Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
Loading...
Searching...
No Matches
Human Class Reference
Inheritance diagram for Human:

Private Member Functions

proto native HumanCommandActionCallback AddCommandModifier_Action (int pActionID, typename pCallbackClass)
 adds action command modifier, creates callback instance for you
proto native HumanCommandDamage AddCommandModifier_Damage (int pType, float pDirection)
 — modifier for light Damages
proto native void AlignDirectionWS (vector direction)
 smoothly move the player to face the target direction - do not handle replay, performed internally
proto native void AlignPositionWS (vector position)
 smoothly move the player to the target position - do not handle replay, performed internally
proto native void AlignTranslationLS (vector translation)
 adds the translation to the current position in heading space and then calls AlignPositionWS - do not handle replay, performed internally
proto native void AlignTranslationWS (vector translation)
 adds the translation to the current position and then calls AlignPositionWS - do not handle replay, performed internally
bool CanChangeStance (int previousStance, int newStance)
 Called by code to see if it can.
bool CanRoll ()
proto native bool CheckFreeSpace (vector localDir, float distance, bool useHeading, vector posOffset=vector.Zero, float xzScale=1.0)
 makes test if there's enough space for character's collider assuming that character can be pushed away from obstacle - usable for checking if character is in some tight space
proto float CollisionMoveTest (vector dir, vector offset, float xzScale, IEntity ignoreEntity, out IEntity hitEntity, out vector hitPosition, out vector hitNormal)
 makes test if character can physically move in given world space direction - length of dir means distance, returns distance fraction
proto native owned string DebugGetItemAnimInstance ()
 returns current item's animation instance
proto native owned string DebugGetItemClass ()
 returns current item's class name
proto native owned string DebugGetItemSuperClass ()
 returns current item's class that is found in config
proto native void DeleteCommandModifier_Action (HumanCommandActionCallback pCallback)
 force remove - normally if action is ended or interrupted - this is not needed to call
proto native void DeleteCommandModifier_Damage (HumanCommandDamage pDamage)
proto native HumanAnimInterface GetAnimInterface ()
 returns animation interface - usable in HumanCommandScript implementations
proto native int GetBoneIndexByName (string pBoneName)
 returns bone index for a name (-1 if pBoneName doesn't exist)
proto native HumanCommandActionCallback GetCommand_Action ()
 is human is in command action - returns its callback, if current command is action
proto native HumanCommandClimb GetCommand_Climb ()
proto native HumanCommandFullBodyDamage GetCommand_Damage ()
proto native HumanCommandDeathCallback GetCommand_Death ()
proto native HumanCommandFall GetCommand_Fall ()
proto native HumanCommandLadder GetCommand_Ladder ()
proto native HumanCommandMelee GetCommand_Melee ()
proto native HumanCommandMelee2 GetCommand_Melee2 ()
proto native HumanCommandMove GetCommand_Move ()
proto native HumanCommandScript GetCommand_Script ()
 is human is in command action - returns its callback, if current command is action
proto native HumanCommandSwim GetCommand_Swim ()
proto native HumanCommandUnconscious GetCommand_Unconscious ()
proto native HumanCommandVehicle GetCommand_Vehicle ()
proto native HumanCommandActionCallback GetCommandModifier_Action ()
 returns callback for action if any is active, null if nothing runs
proto native HumanCommandAdditives GetCommandModifier_Additives ()
 default (always-on modifiers)
proto native HumanCommandDamage GetCommandModifier_Damage ()
proto native HumanCommandWeapons GetCommandModifier_Weapons ()
 returns interface for handling weapons
proto native int GetCommandModifierCount ()
proto native int GetCommandModifierID (int pIndex)
 returns COMMANDID_ .. type id of command modifier on index pIndex
proto native int GetCurrentCommandID ()
 returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native HumanInputController GetInputController ()
 returns human input controller
proto native HumanItemAccessor GetItemAccessor ()
proto native void GetMovementState (HumanMovementState pState)
 returns movement state (current command id, )
proto native void GetTransformWS (out vector pTm[4])
 world space - local space - heading space
proto native bool IsControllingVehicle ()
