22 proto native
void SetDisabled(
bool pState);
25 proto
void GetMovement(out
float pSpeed, out
vector pLocalDirection);
28 proto native
float GetHeadingAngle();
31 proto native
vector GetAimChange();
34 proto native
vector GetAimDelta(
float dt);
37 proto native
vector GetTracking();
40 proto native
bool CameraViewChanged();
43 proto native
bool CameraIsFreeLook();
46 proto native
void ResetFreeLookToggle();
49 proto native
bool CameraIsTracking();
52 proto native
bool Camera3rdIsRightShoulder();
57 proto native
bool IsStanceChange();
60 proto native
bool IsJumpClimb();
66 proto native
bool IsMeleeEvade();
69 proto native
bool IsMeleeFastAttackModifier();
72 proto native
int IsMeleeLREvade();
75 proto native
bool IsMeleeWeaponAttack();
80 proto native
bool WeaponWasRaiseClick();
83 proto native
bool IsWeaponRaised();
86 proto native
bool WeaponADS();
89 proto native
void ResetADS();
92 proto native
bool IsThrowingModeChange();
95 proto native
void ResetThrowingMode();
98 proto native
bool IsWalkToggled();
106 proto native
bool IsUseButton();
112 proto native
bool IsUseButtonDown();
115 proto native
bool IsUseItemButton();
117 proto native
bool IsUseItemButtonDown();
120 proto native
bool IsAttackButton();
122 proto native
bool IsAttackButtonDown();
125 proto native
bool IsSingleUse();
128 proto native
bool IsContinuousUse();
131 proto native
bool IsContinuousUseStart();
134 proto native
bool IsContinuousUseEnd();
138 proto native
bool IsImmediateAction();
144 proto native
bool IsReloadOrMechanismSingleUse();
147 proto native
bool IsReloadOrMechanismContinuousUse();
150 proto native
bool IsReloadOrMechanismContinuousUseStart();
153 proto native
bool IsReloadOrMechanismContinuousUseEnd();
156 proto native
bool IsZoom();
159 proto native
bool IsZoomToggle();
162 proto native
void ResetZoomToggle();
165 proto native
bool IsSightChange();
168 proto native
bool IsZoomIn();
171 proto native
bool IsZoomOut();
174 proto native
bool IsFireModeChange();
177 proto native
bool IsZeroingUp();
180 proto native
bool IsZeroingDown();
183 proto native
bool IsHoldBreath();
186 proto native
void ResetHoldBreath();
192 proto native
int IsGestureSlot();
195 proto native
bool IsOtherController();
200 proto native
int IsQuickBarSlot();
204 proto native
bool IsQuickBarSingleUse();
208 proto native
bool IsQuickBarContinuousUse();
212 proto native
bool IsQuickBarContinuousUseStart();
216 proto native
bool IsQuickBarContinuousUseEnd();
224 proto native
void LimitsDisableSprint(
bool pDisable);
227 proto native
bool LimitsIsSprintDisabled();
315 proto native Human GetHuman();
318 proto native
void Cancel();
322 proto native
void InternalCommand(
int pInternalCommandId);
325 proto native
void SetAligning(
vector pPositionWS,
vector pDirectionWS);
328 proto native
void ResetAligning();
333 proto native
void EnableCancelCondition(
bool pEnable);
336 proto native
bool DefaultCancelCondition();
342 proto native
void EnableStateChangeCallback();
349 static const int STATE_NONE = 0;
352 static const int STATE_LOOP_IN = 1;
353 static const int STATE_LOOP_LOOP = 2;
354 static const int STATE_LOOP_END = 3;
355 static const int STATE_LOOP_END2 = 4;
