8 super.OnUpdate(pDt, pOutResult);
10 pOutResult.m_fUseHeading = 0.0;
47 m_fDistance = transport.GetTransportCameraDistance();
57 vector baseAngles = pPrevCamera.GetBaseAngles();
61 vector addAngles = pPrevCamera.GetAdditiveAngles();
75 vector playerTransformWS[4];
76 m_pPlayer.GetTransform(playerTransformWS);
80 pOutResult.m_CollisionIgnoreEntity = vehicle;
131 pOutResult.m_fUseHeading = 0.0;
132 pOutResult.m_fInsideCamera = 0.0;
133 pOutResult.m_fIgnoreParentRoll = 1.0;
138 super.OnUpdate(pDt, pOutResult);
static const float CONST_UD_MAX
up limit
protected float m_fUpDownAngleAdd
up down angle in rad
static const float CONST_LR_MIN
down limit
protected float m_fLeftRightAngle
left right angle in rad (in freelook only)
static const float CONST_LR_MAX
up limit
protected float m_fUpDownAngle
up down angle in rad
protected float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
static const float CONST_UD_MIN
down limit
protected vector m_CameraOffsetMS
model space offset
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
protected float m_CurrentCameraPitch
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
protected float m_CurrentCameraYaw
protected float m_CurrentCameraRoll
protected float m_fLagOffsetVelocityX[1]
void DayZPlayerCamera3rdPersonVehicle(DayZPlayer pPlayer, HumanInputController pInput)
const float CONST_ANGULAR_LAG_ROLL_STRENGTH
const float CONST_ANGULAR_VELOCITY_STRENGTH
protected float m_fLagOffsetVelocityY[1]
const float CONST_ANGULAR_LAG_PITCH_STRENGTH
protected float m_fLagOffsetVelocityPitch[1]
protected vector m_LagOffsetOrientation
protected float m_fLagOffsetVelocityZ[1]
protected float m_fLagOffsetVelocityRoll[1]
protected Transport m_Transport
cache
protected vector m_LagOffsetPosition
lag offsets
const float CONST_ANGULAR_LAG_YAW_STRENGTH
protected float m_fLagOffsetVelocityYaw[1]
const float CONST_LINEAR_VELOCITY_STRENGTH
proto native bool IsPhysicsExtrapolationEnabled()
If physics extrapolation is enabled, always true on retail release builds.
override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
this is main camera class
override vector GetAdditiveAngles()
protected float m_fUpDownAngleAdd
up down angle in rad
protected float m_fLeftRightAngle
left right angle in rad (in freelook only)
protected float m_fUpDownAngle
up down angle in rad
protected float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
protected vector m_CameraOffsetMS
model space offset
protected float m_fDistance
distance from start
override vector GetBaseAngles()
proto native Transport GetTransport()
Base native class for all motorized wheeled vehicles.
proto vector InvMultiply3(vector mat[3])
Invert-transforms vector.
proto vector InvMultiply4(vector mat[4])
Invert-transforms position.
float m_fDistance
camera distance (external cameras only)
protected DayZPlayer m_pPlayer
data
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
vector GetCurrentOrientation()
proto native CGame GetGame()
proto native external vector GetOrigin()
Returns origin of Entity.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.
static const float RAD2DEG
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.
proto vector dBodyGetAngularVelocity(notnull IEntity body)
Gets angular velocity for a rigidbody.
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.