proto native bool IsDeathConditionMet ()
proto native bool IsDeathProcessed ()
proto native void LinkToLocalSpaceOf (notnull IEntity child, vector pLocalSpaceMatrix[4])
void OnCommandActionAdditiveFinish ()
void OnCommandActionAdditiveStart ()
void OnCommandActionFullbodyFinish ()
void OnCommandActionFullbodyStart ()
void OnCommandClimbFinish ()
void OnCommandClimbStart ()
void OnCommandDamageAdditiveFinish ()
void OnCommandDamageAdditiveStart ()
void OnCommandDamageFullbodyFinish ()
void OnCommandDamageFullbodyStart ()
void OnCommandDeathFinish ()
void OnCommandDeathStart ()
void OnCommandFallFinish ()
void OnCommandFallStart ()
void OnCommandLadderFinish ()
void OnCommandLadderStart ()
void OnCommandMelee2Finish ()
void OnCommandMelee2Start ()
void OnCommandMeleeFinish ()
void OnCommandMeleeStart ()
void OnCommandMoveFinish ()
void OnCommandMoveStart ()
void OnCommandSwimFinish ()
void OnCommandSwimStart ()
void OnCommandUnconsciousFinish ()
void OnCommandUnconsciousStart ()
void OnCommandVehicleFinish ()
void OnCommandVehicleStart ()
void OnPhysMove (float dt, vector transform[4])
 callback before the transform is finalized, after PrePhys, called before alignment is applied
void OnRollFinish ()
void OnRollStart (bool isToTheRight)
void OnStanceChange (int previousStance, int newStance)
 gets called on stance change
void OnVehicleSeatDriverEnter ()
void OnVehicleSeatDriverLeft ()
proto native void PhysicsEnableGravity (bool pEnable)
proto native IEntity PhysicsGetFloorEntity ()
 entity below us
proto native IEntity PhysicsGetLinkedEntity ()
 entity we are linked to (not valid when IEntity.GetParent() returns some entity)
proto native vector PhysicsGetPositionLS ()
 gets human position in local space to parent/linked
proto native vector PhysicsGetPositionWS ()
 gets human position in world space Note: Value is not cached and it is recomputed every call if there is some parent
proto native void PhysicsGetTransformLS (out vector pTm[4])
 gets human transform in local space to parent/linked
proto native void PhysicsGetTransformWS (out vector pTm[4])
 gets human transform in world space Note: Value is not cached and it is recomputed every call if there is some parent
proto native void PhysicsGetVelocity (out vector pVelocity)
 outs pVelocity - linear velocity of PHYSICS CONTROLLER
proto native bool PhysicsIsFalling (bool pValidate)
 returns true if physics controller is falling
proto native bool PhysicsIsSolid ()
proto native void PhysicsSetRagdoll (bool pEnable)
 Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures.
proto native void PhysicsSetSolid (bool pSolid)
proto native bool PhysicsWasSlidingOffLinkedEntity ()
 if the entity we are on was moving faster than it's defined config 'animPhysDetachSpeed' value It is the result of the previous keyframe after physics move has been performed
proto native void ResetDeath ()
proto native void ResetDeathCooldown ()
proto native HumanCommandActionCallback StartCommand_Action (int pActionID, typename pCallbackClass, int pStanceMask)
 --— ACTIONS --—
proto native HumanCommandClimb StartCommand_Climb (SHumanCommandClimbResult pClimbResult, int pType)
 --— CLIMB --—
proto native HumanCommandFullBodyDamage StartCommand_Damage (int pType, float pDirection)
 --— FullBody Damages --—
proto native HumanCommandDeathCallback StartCommand_Death (int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false)
 --— Death --—
proto native HumanCommandFall StartCommand_Fall (float pYVelocity)
 --— FALL --—
proto native HumanCommandLadder StartCommand_Ladder (Building pBuilding, int pLadderIndex)
 --— LADDER --—
proto native HumanCommandMelee StartCommand_Melee (EntityAI pTarget)
 --— MELEE --—
proto native HumanCommandMelee2 StartCommand_Melee2 (EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero)
 starts command - melee2
proto native HumanCommandMove StartCommand_Move ()
 --— MOVE --—
proto native HumanCommandScript StartCommand_Script (HumanCommandScript pHumanCommand)
 — SCRIPTED COMMANDS
proto native HumanCommandScript StartCommand_ScriptInst (typename pCallbackClass)
proto native HumanCommandSwim StartCommand_Swim ()
 --— LADDER --—
proto native HumanCommandUnconscious StartCommand_Unconscious (float pType)
 starts command - unconscious
proto native HumanCommandVehicle StartCommand_Vehicle (Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false)
 --— VEHICLE --—
proto native void StartDeath ()
proto native void UnlinkFromLocalSpace ()

Detailed Description

Definition at line 1332 of file human.c.