356 static const int STATE_LOOP_LOOP2 = 5;
357 static const int STATE_LOOP_ACTION = 6;
360 static const int STATE_NORMAL = 7;
363 proto native
int GetState();
370 static string GetStateString(
int pState)
374 case STATE_NONE:
return "NONE";
376 case STATE_LOOP_IN:
return "LOOP_IN";
377 case STATE_LOOP_LOOP:
return "LOOP_LOOP";
378 case STATE_LOOP_END:
return "LOOP_END";
379 case STATE_LOOP_END2:
return "LOOP_END2";
380 case STATE_LOOP_LOOP2:
return "LOOP_LOOP2";
381 case STATE_LOOP_ACTION:
return "LOOP_ACTION";
384 case STATE_NORMAL:
return "ONE TIME";
392 string GetStateString()
394 return GetStateString(GetState());
406 void OnFinish(
bool pCanceled) {};
413 bool IsUserActionCallback()
418 bool IsGestureCallback()
423 bool IsSymptomCallback()
433class HumanCommandMove
435 private void HumanCommandMove() {}
436 private void ~HumanCommandMove() {}
440 proto native
float GetCurrentMovementAngle();
445 proto
bool GetCurrentInputAngle(out
float pAngle);
448 proto native
float GetCurrentMovementSpeed();
451 proto native
bool IsChangingStance();
454 proto native
bool IsOnBack();
457 proto native
bool IsInRoll();
460 proto native
bool IsLeavingUncon();
463 proto native
bool IsStandingFromBack();
466 proto native
void StartMeleeEvade();
469 proto native
void StartMeleeEvadeA(
float pDirAngle);
472 proto native
bool IsMeleeEvade();
475 proto native
void SetMeleeBlock(
bool pBlock);
479 proto native
void ForceStance(
int pStanceIdx);
484 proto native
void ForceStanceUp(
int pStanceIdx);
488 proto native
void SetRunSprintFilterModifier(
float value);
491 proto native
void SetDirectionFilterModifier(
float value);
494 proto native
void SetDirectionSprintFilterModifier(
float value);
497 proto native
void SetTurnSpanModifier(
float value);
500 proto native
void SetTurnSpanSprintModifier(
float value);
503 proto native
void SetCurrentWaterLevel(
float value);
511class HumanCommandMelee
513 private void HumanCommandMelee() {}
514 private void ~HumanCommandMelee() {}
517 proto native
void ContinueCombo();
520 proto native
bool IsInComboRange();
523 proto native
bool WasHit();
526 proto native
void Cancel();
529 proto native
bool IsOnBack();
536class HumanCommandMelee2
538 private void HumanCommandMelee2() {}
539 private void ~HumanCommandMelee2() {}
541 static const int HIT_TYPE_LIGHT = 0;
542 static const int HIT_TYPE_HEAVY = 1;
543 static const int HIT_TYPE_FINISHER = 2;
544 static const int HIT_TYPE_FINISHER_NECK = 3;
547 proto native
void ContinueCombo(
bool pHeavyHit,
float pComboValue,
EntityAI target = null,
vector hitPos =
vector.Zero);
550 proto native
bool IsInComboRange();
553 proto native
bool WasHit();
556 proto native
void Cancel();
559 proto native
bool IsOnBack();
561 proto native
int GetComboCount();
563 proto native
int GetCurrentHitType();
565 proto native
bool IsFinisher();
572class HumanCommandFall
574 private void HumanCommandFall() {}
575 private void ~HumanCommandFall() {}
577 static const int LANDTYPE_NONE = 0;
578 static const int LANDTYPE_LIGHT = 1;
579 static const int LANDTYPE_MEDIUM = 2;
580 static const int LANDTYPE_HEAVY = 3;
583 proto native
bool PhysicsLanded();
586 proto native
void Land(
int pLandType);
589 proto native
