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DayZPlayerImplementAiming Class Reference

at which point does the stabilization start to get affected More...

Private Member Functions

void DayZPlayerImplementAiming (DayZPlayerImplement player)
 
void SetRecoil (Weapon_Base weapon)
 
void RequestKuruShake (float amount)
 
void OnRaiseBegin (DayZPlayerImplement player)
 
void OnFinisherBegin (float currentAimY)
 
void OnSwayStateChange (int state)
 
float GetSwayWeight ()
 
void SetAimNoiseAllowed (bool state)
 
bool IsAimNoiseAllowed ()
 
void SetProceduralRecoilEnabled (bool state)
 
bool IsProceduralRecoilEnabled ()
 
void SetCamShakeValues (float x_axis, float y_axis)
 
bool ProcessStealthFilters (float pDt, SDayZPlayerAimingModel pModel)
 
bool ProcessAimFilters (float pDt, SDayZPlayerAimingModel pModel, int stance_index)
 
protected float CalculateSwayMultiplier ()
 
float CalculateSpeedMultiplier (float stamina)
 
protected bool UpdateSwayState (int state)
 
int GetCurrentSwayState ()
 
protected void ApplyBreathingPattern (out float x_axis, out float y_axis, float pAmplitude, float pTotalTime, float weight)
 
protected void ApplyHorizontalNoise (out float x_axis, out float y_axis, float smooth_time, float max_velocity_low, float max_velocity_high, float velocity_modifier, float max_distance, float weight, float pDt)
 
protected void ApplyShakes (out float x_axis, out float y_axis, int level)
 
protected float CalculateWeight (int stance_index, float current_stamina, float camera_sway_modifier, bool holding_breath)
 
void DbgPrintAimingImplement (string val)
 

Private Attributes

protected const float SWAY_WEIGHT_SCALER = 1
 
protected float m_HorizontalNoise
 
protected float m_HorizontalTargetValue
 
protected float m_HorizontalNoiseVelocity [1] = {0}
 
protected DayZPlayerImplement m_PlayerDpi
 
protected PlayerBase m_PlayerPb
 
protected float m_TotalTime
 
protected float m_ReferenceTime = 0
 
protected float m_StaminaPercentage
 
protected float m_HoldBreathSwayCoef = 1.0
 stamina percentage at hold breath start
 
protected float m_SwayStateStartTime
 proportionally shortens de/stabilization process and duration. Also affects stamina consumption (temporary!)
 
protected float m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT
 
protected float m_StateStartSwayMultiplier
 
protected float m_HorizontalNoiseXAxisOffset
 
protected float m_BreathingXAxisOffset
 
protected float m_BreathingYAxisOffset
 
protected bool m_HoldingBreathSet
 
protected bool m_AimNoiseAllowed = true
 
protected bool m_ProceduralRecoilEnabled = true
 
protected ref RecoilBase m_CurrentRecoil
 
protected int m_ShakeCount
 
protected float m_SwayWeight
 
protected float m_MaxVelocity
 
protected ref KuruShake m_KuruShake
 
protected float m_CamShakeX
 
protected float m_CamShakeY
 
protected vector m_SwayModifier = "1 1 1"
 
protected int m_SwayState = -1
 
protected float m_StealthAimY_Last
 
protected float m_FilterVelocityStealthAimY [1] = {0}
 

Static Private Attributes

static protected float m_AimXClampRanges [] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 }
 

Detailed Description

at which point does the stabilization start to get affected

Constructor & Destructor Documentation

◆ DayZPlayerImplementAiming()

Member Function Documentation

◆ ApplyBreathingPattern()

protected void ApplyBreathingPattern ( out float  x_axis,
out float  y_axis,
float  pAmplitude,
float  pTotalTime,
float  weight 
)
inlineprivate

◆ ApplyHorizontalNoise()

protected void ApplyHorizontalNoise ( out float  x_axis,
out float  y_axis,
float  smooth_time,
float  max_velocity_low,
float  max_velocity_high,
float  velocity_modifier,
float  max_distance,
float  weight,
float  pDt 
)
inlineprivate

◆ ApplyShakes()

protected void ApplyShakes ( out float  x_axis,
out float  y_axis,
int  level 
)
inlineprivate

References m_PlayerPb, m_ShakeCount, and Math::Round().

Referenced by ProcessAimFilters().

◆ CalculateSpeedMultiplier()

float CalculateSpeedMultiplier ( float  stamina)
inlineprivate

References m_SwayModifier.

Referenced by ProcessAimFilters().

◆ CalculateSwayMultiplier()

◆ CalculateWeight()

protected float CalculateWeight ( int  stance_index,
float  current_stamina,
float  camera_sway_modifier,
bool  holding_breath 
)
inlineprivate

◆ DbgPrintAimingImplement()

void DbgPrintAimingImplement ( string  val)
inlineprivate

◆ GetCurrentSwayState()

int GetCurrentSwayState ( )
inlineprivate

References m_SwayState.

◆ GetSwayWeight()

float GetSwayWeight ( )
inlineprivate

References m_SwayWeight.

