15 float m_fFovMultiplier;
18 float m_fPositionModelSpace;
21 float m_fPredictCollisionRadius;
24 int m_iDirectBoneMode;
25 float m_fInsideCamera;
26 bool m_bUpdateWhenBlendOut;
27 float m_fShootFromCamera;
28 float m_fIgnoreParentRoll;
29 float m_fIgnoreParentPitch;
30 float m_fIgnoreParentYaw;
31 bool m_bUpdateEveryFrame;
34 bool m_bOwnerTMOverride;
36 IEntity m_CollisionIgnoreEntity;
94 return "DayZPlayerCamera";
127 void SpawnCameraShake(
float strength = 1,
float radius = 2,
float smoothness = 5,
float radius_decay_speed = 6)
157class DayZPlayerTypeVoiceSoundLookupTable
178class DayZPlayerTypeAnimTable
197 m_SoundObjectBuilder = soundObjectBuilder;
198 m_AnimEventIds = animEventIds;
203 return m_SoundObjectBuilder;
208 return m_AnimEventIds;
280 proto native
void SetLookLimits(
float pDown,
float pUp,
float pLeft,
float pRight);
283 proto native
void SetAimLimits(
float pDown,
float pUp,
float pLeft,
float pRight);
311 m_pStepSoundLookupTable = pSSLUT;
316 return m_pStepSoundLookupTable;
321 m_pAttachmentSoundLookupTable = pASLUT;
326 return m_pAttachmentSoundLookupTable;
331 m_pVoiceSoundLookupTable = pASLUT;
336 return m_pVoiceSoundLookupTable;
346 return m_pSoundTable;
363 return m_pVegetationSounds;
368 return m_pNoiseStepStand;
373 return m_pNoiseStepCrouch;
378 return m_pNoiseStepProne;
383 return m_pNoiseLandLight;
388 return m_pNoiseLandHeavy;
393 return m_pNoiseWhisper;
403 return m_pNoiseShout;
408 string cfgPath =
"CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
412 int soundCount =
GetGame().ConfigGetChildrenCount(cfgPath);
413 for(
int i = 0; i < soundCount; i++)
416 GetGame().ConfigGetChildName(cfgPath, i, soundName);
417 string soundPath = cfgPath + soundName +
" ";
418 AnimSoundEvent soundEvent =
new AnimSoundEvent(soundPath);
419 if(soundEvent.IsValid())
428 string vegSoundsCfgPath =
"CfgVehicles SurvivorBase VegetationSounds ";
429 int vegSoundsCount =
GetGame().ConfigGetChildrenCount(vegSoundsCfgPath);
431 for (
int v = 0; v < vegSoundsCount; ++v)
433 string vegSoundParamName;
434 GetGame().ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
436 string soundSet =
"";
437 GetGame().ConfigGetText(vegSoundsCfgPath + vegSoundParamName +
" soundSet", soundSet);
440 GetGame().ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName +
" animEventIds", animEventIds);
444 if (soundParams.IsValid() && animEventIds.Count() > 0)
455 if (soundEvent.m_iID == event_id)
512 private void DayZPlayerType()
514 string cfgPath =
"CfgVehicles SurvivorBase ";
517 m_pNoiseStepStand.LoadFromPath(cfgPath +
"NoiseStepStand");
520 m_pNoiseStepCrouch.LoadFromPath(cfgPath +
"NoiseStepCrouch");
523 m_pNoiseStepProne.LoadFromPath(cfgPath +
"NoiseStepProne");
526 m_pNoiseLandLight.LoadFromPath(cfgPath +
"NoiseLandLight");
529 m_pNoiseLandHeavy.LoadFromPath(cfgPath +
"NoiseLandHeavy");
532 m_pNoiseWhisper.LoadFromPath(cfgPath +
"NoiseWhisper");
