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 |
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 obstacles (works only when weapon is raised) | |
| proto native bool | IsWeaponLifted () |
| return if lifting weapon is active | |
| proto native void | ObstructWeapon (float pState01) |
| command for obstruction weapon near obstacles | |
| proto native float | GetWeaponObstruction () |
| return obstruction value | |
| 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 | |
this file is interface to Human
| typedef int TAnimGraphEvent |
| typedef int TAnimGraphTag |
| typedef int TAnimGraphVariable |
| enum ClimbStates |
action types reload action types
| enum WeaponActions |
| enum WeaponEvents |
events
| enum WeaponHideShowTypes |
| proto native TAnimGraphCommand BindCommand | ( | string | pCommandName | ) |
returns command index -
| proto native TAnimGraphEvent BindEvent | ( | string | pEventName | ) |
| proto native TAnimGraphTag BindTag | ( | string | pTagName | ) |
| proto native TAnimGraphVariable BindVariableBool | ( | string | pVariable | ) |
| proto native TAnimGraphVariable BindVariableFloat | ( | string | pVariable | ) |
| proto native TAnimGraphVariable BindVariableInt | ( | string | pVariable | ) |
| proto native void Cancel | ( | ) |
cancels action
cancels command melee and goes to HumanCommandMove
Referenced by CABase::Interrupt().
| proto native void CancelModifier | ( | ) |
cancels modifier
| proto native bool CanExit | ( | ) |
returns true if on exiting point
| proto native void ContinueCombo | ( | ) |
marks command to continue to combo
| proto native void ContinueCombo | ( | bool | pHeavyHit, |
| float | pComboValue, | ||
| EntityAI | target = null, |
||
| vector | hitPos = vector.Zero |
||
| ) |
marks command to continue to combo
debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)
debug draws any ladder
| proto native int DebugIsEvent | ( | ) |
return -1 when there is no event, otherwise it returns pId of event from animation
| proto native void DebugResetEvents | ( | ) |
| proto native bool DefaultCancelCondition | ( | ) |
system implemented cancel condition (now raise or sprint cancels action)
Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), and HumanCommandActionCallback::CancelCondition().
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debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests
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debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the climb command instead of DoClimbTest
| 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().
| proto native void EnableStateChangeCallback | ( | ) |
enables state change callback OnStateChange
Referenced by ActionUnfoldMapCB::ActionUnfoldMapCB(), ActionFishingNewCB::CreateActionComponent(), ActionReadPaperCB::CreateActionComponent(), and ActionWritePaperCB::CreateActionComponent().
| proto native void Exit | ( | ) |
| 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
| proto native void ForceStanceUp | ( | int | pStanceIdx | ) |
pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance
| proto native float GetAimingHandsOffsetLR | ( | ) |
returns aiming hands left/right (x) offset angle
| proto native float GetAimingHandsOffsetUD | ( | ) |
returns aiming hands up/down (y) offset angle
| proto native float GetBaseAimingAngleLR | ( | ) |
returns base aiming angle LR - without sway/offsets/...
| proto native float GetBaseAimingAngleUD | ( | ) |
returns base aiming angle UD - without sway/offsets/...
| proto native vector GetClimbOverStandPointWS | ( | ) |
returns world space position of landspot after climbing over
| proto native int GetComboCount | ( | ) |
direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states
| proto native float GetCurrentMovementAngle | ( | ) |
marks command to continue to combo -180 -90 0 90 180 angles of current movement
| proto native float GetCurrentMovementSpeed | ( | ) |
0,1,2..3 idle, walk, run, sprint
| proto native vector GetGrabPointWS | ( | ) |
returns world space position of climbing grab point
| proto native Human GetHuman | ( | ) |
get the human this cb belongs to
Referenced by GearChangeActionCallback::OnFinish().
| proto native vector GetLogoutPosition | ( | ) |
returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed
| proto native int GetRunningAction | ( | ) |
returns -1 when no action is running or RELOAD,MECHANISM, ....
References m_CurrentActionData.
Referenced by ManBase::CanBeRestrained(), ManBase::CanChangeStance(), ActionManagerClient::FindContextualUserActions(), ManBase::HeadingModel(), and ManBase::OnQuickBarSingleUse().
| proto native int GetRunningActionType | ( | ) |
returns -1 when no action is running or appropriate action type
| proto native int GetState | ( | ) |
returns one of STATE_...
returns the state of climb (enum value of ClimbStates);
References m_DimState, m_State, and Inventory_Base::m_State.
