Data Structures | |
| class | HumanItemBehaviorCfg | 
Functions | |
| class HumanItemBehaviorCfg | OnItemInHandsChanged (bool pInstant=false) | 
| signalization from script to engine that item in hands changed   | |
| void | SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm) | 
| void | SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm) | 
| void | SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm) | 
| void | SetIKAll (bool pAim, bool pRArm, bool pLArm) | 
| proto native void | ResetWeaponInHands () | 
| reset weapon anim override in case of premature death   | |
| proto native void | HideItemInHands (bool pState) | 
| hides item in hands visually   | |
| proto native bool | IsItemInHandsHidden () | 
| returns if item in hands is hidden visually   | |
| proto native bool | IsItemInHandsWeapon () | 
| returns true if item in hands is a weapon   | |
| proto native bool | WeaponGetCameraPoint (out vector pPos, out vector pRot) | 
| returns true if weapon is item and it has camera point - local pos, dir in weapon space   | |
| proto native bool | WeaponGetCameraPointMSTransform (notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, out vector pTm[4]) | 
| returns true if weapon is item and it has camera point - model space matrix -   | |
| proto native bool | WeaponGetCameraPointBoneRelative (notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, int pBoneIndex, out vector pTm[4]) | 
| returns true if weapon is item and it has camera point - model space matrix -   | |
| proto native bool | WeaponGetAimingModelDirTm (out vector pTm[4]) | 
| return current aiming point from aiming model (additive swaying applied - no recoil points)   | |
| proto native HumanItemBehaviorCfg | GetItemInHandsBehaviourCfg () | 
| private void | HumanItemAccessor () | 
| private void | ~HumanItemAccessor () | 
Variables | |
| static int | IKSETTING_AIMING = 0x1 | 
| bit mask of ik settings   | |
| static int | IKSETTING_RHAND = 0x2 | 
| static int | IKSETTING_LHAND = 0x4 | 
| int | m_iType | 
| int | m_iStanceMask | 
| combinations of STANCEMASK_   | |
| int | m_StanceMovements [6] | 
| int | m_StanceRotation [6] | 
| 6 stances -> all has movement mask, STANCEIDX_ ... is index   | |
| int | m_IKSettings [24] | 
| int | m_IKSettingsMelee [2] | 
| [stance][movement] mask for ik   | |
| int | m_iPerItemCameraUserData | 
| [inpact type] mask for ik (0 - light/1 - heavy)   | |
| float | m_fMoveHeadingFilterSpan | 
| per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()   | |
| float | m_fMoveHeadingSprintFilterSpan | 
| default delay of alignment when moving   | |
| float | m_fMoveHeadingProneFilterSpan | 
| delay of alignment when sprintinh   | |
| float | m_fMoveHeadingFilterSpeed | 
| delay of alignment when moving in prone stance   | |
| float | m_fMeleeEvadeHeadingFilterSpan | 
| max speed of alignment when moving   | |
| float | m_fMeleeEvadeHeadingFilterSpeed | 
| delay of alignment when evading   | |
| bool | m_bAttackLean | 
| max speed of alignment when evading   | |
| bool | m_bJumpAllowed | 
| default false   | |
| private bool | m_bPlaceholder | 
| default true   | |
| proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg | ( | ) | 
| proto native void HideItemInHands | ( | bool | pState | ) | 
hides item in hands visually
| private void HumanItemAccessor | ( | ) | 
| proto native bool IsItemInHandsHidden | ( | ) | 
returns if item in hands is hidden visually
| proto native bool IsItemInHandsWeapon | ( | ) | 
returns true if item in hands is a weapon
| class HumanItemBehaviorCfg OnItemInHandsChanged | ( | bool | pInstant = false | ) | 
signalization from script to engine that item in hands changed
Referenced by ManBase::EEItemIntoHands(), and ManBase::EEItemOutOfHands().
| proto native void ResetWeaponInHands | ( | ) | 
reset weapon anim override in case of premature death
References HumanItemBehaviorCfg::m_IKSettings.
return current aiming point from aiming model (additive swaying applied - no recoil points)
returns true if weapon is item and it has camera point - local pos, dir in weapon space
| proto native bool WeaponGetCameraPointBoneRelative | ( | notnull EntityAI | pCamEntity, | 
| vector | pCamPoint, | ||
| vector | pCamDir, | ||
| int | pBoneIndex, | ||
| out vector | pTm[4] | ||
| ) | 
returns true if weapon is item and it has camera point - model space matrix -
| proto native bool WeaponGetCameraPointMSTransform | ( | notnull EntityAI | pCamEntity, | 
| vector | pCamPoint, | ||
| vector | pCamDir, | ||
| out vector | pTm[4] | ||
| ) | 
returns true if weapon is item and it has camera point - model space matrix -
| private void ~HumanItemAccessor | ( | ) | 
      
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bit mask of ik settings
      
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| bool m_bAttackLean | 
max speed of alignment when evading
per weapon lean forward
Referenced by HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded(), and HumanItemBehaviorCfg::SetTwoHanded().
| bool m_bJumpAllowed | 
| private bool m_bPlaceholder | 
default true
| float m_fMeleeEvadeHeadingFilterSpan | 
max speed of alignment when moving
evade caps
| float m_fMeleeEvadeHeadingFilterSpeed | 
delay of alignment when evading
| float m_fMoveHeadingFilterSpan | 
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
movement caps
| float m_fMoveHeadingFilterSpeed | 
delay of alignment when moving in prone stance
| float m_fMoveHeadingProneFilterSpan | 
delay of alignment when sprintinh
| float m_fMoveHeadingSprintFilterSpan | 
default delay of alignment when moving
| int m_IKSettings[24] | 
| int m_IKSettingsMelee[2] | 
[stance][movement] mask for ik
| int m_iPerItemCameraUserData | 
[inpact type] mask for ik (0 - light/1 - heavy)
Referenced by HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded(), and HumanItemBehaviorCfg::SetTwoHanded().
| int m_iStanceMask | 
combinations of STANCEMASK_
Referenced by HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded(), and HumanItemBehaviorCfg::SetTwoHanded().
| int m_iType | 
Referenced by HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetFirearms(), SetHeavyItems(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded(), and HumanItemBehaviorCfg::SetTwoHanded().
| int m_StanceMovements[6] | 
Referenced by HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded(), and HumanItemBehaviorCfg::SetTwoHanded().
| int m_StanceRotation[6] | 
6 stances -> all has movement mask, STANCEIDX_ ... is index
Referenced by HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetRestrained(), and HumanItemBehaviorCfg::SetSurrender().