127 DbgUI.BeginCleanupScope();
131 HumanMovementState hms =
new HumanMovementState();
134 string visualAlertLevel;
135 string noiseAlertLevel;
140 DbgUI.Text(
"Visual: ");
147 DbgUI.Text(
"Noises: ");
154 DbgUI.Text(
"Noise reductions: ");
159 DbgUI.Text(
"Result: ");
160 visualAlertLevel =
"";
163 visualAlertLevel +=
"!";
168 noiseAlertLevel =
"";
171 noiseAlertLevel +=
"!";
181 DbgUI.Text(
"Command ID: " + hms.m_CommandTypeId);
182 DbgUI.Text(
"Stance: " + hms.m_iStanceIdx);
183 DbgUI.Text(
"Movement: " + hms.m_iMovement);
187 DbgUI.EndCleanupScope();
210 float visualMean = 0;
236 HumanMovementState hms =
new HumanMovementState();
237 float speedCoef = 1.0;
258 HumanMovementState hms =
new HumanMovementState();
259 float stanceCoef = 1.0;
262 switch (hms.m_iStanceIdx)
proto native Weather GetWeather()
Returns weather controller object.
Plugin interface for controlling of agent pool system.
ref Timer m_CooldownTimer
static ref map< EPresenceNotifierNoiseEventType, ref PresenceNotifierNoiseEvent > m_PresenceNotifierNotifierEvents
void RegisterEvent(EPresenceNotifierNoiseEventType pEventType, int pValue, float pLength)
void PresenceNotifierNoiseEvents()
void ProcessEvent(EPresenceNotifierNoiseEventType pEventType)
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
class PresenceNotifierNoiseEvents windowPosX
dbgUI settings
const int SURFACE_NOISE_LVL1
void ProcessEvent(EPresenceNotifierNoiseEventType pEventType)
processing of external one-time events (land, fire, etc.)
const int NOISE_LEVEL_MAX
enum EPresenceNotifierNoiseEventType m_TimerLength
void PluginPresenceNotifier()
void PresenceNotifierNoiseEvent(float pValue, float pLength)
const float SURFACE_LVL1_THRESHOLD
void ShowCoefsDbg(bool pEnabled)
float GetMovementSpeedVisualCoef()
Visibility.
int GetExternalNoiseEventsComponent()
DEPRECATED.
int GetSurfaceNoiseComponent()
DEPRECATED.
int GetMovementSpeedNoiseComponent()
float GetMovementStanceVisualCoef()
int ProcessVisualComponents()
int GetVisualPresence()
returns actual visibility presence of player
EPresenceNotifierNoiseEventType
const int SURFACE_NOISE_LVL0
noise component from surfaces
const int LAND_NOISE_LVL2
const int LAND_NOISE_LVL1
land noise
const int SURFACE_NOISE_LVL2
const float SURFACE_LVL2_THRESHOLD
const int NOISE_LEVEL_MIN
noise limits
int ProcessNoiseComponents()
void EnableDebug(bool pEnabled)
ref PresenceNotifierNoiseEvents m_PresenceNotifierNoiseEvents
int GetNoisePresence()
returns actual noise presence of player
int GetBootsNoiseComponent()