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Dayz Explorer 1.28.160049
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Go to the source code of this file.
Classes | |
| class | DayZPlayerCameraResult |
| class | DayZPlayerTypeStepSoundLookupTable |
| class | DayZPlayerTypeAttachmentSoundLookupTable |
| class | VegetationSound |
Functions | |
| class DayZPlayerCameraResult | DayZPlayerCamera (DayZPlayer pPlayer, HumanInputController pInput) |
| bool | CanFreeLook () |
| this overrides freelook for cameras | |
| void | OnActivate (DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult) |
| virtual callback - called when camera is created | |
| void | OnUpdate (float pDt, out DayZPlayerCameraResult pOutResult) |
| virtual callback - called each frame | |
| vector | GetBaseAngles () |
| vector | GetAdditiveAngles () |
| string | GetCameraName () |
| float | GetCurrentYaw () |
| float | GetCurrentPitch () |
| float | GetCurrentRoll () |
| vector | GetCurrentOrientation () |
| bool | IsCamera3rdRaised () |
| void | SpawnDiagCameraShake () |
| void | SpawnCameraShake (float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6) |
| void | SpawnCameraShakeProper (float strength, float radius, float smoothness, float radius_decay_speed) |
| void | SendRecoilOffsetZ (float offset) |
| m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now | |
| class DayZPlayerTypeStepSoundLookupTable | GetSoundBuilder (int eventId, int parameterHash) |
| SoundObjectBuilder | GetSoundBuilder (int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots) |
| NoiseParams | GetNoiseParams (int eventId) |
| class DayZPlayerTypeAttachmentSoundLookupTable | GetSoundEvent (int event_id) |
| SoundObjectBuilder | GetSoundBuilder (int eventId, string slotName, int attachmentHash) |
| class VegetationSound | SetDefaultItemInHandsProfile (string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg) |
| proto native void | ResetItemInHandsProfiles () |
| reset profiles | |
| proto native int | AddItemInHandsProfile (string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg) |
| VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands. | |
| proto native int | AddItemInHandsProfileIK (string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="") |
| proto native int | AddItemBoneRemap (string pItemClass, array< string > pBoneRemap) |
| proto native void | DebugPreloadAnimationInstances () |
| debug / hack - loads all animation instances | |
| proto native void | ResetCameraCreators () |
| resets camera creators | |
| proto native void | RegisterCameraCreator (int pCameraID, typename pCameraType) |
| registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera) | |
| proto native void | RegisterCameraOnChangeFnStatic (typename pClass, string pFnName) |
| registers camera on change function - static function | |
| proto native void | RegisterCameraOnChangeFn (Class pInstance, string pFnName) |
| registers camera on change function - | |
| proto native void | SetLookLimits (float pDown, float pUp, float pLeft, float pRight) |
| sets look limits for a player | |
| proto native void | SetAimLimits (float pDown, float pUp, float pLeft, float pRight) |
| sets aim limits for a player | |
| proto native void | SetVerticalMinimumAimLimit (float value) |
| sets vertical minimum aim limit for a player | |
| proto native void | SetCameraShootParams (float pRayDistance, float pRayRadius, float pMaxAngleCos) |
| sets aim limits for a player | |
| proto native int | GetHeadBoneIdx () |
| proto native void | RegisterStepEvent (string pEventType, float pFilterTimeout) |
| calls DayZPlayer.OnStepEvent(); | |
| proto native void | RegisterSoundEvent (string pEventType, float pFilterTimeout) |
| calls DayZPlayer.OnSoundEvent(); | |
| proto native void | RegisterParticleEvent (string pEventType, float pFilterTimeout) |
| calls DayZPlayer.OnParticleEvent(); | |
| void | RegisterStepSoundLookupTable (DayZPlayerTypeStepSoundLookupTable pSSLUT) |
| DayZPlayerTypeStepSoundLookupTable | GetStepSoundLookupTable () |