Referenced by ItemBase::CanAttach(), ItemBase::CanBeManipulated(), ItemBase::CanBePacked(), ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), CanDisplayAttachmentSlot(), FireworksLauncher::CanPutInCargo(), FireworksLauncher::CanPutIntoHands(), CanReceiveAttachment(), ItemBase::EEHealthLevelChanged(), GetStateString(), ItemBase::GetViewIndex(), ItemBase::HandleOpeningsPhysics(), FireworksLauncher::IsIgnited(), IsTakeable(), FireworksLauncher::OnPlacementComplete(), RefreshState(), ActionFishingNewCB::ToggleFishBiting(), ItemBase::UpdatePhysics(), UpdateProxySelections(), and ItemBase::UpdateVisuals().
| string GetStateString | ( | ) |
returns debug string of current state
References GetState(), and GetStateString().
Referenced by GetStateString(), and HumanCommandActionCallback::OnStateChange().
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.
| proto native float GetWeaponObstruction | ( | ) |
return obstruction value
Referenced by ManBase::IsWeaponObstructionBlockingADS().
| private void HumanAnimInterface | ( | ) |
| class HumanAnimInterface HumanCommandActionCallback | ( | ) |
| class HumanCommandWeapons HumanCommandAdditives | ( | ) |
| private void HumanCommandClimb | ( | ) |
| class HumanCommandUnconscious HumanCommandDamage | ( | ) |
| class HumanCommandDeathCallback HumanCommandDeath | ( | ) |
| class HumanCommandMelee2 HumanCommandFall | ( | ) |
| private void HumanCommandLadder | ( | ) |
| class HumanCommandMove HumanCommandMelee | ( | ) |
| private void HumanCommandMelee2 | ( | ) |
| private void HumanCommandMove | ( | ) |
| class HumanCommandLadder HumanCommandSwim | ( | ) |
Referenced by DayZPlayer::CanJump(), CheckWaterLevel(), EmoteBase::EmoteCondition(), DayZPlayerImplementSwimming::GetCharacterDepth(), ActionFillBottleBase::GetStanceMask(), DayZPlayerImplementSwimming::GetWaterDepth(), DayZPlayerImplementSwimming::HandleSwimming(), and ActionFillBottleBase::SetupStance().
| private void HumanCommandUnconscious | ( | ) |
| private void HumanCommandWeapons | ( | ) |
| proto native void InternalCommand | ( | int | pInternalCommandId | ) |
calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...
Referenced by ActionBaseCB::SetCommand().
| proto native bool IsActionFinished | ( | ) |
| proto native bool IsChangingStance | ( | ) |
returns true if character is changing stance
| proto native int IsEvent | ( | ) |
return -1 when there is no event, otherwise it returns pId of event from animation
| proto native bool IsFinisher | ( | ) |
| bool IsGestureCallback | ( | ) |
| proto native bool IsInComboRange | ( | ) |
returns true if hit is in range, where person can continue to combo
| proto native bool IsInRoll | ( | ) |
return true if character barrel rolling
| proto native bool IsInWater | ( | ) |
Referenced by ManBase::BrokenLegForceProne().
| proto native bool IsInWeaponReloadBulletSwitchState | ( | ) |
returns true when clip visual change is needed for reload clip action
| proto native bool IsLanding | ( | ) |
returns true if fall is in landing state
| proto native bool IsLeavingUncon | ( | ) |
return true if character transitions out of uncon
Referenced by DayZPlayer::HeadingModel().
| proto native bool IsMeleeEvade | ( | ) |
this is true when in melee evade
| proto native bool IsModifierActive | ( | ) |
is modifier active
Referenced by ManBase::EEHitBy(), ResetAll(), and ManBase::SaveAreaPersistenceFlag().
| proto native bool IsOnBack | ( | ) |
return true if prone is on back
is on back in prone stance?
| proto native bool IsOnLand | ( | ) |
| proto native bool IsStandingFromBack | ( | ) |
return true if prone on back is chaning to crounch/stand
| bool IsSymptomCallback | ( | ) |
| proto native bool IsThrowingMode | ( | ) |
| bool IsUserActionCallback | ( | ) |
| proto native bool IsWakingUp | ( | ) |
| proto native bool IsWeaponLifted | ( | ) |
return if lifting weapon is active
| proto native void Land | ( | int | pLandType | ) |
end fall with land
| proto native void LiftWeapon | ( | bool | pState | ) |
command for lifting weapon near obstacles (works only when weapon is raised)
| proto native void ObstructWeapon | ( | float | pState01 | ) |
command for obstruction weapon near obstacles
| 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 OnSimulationEnd | ( | ) |
called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
| proto native bool PhysicsLanded | ( | ) |
this is true when fall has physically landed - need to call Land after this is true
registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
| void RegisterDefaultEvents | ( | ) |
register events
Referenced by ReplaceSoundEventHandler().
