11 static int IKSETTING_AIMING = 0x1;
12 static int IKSETTING_RHAND = 0x2;
13 static int IKSETTING_LHAND = 0x4;
41 private bool m_bPlaceholder;
44 void SetIK(
int pStance,
int pMovement,
bool pAim,
bool pRArm,
bool pLArm)
47 if (pAim) val |= IKSETTING_AIMING;
48 if (pRArm) val |= IKSETTING_RHAND;
49 if (pLArm) val |= IKSETTING_LHAND;
52 pStance = pStance * 4;
53 pStance = pStance + pMovement;
59 void SetIKStance(
int pStance,
bool pAim,
bool pRArm,
bool pLArm)
62 if (pAim) val |= IKSETTING_AIMING;
63 if (pRArm) val |= IKSETTING_RHAND;
64 if (pLArm) val |= IKSETTING_LHAND;
68 for (
int i = 0; i < 4; i++)
70 m_IKSettings[bo+i] = val;
74 void SetIKMelee(
int pHitType,
bool pAim,
bool pRArm,
bool pLArm)
77 if (pAim) val |= IKSETTING_AIMING;
78 if (pRArm) val |= IKSETTING_RHAND;
79 if (pLArm) val |= IKSETTING_LHAND;
81 m_IKSettingsMelee[pHitType] = val;
84 void SetIKAll(
bool pAim,
bool pRArm,
bool pLArm)
87 if (pAim) val |= IKSETTING_AIMING;
88 if (pRArm) val |= IKSETTING_RHAND;
89 if (pLArm) val |= IKSETTING_LHAND;
92 for (i = 0; i < 24; i++)
94 m_IKSettings[i] = val;
97 for (i = 0; i < 2; i++)
99 m_IKSettingsMelee[i] = val;
109class HumanItemAccessor
141 private void HumanItemAccessor()
145 private void ~HumanItemAccessor()
float m_fMeleeEvadeHeadingFilterSpeed
delay of alignment when evading
bool m_bJumpAllowed
default false
float m_fMoveHeadingFilterSpeed
delay of alignment when moving in prone stance
float m_fMeleeEvadeHeadingFilterSpan
max speed of alignment when moving
proto native void ResetWeaponInHands()
reset weapon anim override in case of premature death
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg()
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()
int m_iStanceMask
combinations of STANCEMASK_
proto native bool IsItemInHandsHidden()
returns if item in hands is hidden visually
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 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 WeaponGetAimingModelDirTm(out vector pTm[4])
return current aiming point from aiming model (additive swaying applied - no recoil points)
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 -
class HumanItemBehaviorCfg OnItemInHandsChanged(bool pInstant=false)
signalization from script to engine that item in hands changed
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
bool m_bAttackLean
max speed of alignment when evading
float m_fMoveHeadingSprintFilterSpan
default delay of alignment when moving
proto native bool IsItemInHandsWeapon()
returns true if item in hands is a weapon
float m_fMoveHeadingProneFilterSpan
delay of alignment when sprintinh