void ~HumanCommandFullBodyDamage ()
 
string WeaponActionTypeToString (int A, int AT)
 
class HumanCommandWeapons HumanCommandAdditives ()
 
private void HumanCommandWeapons ()
 
private void ~HumanCommandWeapons ()
 
proto native bool IsActionFinished ()
 
proto native int GetRunningAction ()
 returns -1 when no action is running or RELOAD,MECHANISM, ....
 
proto native int GetRunningActionType ()
 returns -1 when no action is running or appropriate action type
 
proto native void SetActionProgressParams (float pStart, float pEnd)
 sets start and end animation position - f.e. for reload clip action
 
proto native bool StartAction (WeaponActions pAction, int pActionType)
 start reload,mechanism,chambering,unjam ...
 
proto native void RegisterEvent (string pName, int pId)
 register events
 
proto native int IsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native bool IsInWeaponReloadBulletSwitchState ()
 returns true when clip visual change is needed for reload clip action
 
proto native void SetADS (bool pState)
 sets head tilt to optics
 
proto native void LiftWeapon (bool pState)
 command for lifting weapon near obstacled (works only when weapon is raised)
 
proto native float GetAimingHandsOffsetUD ()
 returns aiming hands up/down (y) offset angle
 
proto native float GetAimingHandsOffsetLR ()
 returns aiming hands left/right (x) offset angle
 
void RegisterDefaultEvents ()
 
proto native void SetInitState (int pFrameIndex)
 
proto static native void StaticSetInitState (Human pHuman, int pFrameIdx)
 just static version of SetInitState
 
proto native float GetBaseAimingAngleUD ()
 returns base aiming angle UD - without sway/offsets/...
 
proto native float GetBaseAimingAngleLR ()
 returns base aiming angle LR - without sway/offsets/...
 
proto native void SetThrowingMode (bool pState)
 
proto native bool IsThrowingMode ()
 
proto native void ThrowItem (int throwType)
 
proto native bool WasItemLeaveHandsEvent ()
 
proto native int DebugIsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native void DebugResetEvents ()
 
private void ~HumanCommandAdditives ()
 
proto native void SetInjured (float pValue, bool pInterpolate)
 sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
 
proto native void SetExhaustion (float pValue, bool pInterpolate)
 sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
 
proto native void SetTalking (bool pValue)
 sets talking
 
proto native void StartModifier (int pType)
 starts modifier
 
proto native void CancelModifier ()
 cancels modifier
 
proto native bool IsModifierActive ()
 is modifier active
 

Variables

class HumanInputController TAnimGraphCommand
 
static const int STATE_NONE = 0
 undef state - not running anymore
 
static const int STATE_LOOP_IN = 1
 looped state
 
static const int STATE_LOOP_LOOP = 2
 
static const int STATE_LOOP_END = 3
 
static const int STATE_LOOP_END2 = 4
 
static const int STATE_LOOP_LOOP2 = 5
 
static const int STATE_LOOP_ACTION = 6
 
static const int STATE_NORMAL = 7
 one time state
 
static const int HIT_TYPE_LIGHT = 0
 
static const int HIT_TYPE_HEAVY = 1
 
static const int HIT_TYPE_FINISHER = 2
 
static const int HIT_TYPE_FINISHER_NECK = 3
 
static const int LANDTYPE_NONE = 0
 
static const int LANDTYPE_LIGHT = 1
 
static const int LANDTYPE_MEDIUM = 2
 
static const int LANDTYPE_HEAVY = 3
 
class HumanCommandVehicle m_bIsClimb
 result from static test
 
bool m_bIsClimbOver
 
bool m_bFinishWithFall
 
bool m_bHasParent
 
float m_fClimbHeight
 
vector m_ClimbGrabPoint
 
vector m_ClimbGrabPointNormal
 grab point for climb && climb over (in local space of it's parent)
 
vector m_ClimbStandPoint
 normal to grabpoint position (used for character orientation)
 
vector m_ClimbOverStandPoint
 where climb ends (in local space of it's parent)
 
IEntity m_GrabPointParent
 where climb over ends (in local space of it's parent)
 
