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Dayz Explorer 1.28.160049
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Go to the source code of this file.
Classes | |
| 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) |
| default true | |
| void | SetIKStance (int pStance, 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 () |
Variables | |
| 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_iPerItemCameraUserData |
| [stance][movement] mask for ik | |
| float | m_fMoveHeadingFilterSpan |
| per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD() | |
| float | m_fMoveHeadingFilterSpeed |
| delay of alignment when moving | |
| 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 | |
| proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg | ( | ) |
| 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
| class HumanItemBehaviorCfg OnItemInHandsChanged | ( | bool | pInstant = false | ) |
signalization from script to engine that item in hands changed
| proto native void ResetWeaponInHands | ( | ) |
reset weapon anim override in case of premature death
default true
Definition at line 32 of file humanitems.h.
Definition at line 62 of file humanitems.h.
Definition at line 47 of file humanitems.h.
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 -
| bool m_bAttackLean |
max speed of alignment when evading
per weapon lean forward
Definition at line 26 of file humanitems.h.
| bool m_bJumpAllowed |
| float m_fMeleeEvadeHeadingFilterSpan |
| float m_fMeleeEvadeHeadingFilterSpeed |
delay of alignment when evading
Definition at line 22 of file humanitems.h.
| float m_fMoveHeadingFilterSpan |
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
movement caps
Definition at line 17 of file humanitems.h.
| float m_fMoveHeadingFilterSpeed |
delay of alignment when moving
Definition at line 18 of file humanitems.h.
| int m_IKSettings[24] |
Definition at line 13 of file humanitems.h.
| int m_iPerItemCameraUserData |
[stance][movement] mask for ik
Definition at line 14 of file humanitems.h.
| int m_iStanceMask |
combinations of STANCEMASK_
Definition at line 10 of file humanitems.h.
| int m_iType |
Definition at line 8 of file humanitems.h.
| int m_StanceMovements[6] |
Definition at line 11 of file humanitems.h.
| int m_StanceRotation[6] |
6 stances -> all has movement mask, STANCEIDX_ ... is index
Definition at line 12 of file humanitems.h.