Data Structures | |
class | SHumanGlobalSettings |
class | SHumanCommandSwimSettings |
Functions | |
class SHumanGlobalSettings | SHumanCommandMoveSettings () |
private void | SHumanGlobalSettings () |
private void | ~SHumanGlobalSettings () |
private void | ~SHumanCommandMoveSettings () |
class SHumanCommandSwimSettings | SHumanCommandClimbSettings () |
private void | SHumanCommandSwimSettings () |
private void | ~SHumanCommandSwimSettings () |
private void | ~SHumanCommandClimbSettings () |
Variables | |
float | m_fPhysMoveMaxTracedDistance |
when actual phys step is lower than this -> distance is traced, otherwise it's just set | |
float | m_fRunSpringTimeout |
filter span value [s] | |
float | m_fRunSpringMaxChange |
filter speed value [val/s] | |
float | m_fDirFilterTimeout |
direction filter timeout [s] | |
float | m_fDirFilterSprintTimeout |
sprint direction filter timeout [s] | |
float | m_fDirFilterSpeed |
direction filter max rot speed [rad/s] | |
float | m_fMaxSprintAngle |
max sprint angle [rad] | |
float | m_fTurnAngle |
when character starts to turn (45 deg default) | |
float | m_fTurnEndUpdateNTime |
when turn values are not updated anymore (normalized time) | |
float | m_fTurnNextNTime |
when next turn is started from previous turn | |
float | m_fSlidingPoseAngle |
angle (0.707 * PI) - when angle is bigger - sliding pose is done (rad) | |
float | m_fSlidingPoseTrackTime |
time change of angle is tracked in the past (sec) | |
float | m_fSlidingPoseRepTime |
not to do sliding pose after another sliding pose (sec) | |
float | m_fHeadingChangeLimiterIdle |
float | m_fHeadingChangeLimiterWalk |
float | m_fHeadingChangeLimiterRun |
float | m_fLeaningSpeed |
float | m_fWaterLevelSpeedRectrictionLow |
Water level (in meters) - m_iMaxSpeedNormal_WaterLevelLow and m_iMaxSpeedFast_WaterLevelLow are applied when character is deeper. | |
float | m_fWaterLevelSpeedRectrictionHigh |
Water level (in meters) - m_iMaxSpeedNormal_WaterLevelHigh and m_iMaxSpeedFast_WaterLevelHigh are applied when character is deeper. | |
int | m_iMaxSpeedNormal_WaterLevelLow |
Max movement speed for m_fWaterLevelSpeedRectrictionLow when character doesn't want to sprint (-1 means no change) | |
int | m_iMaxSpeedFast_WaterLevelLow |
Max movement speed for m_fWaterLevelSpeedRectrictionLow when character wants to sprint (-1 means no change) | |
int | m_iMaxSpeedNormal_WaterLevelHigh |
Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character doesn't want to sprint (-1 means no change) | |
int | m_iMaxSpeedFast_WaterLevelHigh |
Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character wants to sprint (-1 means no change) | |
float | m_fAlignIdleTimeout |
float | m_fAlignIdleMaxChanged |
align filters in idle, slow, fast | |
float | m_fAlignSlowTimeout |
float | m_fAlignSlowMaxChanged |
float | m_fAlignFastTimeout |
float | m_fAlignFastMaxChanged |
float | m_fMovementSpeed |
float | m_fMovementSpeedFltTime |
float | m_fMovementSpeedFltMaxChange |
float | m_fWaterLevelSwim |
when swimming - entity position depth (1.4 m) | |
float | m_fWaterLevelIn |
when entering water - what level cases swimming (1.5m) | |
float | m_fWaterLevelOut |
what water level causes to stop swimming (1.2m) | |
float | m_fToCrouchLevel |
when to crouch | |
float | m_fToErectLevel |
when to stand | |
float | m_fCharHeight |
generic settings | |
float | m_fCharWidth |
forward pass | |
float | m_fFwMinHeight |
float | m_fFwMaxHeight |
float | m_fFwMaxDistance |
float | m_fStepFreeSpace |
forward step | |
float | m_fStepPositionAfterEdge |
must be a space to step there | |
float | m_fStepDownRadius |
float | m_fStepMinNormal |
float | m_fStepVariation |
float | m_fStepMinWidth |
float | m_fClimbOverMaxWidth |
float | m_fClimbOverMinHeight |
float | m_fBackwardsCheckDist |
absolute distance for backwards check if necessary | |
class SHumanCommandSwimSettings SHumanCommandClimbSettings | ( | ) |
Referenced by DayZPlayer::CommandHandler(), and DayZPlayerImplementJumpClimb::JumpOrClimb().