| void | RegisterAttachmentSoundLookupTable (DayZPlayerTypeAttachmentSoundLookupTable pASLUT) |
| DayZPlayerTypeAttachmentSoundLookupTable | GetAttachmentSoundLookupTable () |
| void | RegisterVoiceSoundLookupTable (DayZPlayerTypeVoiceSoundLookupTable pASLUT) |
| DayZPlayerTypeVoiceSoundLookupTable | GetVoiceSoundLookupTable () |
| void | RegisterSoundTable (DayZPlayerTypeAnimTable pST) |
| DayZPlayerTypeAnimTable | GetSoundTable () |
| array< ref VegetationSound > | GetVegetationSounds () |
| NoiseParams | GetNoiseParamsStand () |
| NoiseParams | GetNoiseParamsCrouch () |
| NoiseParams | GetNoiseParamsProne () |
| NoiseParams | GetNoiseParamsLandLight () |
| NoiseParams | GetNoiseParamsLandHeavy () |
| NoiseParams | GetNoiseParamsWhisper () |
| NoiseParams | GetNoiseParamsTalk () |
| NoiseParams | GetNoiseParamsShout () |
| void | LoadSoundWeaponEvent () |
| void | LoadVegetationSounds () |
| AnimSoundEvent | GetSoundWeaponEvent (int event_id) |
| void | RegisterHitComponentsForAI () |
| register hit components for AI melee (used by attacking AI) | |
| string | GetHitComponentForAI () |
| string | GetDefaultHitComponent () |
| string | GetDefaultHitPositionComponent () |
| array< string > | GetSuitableFinisherHitComponents () |
| proto native DayZPlayerType | GetDayZPlayerType () |
| returns appropriate DayZPlayerType | |
| proto native DayZPlayerInstanceType | GetInstanceType () |
| override string | GetDebugName () |
| bool | HeadingModel (float pDt, SDayZPlayerHeadingModel pModel) |
| bool | AimingModel (float pDt, SDayZPlayerAimingModel pModel) |
| -------------— aiming model ----------------------— | |
| void | CommandHandler (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
| -------------— command handling ----------------------— | |
| int | CameraHandler (int pCameraMode) |
| -------------— camera handling ----------------------— | |
| proto native DayZPlayerCamera | GetCurrentCamera () |
| -------------— camera additional functions ----------------------— | |
| proto native void | GetCurrentCameraTransform (out vector position, out vector direction, out vector rotation) |
| gets transform of current player camera | |
| proto native int | GetCurrentPerItemCameraUD () |
| gets current camera | |
| proto native bool | IsCameraBlending () |
| proto native void | AnimCallCommand (int pCommand, int pParamInt, float pParamFloat) |
| -------------— animation graph functions ----------------------— | |
| proto native void | AnimSetFloat (int pVar, float pFlt) |
| proto native void | AnimSetInt (int pVar, int pInt) |
| proto native void | AnimSetBool (int pVar, bool pBool) |
| proto native int | Random () |
| -------------— deterministic random numbers ---------------------— | |
| proto native float | RandomRange (int pRange) |
| Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler) | |
| proto native float | Random01 () |
| Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler) | |
| bool | IsEyeZoom () |
| DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false. | |
| int | GetEyeZoomLevel () |
| returns eye zoom level, uses ECameraZoomType values | |
| bool | IsShootingFromCamera () |
| return true if shots are fired from camere, otherwise false | |
| bool | IsHoldingBreath () |
| return true if player is trying to hold breah, otherwise false | |
| bool | IsPerformingFBGesture () |
| return true if player is currently performing FB gesture, otherwise false | |
| bool | IsInThirdPerson () |
| return true if player is currently in 3pp, otherwise false | |
| proto native MeleeCombatData | GetMeleeCombatData () |
| processes melee hit | |
| proto native void | ProcessMeleeHit (InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos) |
| processes melee hit (uses component index) | |
| proto native void | ProcessMeleeHitName (InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos) |
| processes melee hit (uses component name) | |
| proto native EClientKicked | GetKickOffReason () |
| get reason for kickoff if available (server only) | |
| proto native void | ReleaseNetworkControls () |