Member Function Documentation

◆ AddCommandModifier_Action()

proto native HumanCommandActionCallback AddCommandModifier_Action ( int pActionID,
typename pCallbackClass  )
private

adds action command modifier, creates callback instance for you

References HumanCommandActionCallback().

◆ AddCommandModifier_Damage()

proto native HumanCommandDamage AddCommandModifier_Damage ( int pType,
float pDirection )
private

— modifier for light Damages

starts additive damage

References HumanCommandDamage().

◆ AlignDirectionWS()

proto native void AlignDirectionWS ( vector direction)
private

smoothly move the player to face the target direction - do not handle replay, performed internally

◆ AlignPositionWS()

proto native void AlignPositionWS ( vector position)
private

smoothly move the player to the target position - do not handle replay, performed internally

◆ AlignTranslationLS()

proto native void AlignTranslationLS ( vector translation)
private

adds the translation to the current position in heading space and then calls AlignPositionWS - do not handle replay, performed internally

◆ AlignTranslationWS()

proto native void AlignTranslationWS ( vector translation)
private

adds the translation to the current position and then calls AlignPositionWS - do not handle replay, performed internally

◆ CanChangeStance()

bool CanChangeStance ( int previousStance,
int newStance )
private

Called by code to see if it can.

◆ CanRoll()

bool CanRoll ( )
private

◆ CheckFreeSpace()

proto native bool CheckFreeSpace ( vector localDir,
float distance,
bool useHeading,
vector posOffset = vector.Zero,
float xzScale = 1.0 )
private

makes test if there's enough space for character's collider assuming that character can be pushed away from obstacle - usable for checking if character is in some tight space

◆ CollisionMoveTest()

proto float CollisionMoveTest ( vector dir,
vector offset,
float xzScale,
IEntity ignoreEntity,
out IEntity hitEntity,
out vector hitPosition,
out vector hitNormal )
private

makes test if character can physically move in given world space direction - length of dir means distance, returns distance fraction

◆ DebugGetItemAnimInstance()

proto native owned string DebugGetItemAnimInstance ( )
private

returns current item's animation instance

◆ DebugGetItemClass()

proto native owned string DebugGetItemClass ( )
private

returns current item's class name

◆ DebugGetItemSuperClass()

proto native owned string DebugGetItemSuperClass ( )
private

returns current item's class that is found in config

◆ DeleteCommandModifier_Action()

proto native void DeleteCommandModifier_Action ( HumanCommandActionCallback pCallback)
private

force remove - normally if action is ended or interrupted - this is not needed to call

References HumanCommandActionCallback().

◆ DeleteCommandModifier_Damage()

proto native void DeleteCommandModifier_Damage ( HumanCommandDamage pDamage)
private

References HumanCommandDamage().

◆ GetAnimInterface()

proto native HumanAnimInterface GetAnimInterface ( )
private

returns animation interface - usable in HumanCommandScript implementations

◆ GetBoneIndexByName()

proto native int GetBoneIndexByName ( string pBoneName)
private

returns bone index for a name (-1 if pBoneName doesn't exist)

Referenced by EntityPlacementCallback::OnSetup().

◆ GetCommand_Action()

proto native HumanCommandActionCallback GetCommand_Action ( )
private

is human is in command action - returns its callback, if current command is action

References HumanCommandActionCallback().

◆ GetCommand_Climb()

proto native HumanCommandClimb GetCommand_Climb ( )
private

◆ GetCommand_Damage()

proto native HumanCommandFullBodyDamage GetCommand_Damage ( )
private

◆ GetCommand_Death()

proto native HumanCommandDeathCallback GetCommand_Death ( )
private

◆ GetCommand_Fall()

proto native HumanCommandFall GetCommand_Fall ( )
private

References HumanCommandFall().