535 m_pNoiseTalk.LoadFromPath(cfgPath +
"NoiseTalk");
538 m_pNoiseShout.LoadFromPath(cfgPath +
"NoiseShout");
544 private void ~DayZPlayerType();
560 proto native SHumanCommandSwimSettings CommandSwimSettingsW();
563 proto native SHumanCommandClimbSettings CommandClimbSettingsW();
570 ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable;
571 ref DayZPlayerTypeAnimTable m_pSoundTable;
1081class SDayZPlayerHeadingModel
1089 private void SDayZPlayerHeadingModel() {}
1090 private void ~SDayZPlayerHeadingModel() {}
1097class SDayZPlayerAimingModel
1100 int m_iCurrentCommandID;
1101 float m_fCurrentAimX;
1102 float m_fCurrentAimY;
1104 float m_fAimXCamOffset;
1105 float m_fAimYCamOffset;
1106 float m_fAimXHandsOffset;
1107 float m_fAimYHandsOffset;
1108 float m_fAimXMouseShift;
1109 float m_fAimYMouseShift;
1110 float m_fCamPosOffsetX;
1111 float m_fCamPosOffsetY;
1112 float m_fCamPosOffsetZ;
1115 private void SDayZPlayerAimingModel() {}
1116 private void ~SDayZPlayerAimingModel() {}
1119#ifdef FEATURE_NETWORK_RECONCILIATION
1121class DayZPlayerOwnerState : AnimPhysOwnerState
1123 proto native
void SetHeading(
float value);
1124 proto native
float GetHeading();
1126 proto native
void SetHeadingVelocity(
float value);
1127 proto native
float GetHeadingVelocity();
1129 proto native
void SetHeadingVelocityAlign(
float value);
1130 proto native
float GetHeadingVelocityAlign();
1132 proto native
void SetHeadingTargetAlignVelocity(
vector value);
1133 proto native
void GetHeadingTargetAlignVelocity(out
vector value);
1137class DayZPlayerMove : AnimPhysMove
1139 proto native
void SetHeading(
float value);
1140 proto native
float GetHeading();
1143 proto native
void UpdateParent(
DayZPlayer player);
1146 proto native
bool WasParentUpdated();
1157 const int SIMPLE_SELECTION_MELEE_RIFLE = 0;
1158 const int SIMPLE_SELECTION_MELEE_MELEE = 1;
1159 const int SIMPLE_SELECTION_SHOULDER_RIFLE = 2;
1160 const int SIMPLE_SELECTION_SHOULDER_MELEE = 3;
1172 string res = super.GetDebugName();
1295 proto native
void SetLookLimits(
float pDown,
float pUp,
float pLeft,
float pRight);
1298 proto
void GetLookLimits(out
float pDown, out
float pUp, out
float pLeft, out
float pRight);
1301 proto native
void SetAimLimits(
float pDown,
float pUp,
float pLeft,
float pRight);
1304 proto
void GetAimLimits(out
float pDown, out
float pUp, out
float pLeft, out
float pRight);
1340 boo = melee.IsWeapon();
1341 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE,boo);
1342 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE,!boo);
1346 boo = shoulder.IsWeapon();
1347 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE,boo);
1348 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE,!boo);
1358 HumanCommandMove cm = GetCommand_Move();
PlayerSpawnPreset slotName
Super root of all classes in Enforce script.
override bool IsShootingFromCamera()
override bool IsEyeZoom()
Legacy.