bool IsLanding();
595class HumanCommandDeathCallback
600 void OnSimulationEnd() {};
603 bool ShouldSimulationBeDisabled() {
return true; };
609class HumanCommandDeath
611 private void HumanCommandDeath() {}
612 private void ~HumanCommandDeath() {}
619class HumanCommandUnconscious
621 private void HumanCommandUnconscious() {}
622 private void ~HumanCommandUnconscious() {}
624 proto native
void WakeUp(
int targetStance = -1);
625 proto native
bool IsWakingUp();
627 proto native
bool IsOnLand();
628 proto native
bool IsInWater();
635class HumanCommandDamage
637 private void HumanCommandDamage() {}
638 private void ~HumanCommandDamage() {}
644class HumanCommandLadder
646 private void HumanCommandLadder() {}
647 private void ~HumanCommandLadder() {}
650 proto native
bool CanExit();
653 proto native
void Exit();
656 proto native
static bool DebugDrawLadder(Building pBuilding,
int pLadderIndex);
659 proto native
static int DebugGetLadderIndex(
string pComponentName);
663 proto native
vector GetLogoutPosition();
671class HumanCommandSwim
673 private void HumanCommandSwim() {}
674 private void ~HumanCommandSwim() {}
677 proto native
void StopSwimming();
681 proto native
static vector WaterLevelCheck(Human pHuman,
vector pPosition);
689class HumanCommandVehicle
691 private void HumanCommandVehicle() {}
692 private void ~HumanCommandVehicle() {}
695 proto native
int GetVehicleClass();
696 proto native
int GetVehicleSeat();
697 proto native
void SetVehicleType(
int pVehicleType);
698 proto native
int GetVehicleType();
700 proto native
void GetOutVehicle();
701 proto native
void KnockedOutVehicle();
702 proto native
bool ShouldBeKnockedOut();
703 proto native
void JumpOutVehicle();
704 proto native
void SwitchSeat(
int pTransportPositionIndex,
int pVehicleSeat);
705 proto native
bool IsGettingIn();
706 proto native
bool IsGettingOut();
707 proto native
bool IsSwitchSeat();
708 proto native
bool WasGearChange();
709 proto native
void SetClutchState(
bool pState);
710 proto native
void KeepInVehicleSpaceAfterLeave(
bool pState);
711 proto native
void ProcessLeaveEvents();
713 bool IsObjectIgnoredOnGettingOut(
IEntity entity)
716 if (!
Class.CastTo(
object, entity))
727 if (
object == transport ||
object.GetParent() == transport)
732 return transport.IsIgnoredObject(
object);
741class SHumanCommandClimbResult
745 bool m_bFinishWithFall;
748 float m_fClimbHeight;
751 vector m_ClimbGrabPointNormal;
753 vector m_ClimbOverStandPoint;
756 IEntity m_ClimbStandPointParent;
757 IEntity m_ClimbOverStandPointParent;
772class HumanCommandClimb
774 private void HumanCommandClimb() {}
775 private void ~HumanCommandClimb() {}
778 proto native
int GetState();
781 proto native
vector GetGrabPointWS();
784 proto native
vector GetClimbOverStandPointWS();
789 proto native
static bool DoClimbTest(Human pHuman, SHumanCommandClimbResult pResult,
int pDebugDrawLevel);
794 proto native
static bool DoPerformClimbTest(Human pHuman, SHumanCommandClimbResult pResult,
int pDebugDrawLevel);
798 proto native
static bool DebugDrawClimb(Human pHuman,
int pLevel);
807class HumanCommandFullBodyDamage
809 private void HumanCommandFullBodyDamage() {}
810 private void ~HumanCommandFullBodyDamage() {}