IEntity m_ClimbStandPointParent
 parent of grabpoint
 
IEntity m_ClimbOverStandPointParent
 
enum WeaponActions HumanCommandFullBodyDamage
 
enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0
 mechanism action types
 
enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1
 
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2
 
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3
 
class HumanMovementState CURRENT
 From the last value that was set.
 
class HumanMovementState INPUT
 Actual input value.
 
class HumanCommandScript None = 0
 used in script-side identification of animation commands on human (swim, fall, move...)
 
class HumanCommandScript CommandMove = 1
 
class HumanCommandScript CommandMelee = 2
 
class HumanCommandScript CommandMelee2 = 4
 
class HumanCommandScript CommandFall = 8
 
class HumanCommandScript CommandClimb = 16
 
class HumanCommandScript CommandDeath = 32
 
class HumanCommandScript CommandUnconscious = 64
 
class HumanCommandScript CommandDamageFullbody = 128
 
class HumanCommandScript CommandDamageAdditive = 256
 
class HumanCommandScript CommandLadder = 512
 
class HumanCommandScript CommandSwim = 1024
 
class HumanCommandScript CommandVehicle = 2048
 
class HumanCommandScript CommandActionFullbody = 4096
 

Detailed Description

this file is interface to Human

Typedef Documentation

◆ TAnimGraphEvent

◆ TAnimGraphTag

typedef int TAnimGraphTag

◆ TAnimGraphVariable

Enumeration Type Documentation

◆ ClimbStates

state of climb command

Enumerator
STATE_MOVE 
STATE_TAKEOFF 
STATE_ONTOP 
STATE_FALLING 
STATE_FINISH 

◆ HumanInputControllerOverrideType

Enumerator
DISABLED 
ENABLED 
ONE_FRAME 

Permenantly active until DISABLED is passed.

◆ WeaponActionChamberingLoaderTypes

Enumerator
CHAMBERINGLOADER_OPENED 
CHAMBERINGLOADER_CLOSED 

◆ WeaponActionChamberingTypes

Enumerator
CHAMBERING_END 
CHAMBERING_ONEBULLET_OPENED 

chambering action types

CHAMBERING_ONEBULLET_CLOSED 
CHAMBERING_ONEBULLET_CLOSED_UNCOCKED 
CHAMBERING_ONEBULLET_UNIQUE_OPENED 
CHAMBERING_ONEBULLET_UNIQUE_CLOSED 
CHAMBERING_TWOBULLETS_START 
CHAMBERING_TWOBULLETS_END 
CHAMBERING_STARTLOOPABLE_CLOSED 
CHAMBERING_ENDLOOPABLE 
CHAMBERING_STARTLOOPABLE_CLOSED_KEEP 
CHAMBERING_STARTLOOPABLE_OPENED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED 
CHAMBERING_DOUBLE_1 
CHAMBERING_DOUBLE_2 
CHAMBERING_DOUBLE_3 
CHAMBERING_DOUBLE_4 
CHAMBERING_CROSSBOW_OPENED 
CHAMBERING_CROSSBOW_CLOSED 
CHAMBERING_CROSSBOW_FULL 

◆ WeaponActionFireTypes

Enumerator
FIRE_NORMAL 
FIRE_LAST 
FIRE_COCKED 
FIRE_UNCOCKED 
FIRE_DRY 
FIRE_JAM 

◆ WeaponActionReloadClipTypes

Enumerator
RELOADRIFLE_CLIP_NOBULLET 
RELOADRIFLE_CLIP_BULLET 

◆ WeaponActionReloadTypes

action types reload action types

Enumerator
RELOADRIFLE_MAGAZINE_BULLET 

reload action types - rifles

RELOADRIFLE_NOMAGAZINE_BULLET 
RELOADRIFLE_MAGAZINE_NOBULLET 
RELOADRIFLE_NOMAGAZINE_NOBULLET 
RELOADRIFLE_MAGAZINE_NOBULLET_OPEN 
RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_BULLET_CLOSED 
RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED 
RELOADPISTOL_MAGAZINE_NOBULLET_OPENED 
RELOAD_MAGAZINE_DETACH 
RELOADRIFLE_MAGAZINE_DETACH 
RELOADSRIFLE_MAGAZINE_BULLET 
RELOADSRIFLE_NOMAGAZINE_BULLET 
RELOADSRIFLE_MAGAZINE_NOBULLET 
RELOADSRIFLE_NOMAGAZINE_NOBULLET 

