16 return m_Player.GetPosition() +
"0 1.7 0";
40 return m_Player.GetPosition() +
"0 1 0";
51 float playerVisCoef = 1.0;
83 mod = (speedCoef + stanceCoef ) / 2;
92 int movementSpeed = 0;
128 return movementSpeed;
private int m_iChestBoneIndex
override vector GetHeadPositionWS()
static int StanceToMovementIdxTranslation(HumanMovementState pState)
private PlayerBase m_Player
void AITargetCallbacksPlayer(PlayerBase pPlayer)
override vector GetVisionPointPositionWS(EntityAI pApplicant)
private int m_iHeadBoneIndex
override float GetMaxVisionRangeModifier(EntityAI pApplicant)
int m_iStanceIdx
current command's id
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
static const float AI_VISIBILITY_CROUCH
static const float AI_VISIBILITY_STANDING
static const float AI_VISIBILITY_RUN
static const float AI_VISIBILITY_PRONE
static const float AI_VISIBILITY_IDLE
static const float AI_VISIBILITY_WALK
DayZPlayerConstants
defined in C++