| -------------— release controls ----------------------— | |
| proto native void | SendSyncJuncture (int pJunctureID, ParamsWriteContext ctx) |
| -------------— sync stuff ----------------------— | |
| proto native void | StoreInputForRemotes (ParamsWriteContext ctx) |
| proto native bool | DebugSyncShadowSetup (DayZPlayer pPlayer) |
| -------------— sync shadow ----------------------— | |
| proto void | GetLookLimits (out float pDown, out float pUp, out float pLeft, out float pRight) |
| returns look limits for a player | |
| proto void | GetAimLimits (out float pDown, out float pUp, out float pLeft, out float pRight) |
| returns aim limits for a player | |
| void | SetCurrentWaterLevel (float pWaterLevel) |
| float | GetCurrentWaterLevel () |
| proto native bool | IsPlayerInStance (int pStanceMask) |
| -------------— camera additiona functions ----------------------— | |
| void | OnInputForRemote (ParamsReadContext ctx) |
| void | OnInputFromServer (ParamsReadContext ctx) |
| proto native float | IsPlayerSpeaking () |
| -------------— speaking anim ----------------------— | |
| void | UpdateDummyPlayerProxyVisibility (EntityAI shoulder, EntityAI melee) |
| void | ForceStandUpForHeavyItems (notnull EntityAI item) |
| -------------— Forces player to stand up when swapping to heavy item ----------------------— | |
| void | ForceStandUpForHeavyItemsSwap (notnull EntityAI item1, notnull EntityAI item2) |
| void | OnThrowingModeChange (bool change_to_enabled) |
| ScriptInvoker | GetOnDeathStart () |
| override void | OnCommandDeathStart () |
Variables | |
| vector | m_CameraTM [4] |
| transformation matrix - pos + orient of the camera | |
| float | m_fFovMultiplier |
| fov multiplier - 1.0 default - used for modifying fov - | |
| float | m_fFovAbsolute |
| fov absolute value override - -1.0 default, if set - overrides absolute fov setting | |
| float | m_fNearPlane |
| nearplane distance | |
| float | m_fPositionModelSpace |
| 0.0 position is in heading space, 1.0 position is in model space | |
| float | m_fDistance |
| camera distance (external cameras only) | |
| float | m_fUseHeading |
| 0..1 (0 uses direct dir returned, 1 uses heading from player) | |
| float | m_fPredictCollisionRadius |
| sphere radius used for collision prediction | |
| int | m_iDirectBone |
| -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone | |
| int | m_iDirectBoneMode |
| float | m_fInsideCamera |
| 0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y | |
| bool | m_bUpdateWhenBlendOut |
| true - camera is updated when blending to new camera (Ironsights == false) | |
| float | m_fShootFromCamera |
| 1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0) | |
| float | m_fIgnoreParentRoll |
| 1 - resets base transforms roll | |
| float | m_fIgnoreParentPitch |
| 1 - resets base transforms pitch | |
| float | m_fIgnoreParentYaw |
| 1 - resets base transforms yaw | |
| bool | m_bUpdateEveryFrame |
| Whether the camera updates the next frame or blends with next character update. | |
| vector | m_OwnerTM [4] |
| override automatically calculated owner transform during rendering (default - false) | |
| bool | m_bOwnerTMOverride |
| The world space transform of the owner to the camera. | |
| IEntity | m_CollisionIgnoreEntity |
| ignore entity in 3rd person camera collision solver | |
| DayZPlayer | m_pPlayer |
| data | |
| HumanInputController | m_pInput |
| human input | |
| ref array< ref DayZAIHitComponent > | m_HitComponentsForAI |
| Melee hit components (AI targeting) | |
| string | m_DefaultHitComponent |
| string | m_DefaultHitPositionComponent |
| ref array< string > | m_SuitableFinisherHitComponents |
| ref array< ref AnimSoundEvent > | m_animSoundEventsAttack |
| enum DayZPlayerConstants | SetDefaultItemInHandsProfile |
| enum DayZPlayerInstanceType | m_iCamMode |
| int | m_iCurrentCommandID |
| float | m_fOrientationAngle |
| float | m_fHeadingAngle |
| ref ScriptInvoker | m_OnDeathStart |
| invokers | |
this file is interface DayZPlayer classes
Definition in file dayzplayer.c.