◆ WeaponActions

actions

Enumerator
INTERRUPT 
NONE 
RELOAD 
MECHANISM 
CHAMBERING 
CHAMBERING_LOADER 
UNJAMMING 
FIRE 
HIDE 
SHOW 
RELOAD_CLIP 

◆ WeaponActionUnjammingTypes

Enumerator
UNJAMMING_START 

unjam action types

UNJAMMING_END 
UNJAMMING_INTERRUPT 

◆ WeaponEvents

events

Enumerator
ATTACHMENT_HIDE 
ATTACHMENT_SHOW 
BULLET_EJECT 
BULLET_HIDE 
BULLET_HIDE2 
BULLET_IN_CHAMBER 
BULLET_IN_MAGAZINE 
BULLET_SHOW 
BULLET_SHOW2 
CANUNJAM_END 
CANUNJAM_START 
COCKED 
MAGAZINE_ATTACHED 
MAGAZINE_DETACHED 
MAGAZINE_HIDE 
MAGAZINE_SHOW 
SLIDER_OPEN 
UNJAMMED 
HAMMER_UNCOCKED 
CHANGE_HIDE 
CHANGE_SHOW 
CYLINDER_ROTATE 

◆ WeaponHideShowTypes

Enumerator
HIDESHOW_SLOT_2HDLEFTBACK 
HIDESHOW_SLOT_RFLLEFTBACK 
HIDESHOW_SLOT_1HDLEFTBACK 
HIDESHOW_SLOT_2HDRIGHTBACK 
HIDESHOW_SLOT_RFLRIGHTBACK 
HIDESHOW_SLOT_1HDRIGHTBACK 
HIDESHOW_SLOT_PISTOLBELT 
HIDESHOW_SLOT_PISTOLCHEST 
HIDESHOW_SLOT_KNIFEBACK 
HIDESHOW_SLOT_INVENTORY 

Function Documentation

◆ BindCommand()

proto native TAnimGraphCommand BindCommand ( string  pCommandName)

returns command index -

◆ BindEvent()

proto native TAnimGraphEvent BindEvent ( string  pEventName)

◆ BindTag()

proto native TAnimGraphTag BindTag ( string  pTagName)

◆ BindVariableBool()

proto native TAnimGraphVariable BindVariableBool ( string  pVariable)

◆ BindVariableFloat()

proto native TAnimGraphVariable BindVariableFloat ( string  pVariable)

◆ BindVariableInt()

proto native TAnimGraphVariable BindVariableInt ( string  pVariable)

◆ Cancel()

proto native void Cancel ( )

cancels action

cancels command melee and goes to HumanCommandMove

Referenced by CABase::Interrupt().

◆ CancelModifier()

proto native void CancelModifier ( )

cancels modifier

◆ CanExit()

proto native bool CanExit ( )

returns true if on exiting point

◆ ContinueCombo() [1/2]

proto native void ContinueCombo ( )

marks command to continue to combo

◆ ContinueCombo() [2/2]

proto native void ContinueCombo ( bool  pHeavyHit,
float  pComboValue,
EntityAI  target = null,
vector  hitPos = vector.Zero 
)

marks command to continue to combo

◆ DebugDrawClimb()

proto static native bool DebugDrawClimb ( Human  pHuman,
int  pLevel 
)
static

debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)

◆ DebugDrawLadder()

proto static native bool DebugDrawLadder ( Building  pBuilding,
int  pLadderIndex 
)
static

debug draws any ladder

◆ DebugGetLadderIndex()

proto static native int DebugGetLadderIndex ( string  pComponentName)
static

◆ DebugIsEvent()

proto native int DebugIsEvent ( )

return -1 when there is no event, otherwise it returns pId of event from animation

◆ DebugResetEvents()

proto native void DebugResetEvents ( )

◆ DefaultCancelCondition()

proto native bool DefaultCancelCondition ( )

system implemented cancel condition (now raise or sprint cancels action)

Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), and HumanCommandActionCallback::CancelCondition().

