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HumanCommandMove Class Reference

Private Member Functions

private void HumanCommandMove ()
 
private void ~HumanCommandMove ()
 
proto native float GetCurrentMovementAngle ()
 
proto bool GetCurrentInputAngle (out float pAngle)
 
proto native float GetCurrentMovementSpeed ()
 0,1,2..3 idle, walk, run, sprint
 
proto native bool IsChangingStance ()
 returns true if character is changing stance
 
proto native bool IsOnBack ()
 return true if prone is on back
 
proto native bool IsInRoll ()
 return true if character barrel rolling
 
proto native bool IsLeavingUncon ()
 return true if character transitions out of uncon
 
proto native bool IsStandingFromBack ()
 return true if prone on back is chaning to crounch/stand
 
proto native void StartMeleeEvade ()
 marks command to continue to combo
 
proto native void StartMeleeEvadeA (float pDirAngle)
 marks command to continue to combo, pDirAngle specifies angle
 
proto native bool IsMeleeEvade ()
 this is true when in melee evade
 
proto native void SetMeleeBlock (bool pBlock)
 this enables/disables block
 
proto native void ForceStance (int pStanceIdx)
 
proto native void ForceStanceUp (int pStanceIdx)
 
proto native void SetRunSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
 
proto native void SetDirectionFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
 
proto native void SetDirectionSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
 
proto native void SetTurnSpanModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
 
proto native void SetTurnSpanSprintModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
 
proto native void SetCurrentWaterLevel (float value)
 sets water level (depth)
 

Constructor & Destructor Documentation

◆ HumanCommandMove()

private void HumanCommandMove ( )
inlineprivate

◆ ~HumanCommandMove()

private void ~HumanCommandMove ( )
inlineprivate

Member Function Documentation

◆ ForceStance()

proto native void ForceStance ( int  pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

Referenced by ManBase::BrokenLegForceProne(), PluginDayzPlayerDebug_Ctrl::CommandHandler(), ManBase::EEItemIntoHands(), ForceStandUpForHeavyItems(), HandleFightLogic(), HandleInitialFirearmMelee(), and BotStateBase::OnUpdate().

◆ ForceStanceUp()

proto native void ForceStanceUp ( int  pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

Referenced by DayZPlayerImplementSwimming::HandleSwimming().

◆ GetCurrentInputAngle()

proto bool GetCurrentInputAngle ( out float  pAngle)
private

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

Referenced by HandleFightLogic().

◆ GetCurrentMovementAngle()

proto native float GetCurrentMovementAngle ( )
private

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float GetCurrentMovementSpeed ( )
private

◆ IsChangingStance()

proto native bool IsChangingStance ( )
private

◆ IsInRoll()

proto native bool IsInRoll ( )
private

return true if character barrel rolling

◆ IsLeavingUncon()

proto native bool IsLeavingUncon ( )
private

return true if character transitions out of uncon

◆ IsMeleeEvade()

proto native bool IsMeleeEvade ( )
private

this is true when in melee evade

◆ IsOnBack()

proto native bool IsOnBack ( )
private

return true if prone is on back

Referenced by CanPlayEmote().

◆ IsStandingFromBack()

proto native bool IsStandingFromBack ( )
private

return true if prone on back is chaning to crounch/stand

Referenced by DayZPlayerImplementThrowing::HandleThrowing(), and DayZPlayer::HeadingModel().

◆ SetCurrentWaterLevel()

proto native void SetCurrentWaterLevel ( float  value)
private

sets water level (depth)

Referenced by DayZPlayerImplementSwimming::HandleSwimming().

◆ SetDirectionFilterModifier()

proto native void SetDirectionFilterModifier ( float  value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

◆ SetDirectionSprintFilterModifier()

proto native void SetDirectionSprintFilterModifier ( float  value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

Referenced by ManBase::UpdateMovementInertia().

◆ SetMeleeBlock()

proto native void SetMeleeBlock ( bool  pBlock)
private

this enables/disables block

Referenced by ManBase::EEItemIntoHands(), Weapon::EEItemLocationChanged(), and HandleFightLogic().

◆ SetRunSprintFilterModifier()

proto native void SetRunSprintFilterModifier ( float  value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

Referenced by ManBase::UpdateMovementInertia().

◆ SetTurnSpanModifier()

proto native void SetTurnSpanModifier ( float  value)
private

◆ SetTurnSpanSprintModifier()

proto native void SetTurnSpanSprintModifier ( float  value)
private

◆ StartMeleeEvade()

proto native void StartMeleeEvade ( )
private

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void StartMeleeEvadeA ( float  pDirAngle)
private

marks command to continue to combo, pDirAngle specifies angle

Referenced by HandleFightLogic().


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