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defined in C++
Definition at line 601 of file dayzplayer.c.
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defined in C++
Definition at line 1067 of file dayzplayer.c.
add bone remap for item class pBoneRemap has always 2x N members bone in item's P3D first, bone in Character skeleton second array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" }; AddItemBoneRemap("class", remap);
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VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enables you setup different cameras for different items in hands.
adds setup profile for items of class pItemClass when item is in hands - pAnimInstanceName is used for animation sourcing pCanRaise is whether weapon / item can be raised pRHandIK == false -> rhand ik is always turned off pLHandIK == false -> lhand ik is always turned off
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-------------— aiming model ----------------------—
updated each tick - this takes care about aiming
-------------— animation graph functions ----------------------—
functions usable only from CommandHandler
-------------— camera handling ----------------------—
virtual returns registered camera type pCameraMode - DayZPlayerConstants.CAMERAMODE_ ...
| bool CanFreeLook | ( | ) |
this overrides freelook for cameras
Definition at line 63 of file dayzplayer.c.
-------------— command handling ----------------------—
updated each tick handles: starting new commands, canceling, interruption pDt - delta time pCurrentCommandID - actually running command's ID pCurrentCommandFinished - is current command finished
| class DayZPlayerCameraResult DayZPlayerCamera | ( | DayZPlayer | pPlayer, |
| HumanInputController | pInput ) |
Definition at line 1 of file dayzplayer.c.
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debug / hack - loads all animation instances
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-------------— sync shadow ----------------------—
test if entity is DayZPlayer
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-------------— Forces player to stand up when swapping to heavy item ----------------------—
Definition at line 1353 of file dayzplayer.c.
Definition at line 1366 of file dayzplayer.c.
| vector GetAdditiveAngles | ( | ) |
Definition at line 87 of file dayzplayer.c.
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returns aim limits for a player
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Definition at line 324 of file dayzplayer.c.
| vector GetBaseAngles | ( | ) |
helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll angle
Definition at line 82 of file dayzplayer.c.
| string GetCameraName | ( | ) |
Definition at line 92 of file dayzplayer.c.
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-------------— camera additional functions ----------------------—
gets current camera
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gets transform of current player camera
| vector GetCurrentOrientation | ( | ) |
Definition at line 112 of file dayzplayer.c.
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gets current camera
| float GetCurrentPitch | ( | ) |
Definition at line 102 of file dayzplayer.c.
| float GetCurrentRoll | ( | ) |
Definition at line 107 of file dayzplayer.c.
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| float GetCurrentYaw | ( | ) |
Definition at line 97 of file dayzplayer.c.
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returns appropriate DayZPlayerType
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Definition at line 1170 of file dayzplayer.c.
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Definition at line 497 of file dayzplayer.c.
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Definition at line 502 of file dayzplayer.c.
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returns eye zoom level, uses ECameraZoomType values
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Definition at line 485 of file dayzplayer.c.
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get reason for kickoff if available (server only)
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returns look limits for a player
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processes melee hit
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Definition at line 371 of file dayzplayer.c.
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Definition at line 386 of file dayzplayer.c.
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Definition at line 381 of file dayzplayer.c.
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Definition at line 376 of file dayzplayer.c.
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Definition at line 401 of file dayzplayer.c.
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Definition at line 366 of file dayzplayer.c.
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Definition at line 396 of file dayzplayer.c.
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Definition at line 391 of file dayzplayer.c.
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Definition at line 1374 of file dayzplayer.c.