◆ DoClimbTest()

proto static native bool DoClimbTest ( Human  pHuman,
SHumanCommandClimbResult  pResult,
int  pDebugDrawLevel 
)
static

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests

◆ DoPerformClimbTest()

proto static native bool DoPerformClimbTest ( Human  pHuman,
SHumanCommandClimbResult  pResult,
int  pDebugDrawLevel 
)
static

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the climb command instead of DoClimbTest

◆ EnableCancelCondition()

proto native void EnableCancelCondition ( bool  pEnable)

enables calling cancel condition default is disabled when enabled - there must be a function "bool CancelCondition()" implemented

Referenced by ActionUnfoldMapCB::ActionUnfoldMapCB(), HumanCommandActionCallback::Init(), ActionContinuousBaseCB::InitActionComponent(), and ActionInteractLoopBaseCB::InitActionComponent().

◆ EnableStateChangeCallback()

proto native void EnableStateChangeCallback ( )

◆ Exit()

proto native void Exit ( )

◆ ForceStance()

proto native void ForceStance ( int  pStanceIdx)

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

◆ ForceStanceUp()

proto native void ForceStanceUp ( int  pStanceIdx)

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

◆ GetAimingHandsOffsetLR()

proto native float GetAimingHandsOffsetLR ( )

returns aiming hands left/right (x) offset angle

◆ GetAimingHandsOffsetUD()

proto native float GetAimingHandsOffsetUD ( )

returns aiming hands up/down (y) offset angle

◆ GetBaseAimingAngleLR()

proto native float GetBaseAimingAngleLR ( )

returns base aiming angle LR - without sway/offsets/...

◆ GetBaseAimingAngleUD()

proto native float GetBaseAimingAngleUD ( )

returns base aiming angle UD - without sway/offsets/...

◆ GetClimbOverStandPointWS()

proto native vector GetClimbOverStandPointWS ( )

returns world space position of landspot after climbing over

◆ GetComboCount()

proto native int GetComboCount ( )

◆ GetCurrentHitType()

proto native int GetCurrentHitType ( )

References m_HitType.

◆ GetCurrentInputAngle()

proto bool GetCurrentInputAngle ( out float  pAngle)

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

◆ GetCurrentMovementAngle()

proto native float GetCurrentMovementAngle ( )

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float GetCurrentMovementSpeed ( )

0,1,2..3 idle, walk, run, sprint

◆ GetGrabPointWS()

proto native vector GetGrabPointWS ( )

returns world space position of climbing grab point

◆ GetHuman()

proto native Human GetHuman ( )

get the human this cb belongs to

Referenced by GearChangeActionCallback::OnFinish().

◆ GetLogoutPosition()

proto native vector GetLogoutPosition ( )

returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed

◆ GetRunningAction()

proto native int GetRunningAction ( )

returns -1 when no action is running or RELOAD,MECHANISM, ....

References m_CurrentActionData.

Referenced by ManBase::CanBeRestrained(), ActionManagerClient::FindContextualUserActions(), ManBase::HeadingModel(), and ManBase::OnQuickBarSingleUse().

◆ GetRunningActionType()

proto native int GetRunningActionType ( )

returns -1 when no action is running or appropriate action type

◆ GetState()

◆ GetStateString() [1/2]

string GetStateString ( )

returns debug string of current state

References GetState(), and GetStateString().

Referenced by GetStateString(), and HumanCommandActionCallback::OnStateChange().

◆ GetStateString() [2/2]

static string GetStateString ( int  pState)
static

returns debug string of current state

one time state

References STATE_LOOP_ACTION, STATE_LOOP_END, STATE_LOOP_END2, STATE_LOOP_IN, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, STATE_NONE, and STATE_NORMAL.

◆ HumanAnimInterface()

private void HumanAnimInterface ( )

◆ HumanCommandActionCallback()

◆ HumanCommandAdditives()

◆ HumanCommandClimb()

private void HumanCommandClimb ( )

◆ HumanCommandDamage()

class HumanCommandUnconscious HumanCommandDamage ( )

◆ HumanCommandDeath()

class HumanCommandDeathCallback HumanCommandDeath ( )

◆ HumanCommandFall()

◆ HumanCommandLadder()

private void HumanCommandLadder ( )

◆ HumanCommandMelee()

class HumanCommandMove HumanCommandMelee ( )

◆ HumanCommandMelee2()

private void HumanCommandMelee2 ( )

◆ HumanCommandMove()

private void HumanCommandMove ( )

◆ HumanCommandSwim()

◆ HumanCommandUnconscious()

private void HumanCommandUnconscious ( )

◆ HumanCommandWeapons()

private void HumanCommandWeapons ( )

◆ InternalCommand()

proto native void InternalCommand ( int  pInternalCommandId)

calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...