822 CHAMBERING_LOADER = 3,
831enum WeaponActionReloadTypes
834 RELOADRIFLE_MAGAZINE_BULLET = 0,
835 RELOADRIFLE_NOMAGAZINE_BULLET = 1,
836 RELOADRIFLE_MAGAZINE_NOBULLET = 2,
837 RELOADRIFLE_NOMAGAZINE_NOBULLET = 3,
838 RELOADRIFLE_MAGAZINE_NOBULLET_OPEN = 4,
839 RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN = 5,
842 RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8,
843 RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED = 9,
844 RELOADPISTOL_MAGAZINE_BULLET_CLOSED = 10,
845 RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED = 11,
846 RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED = 12,
847 RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED = 13,
848 RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED = 14,
849 RELOADPISTOL_MAGAZINE_NOBULLET_OPENED = 15,
851 RELOAD_MAGAZINE_DETACH = 16,
852 RELOADRIFLE_MAGAZINE_DETACH = 17,
854 RELOADSRIFLE_MAGAZINE_BULLET = 20,
855 RELOADSRIFLE_NOMAGAZINE_BULLET = 21,
856 RELOADSRIFLE_MAGAZINE_NOBULLET = 22,
857 RELOADSRIFLE_NOMAGAZINE_NOBULLET = 23,
860enum WeaponActionReloadClipTypes
862 RELOADRIFLE_CLIP_NOBULLET = 0,
863 RELOADRIFLE_CLIP_BULLET = 1,
866enum WeaponActionMechanismTypes
869 MECHANISM_OPENED = 0,
870 MECHANISM_CLOSED = 1,
871 MECHANISM_SPECIAL = 2,
872 MECHANISM_CLOSED_UNCOCKED = 3,
875enum WeaponActionChamberingTypes
879 CHAMBERING_ONEBULLET_OPENED = 0,
880 CHAMBERING_ONEBULLET_CLOSED = 1,
881 CHAMBERING_ONEBULLET_CLOSED_UNCOCKED = 2,
882 CHAMBERING_ONEBULLET_UNIQUE_OPENED = 3,
883 CHAMBERING_ONEBULLET_UNIQUE_CLOSED = 4,
884 CHAMBERING_TWOBULLETS_START = 6,
885 CHAMBERING_TWOBULLETS_END = 7,
887 CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA = 9,
888 CHAMBERING_STARTLOOPABLE_CLOSED = 10,
889 CHAMBERING_ENDLOOPABLE = 11,
890 CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12,
891 CHAMBERING_STARTLOOPABLE_OPENED = 13,
893 CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER = 14,
895 CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED = 15,
896 CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED = 16,
898 CHAMBERING_DOUBLE_1 = 17,
899 CHAMBERING_DOUBLE_2 = 18,
900 CHAMBERING_DOUBLE_3 = 19,
901 CHAMBERING_DOUBLE_4 = 20,
904 CHAMBERING_CROSSBOW_OPENED = 21,
905 CHAMBERING_CROSSBOW_CLOSED = 22,
906 CHAMBERING_CROSSBOW_FULL = 23,
909enum WeaponActionChamberingLoaderTypes
911 CHAMBERINGLOADER_OPENED = 0,
912 CHAMBERINGLOADER_CLOSED = 1,
915enum WeaponActionUnjammingTypes
920 UNJAMMING_INTERRUPT = -1,
923enum WeaponActionFireTypes
933enum WeaponHideShowTypes
935 HIDESHOW_SLOT_2HDLEFTBACK = 0,
936 HIDESHOW_SLOT_RFLLEFTBACK = 1,
937 HIDESHOW_SLOT_1HDLEFTBACK = 2,
938 HIDESHOW_SLOT_2HDRIGHTBACK = 3,
939 HIDESHOW_SLOT_RFLRIGHTBACK = 4,
940 HIDESHOW_SLOT_1HDRIGHTBACK = 5,
941 HIDESHOW_SLOT_PISTOLBELT = 6,
942 HIDESHOW_SLOT_PISTOLCHEST = 7,
943 HIDESHOW_SLOT_KNIFEBACK = 8,
944 HIDESHOW_SLOT_INVENTORY = 9,
947string WeaponActionTypeToString (
int A,
int AT)
951 case WeaponActions.INTERRUPT:
return "Weapon interrupt";
952 case WeaponActions.NONE:
return "---";
953 case WeaponActions.RELOAD:
return typename.EnumToString(WeaponActionReloadTypes, AT);
954 case WeaponActions.MECHANISM:
return typename.EnumToString(WeaponActionMechanismTypes, AT);
955 case WeaponActions.CHAMBERING:
return typename.EnumToString(WeaponActionChamberingTypes, AT);
956 case WeaponActions.CHAMBERING_LOADER:
return typename.EnumToString(WeaponActionChamberingLoaderTypes, AT);
957 case WeaponActions.UNJAMMING:
return typename.EnumToString(WeaponActionUnjammingTypes, AT);
958 case WeaponActions.FIRE:
return typename.EnumToString(WeaponActionFireTypes, AT);
959 case WeaponActions.HIDE:
return typename.EnumToString(WeaponHideShowTypes, AT);
960 case WeaponActions.SHOW:
return typename.EnumToString(WeaponHideShowTypes, AT);
997class HumanCommandWeapons
999 private void HumanCommandWeapons() {}
1000 private void ~HumanCommandWeapons() {}
1003 proto native
bool IsActionFinished();
1006 proto native
int GetRunningAction();
1009 proto native
int GetRunningActionType();
1012 proto native
void SetActionProgressParams(
float pStart,
float pEnd);
1015 proto native
bool StartAction(WeaponActions pAction,
int pActionType);
1018 proto native
void RegisterEvent(
string pName,
int pId);
1021 proto native
int IsEvent();
1024 proto native
bool IsInWeaponReloadBulletSwitchState();
1027 proto native
void SetADS(
bool pState);
1030 proto native
void LiftWeapon(
bool pState);
1033 proto native
bool IsWeaponLifted();
1036 proto native
void ObstructWeapon(
float pState01);
1039 proto native
float GetWeaponObstruction();
1042 proto native
float GetAimingHandsOffsetUD();
1045 proto native
float GetAimingHandsOffsetLR();
1048 void RegisterDefaultEvents()
1050 RegisterEvent(
"Weapon_AttachmentHide", WeaponEvents.ATTACHMENT_HIDE);
1051 RegisterEvent(
"Weapon_AttachmentShow", WeaponEvents.ATTACHMENT_SHOW);
1052 RegisterEvent(
"Weapon_BulletEject", WeaponEvents.BULLET_EJECT);
1053 RegisterEvent(
"Weapon_BulletHide", WeaponEvents.BULLET_HIDE);
1054 RegisterEvent(
"Weapon_BulletHide2", WeaponEvents.BULLET_HIDE2);
1055 RegisterEvent(
"Weapon_BulletInChamber", WeaponEvents.BULLET_IN_CHAMBER);
1056 RegisterEvent(
"Weapon_BulletInMagazine", WeaponEvents.BULLET_IN_MAGAZINE);
1057 RegisterEvent(
"Weapon_BulletShow", WeaponEvents.BULLET_SHOW);
1058 RegisterEvent(
"Weapon_BulletShow2", WeaponEvents.BULLET_SHOW2);
1059 RegisterEvent(
"Weapon_CanUnjam_End", WeaponEvents.CANUNJAM_END);
1060 RegisterEvent(
"Weapon_CanUnjam_Start", WeaponEvents.CANUNJAM_START);
1061 RegisterEvent(
"Weapon_Cocked", WeaponEvents.COCKED);
1062 RegisterEvent(
"Weapon_MagazineAttached", WeaponEvents.MAGAZINE_ATTACHED);
1063 RegisterEvent(
"Weapon_MagazineDetached", WeaponEvents.MAGAZINE_DETACHED);
1064 RegisterEvent(
"Weapon_MagazineHide", WeaponEvents.MAGAZINE_HIDE);
1065 RegisterEvent(
"Weapon_MagazineShow", WeaponEvents.MAGAZINE_SHOW);
1066 RegisterEvent(
"Weapon_SliderOpen", WeaponEvents.SLIDER_OPEN);
1067 RegisterEvent(
"Weapon_Unjammed", WeaponEvents.UNJAMMED);
1068 RegisterEvent(
"Weapon_Hammer_Uncocked", WeaponEvents.HAMMER_UNCOCKED);
1069 RegisterEvent(
"Weapon_Hammer_Cocked", WeaponEvents.HAMMER_COCKED);
1070 RegisterEvent(
"Weapon_Change_Hide", WeaponEvents.CHANGE_HIDE);
1071 RegisterEvent(
"Weapon_Change_Show", WeaponEvents.CHANGE_SHOW);
1072 RegisterEvent(
"Weapon_CylinderRotate", WeaponEvents.CYLINDER_ROTATE);