override float GetCurrentWaterLevel()
override void SetCurrentWaterLevel(float pWaterLevel)
override int CameraHandler(int pCameraMode)
override int GetEyeZoomLevel()
override bool IsInThirdPerson()
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
is replayed after correction when 'NetworkRewindType.REPLAY' is used
override void OnInputForRemote(ParamsReadContext ctx)
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
override void OnInputFromServer(ParamsReadContext ctx)
ScriptInvoker Class provide list of callbacks usage:
Serialization general interface. Serializer API works with:
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
NoiseParams GetNoiseParamsTalk()
vector GetAdditiveAngles()
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
proto native bool IsCameraBlending()
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
override void OnCommandDeathStart()
enum DayZPlayerInstanceType m_iCamMode
proto native void AnimSetBool(int pVar, bool pBool)
override string GetDebugName()
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
void SpawnDiagCameraShake()
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
proto void GetLookLimits(out float pDown, out float pUp, out float pLeft, out float pRight)
returns look limits for a player
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
NoiseParams GetNoiseParamsShout()
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
ref array< string > m_SuitableFinisherHitComponents
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
enum DayZPlayerConstants SetDefaultItemInHandsProfile
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
array< ref VegetationSound > GetVegetationSounds()
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
string GetDefaultHitComponent()
bool CanFreeLook()
this overrides freelook for cameras
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
AnimSoundEvent GetSoundWeaponEvent(int event_id)
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enab...
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
DayZPlayerInstanceType
defined in C++
@ INSTANCETYPE_REMOTE
client instance && controlled
@ INSTANCETYPE_AI_SERVER
client instance && other player
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
@ INSTANCETYPE_CLIENT
server instance
@ INSTANCETYPE_AI_REMOTE
temporary!
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
@ STANCEMASK_ERECT
stance masks
@ CMD_ACTIONMOD_ATTACHSCOPE
@ CMD_ACTIONFB_VIEWCOMPASS
@ CMD_GESTUREMOD_LISTENING
@ CMD_GESTUREMOD_TAUNTELBOW
@ CMD_ACTIONFB_FILLBOTTLEPOND
@ CMD_ACTIONMOD_STOPENGINE
@ DEBUG_ENABLETALKING
option for showing talk command
@ CMD_GESTUREMOD_SURRENDEROUT
@ MELEE_LIGHT
melee hit type
@ CMD_ACTIONFB_TURN_VALVE
@ CMD_GESTUREFB_LOOKOPTICS
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
@ CMD_ACTIONFB_FILLING_CONTAINER_SNOW
@ CMD_ACTIONFB_INJECTIONTARGET
@ CMD_ACTIONFB_SPRAYPLANT
@ CMD_GESTUREFB_LYINGDOWN
@ CMD_ACTIONMOD_RAISEITEM
@ CMD_ACTIONFB_STOP_ALARM
@ CMD_ACTIONMOD_INTERACTONCE
@ CMD_ACTIONMOD_EAT_TABLET
@ CMD_ACTIONFB_PLACING_HEAVY
@ CMD_ACTIONFB_SHOVEL_DIG
@ CMD_ACTIONMOD_ATTACHBARREL
@ DEBUG_TURNSLIDE
over turn slides / clamps
@ CMD_ACTIONFB_RESTRAINTARGET
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
@ CMD_GESTUREFB_SHAKEHEAD
@ CMD_ACTIONFB_DIGGIN_WORMS
@ CMD_ACTIONFB_EAT_TABLET
@ CMD_ACTIONFB_LICKBATTERY
@ CMD_GESTUREFB_TAUNTKISS
@ CMD_TRAILER_MASK_DALLAS
@ CMD_ACTIONMOD_STOP_ALARM
