Data Structures | |
| class | CrossHair | 
Functions | |
| void | CrossHairSelector () | 
| void | ~CrossHairSelector () | 
| protected void | Init () | 
| Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)   | |
| protected void | OnWidgetScriptInit (Widget w) | 
| protected void | Update () | 
| protected void | GetPlayer () | 
| protected void | GetActionManager () | 
| protected CrossHair | GetCrossHairByName (string widgetName) | 
| protected CrossHair | GetCurrentCrossHair () | 
| protected void | SelectCrossHair () | 
| protected void | ShowCrossHair (CrossHair crossHair) | 
| void | FloatingCrossHair (Widget widget) | 
| Highly WIP, do not use.   | |
Variables | |
| class CrossHair | m_Player | 
| protected ActionManagerBase | m_AM | 
| protected Widget | m_Root | 
| protected ref set< ref CrossHair > | m_CrossHairs | 
| protected vector | m_PreviousDirection | 
| Floating crosshair.   | |
| protected bool | m_PreviousDirectionSet | 
| void CrossHairSelector | ( | ) | 
References CALL_CATEGORY_GUI, GetGame(), CGame::GetPostUpdateQueue(), ScriptInvoker::Insert(), m_AM, m_CrossHairs, m_Player, and Update().
| void FloatingCrossHair | ( | Widget | widget | ) | 
Highly WIP, do not use.
Only intended to be used with track IR
References vector::AnglesToVector(), HumanInputController::CameraIsTracking(), Class::CastTo(), Math3D::DirectionAndUpMatrix(), HumanCommandWeapons::GetBaseAimingAngleLR(), HumanCommandWeapons::GetBaseAimingAngleUD(), GetDayZGame(), GetGame(), HumanInputController::GetHeadingAngle(), CGame::GetScreenPos(), DayZPlayer::IsRaised(), m_AM, m_Player, m_PreviousDirection, m_PreviousDirectionSet, Math3D::MatrixToAngles(), Math3D::MatrixToQuat(), vector::Normalize(), Math3D::QuatLerp(), Math3D::QuatToMatrix(), Math::RAD2DEG, DayZPhysics::RaycastRV(), vector::Up, and Vector().
Referenced by ShowCrossHair().
| protected void GetActionManager | ( | ) | 
References Class::CastTo(), DayZPlayer::IsPlayerSelected(), m_AM, and m_Player.
Referenced by ManBase::AddAction(), ManBase::CanBeRestrained(), ManBase::CanChangeStance(), Container::CanCombineAmmo(), ManBase::CanDeleteItems(), ManBase::CloseMapEx(), ManBase::CommandHandler(), ManBase::HeadingModel(), ManBase::OnQuickBarContinuousUseEnd(), ManBase::OnQuickBarContinuousUseStart(), ManBase::OnQuickBarSingleUse(), ManBase::ReloadWeapon(), and ManBase::RemoveAction().
References m_CrossHairs.
Referenced by SelectCrossHair().
| protected CrossHair GetCurrentCrossHair | ( | ) | 
References m_CrossHairs.
Referenced by ShowCrossHair(), and Update().
| protected void GetPlayer | ( | ) | 
References Class::CastTo(), GetGame(), ScriptedWidgetEventHandler::GetPlayer(), and m_Player.
| protected void Init | ( | ) | 
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
whole body slots 
upper body part slots
bottom body part slots
lower body part slots
heat comfort related slots
pre-init arrays
References m_CrossHairs, and m_Root.
| protected void OnWidgetScriptInit | ( | Widget | w | ) | 
References ScriptedWidgetEventHandler::Init(), and m_Root.
| protected void SelectCrossHair | ( | ) | 
firearms
On Continuous Actions
raised hands(bare + non-firearm) + melee cmd
handle unconscious state
default
References AC_CONTINUOUS, HumanInputController::CameraIsFreeLook(), ActionBase::GetActionCategory(), GetCrossHairByName(), GetGame(), DayZPlayer::IsInIronsights(), DayZPlayer::IsInOptics(), DayZPlayer::IsRaised(), m_AM, m_Player, ShowCrossHair(), and UA_NONE.
Referenced by Update().
| protected void ShowCrossHair | ( | CrossHair | crossHair | ) | 
no crosshair + clean + hide the previous
hide prev crosshair
show the new one
References FloatingCrossHair(), GetCurrentCrossHair(), CrossHair::GetWidget(), CrossHair::Hide(), CrossHair::IsCurrent(), CrossHair::IsShown(), and CrossHair::Show().
Referenced by SelectCrossHair(), and Update().
| void ~CrossHairSelector | ( | ) | 
References CALL_CATEGORY_GUI, GetGame(), CGame::GetPostUpdateQueue(), ScriptInvoker::Remove(), and Update().
| protected ActionManagerBase m_AM | 
Referenced by ScriptedWidgetEventHandler::ContinuousActionProgress(), CrossHairSelector(), FloatingCrossHair(), ScriptedWidgetEventHandler::GetActionManager(), GetActionManager(), ScriptedWidgetEventHandler::GetActions(), ScriptedWidgetEventHandler::ItemActionsWidget(), SelectCrossHair(), ScriptedWidgetEventHandler::Update(), and Update().
| protected ref set<ref CrossHair> m_CrossHairs | 
Referenced by CrossHairSelector(), GetCrossHairByName(), GetCurrentCrossHair(), and Init().
| class CrossHair m_Player | 
| protected vector m_PreviousDirection | 
Floating crosshair.
Referenced by FloatingCrossHair().
| protected bool m_PreviousDirectionSet | 
Referenced by FloatingCrossHair().
| protected Widget m_Root |