49 int muzzleIndex = weapon.GetCurrentMuzzle();
68 void Update( SDayZPlayerAimingModel pModel, out
float axis_mouse_x, out
float axis_mouse_y, out
float axis_hands_x, out
float axis_hands_y,
float pDt )
84 PrintString(
"RecoilBase | BEFORE | axis_mouse_y: " + axis_mouse_y.ToString());
95 PrintString(
"RecoilBase | AFTER | axis_mouse_y: " + axis_mouse_y.ToString());
110 float time =
Easing.EaseOutBack(time_rel);
120 pModel.m_fCamPosOffsetZ = offset;
122 m_Player.GetCurrentCamera().SendRecoilOffsetZ(offset);
140 pRecResultX = pos_on_curve[0];
141 pRecResultY = pos_on_curve[1];
150 PrintString(
"RecoilBase | ApplyMouseOffset processing: " + b1 );
172 pRecResultX = delta_mouse_offset_x;
173 pRecResultY = delta_mouse_offset_y;
188 PrintString(
"RecoilBase | pRecResultY: " + pRecResultY );
197 return weapon.GetPropertyModifierObject().m_RecoilModifiers;
proto native bool IsDedicatedServer()
Robust check which is preferred than the above, as it is valid much sooner.
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
void RecoilBase(Weapon_Base weapon)
void Destroy()
Destroys this object next update tick.
vector GetRecoilModifier(Weapon_Base weapon)
float m_CamOffsetRelativeTime
float m_CamOffsetDistance
float m_MouseOffsetDistance
float m_MouseOffsetRangeMax
vector GetPositionOnCurve(array< vector > points, float time)
void Update(SDayZPlayerAimingModel pModel, out float axis_mouse_x, out float axis_mouse_y, out float axis_hands_x, out float axis_hands_y, float pDt)
void PostInit(Weapon_Base weapon)
vector m_MouseOffsetTargetAccum
void ApplyMouseOffset(float pDt, out float pRecResultX, out float pRecResultY)
void ApplyHandsOffset(float pDt, out float pRecResultX, out float pRecResultY)
float m_MouseOffsetRelativeTime
float m_HandsOffsetRelativeTime
vector m_MouseOffsetTarget
void ApplyCamOffset(SDayZPlayerAimingModel pModel)
float m_MouseOffsetRangeMin
ref array< vector > m_HandsCurvePoints
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
InventoryItem m_Weapon
Weapons - cache.
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
class array< Class T > PrintString