@ CMD_ACTIONFB_ATTACHBARREL
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
@ CMD_ACTIONFB_UNPINGRENAGE
@ CMD_ACTIONMOD_BLOODTESTOTHER
@ CMD_GESTUREMOD_SURRENDERIN
@ VEHICLESEAT_PASSENGER_R
@ CMD_GESTUREMOD_TAUNTKISS
@ CMD_ACTIONFB_DEPLOY_2HD
@ CMD_ACTIONFB_SALINEBLOODBAG
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
@ CMD_ACTIONMOD_LICKBATTERY
@ CMD_ACTIONMOD_COVERHEAD_SELF
@ CMD_ACTIONMOD_BATONRETRACT
@ CMD_ACTIONFB_EATING_SNOW
@ CMD_ACTIONFB_DEPLOY_1HD
@ CMD_GESTUREMOD_SURRENDER
@ VEHICLESEAT_PASSENGER_L
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
@ CMD_GESTUREFB_POINTSELF
@ CMD_ACTIONFB_UNRESTRAINTARGET
@ CMD_GESTUREFB_SURRENDEROUT
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
@ CMD_SUICIDEFB_PITCHFORK
@ DEBUG_MENU
dayz player debug menu in enfusion
@ DEBUG_SHOWINJURY
menu for showing injuries
@ CMD_ACTIONMOD_LIGHTFLARE
@ COMMANDID_NONE
unconscious -> death - while in water
@ CMD_ACTIONFB_TAKETEMPSELF
@ CMD_ACTIONMOD_STARTENGINE
@ CMD_ACTIONFB_LIGHTFLARE
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
@ CMD_ACTIONFB_EMPTY_VESSEL
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
@ CMD_ACTIONFB_ATTACHSCOPE
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
@ CMD_ACTIONFB_PICKUP_HANDS
@ CMD_ACTIONFB_DROPITEM_HANDS
@ CMD_ACTIONFB_PATCHING_SEWING
@ CMD_ACTIONMOD_FISHINGRODEXTEND
@ CMD_TRAILER_MASK_HOXTON
@ CMD_ACTIONFB_RESTRAINSELF
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
@ CMD_ACTIONMOD_SET_KITCHENTIMER
@ CMD_ACTIONFB_BLOWFIREPLACE
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
@ CMD_ACTIONMOD_FISHINGRODRETRACT
@ CMD_ACTIONFB_LITCHEMLIGHT
@ CMD_ACTIONFB_PRESS_TRIGGER
@ CMD_ACTIONFB_VEHICLE_PUSH
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
@ CMD_GESTUREFB_TAUNTTHINK
@ CMD_GESTUREMOD_WATCHING
@ CMD_ACTIONMOD_DRINK
animations constants
@ CMD_ACTIONFB_OPENITEM_ONCE
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
@ VEHICLECLASS_CAR
vehicle classes
@ CMD_ACTIONMOD_BLOODTEST
@ CMD_ACTIONMOD_UNPINGRENAGE
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
@ CMD_ACTIONMOD_FOLDITEM_ONCE
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
@ CMD_ACTIONFB_LOWER_FLAG
@ CMD_ACTIONINT_RPS_SCISSORS
@ CMD_ACTIONFB_PLACING_1HD
@ CMD_ACTIONMOD_SET_ALARM
@ CMD_ACTIONFB_PATCHING_TIRE
@ CMD_TRAILER_WALKIE_TALKIE
@ CMD_ACTIONFB_DIGMANIPULATE
@ CMD_ACTIONFB_HANDCUFFTARGET
@ CMD_ACTIONFB_BREAKING_STICK
@ CMD_ACTIONMOD_PRESS_TRIGGER
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
@ CMD_ACTIONMOD_ITEM_TUNE
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
@ CMD_ACTIONFB_WASHHANDSPOND
@ CMD_GESTUREMOD_GREETING
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
@ MOVEMENT_IDLE
movements - masks
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
@ CMD_GESTUREMOD_SHAKEHEAD
@ CMD_ACTIONFB_CHECKPULSE
@ CMD_ACTIONFB_FILLBOTTLEWELL
@ CMD_ACTIONFB_DISASSEMBLE
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
@ CMD_ACTIONMOD_PICKUP_INVENTORY
@ CMD_GESTUREMOD_LOOKATME
@ CMD_ACTIONFB_FIREESTINGUISHER
@ CMD_ACTIONMOD_CATCHRAIN
@ CMD_ACTIONMOD_BATONEXTEND
@ DEATH_UNCON_ON_LAND
falling -> death
@ STANCEMASK_RAISEDCROUCH
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
@ CMD_GESTUREMOD_TAUNTTHINK
@ CMD_GESTUREMOD_POINTSELF
@ CMD_ACTIONMOD_EMPTY_VESSEL
@ CMD_ACTIONFB_RAISE_FLAG
@ CMD_ACTIONFB_STITCHUPSELF
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