1083 proto native
void SetInitState(
int pFrameIndex);
1086 proto native
static void StaticSetInitState(Human pHuman,
int pFrameIdx);
1093 proto native
float GetBaseAimingAngleUD();
1096 proto native
float GetBaseAimingAngleLR();
1101 proto native
void SetThrowingMode(
bool pState);
1103 proto native
bool IsThrowingMode();
1105 proto native
void ThrowItem(
int throwType);
1107 proto native
bool WasItemLeaveHandsEvent();
1113 proto native
int DebugIsEvent();
1116 proto native
void DebugResetEvents();
1123class HumanCommandAdditives
1125 private void HumanCommandAdditives() {}
1126 private void ~HumanCommandAdditives() {}
1129 proto native
void SetInjured(
float pValue,
bool pInterpolate);
1132 proto native
void SetExhaustion(
float pValue,
bool pInterpolate);
1135 proto native
void SetTalking(
bool pValue);
1138 proto native
void StartModifier(
int pType);
1141 proto native
void CancelModifier();
1144 proto native
bool IsModifierActive();
1151class HumanMovementState
1153 int m_CommandTypeId;
1158 int m_LocalMovement = -1;
1167 bool IsRaisedInProne()
1179 bool IsInRaisedProne()
1187 return m_fLeaning != 0;
1191enum HumanRelativeHeadingMode
1207class HumanCommandScript
1214 void OnActivate() { };
1217 void OnDeactivate() { };
1224 proto native
void SetFlagFinished(
bool pFinished);
1226#ifdef FEATURE_NETWORK_RECONCILIATION
1228 proto native
void OverrideCorrectionType(AnimPhysCorrectionType correctionType);
1232 proto native
void SetHeading(
float yawAngle,
float filterDt = -1,
float maxYawSpeed = FLT_MAX);
1233 proto native
void AddHeadingRelativeTo(HumanRelativeHeadingMode mode,
float yawAngle,
float filterDt = -1,
float maxYawSpeed = FLT_MAX);
1236 int GetCurrentStance()
1242 int GetCurrentMovement()
1248 float GetCurrentLeaning()
1259 void PreAnimUpdate(
float pDt);
1262 proto native
void PreAnim_CallCommand(
int pCommand,
int pParamInt,
float pParamFloat);
1263 proto native
void PreAnim_SetFloat(
int pVar,
float pFlt);
1264 proto native
void PreAnim_SetInt(
int pVar,
int pInt);
1265 proto native
void PreAnim_SetBool(
int pVar,
bool pBool);
1267 void PreAnim_SetFilteredHeading(
float pYawAngle,
float pFilterDt,
float pMaxYawSpeed)
1269 SetHeading(pYawAngle, pFilterDt, pMaxYawSpeed);
1277 void PrePhysUpdate(
float pDt);
1280 proto native
bool PrePhys_IsEvent(
int pEvent);
1281 proto native
bool PrePhys_IsTag(
int pTag);
1282 proto native
bool PrePhys_GetTranslation(out
vector pOutTransl);
1283 proto native
bool PrePhys_GetRotation(out
float pOutRot[4]);
1284 proto native
void PrePhys_SetTranslation(
vector pInTransl);
1285 proto native
void PrePhys_SetRotation(
float pInRot[4]);
1293 bool PostPhysUpdate(
float pDt);
1296 proto native
void PostPhys_GetPosition(out
vector pOutTransl);
1297 proto native
void PostPhys_GetRotation(out
float pOutRot[4]);
1298 proto native
void PostPhys_SetPosition(
vector pInTransl);
1299 proto native
void PostPhys_SetRotation(
float pInRot[4]);
1300 proto native
void PostPhys_LockRotation();
1304enum HumanMoveCommandID
1313 CommandUnconscious = 64,
1314 CommandDamageFullbody = 128,
1315 CommandDamageAdditive = 256,
1316 CommandLadder = 512,
1318 CommandVehicle = 2048,
1319 CommandActionFullbody = 4096,