Referenced by ActionBaseCB::SetCommand().

◆ IsActionFinished()

proto native bool IsActionFinished ( )

◆ IsChangingStance()

proto native bool IsChangingStance ( )

returns true if character is changing stance

◆ IsEvent()

proto native int IsEvent ( )

return -1 when there is no event, otherwise it returns pId of event from animation

◆ IsFinisher()

proto native bool IsFinisher ( )

◆ IsGestureCallback()

bool IsGestureCallback ( )

◆ IsInComboRange()

proto native bool IsInComboRange ( )

returns true if hit is in range, where person can continue to combo

◆ IsInRoll()

proto native bool IsInRoll ( )

return true if character barrel rolling

◆ IsInWater()

proto native bool IsInWater ( )

◆ IsInWeaponReloadBulletSwitchState()

proto native bool IsInWeaponReloadBulletSwitchState ( )

returns true when clip visual change is needed for reload clip action

◆ IsLanding()

proto native bool IsLanding ( )

returns true if fall is in landing state

◆ IsLeavingUncon()

proto native bool IsLeavingUncon ( )

return true if character transitions out of uncon

Referenced by DayZPlayer::HeadingModel().

◆ IsMeleeEvade()

proto native bool IsMeleeEvade ( )

this is true when in melee evade

◆ IsModifierActive()

proto native bool IsModifierActive ( )

is modifier active

Referenced by ManBase::EEHitBy(), ResetAll(), and ManBase::SaveAreaPersistenceFlag().

◆ IsOnBack()

proto native bool IsOnBack ( )

return true if prone is on back

is on back in prone stance?

◆ IsOnLand()

proto native bool IsOnLand ( )

◆ IsStandingFromBack()

proto native bool IsStandingFromBack ( )

return true if prone on back is chaning to crounch/stand

◆ IsSymptomCallback()

bool IsSymptomCallback ( )

◆ IsThrowingMode()

proto native bool IsThrowingMode ( )

◆ IsUserActionCallback()

bool IsUserActionCallback ( )

◆ IsWakingUp()

proto native bool IsWakingUp ( )

◆ Land()

proto native void Land ( int  pLandType)

end fall with land

◆ LiftWeapon()

proto native void LiftWeapon ( bool  pState)

command for lifting weapon near obstacled (works only when weapon is raised)

◆ OnAnimationEvent()

void OnAnimationEvent ( int  pEventID)

calls animation event -> must be registered with RegisterAnimationEvent

◆ OnFinish()

void OnFinish ( bool  pCanceled)

called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)

◆ OnSimulationEnd()

void OnSimulationEnd ( )

◆ OnStateChange()

void OnStateChange ( int  pOldState,
int  pCurrentState 
)

called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state

◆ PhysicsLanded()

proto native bool PhysicsLanded ( )

this is true when fall has physically landed - need to call Land after this is true

◆ RegisterAnimationEvent()

proto native void RegisterAnimationEvent ( string  pAnimationEventStr,
int  pId 
)

registers animation event, when event registered and received - it sends OnAnimationEvent with registered id

◆ RegisterDefaultEvents()

void RegisterDefaultEvents ( )

◆ RegisterEvent()

proto native void RegisterEvent ( string  pName,
int  pId 
)

register events

Referenced by ReplaceSoundEventHandler().

◆ ResetAligning()

proto native void ResetAligning ( )

disables character aligning

◆ SetActionProgressParams()

proto native void SetActionProgressParams ( float  pStart,
float  pEnd 
)

sets start and end animation position - f.e. for reload clip action

◆ SetADS()

proto native void SetADS ( bool  pState)

sets head tilt to optics

◆ SetAligning()

proto native void SetAligning ( vector  pPositionWS,
vector  pDirectionWS 
)

enables character aligning to desired position and direction in world space

◆ SetCurrentWaterLevel()

proto native void SetCurrentWaterLevel ( float  value)

sets water level (depth)

◆ SetDirectionFilterModifier()

proto native void SetDirectionFilterModifier ( float  value)

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

◆ SetDirectionSprintFilterModifier()

proto native void SetDirectionSprintFilterModifier ( float  value)

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

References HumanCommandFall().