@ VEHICLESEAT_DRIVER
vehicle seats
@ CMD_ACTIONFB_WASHHANDSWELL
@ MOVEMENTIDX_SLIDE
movement idx
@ CMD_GESTUREMOD_FACEPALM
@ CMD_ACTIONMOD_LITCHEMLIGHT
@ CMD_ACTIONMOD_TAKETEMPSELF
@ CMD_ACTIONMOD_HEADLIGHT
@ CMD_ACTIONMOD_VIEWCOMPASS
@ CMD_GESTUREFB_SURRENDERIN
@ CMD_ACTIONFB_ANIMALSKINNING
@ CMD_ACTIONMOD_OPENITEM_ONCE
@ CMD_ACTIONMOD_COVERHEAD_TARGET
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
@ CMD_ACTIONFB_PICKUP_INVENTORY
@ DEATH_FALL
swimming -> death
@ CMD_TRAILER_MASK_CHAINS
@ CMD_ACTIONMOD_PICKUP_HANDS
@ CMD_ACTIONMOD_DROPITEM_HANDS
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
@ CMD_GESTUREFB_THUMBDOWN
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
@ CMD_ACTIONINT_RPS_PAPER
@ CMD_ACTIONFB_FLAME_REPAIR
@ CMD_ACTIONFB_COLLECTBLOODSELF
@ CMD_ACTIONMOD_SHIFTGEAR
@ CMD_ACTIONFB_DEPLOY_HEAVY
@ CMD_ACTIONMOD_ATTACHITEM
@ CMD_GESTUREMOD_THUMBDOWN
@ CMD_ACTIONFB_SEARCHINVENTORY
@ CMD_GESTUREFB_LISTENING
@ CMD_ACTIONFB_PICKUP_HEAVY
@ CMD_ACTIONFB_PLACING_2HD
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
@ CMD_GESTUREFB_SURRENDER
@ CMD_ACTIONMOD_SEARCHINVENTORY
@ CMD_ACTIONMOD_OPENDOORFW
@ DEATH_DEFAULT
death types
@ CMD_ACTIONFB_DIGUPCACHE
@ CMD_ACTIONFB_CLEANING_WEAPON
@ CMD_ACTIONFB_BANDAGETARGET
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
proto native void ResetCameraCreators()
resets camera creators
void LoadSoundWeaponEvent()
string m_DefaultHitComponent
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
float m_fOrientationAngle
HumanInputController m_pInput
human input
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
ref ScriptInvoker m_OnDeathStart
invokers
proto native void AnimSetFloat(int pVar, float pFlt)
proto native int GetCurrentPerItemCameraUD()
gets current camera
proto native void AnimSetInt(int pVar, int pInt)
proto native bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
string GetDefaultHitPositionComponent()
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
ScriptInvoker GetOnDeathStart()
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
proto native int Random()
-------------— deterministic random numbers ---------------------—
proto native int GetHeadBoneIdx()
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
proto void GetAimLimits(out float pDown, out float pUp, out float pLeft, out float pRight)
returns aim limits for a player
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
string m_DefaultHitPositionComponent
void OnThrowingModeChange(bool change_to_enabled)
proto native void ResetItemInHandsProfiles()
reset profiles
string GetHitComponentForAI()
NoiseParams GetNoiseParamsWhisper()
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
NoiseParams GetNoiseParamsLandLight()
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
NoiseParams GetNoiseParamsStand()
NoiseParams GetNoiseParamsCrouch()
NoiseParams GetNoiseParamsProne()
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
vector GetCurrentOrientation()
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
NoiseParams GetNoiseParamsLandHeavy()
array< string > GetSuitableFinisherHitComponents()
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
DayZPlayerTypeAnimTable GetSoundTable()
void LoadVegetationSounds()
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
class SoundObject SoundParams(string name)
class SHumanGlobalSettings SHumanCommandMoveSettings()
class NoiseSystem NoiseParams()