1320 CommandActionAdditive = 8192
1326class Human
extends Man
1331 proto native
void GetTransformWS(out
vector pTm[4]);
1335 proto native
void PhysicsGetTransformWS(out
vector pTm[4]);
1338 proto native
void PhysicsGetTransformLS(out
vector pTm[4]);
1342 proto native
vector PhysicsGetPositionWS();
1345 proto native
vector PhysicsGetPositionLS();
1348 proto native
bool CheckFreeSpace(
vector localDir,
float distance,
bool useHeading,
vector posOffset =
vector.Zero,
float xzScale = 1.0);
1355 proto native
void LinkToLocalSpaceOf(notnull
IEntity child,
vector pLocalSpaceMatrix[4]);
1356 proto native
void UnlinkFromLocalSpace();
1362 proto native
void AlignPositionWS(
vector position);
1365 proto native
void AlignTranslationWS(
vector translation);
1368 proto native
void AlignTranslationLS(
vector translation);
1371 proto native
void AlignDirectionWS(
vector direction);
1375 void OnPhysMove(
float dt,
vector transform[4]) {}
1391 proto native
bool PhysicsIsFalling(
bool pValidate);
1394 proto native
IEntity PhysicsGetFloorEntity();
1397 proto native
IEntity PhysicsGetLinkedEntity();
1401 proto native
bool PhysicsWasSlidingOffLinkedEntity();
1404 proto native
void PhysicsGetVelocity(out
vector pVelocity);
1406 proto native
void PhysicsEnableGravity(
bool pEnable);
1408 proto native
bool PhysicsIsSolid();
1409 proto native
void PhysicsSetSolid(
bool pSolid);
1412 proto native
void PhysicsSetRagdoll(
bool pEnable);
1423 proto native HumanItemAccessor GetItemAccessor();
1430 proto native
void GetMovementState(HumanMovementState pState);
1433 proto native
int GetCurrentCommandID();
1439 proto native HumanCommandMove StartCommand_Move();
1441 proto native HumanCommandMove GetCommand_Move();
1446 proto native HumanCommandMelee StartCommand_Melee(
EntityAI pTarget);
1448 proto native HumanCommandMelee GetCommand_Melee();
1451 proto native HumanCommandMelee2 StartCommand_Melee2(
EntityAI pTarget,
int pHitType,
float pComboValue,
vector hitPos =
vector.Zero);
1453 proto native HumanCommandMelee2 GetCommand_Melee2();
1461 proto native HumanCommandFall StartCommand_Fall(
float pYVelocity);
1464 proto native HumanCommandFall GetCommand_Fall();
1470 proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding,
int pLadderIndex);
1472 proto native HumanCommandLadder GetCommand_Ladder();
1478 proto native HumanCommandSwim StartCommand_Swim();
1480 proto native HumanCommandSwim GetCommand_Swim();
1486 proto native HumanCommandVehicle StartCommand_Vehicle(
Transport pTransport,
int pTransportPositionIndex,
int pVehicleSeat,
bool fromUnconscious =
false);
1488 proto native HumanCommandVehicle GetCommand_Vehicle();
1494 proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult,
int pType);
1496 proto native HumanCommandClimb GetCommand_Climb();
1501 proto native HumanCommandDeathCallback StartCommand_Death(
int pType,
float pDirection,
typename pCallbackClass,
bool pKeepInLocalSpaceAfterLeave =
false);
1503 proto native HumanCommandDeathCallback GetCommand_Death();
1507 proto native HumanCommandUnconscious StartCommand_Unconscious(
float pType);
1509 proto native HumanCommandUnconscious GetCommand_Unconscious();
