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humanitems.c File Reference

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
 

Function Documentation

◆ GetItemInHandsBehaviourCfg()

proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg ( )

◆ HideItemInHands()

proto native void HideItemInHands ( bool  pState)

hides item in hands visually

◆ HumanItemAccessor()

◆ IsItemInHandsHidden()

proto native bool IsItemInHandsHidden ( )

returns if item in hands is hidden visually

◆ IsItemInHandsWeapon()

proto native bool IsItemInHandsWeapon ( )

returns true if item in hands is a weapon

◆ OnItemInHandsChanged()

class HumanItemBehaviorCfg OnItemInHandsChanged ( bool  pInstant = false)

signalization from script to engine that item in hands changed

Referenced by ManBase::EEItemIntoHands(), and ManBase::EEItemOutOfHands().

◆ ResetWeaponInHands()

proto native void ResetWeaponInHands ( )

reset weapon anim override in case of premature death

◆ SetIK()

void SetIK ( int  pStance,
int  pMovement,
bool  pAim,
bool  pRArm,
bool  pLArm 
)

◆ SetIKAll()

void SetIKAll ( bool  pAim,
bool  pRArm,
bool  pLArm 
)

◆ SetIKMelee()

void SetIKMelee ( int  pHitType,
bool  pAim,
bool  pRArm,
bool  pLArm 
)

◆ SetIKStance()

void SetIKStance ( int  pStance,
bool  pAim,
bool  pRArm,
bool  pLArm 
)

◆ WeaponGetAimingModelDirTm()

proto native bool WeaponGetAimingModelDirTm ( out vector  pTm[4])

return current aiming point from aiming model (additive swaying applied - no recoil points)

◆ WeaponGetCameraPoint()

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

◆ WeaponGetCameraPointBoneRelative()

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 -

◆ WeaponGetCameraPointMSTransform()

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 -

◆ ~HumanItemAccessor()

private void ~HumanItemAccessor ( )

Variable Documentation

◆ IKSETTING_AIMING

int IKSETTING_AIMING = 0x1
static

bit mask of ik settings

◆ IKSETTING_LHAND

int IKSETTING_LHAND = 0x4
static

◆ IKSETTING_RHAND

int IKSETTING_RHAND = 0x2
static

◆ m_bAttackLean

◆ m_bJumpAllowed

bool m_bJumpAllowed

default false

per weapon lean forward

Referenced by HumanItemBehaviorCfg::SetHeavyItems().

◆ m_bPlaceholder

private bool m_bPlaceholder

default true

◆ m_fMeleeEvadeHeadingFilterSpan

float m_fMeleeEvadeHeadingFilterSpan

max speed of alignment when moving

evade caps

◆ m_fMeleeEvadeHeadingFilterSpeed

float m_fMeleeEvadeHeadingFilterSpeed

delay of alignment when evading

◆ m_fMoveHeadingFilterSpan

float m_fMoveHeadingFilterSpan

per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()

movement caps

◆ m_fMoveHeadingFilterSpeed

float m_fMoveHeadingFilterSpeed

delay of alignment when moving in prone stance

◆ m_fMoveHeadingProneFilterSpan

float m_fMoveHeadingProneFilterSpan

delay of alignment when sprintinh

◆ m_fMoveHeadingSprintFilterSpan

float m_fMoveHeadingSprintFilterSpan

default delay of alignment when moving

◆ m_IKSettings

int m_IKSettings[24]

◆ m_IKSettingsMelee

int m_IKSettingsMelee[2]

[stance][movement] mask for ik

◆ m_iPerItemCameraUserData

◆ m_iStanceMask

◆ m_iType

◆ m_StanceMovements

◆ m_StanceRotation

int m_StanceRotation[6]

6 stances -> all has movement mask, STANCEIDX_ ... is index

Referenced by HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetRestrained(), and HumanItemBehaviorCfg::SetSurrender().