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