1517 proto native HumanCommandFullBodyDamage StartCommand_Damage(
int pType,
float pDirection);
1519 proto native HumanCommandFullBodyDamage GetCommand_Damage();
1537 proto native
int GetCommandModifierCount();
1540 proto native
int GetCommandModifierID(
int pIndex);
1546 proto native HumanCommandAdditives GetCommandModifier_Additives();
1549 proto native HumanCommandWeapons GetCommandModifier_Weapons();
1572 proto native HumanCommandDamage AddCommandModifier_Damage(
int pType,
float pDirection);
1574 proto native
void DeleteCommandModifier_Damage(HumanCommandDamage pDamage);
1576 proto native HumanCommandDamage GetCommandModifier_Damage();
1583 proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand);
1584 proto native HumanCommandScript StartCommand_ScriptInst(
typename pCallbackClass);
1587 proto native HumanCommandScript GetCommand_Script();
1596 proto native owned
string DebugGetItemClass();
1599 proto native owned
string DebugGetItemSuperClass();
1602 proto native owned
string DebugGetItemAnimInstance();
1618 void OnCommandMoveStart();
1619 void OnCommandMoveFinish();
1621 void OnCommandMeleeStart();
1622 void OnCommandMeleeFinish();
1624 void OnCommandMelee2Start();
1625 void OnCommandMelee2Finish();
1627 void OnCommandFallStart();
1628 void OnCommandFallFinish();
1630 void OnCommandClimbStart();
1631 void OnCommandClimbFinish();
1634 void OnCommandDeathFinish();
1636 void OnCommandUnconsciousStart();
1637 void OnCommandUnconsciousFinish();
1639 void OnCommandDamageFullbodyStart();
1640 void OnCommandDamageFullbodyFinish();
1642 void OnCommandDamageAdditiveStart();
1643 void OnCommandDamageAdditiveFinish();
1645 void OnCommandLadderStart();
1646 void OnCommandLadderFinish();
1648 void OnCommandSwimStart();
1649 void OnCommandSwimFinish();
1651 void OnCommandVehicleStart();
1652 void OnCommandVehicleFinish();
1654 void OnCommandActionFullbodyStart();
1655 void OnCommandActionFullbodyFinish();
1657 void OnCommandActionAdditiveStart();
1658 void OnCommandActionAdditiveFinish();
1661 void OnStanceChange(
int previousStance,
int newStance);
1664 bool CanChangeStance(
int previousStance,
int newStance);
1670 void OnRollStart(
bool isToTheRight);
1671 void OnRollFinish();
1676 void OnVehicleSeatDriverEnter();
1677 void OnVehicleSeatDriverLeft();
1679 proto native
bool IsControllingVehicle();
Super root of all classes in Enforce script.
override void OnStateChange(int pOldState, int pCurrentState)
override void OnAnimationEvent(int pEventID)
Native class for boats - handles physics simulation.
proto native DayZCreatureAnimInterface GetAnimInterface()
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
proto native bool IsDeathProcessed()
proto native int GetBoneIndexByName(string pBoneName)
returns bone index for a name (-1 if pBoneName doesn't exist)
proto native void ResetDeath()
proto native void StartDeath()
proto native void ResetDeathCooldown()
proto native bool IsDeathConditionMet()
override void OnCommandDeathStart()
DayZPlayerConstants
defined in C++
class HumanAnimInterface HumanCommandActionCallback()
class HumanInputController TAnimGraphCommand
HumanInputControllerOverrideType
@ ONE_FRAME
Permenantly active until DISABLED is passed.