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 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 | |
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().
|
static |
debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests
|
static |
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(), 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.
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 void Land | ( | int | pLandType | ) |
end fall with land
proto native void LiftWeapon | ( | bool | pState | ) |
command for lifting weapon near obstacled (works only when weapon is raised)
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
|
static |
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.
|
static |
|
static |
|
static |
|
static |
class HumanCommandClimb HumanCommandFullBodyDamage |
class HumanMovementState INPUT |
Actual input value.
|
static |
|
static |
|
static |
|
static |
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...)
|
static |
Referenced by GetStateString().
|
static |
Referenced by GetStateString().
|
static |
Referenced by GetStateString().
|
static |
looped state
Referenced by GetStateString(), ActionFishingNewCB::OnStateChange(), and ActionUnfoldMapCB::OnStateChange().
|
static |
Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), GetStateString(), ActionRaiseAndViewCB::OnStateChange(), ActionReadPaperCB::OnStateChange(), ActionUnfoldMapCB::OnStateChange(), ActionWritePaperCB::OnStateChange(), and ActionFishingNewCB::ToggleFishBiting().
|
static |
|
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().
|
static |
one time state
Referenced by GetStateString().
class HumanInputController TAnimGraphCommand |