◆ SetExhaustion()

proto native void SetExhaustion ( float  pValue,
bool  pInterpolate 
)

sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetInitState()

proto native void SetInitState ( int  pFrameIndex)

this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state

◆ SetInjured()

proto native void SetInjured ( float  pValue,
bool  pInterpolate 
)

sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetMeleeBlock()

proto native void SetMeleeBlock ( bool  pBlock)

this enables/disables block

◆ SetRunSprintFilterModifier()

proto native void SetRunSprintFilterModifier ( float  value)

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

◆ SetTalking()

proto native void SetTalking ( bool  pValue)

sets talking

◆ SetThrowingMode()

proto native void SetThrowingMode ( bool  pState)

◆ SetTurnSpanModifier()

proto native void SetTurnSpanModifier ( float  value)

◆ SetTurnSpanSprintModifier()

proto native void SetTurnSpanSprintModifier ( float  value)

◆ ShouldSimulationBeDisabled()

bool ShouldSimulationBeDisabled ( )

'OnSimulationEnd' is called before this

◆ StartAction()

proto native bool StartAction ( WeaponActions  pAction,
int  pActionType 
)

start reload,mechanism,chambering,unjam ...

◆ StartMeleeEvade()

proto native void StartMeleeEvade ( )

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void StartMeleeEvadeA ( float  pDirAngle)

marks command to continue to combo, pDirAngle specifies angle

◆ StartModifier()

proto native void StartModifier ( int  pType)

starts modifier

◆ StaticSetInitState()

proto static native void StaticSetInitState ( Human  pHuman,
int  pFrameIdx 
)
static

just static version of SetInitState

◆ StopSwimming()

proto native void StopSwimming ( )

◆ ThrowItem()

proto native void ThrowItem ( int  throwType)

◆ WakeUp()

proto native void WakeUp ( int  targetStance = -1)

◆ WasHit()

proto native bool WasHit ( )

is true only once after hit event

◆ WasItemLeaveHandsEvent()

proto native bool WasItemLeaveHandsEvent ( )

◆ WaterLevelCheck()

proto static native vector WaterLevelCheck ( Human  pHuman,
vector  pPosition 
)
static

returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0)

◆ WeaponActionTypeToString()

string WeaponActionTypeToString ( int  A,
int  AT 
)

◆ ~HumanAnimInterface()

private void ~HumanAnimInterface ( )

◆ ~HumanCommandActionCallback()

private void ~HumanCommandActionCallback ( )

◆ ~HumanCommandAdditives()

private void ~HumanCommandAdditives ( )

◆ ~HumanCommandClimb()

private void ~HumanCommandClimb ( )

◆ ~HumanCommandDamage()

private void ~HumanCommandDamage ( )

◆ ~HumanCommandDeath()

private void ~HumanCommandDeath ( )

◆ ~HumanCommandFall()

private void ~HumanCommandFall ( )

◆ ~HumanCommandFullBodyDamage()

private void ~HumanCommandFullBodyDamage ( )

◆ ~HumanCommandLadder()

private void ~HumanCommandLadder ( )

◆ ~HumanCommandMelee()

private void ~HumanCommandMelee ( )

◆ ~HumanCommandMelee2()

private void ~HumanCommandMelee2 ( )

◆ ~HumanCommandMove()

private void ~HumanCommandMove ( )

◆ ~HumanCommandSwim()

private void ~HumanCommandSwim ( )

◆ ~HumanCommandUnconscious()

private void ~HumanCommandUnconscious ( )

◆ ~HumanCommandWeapons()

private void ~HumanCommandWeapons ( )

