Data Structures | |
class | ComponentCollisionBox |
class | ComponentCollisionCapsule |
Enumerations | |
enum | QueryFlags |
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enum QueryFlags | EnableDebugDraw (bool pEnable) |
enables debug draw in functions | |
static proto native void | DrawDebugText (string text, vector pos, float size) |
static proto native void | DrawStartFrame () |
clear info - new draw starts | |
static proto native void | DrawDebugBox (vector pos, float size, int color) |
draws debug box (color=red) | |
static proto native bool | DebugOverrideAnimationTranslation (string pAnimName, vector pTranslation) |
overrides total animation translation | |
static proto native bool | DebugOverrideAnimationRotation (string pAnimName, vector pRotation) |
overrides total animation rotation | |
static proto native bool | DebugOverrideAnimationSpeed (string pAnimName, float pSpeed) |
overrides total animation speed | |
static proto float | LinearRangeClamp (float pValueX, float pValueY, float pLimits[]) |
static proto native void | PhysicsGetEntitiesInBox (vector min, vector max, notnull out array< EntityAI > entList) |
returns entities overlapping/touching in AABB box - | |
static proto native void | SceneGetEntitiesInBox (vector min, vector max, notnull out array< EntityAI > entList, int flags=QueryFlags.DYNAMIC) |
returns entities overlapping/touching in AABB box - | |
static proto native void | GetEntitiesInCone (vector pos, vector dir, float angle, float dist, float minHeigh, float maxHeight, out array< Object > entList) |
static Object | GetMeleeTarget (vector pos, vector dir, float angle, float dist, float minHeight, float maxHeight, EntityAI pToIgnore, array< typename > targetableObjects, out array< Object > allTargets=NULL) |
returns fight target | |
static proto native bool | PlayerCanChangeStance (DayZPlayer pPlayer, int pTargetStance, bool forceCheck=false) |
static proto native bool | FindMagazinesForAmmo (DayZPlayer player, string ammoTypeName, out array< Magazine > mags) |
static Magazine | SelectStoreCartridge (DayZPlayer player, Weapon_Base weapon, int muzzleIndex, Magazine exclude_mag, float damage, string magTypeName) |
static bool | HandleDropMagazine (DayZPlayer player, Magazine mag) |
static bool | HandleDropCartridge (DayZPlayer player, float damage, string cartTypeName, string magTypeName) |
static bool | HandleStoreCartridge (DayZPlayer player, Weapon_Base weapon, int muzzleIndex, float damage, string cartTypeName, string magTypeName, bool CanDrop=true) |
static proto native bool | InitComponentCollisions (Human player, array< ref ComponentCollisionBox > boxes, array< ref ComponentCollisionCapsule > capsules) |
static proto native bool | IsComponentCollisionInitialized () |
static proto native void | ClearComponentCollisions () |
static proto native vector | GetMemoryPointPositionBoneRelative (DayZPlayer pPlayer, int pBoneIndex, int pPointIndex) |
static void | InitPlayerComponentCollisions (Human player) |
static int | ConvertStanceMaskToStanceIdx (int stanceMask) |
static EWaterLevels | CheckWaterLevel (DayZPlayer pPlayer, out vector waterLevel) |
private void | DayZPlayerUtils () |
cannot be instantiated | |
static private void | InitCachedEntList () |
Variables | |
NONE | |
STATIC | |
Static objects are included in the query. | |
DYNAMIC | |
Dynamic objects are included in the query. | |
ORIGIN_DISTANCE | |
Check only distance to object origins, not BB. | |
ONLY_ROADWAYS | |
Only roadways are included in the query. | |
static private ref array< Object > | m_CachedEntList |
class ComponentCollisionBox | EnableDebugDraw |
enum QueryFlags |
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if total water depth >= 1.5m && character is 1.5m in water
References HumanCommandSwim(), SHumanCommandSwimSettings::m_fToCrouchLevel, SHumanCommandSwimSettings::m_fToErectLevel, and SHumanCommandSwimSettings::m_fWaterLevelIn.
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private void DayZPlayerUtils | ( | ) |
cannot be instantiated
Referenced by ManBase::BrokenLegForceProne(), ActionBase::Can(), DayZPlayer::CanJump(), DayZPlayer::CanPickupHeavyItem(), DayZInfected::ChaseAttackLogic(), DayZPlayerImplementSwimming::CheckSwimmingStart(), WeaponStateBase::DropBullet(), UniversalTemperatureSourceLambdaBaseImpl::DryItemsInVicinity(), ejectBulletAndStoreInMagazine(), EmoteBase::EmoteFBStanceCheck(), UniversalTemperatureSourceLambdaBaseImpl::Execute(), DayZInfected::FightAttackLogic(), GatherTemperatureSources(), HandleFightLogic(), HandleStoreCartridge(), DayZPlayerImplementSwimming::HandleSwimming(), InitPlayerComponentCollisions(), ItemBase::ItemFall(), WeaponStateBase::OnAbort(), WeaponStateBase::OnEntry(), ActionEmptyMagazine::OnExecuteServer(), WeaponStateBase::OnExit(), DayZPlayerImplementAiming::ProcessAimFilters(), VicinityItemManager::RefreshVicinityItems(), SelectStoreCartridge(), and ActionTargets::Update().
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overrides total animation rotation
overrides total animation speed
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overrides total animation translation
draws debug box (color=red)
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clear info - new draw starts
enum QueryFlags EnableDebugDraw | ( | bool | pEnable | ) |
enables debug draw in functions
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Referenced by GetMeleeTarget().
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returns fight target
References Class::CastTo(), Math::DEG2RAD, GetEntitiesInCone(), InitCachedEntList(), vector::LengthSq(), m_CachedEntList, Math::Tan(), and Vector().
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References Class::CastTo().
Referenced by HandleStoreCartridge().
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We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the player
References Error(), GameInventory::LocationSyncMoveEntity(), Math3D::MatrixIdentity4(), GameInventory::PrepareDropEntityPos(), and InventoryLocation::SetGround().
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find suitable heap / mag
create a new one in inventory
drop on ground
References Class::CastTo(), DayZPlayerUtils(), ECE_IN_INVENTORY, HandleDropCartridge(), RF_DEFAULT, and SpawnEntity().
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References m_CachedEntList.
Referenced by GetMeleeTarget().
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References DayZPlayerUtils(), Error(), and IsComponentCollisionInitialized().
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Referenced by InitPlayerComponentCollisions().
pLimits in form Xvalue, Ymin, Ymax, Xvalue1, Ymin1, Ymax1, .... sample 0, 0, 5, 1, 2, 3, 2, 0, 1 for X <= 0 it clamps Y to Rangle (0,5)
for X == 0.5 it clamps Y to Rangle (1,4)
for X == 1 it clamps Y to Rangle (2,3)
for X == 1.5 it clamps Y to Rangle (1,2)
for X >= 2 it clamps Y to Rangle (0,1)
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returns entities overlapping/touching in AABB box -
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returns entities overlapping/touching in AABB box -
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References Class::CastTo(), DayZPlayerUtils(), ECE_IN_INVENTORY, RF_DEFAULT, and SpawnEntity().
@ DYNAMIC |
Dynamic objects are included in the query.
class ComponentCollisionBox EnableDebugDraw |
Referenced by GetMeleeTarget(), and InitCachedEntList().
@ NONE |
ONLY_ROADWAYS |
Only roadways are included in the query.
ORIGIN_DISTANCE |
Check only distance to object origins, not BB.
@ STATIC |
Static objects are included in the query.