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Definition at line 139 of file dayzplayer.c.
| SoundObjectBuilder GetSoundBuilder::GetSoundBuilder | ( | int | eventId, |
| int | pMovement, | ||
| int | pSurfaceHash, | ||
| AnimBootsType | pBoots ) |
Definition at line 160 of file dayzplayer.c.
| SoundObjectBuilder GetSoundEvent::GetSoundBuilder | ( | int | eventId, |
| string | slotName, | ||
| int | attachmentHash ) |
Definition at line 181 of file dayzplayer.c.
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Definition at line 164 of file dayzplayer.c.
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Definition at line 344 of file dayzplayer.c.
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Definition at line 451 of file dayzplayer.c.
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Definition at line 314 of file dayzplayer.c.
Definition at line 507 of file dayzplayer.c.
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Definition at line 361 of file dayzplayer.c.
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Definition at line 334 of file dayzplayer.c.
-------------— heading model ----------------------— updated each tick this can limit / extend player's heading (orientation) behaviour in game
| override bool IsCamera3rdRaised | ( | ) |
Definition at line 117 of file dayzplayer.c.
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DEPRICATED(use GetEyeZoomLevel()) returns true if player is using EyeZoom, otherwise false.
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return true if player is trying to hold breah, otherwise false
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return true if player is currently in 3pp, otherwise false
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return true if player is currently performing FB gesture, otherwise false
-------------— camera additiona functions ----------------------—
returns true if player is currently in one of the stances specified by stance mask IsPlayerInStance(STANCEMASK_ERECT | STANCEMASK_CROUCH) returns true if player is standing or crouching and not raised (aimed) IsPlayerInStance(STANCEMASK_PRONE | STANCEMASK_RAISEDPRONE) returns true if player is in prone (both raised or nonraised) IsPlayerInStance(STANCEMASK_ALL) returns true always IsPlayerInStance(STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE) returns true if player has raised hands
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-------------— speaking anim ----------------------—
Check if player is using VoN to speak and return max amplitude from current samples
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return true if shots are fired from camere, otherwise false
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Definition at line 406 of file dayzplayer.c.
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Definition at line 424 of file dayzplayer.c.
| override void OnActivate | ( | DayZPlayerCamera | pPrevCamera, |
| DayZPlayerCameraResult | pPrevCameraResult ) |
virtual callback - called when camera is created
Definition at line 69 of file dayzplayer.c.
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Definition at line 1382 of file dayzplayer.c.
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Definition at line 1324 of file dayzplayer.c.
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Definition at line 1325 of file dayzplayer.c.
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Definition at line 1372 of file dayzplayer.c.
| override void OnUpdate | ( | float | pDt, |
| out DayZPlayerCameraResult | pOutResult ) |
virtual callback - called each frame
basically -> transform up vector (0,1,0) and read x coord -> and set is as roll
prev update
Definition at line 74 of file dayzplayer.c.
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processes melee hit (uses component index)
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processes melee hit (uses component name)
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-------------— deterministic random numbers ---------------------—
Random number in range of <0,0xffffffff> - !!! use this only during deterministic simulation (CommandHandler)
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Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHandler)
| pRange | upper bounds of random number |
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Definition at line 319 of file dayzplayer.c.
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
registers camera on change function -
registers camera on change function - static function
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register hit components for AI melee (used by attacking AI)
registers default hit compoent for entity
registers default hit position for entity
list of components suitable for melee finisher attacks (used in fight logic)
register hit components that are selected by probability
Definition at line 463 of file dayzplayer.c.
calls DayZPlayer.OnParticleEvent();
calls DayZPlayer.OnSoundEvent();
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Definition at line 339 of file dayzplayer.c.
calls DayZPlayer.OnStepEvent();
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Definition at line 309 of file dayzplayer.c.
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Definition at line 329 of file dayzplayer.c.
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-------------— release controls ----------------------—
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resets camera creators
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reset profiles
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m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
Definition at line 139 of file dayzplayer.c.
