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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static |
bit mask of ik settings
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static |
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static |
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().