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 | |
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return -1 when there is no event, otherwise it returns pId of event from animation
Referenced by PluginDayzPlayerDebug_Weapons::Tick().
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returns aiming hands left/right (x) offset angle
Referenced by Weapon::ApproximateWeaponLiftTransform(), and Weapon::LiftWeaponCheckEx().
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returns aiming hands up/down (y) offset angle
Referenced by Weapon::ApproximateWeaponLiftTransform(), and Weapon::LiftWeaponCheckEx().
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returns base aiming angle LR - without sway/offsets/...
Referenced by Weapon::ApproximateWeaponLiftTransform(), FloatingCrossHair(), HandleProneKick(), DayZPlayerImplementThrowing::HandleThrowing(), and Weapon::LiftWeaponCheckEx().
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returns base aiming angle UD - without sway/offsets/...
Referenced by Weapon::ApproximateWeaponLiftTransform(), FloatingCrossHair(), DayZPlayerImplementThrowing::HandleThrowing(), Weapon::LiftWeaponCheckEx(), UpdateUDAngle(), and UpdateUDAngleUnlocked().
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returns -1 when no action is running or RELOAD,MECHANISM, ....
Referenced by FirearmActionAttachMagazine::ActionCondition(), FirearmActionAttachMagazineQuick::ActionCondition(), DayZPlayer::CommandHandlerDebug(), HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry(), WeaponStateBase::OnEntry(), and PluginDayzPlayerDebug_Weapons::Tick().
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returns -1 when no action is running or appropriate action type
Referenced by HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry(), WeaponStateBase::OnEntry(), and PluginDayzPlayerDebug_Weapons::Tick().
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return obstruction value
Referenced by DayZPlayer::HandleWeapons(), and Weapon::LiftWeaponCheckEx().
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return -1 when there is no event, otherwise it returns pId of event from animation
Referenced by DayZPlayer::CommandHandlerDebug(), HandleInventory(), and HandleWeaponEvents().
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returns true when clip visual change is needed for reload clip action
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Referenced by DayZPlayerImplementThrowing::HandleThrowing().
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return if lifting weapon is active
Referenced by DayZPlayer::HandleWeapons().
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command for lifting weapon near obstacles (works only when weapon is raised)
Referenced by DayZPlayer::HandleWeapons().
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command for obstruction weapon near obstacles
Referenced by DayZPlayer::HandleWeapons().
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References RegisterEvent().
register events
Referenced by RegisterDefaultEvents().
sets start and end animation position - f.e. for reload clip action
Referenced by PluginDayzPlayerDebug_Weapons::CommandHandler(), and DayZPlayerImplementThrowing::HandleThrowing().
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sets head tilt to optics
Referenced by DayZPlayer::ExitSights(), DayZPlayer::HandleADS(), DayZPlayer::SetIronsights(), and DayZPlayer::SetOptics().
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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().
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Referenced by DayZPlayerImplementThrowing::HandleThrowing().
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start reload,mechanism,chambering,unjam ...
Referenced by PluginDayzPlayerDebug_Weapons::CommandHandler(), DayZPlayer::CommandHandlerDebug(), HandStateBase::OnEntry(), WeaponStateBase::OnEntry(), and WeaponStartAction::OnUpdate().
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just static version of SetInitState
Referenced by SyncAnimState().
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Referenced by DayZPlayerImplementThrowing::HandleThrowing().
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Referenced by DayZPlayerImplementThrowing::HandleThrowing().