class SHumanGlobalSettings SHumanCommandMoveSettings | ( | ) |
Referenced by DayZPlayerTypeUtils::DayZPlayerTypeInitMovement().
private void SHumanCommandSwimSettings | ( | ) |
private void SHumanGlobalSettings | ( | ) |
private void ~SHumanCommandClimbSettings | ( | ) |
private void ~SHumanCommandMoveSettings | ( | ) |
private void ~SHumanCommandSwimSettings | ( | ) |
private void ~SHumanGlobalSettings | ( | ) |
float m_fAlignFastMaxChanged |
float m_fAlignFastTimeout |
float m_fAlignIdleMaxChanged |
align filters in idle, slow, fast
float m_fAlignIdleTimeout |
float m_fAlignSlowMaxChanged |
float m_fAlignSlowTimeout |
float m_fBackwardsCheckDist |
absolute distance for backwards check if necessary
float m_fCharHeight |
generic settings
float m_fCharWidth |
forward pass
float m_fClimbOverMaxWidth |
float m_fClimbOverMinHeight |
float m_fDirFilterSpeed |
direction filter max rot speed [rad/s]
float m_fDirFilterSprintTimeout |
sprint direction filter timeout [s]
float m_fDirFilterTimeout |
direction filter timeout [s]
float m_fFwMaxDistance |
float m_fFwMaxHeight |
float m_fFwMinHeight |
float m_fHeadingChangeLimiterIdle |
float m_fHeadingChangeLimiterRun |
float m_fHeadingChangeLimiterWalk |
float m_fLeaningSpeed |
float m_fMaxSprintAngle |
max sprint angle [rad]
float m_fMovementSpeed |
float m_fMovementSpeedFltMaxChange |
float m_fMovementSpeedFltTime |
float m_fPhysMoveMaxTracedDistance |
when actual phys step is lower than this -> distance is traced, otherwise it's just set
float m_fRunSpringMaxChange |
filter speed value [val/s]
float m_fRunSpringTimeout |
filter span value [s]
float m_fSlidingPoseAngle |
angle (0.707 * PI) - when angle is bigger - sliding pose is done (rad)
float m_fSlidingPoseRepTime |
not to do sliding pose after another sliding pose (sec)
float m_fSlidingPoseTrackTime |
time change of angle is tracked in the past (sec)
float m_fStepDownRadius |
float m_fStepFreeSpace |
forward step
float m_fStepMinNormal |
float m_fStepMinWidth |
float m_fStepPositionAfterEdge |
must be a space to step there
float m_fStepVariation |
float m_fToCrouchLevel |
when to crouch
float m_fToErectLevel |
when to stand
float m_fTurnAngle |
when character starts to turn (45 deg default)
float m_fTurnEndUpdateNTime |
when turn values are not updated anymore (normalized time)
float m_fTurnNextNTime |
when next turn is started from previous turn
float m_fWaterLevelIn |
when entering water - what level cases swimming (1.5m)
float m_fWaterLevelOut |
what water level causes to stop swimming (1.2m)
float m_fWaterLevelSpeedRectrictionHigh |
Water level (in meters) - m_iMaxSpeedNormal_WaterLevelHigh and m_iMaxSpeedFast_WaterLevelHigh are applied when character is deeper.
float m_fWaterLevelSpeedRectrictionLow |
Water level (in meters) - m_iMaxSpeedNormal_WaterLevelLow and m_iMaxSpeedFast_WaterLevelLow are applied when character is deeper.
float m_fWaterLevelSwim |
when swimming - entity position depth (1.4 m)
int m_iMaxSpeedFast_WaterLevelHigh |
Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character wants to sprint (-1 means no change)
int m_iMaxSpeedFast_WaterLevelLow |
Max movement speed for m_fWaterLevelSpeedRectrictionLow when character wants to sprint (-1 means no change)
int m_iMaxSpeedNormal_WaterLevelHigh |
Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character doesn't want to sprint (-1 means no change)
int m_iMaxSpeedNormal_WaterLevelLow |
Max movement speed for m_fWaterLevelSpeedRectrictionLow when character doesn't want to sprint (-1 means no change)