Variable Documentation

◆ CommandActionFullbody

class HumanCommandScript CommandActionFullbody = 4096

◆ CommandClimb

class HumanCommandScript CommandClimb = 16

◆ CommandDamageAdditive

class HumanCommandScript CommandDamageAdditive = 256

◆ CommandDamageFullbody

class HumanCommandScript CommandDamageFullbody = 128

◆ CommandDeath

class HumanCommandScript CommandDeath = 32

◆ CommandFall

class HumanCommandScript CommandFall = 8

◆ CommandLadder

class HumanCommandScript CommandLadder = 512

◆ CommandMelee

class HumanCommandScript CommandMelee = 2

◆ CommandMelee2

class HumanCommandScript CommandMelee2 = 4

◆ CommandMove

class HumanCommandScript CommandMove = 1

◆ CommandSwim

class HumanCommandScript CommandSwim = 1024

◆ CommandUnconscious

class HumanCommandScript CommandUnconscious = 64

◆ CommandVehicle

class HumanCommandScript CommandVehicle = 2048

◆ CURRENT

class HumanMovementState CURRENT

From the last value that was set.

◆ HIT_TYPE_FINISHER

const int HIT_TYPE_FINISHER = 2
static

◆ HIT_TYPE_FINISHER_NECK

const int HIT_TYPE_FINISHER_NECK = 3
static

◆ HIT_TYPE_HEAVY

const int HIT_TYPE_HEAVY = 1
static

◆ HIT_TYPE_LIGHT

const int HIT_TYPE_LIGHT = 0
static

◆ HumanCommandFullBodyDamage

class HumanCommandClimb HumanCommandFullBodyDamage

◆ INPUT

class HumanMovementState INPUT

Actual input value.

◆ LANDTYPE_HEAVY

const int LANDTYPE_HEAVY = 3
static

◆ LANDTYPE_LIGHT

const int LANDTYPE_LIGHT = 1
static

◆ LANDTYPE_MEDIUM

const int LANDTYPE_MEDIUM = 2
static

◆ LANDTYPE_NONE

const int LANDTYPE_NONE = 0
static

◆ m_bFinishWithFall

bool m_bFinishWithFall

◆ m_bHasParent

bool m_bHasParent

◆ m_bIsClimb

class HumanCommandVehicle m_bIsClimb

result from static test

◆ m_bIsClimbOver

bool m_bIsClimbOver

◆ m_ClimbGrabPoint

vector m_ClimbGrabPoint

◆ m_ClimbGrabPointNormal

vector m_ClimbGrabPointNormal

grab point for climb && climb over (in local space of it's parent)

◆ m_ClimbOverStandPoint

vector m_ClimbOverStandPoint

where climb ends (in local space of it's parent)

◆ m_ClimbOverStandPointParent

IEntity m_ClimbOverStandPointParent

◆ m_ClimbStandPoint

vector m_ClimbStandPoint

normal to grabpoint position (used for character orientation)

◆ m_ClimbStandPointParent

IEntity m_ClimbStandPointParent

parent of grabpoint

◆ m_fClimbHeight

float m_fClimbHeight

◆ m_GrabPointParent

IEntity m_GrabPointParent

where climb over ends (in local space of it's parent)

◆ MECHANISM_CLOSED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1

◆ MECHANISM_CLOSED_UNCOCKED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3

◆ MECHANISM_OPENED

enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0

mechanism action types

◆ MECHANISM_SPECIAL

enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2

◆ None

class HumanCommandScript None = 0

used in script-side identification of animation commands on human (swim, fall, move...)

◆ STATE_LOOP_ACTION

const int STATE_LOOP_ACTION = 6
static

Referenced by GetStateString().

◆ STATE_LOOP_END

const int STATE_LOOP_END = 3
static

Referenced by GetStateString().

◆ STATE_LOOP_END2

const int STATE_LOOP_END2 = 4
static

Referenced by GetStateString().

◆ STATE_LOOP_IN

const int STATE_LOOP_IN = 1
static

◆ STATE_LOOP_LOOP

◆ STATE_LOOP_LOOP2

◆ STATE_NONE

const int STATE_NONE = 0
static

undef state - not running anymore

example of implement of CancelCondition returns true it it should CANCEL the action

Referenced by GetStateString(), ActionFishingNewCB::OnStateChange(), ActionReadPaperCB::OnStateChange(), and ActionWritePaperCB::OnStateChange().

◆ STATE_NORMAL

const int STATE_NORMAL = 7
static

one time state

Referenced by GetStateString().

◆ TAnimGraphCommand

class HumanInputController TAnimGraphCommand