| proto native void ResetAligning | ( | ) |
disables character aligning
sets start and end animation position - f.e. for reload clip action
| proto native void SetADS | ( | bool | pState | ) |
sets head tilt to optics
enables character aligning to desired position and direction in world space
| proto native void SetCurrentWaterLevel | ( | float | value | ) |
sets water level (depth)
| 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
References HumanCommandFall().
sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
| 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
sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
| proto native void SetMeleeBlock | ( | bool | pBlock | ) |
this enables/disables block
| proto native void SetRunSprintFilterModifier | ( | float | value | ) |
sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
| proto native void SetTalking | ( | bool | pValue | ) |
sets talking
| proto native void SetThrowingMode | ( | bool | pState | ) |
| 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
| bool ShouldSimulationBeDisabled | ( | ) |
'OnSimulationEnd' is called before this
| proto native bool StartAction | ( | WeaponActions | pAction, |
| int | pActionType | ||
| ) |
start reload,mechanism,chambering,unjam ...
| 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 void StartModifier | ( | int | pType | ) |
starts modifier
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just static version of SetInitState
| proto native void StopSwimming | ( | ) |
| proto native void ThrowItem | ( | int | throwType | ) |
| proto native void WakeUp | ( | int | targetStance = -1 | ) |
| proto native bool WasHit | ( | ) |
is true only once after hit event
| proto native bool WasItemLeaveHandsEvent | ( | ) |
returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0)
Referenced by HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry(), and WeaponStateBase::OnEntry().
| private void ~HumanAnimInterface | ( | ) |
| private void ~HumanCommandActionCallback | ( | ) |
| private void ~HumanCommandAdditives | ( | ) |
| private void ~HumanCommandClimb | ( | ) |
| private void ~HumanCommandDamage | ( | ) |
| private void ~HumanCommandDeath | ( | ) |
| private void ~HumanCommandFall | ( | ) |
| private void ~HumanCommandFullBodyDamage | ( | ) |
| private void ~HumanCommandLadder | ( | ) |
| private void ~HumanCommandMelee | ( | ) |
| private void ~HumanCommandMelee2 | ( | ) |
| private void ~HumanCommandMove | ( | ) |
| private void ~HumanCommandSwim | ( | ) |
| private void ~HumanCommandUnconscious | ( | ) |
| private void ~HumanCommandWeapons | ( | ) |
| class HumanCommandScript CommandActionFullbody = 4096 |
| class HumanCommandScript CommandClimb = 16 |
| class HumanCommandScript CommandDamageAdditive = 256 |
| class HumanCommandScript CommandDamageFullbody = 128 |
| class HumanCommandScript CommandDeath = 32 |
| class HumanCommandScript CommandFall = 8 |
| class HumanCommandScript CommandLadder = 512 |
| class HumanCommandScript CommandMelee = 2 |
| class HumanCommandScript CommandMelee2 = 4 |
| class HumanCommandScript CommandMove = 1 |
| class HumanCommandScript CommandSwim = 1024 |
| class HumanCommandScript CommandUnconscious = 64 |
| class HumanCommandScript CommandVehicle = 2048 |
| class HumanMovementState CURRENT |
From the last value that was set.
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| class HumanCommandClimb HumanCommandFullBodyDamage |
| class HumanMovementState INPUT |
Actual input value.
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| bool m_bFinishWithFall |
| bool m_bHasParent |
| class HumanCommandVehicle m_bIsClimb |
result from static test
| bool m_bIsClimbOver |
| vector m_ClimbGrabPoint |
| vector m_ClimbGrabPointNormal |
grab point for climb && climb over (in local space of it's parent)
| vector m_ClimbOverStandPoint |
where climb ends (in local space of it's parent)
| IEntity m_ClimbOverStandPointParent |
| vector m_ClimbStandPoint |
normal to grabpoint position (used for character orientation)
| IEntity m_ClimbStandPointParent |
parent of grabpoint
| float m_fClimbHeight |
| IEntity m_GrabPointParent |
where climb over ends (in local space of it's parent)
| enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1 |
| enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3 |
| enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0 |
mechanism action types
| enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2 |
| class HumanCommandScript None = 0 |
used in script-side identification of animation commands on human (swim, fall, move...)
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Referenced by GetStateString().
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Referenced by GetStateString().
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Referenced by GetStateString().
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looped state
Referenced by GetStateString(), ActionFishingNewCB::OnStateChange(), and ActionUnfoldMapCB::OnStateChange().
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Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), GetStateString(), ActionRaiseAndViewCB::OnStateChange(), ActionReadPaperCB::OnStateChange(), ActionUnfoldMapCB::OnStateChange(), ActionWritePaperCB::OnStateChange(), and ActionFishingNewCB::ToggleFishBiting().
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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().
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static |
one time state
Referenced by GetStateString().
| class HumanInputController TAnimGraphCommand |