◆ IsAimNoiseAllowed()

bool IsAimNoiseAllowed ( )
inlineprivate

References m_AimNoiseAllowed.

◆ IsProceduralRecoilEnabled()

bool IsProceduralRecoilEnabled ( )
inlineprivate

◆ OnFinisherBegin()

void OnFinisherBegin ( float  currentAimY)
inlineprivate

◆ OnRaiseBegin()

void OnRaiseBegin ( DayZPlayerImplement  player)
inlineprivate

References m_SwayModifier.

◆ OnSwayStateChange()

void OnSwayStateChange ( int  state)
inlineprivate

References m_PlayerPb.

Referenced by UpdateSwayState().

◆ ProcessAimFilters()

◆ ProcessStealthFilters()

◆ RequestKuruShake()

void RequestKuruShake ( float  amount)
inlineprivate

References m_KuruShake, and m_PlayerPb.

◆ SetAimNoiseAllowed()

void SetAimNoiseAllowed ( bool  state)
inlineprivate

References m_AimNoiseAllowed.

◆ SetCamShakeValues()

void SetCamShakeValues ( float  x_axis,
float  y_axis 
)
inlineprivate

References m_CamShakeX, and m_CamShakeY.

◆ SetProceduralRecoilEnabled()

void SetProceduralRecoilEnabled ( bool  state)
inlineprivate

◆ SetRecoil()

void SetRecoil ( Weapon_Base  weapon)
inlineprivate

◆ UpdateSwayState()

Field Documentation

◆ m_AimNoiseAllowed

protected bool m_AimNoiseAllowed = true
private

◆ m_AimXClampRanges

protected float m_AimXClampRanges[] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 }
staticprivate

Referenced by ProcessAimFilters().

◆ m_BreathingXAxisOffset

protected float m_BreathingXAxisOffset
private

◆ m_BreathingYAxisOffset

protected float m_BreathingYAxisOffset
private

◆ m_CamShakeX

protected float m_CamShakeX
private

◆ m_CamShakeY

protected float m_CamShakeY
private

◆ m_CurrentRecoil

protected ref RecoilBase m_CurrentRecoil
private

Referenced by ProcessAimFilters(), and SetRecoil().

◆ m_FilterVelocityStealthAimY

protected float m_FilterVelocityStealthAimY[1] = {0}
private

◆ m_HoldBreathSwayCoef

protected float m_HoldBreathSwayCoef = 1.0
private

stamina percentage at hold breath start

Referenced by CalculateSwayMultiplier(), and ProcessAimFilters().

◆ m_HoldingBreathSet

protected bool m_HoldingBreathSet
private

Referenced by ProcessAimFilters().

◆ m_HorizontalNoise

protected float m_HorizontalNoise
private

Referenced by ApplyHorizontalNoise().

◆ m_HorizontalNoiseVelocity

protected float m_HorizontalNoiseVelocity[1] = {0}
private

Referenced by ApplyHorizontalNoise().

◆ m_HorizontalNoiseXAxisOffset

protected float m_HorizontalNoiseXAxisOffset
private

◆ m_HorizontalTargetValue

protected float m_HorizontalTargetValue
private

Referenced by ApplyHorizontalNoise().

◆ m_KuruShake

protected ref KuruShake m_KuruShake
private

◆ m_LastSwayMultiplier

protected float m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT
private

◆ m_MaxVelocity

protected float m_MaxVelocity
private

Referenced by ApplyHorizontalNoise().

◆ m_PlayerDpi

protected DayZPlayerImplement m_PlayerDpi
private

◆ m_PlayerPb

◆ m_ProceduralRecoilEnabled

protected bool m_ProceduralRecoilEnabled = true
private

◆ m_ReferenceTime

protected float m_ReferenceTime = 0
private

◆ m_ShakeCount

protected int m_ShakeCount
private

Referenced by ApplyShakes().

◆ m_StaminaPercentage

protected float m_StaminaPercentage
private

Referenced by ProcessAimFilters().

◆ m_StateStartSwayMultiplier

protected float m_StateStartSwayMultiplier
private

Referenced by UpdateSwayState().

◆ m_StealthAimY_Last

protected float m_StealthAimY_Last
private

◆ m_SwayModifier

protected vector m_SwayModifier = "1 1 1"
private

◆ m_SwayState

protected int m_SwayState = -1
private

◆ m_SwayStateStartTime

protected float m_SwayStateStartTime
private

proportionally shortens de/stabilization process and duration. Also affects stamina consumption (temporary!)

Referenced by CalculateSwayMultiplier(), and UpdateSwayState().

◆ m_SwayWeight

protected float m_SwayWeight
private

Referenced by GetSwayWeight(), and ProcessAimFilters().

◆ m_TotalTime

protected float m_TotalTime
private

◆ SWAY_WEIGHT_SCALER

protected const float SWAY_WEIGHT_SCALER = 1
private

This HeadingModel - Clamps heading

Referenced by CalculateWeight().


The documentation for this class was generated from the following file: