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HumanCommandWeapons Class Reference

Private Member Functions

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 obstacles (works only when weapon is raised)
 
proto native bool IsWeaponLifted ()
 return if lifting weapon is active
 
proto native void ObstructWeapon (float pState01)
 command for obstruction weapon near obstacles
 
proto native float GetWeaponObstruction ()
 return obstruction value
 
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 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 ()
 

Static Private Member Functions

proto static native void StaticSetInitState (Human pHuman, int pFrameIdx)
 just static version of SetInitState
 

Constructor & Destructor Documentation

◆ HumanCommandWeapons()

private void HumanCommandWeapons ( )
inlineprivate

◆ ~HumanCommandWeapons()

private void ~HumanCommandWeapons ( )
inlineprivate

Member Function Documentation

◆ DebugIsEvent()

proto native int DebugIsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

Referenced by PluginDayzPlayerDebug_Weapons::Tick().

◆ DebugResetEvents()

proto native void DebugResetEvents ( )
private

◆ GetAimingHandsOffsetLR()

proto native float GetAimingHandsOffsetLR ( )
private

returns aiming hands left/right (x) offset angle

Referenced by Weapon::ApproximateWeaponLiftTransform(), and Weapon::LiftWeaponCheckEx().

◆ GetAimingHandsOffsetUD()

proto native float GetAimingHandsOffsetUD ( )
private

returns aiming hands up/down (y) offset angle

Referenced by Weapon::ApproximateWeaponLiftTransform(), and Weapon::LiftWeaponCheckEx().

◆ GetBaseAimingAngleLR()

proto native float GetBaseAimingAngleLR ( )
private

◆ GetBaseAimingAngleUD()

proto native float GetBaseAimingAngleUD ( )
private

◆ GetRunningAction()

◆ GetRunningActionType()

proto native int GetRunningActionType ( )
private

returns -1 when no action is running or appropriate action type

Referenced by HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry(), WeaponStateBase::OnEntry(), and PluginDayzPlayerDebug_Weapons::Tick().

◆ GetWeaponObstruction()

proto native float GetWeaponObstruction ( )
private

return obstruction value

Referenced by DayZPlayer::HandleWeapons(), and Weapon::LiftWeaponCheckEx().

◆ IsActionFinished()

◆ IsEvent()

proto native int IsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

Referenced by DayZPlayer::CommandHandlerDebug(), HandleInventory(), and HandleWeaponEvents().

◆ IsInWeaponReloadBulletSwitchState()

proto native bool IsInWeaponReloadBulletSwitchState ( )
private

returns true when clip visual change is needed for reload clip action

◆ IsThrowingMode()

proto native bool IsThrowingMode ( )
private

◆ IsWeaponLifted()

proto native bool IsWeaponLifted ( )
private

return if lifting weapon is active

Referenced by DayZPlayer::HandleWeapons().

◆ LiftWeapon()

proto native void LiftWeapon ( bool  pState)
private

command for lifting weapon near obstacles (works only when weapon is raised)

Referenced by DayZPlayer::HandleWeapons().

◆ ObstructWeapon()

proto native void ObstructWeapon ( float  pState01)
private

command for obstruction weapon near obstacles

Referenced by DayZPlayer::HandleWeapons().

◆ RegisterDefaultEvents()

void RegisterDefaultEvents ( )
inlineprivate

References RegisterEvent().

◆ RegisterEvent()

proto native void RegisterEvent ( string  pName,
int  pId 
)
private

register events

Referenced by RegisterDefaultEvents().

◆ SetActionProgressParams()

proto native void SetActionProgressParams ( float  pStart,
float  pEnd 
)
private

sets start and end animation position - f.e. for reload clip action

Referenced by PluginDayzPlayerDebug_Weapons::CommandHandler(), and DayZPlayerImplementThrowing::HandleThrowing().

◆ SetADS()

proto native void SetADS ( bool  pState)
private

◆ SetInitState()

proto native void SetInitState ( int  pFrameIndex)
private

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

Referenced by PluginDayzPlayerDebug_Weapons::OnClick(), WeaponManager::RefreshAnimationState(), and SyncAnimState().

◆ SetThrowingMode()

proto native void SetThrowingMode ( bool  pState)
private

◆ StartAction()

proto native bool StartAction ( WeaponActions  pAction,
int  pActionType 
)
private

◆ StaticSetInitState()

proto static native void StaticSetInitState ( Human  pHuman,
int  pFrameIdx 
)
staticprivate

just static version of SetInitState

Referenced by SyncAnimState().

◆ ThrowItem()

proto native void ThrowItem ( int  throwType)
private

◆ WasItemLeaveHandsEvent()

proto native bool WasItemLeaveHandsEvent ( )
private

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