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-------------— sync stuff ----------------------—
sets aim limits for a player
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sets aim limits for a player
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class that configures static data for DayZPlayer on each mission start DayZPlayerTypeCreate(DayZPlayerType pType) is called - can call methods
sets look limits for a player
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sets vertical minimum aim limit for a player
sets aim lower limit for a player
| void SpawnCameraShake | ( | float | strength = 1, |
| float | radius = 2, | ||
| float | smoothness = 5, | ||
| float | radius_decay_speed = 6 ) |
Definition at line 127 of file dayzplayer.c.
| void SpawnCameraShakeProper | ( | float | strength, |
| float | radius, | ||
| float | smoothness, | ||
| float | radius_decay_speed ) |
Definition at line 345 of file dayzplayercamera_base.c.
| void SpawnDiagCameraShake | ( | ) |
Definition at line 122 of file dayzplayer.c.
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Definition at line 1332 of file dayzplayer.c.
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Definition at line 593 of file dayzplayer.c.
| bool m_bOwnerTMOverride |
The world space transform of the owner to the camera.
Definition at line 78 of file dayzplayer.c.
| bool m_bUpdateEveryFrame |
Whether the camera updates the next frame or blends with next character update.
Definition at line 75 of file dayzplayer.c.
| bool m_bUpdateWhenBlendOut |
true - camera is updated when blending to new camera (Ironsights == false)
Definition at line 70 of file dayzplayer.c.
| vector m_CameraTM[4] |
transformation matrix - pos + orient of the camera
Definition at line 58 of file dayzplayer.c.
| IEntity m_CollisionIgnoreEntity |
ignore entity in 3rd person camera collision solver
Definition at line 80 of file dayzplayer.c.
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Definition at line 588 of file dayzplayer.c.
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Definition at line 589 of file dayzplayer.c.
| float m_fDistance |
camera distance (external cameras only)
Definition at line 63 of file dayzplayer.c.
| float m_fFovAbsolute |
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
Definition at line 60 of file dayzplayer.c.
| float m_fFovMultiplier |
fov multiplier - 1.0 default - used for modifying fov -
Definition at line 59 of file dayzplayer.c.
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Definition at line 1086 of file dayzplayer.c.
| float m_fIgnoreParentPitch |
1 - resets base transforms pitch
Definition at line 73 of file dayzplayer.c.
| float m_fIgnoreParentRoll |
1 - resets base transforms roll
Definition at line 72 of file dayzplayer.c.
| float m_fIgnoreParentYaw |
1 - resets base transforms yaw
Definition at line 74 of file dayzplayer.c.
| float m_fInsideCamera |
0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
0..1 (0 normal lod, 1 inside lod), >0.7 -> inside
Definition at line 69 of file dayzplayer.c.
| float m_fNearPlane |
nearplane distance
Definition at line 61 of file dayzplayer.c.
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Definition at line 1085 of file dayzplayer.c.
| float m_fPositionModelSpace |
0.0 position is in heading space, 1.0 position is in model space
Definition at line 62 of file dayzplayer.c.
| float m_fPredictCollisionRadius |
sphere radius used for collision prediction
Definition at line 65 of file dayzplayer.c.
| float m_fShootFromCamera |
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
Definition at line 71 of file dayzplayer.c.
| float m_fUseHeading |
0..1 (0 uses direct dir returned, 1 uses heading from player)
Definition at line 64 of file dayzplayer.c.
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Melee hit components (AI targeting)
Definition at line 587 of file dayzplayer.c.
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Definition at line 1084 of file dayzplayer.c.
| int m_iDirectBone |
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
Definition at line 67 of file dayzplayer.c.
| int m_iDirectBoneMode |
Definition at line 68 of file dayzplayer.c.
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invokers
Definition at line 1163 of file dayzplayer.c.
| vector m_OwnerTM[4] |
override automatically calculated owner transform during rendering (default - false)
Definition at line 77 of file dayzplayer.c.
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human input
Definition at line 136 of file dayzplayer.c.
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Definition at line 591 of file dayzplayer.c.
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