◆ GetCommand_Ladder()

proto native HumanCommandLadder GetCommand_Ladder ( )
private

◆ GetCommand_Melee()

proto native HumanCommandMelee GetCommand_Melee ( )
private

References HumanCommandMelee().

◆ GetCommand_Melee2()

proto native HumanCommandMelee2 GetCommand_Melee2 ( )
private

◆ GetCommand_Move()

proto native HumanCommandMove GetCommand_Move ( )
private

◆ GetCommand_Script()

proto native HumanCommandScript GetCommand_Script ( )
private

is human is in command action - returns its callback, if current command is action

◆ GetCommand_Swim()

proto native HumanCommandSwim GetCommand_Swim ( )
private

References HumanCommandSwim().

◆ GetCommand_Unconscious()

proto native HumanCommandUnconscious GetCommand_Unconscious ( )
private

◆ GetCommand_Vehicle()

proto native HumanCommandVehicle GetCommand_Vehicle ( )
private

◆ GetCommandModifier_Action()

proto native HumanCommandActionCallback GetCommandModifier_Action ( )
private

returns callback for action if any is active, null if nothing runs

References HumanCommandActionCallback().

◆ GetCommandModifier_Additives()

proto native HumanCommandAdditives GetCommandModifier_Additives ( )
private

default (always-on modifiers)

returns modifier for additives / small behaviours on human

References HumanCommandAdditives().

◆ GetCommandModifier_Damage()

proto native HumanCommandDamage GetCommandModifier_Damage ( )
private

References HumanCommandDamage().

◆ GetCommandModifier_Weapons()

proto native HumanCommandWeapons GetCommandModifier_Weapons ( )
private

returns interface for handling weapons

◆ GetCommandModifierCount()

proto native int GetCommandModifierCount ( )
private

◆ GetCommandModifierID()

proto native int GetCommandModifierID ( int pIndex)
private

returns COMMANDID_ .. type id of command modifier on index pIndex

◆ GetCurrentCommandID()

proto native int GetCurrentCommandID ( )
private

returns current command ID (see DayZPlayerConstants.COMMANDID_...)

◆ GetInputController()

proto native HumanInputController GetInputController ( )
private

returns human input controller

Referenced by EntityPlacementCallback::OnSetup().

◆ GetItemAccessor()

proto native HumanItemAccessor GetItemAccessor ( )
private

References HumanItemAccessor().

◆ GetMovementState()

proto native void GetMovementState ( HumanMovementState pState)
private

returns movement state (current command id, )

◆ GetTransformWS()

proto native void GetTransformWS ( out vector pTm[4])
private

world space - local space - heading space

Deprecated: replaced with 'PhysicsGetTransformLS', which is local space transform

◆ IsControllingVehicle()

proto native bool IsControllingVehicle ( )
private

Referenced by Car::OnUpdate().

◆ IsDeathConditionMet()

proto native bool IsDeathConditionMet ( )
private

◆ IsDeathProcessed()

proto native bool IsDeathProcessed ( )
private

◆ LinkToLocalSpaceOf()

proto native void LinkToLocalSpaceOf ( notnull IEntity child,
vector pLocalSpaceMatrix[4] )
private

◆ OnCommandActionAdditiveFinish()

void OnCommandActionAdditiveFinish ( )
private

◆ OnCommandActionAdditiveStart()

void OnCommandActionAdditiveStart ( )
private

◆ OnCommandActionFullbodyFinish()

void OnCommandActionFullbodyFinish ( )
private

◆ OnCommandActionFullbodyStart()

void OnCommandActionFullbodyStart ( )
private

◆ OnCommandClimbFinish()

void OnCommandClimbFinish ( )
private

◆ OnCommandClimbStart()

void OnCommandClimbStart ( )
private

◆ OnCommandDamageAdditiveFinish()

void OnCommandDamageAdditiveFinish ( )
private

◆ OnCommandDamageAdditiveStart()

void OnCommandDamageAdditiveStart ( )
private

◆ OnCommandDamageFullbodyFinish()

void OnCommandDamageFullbodyFinish ( )
private

◆ OnCommandDamageFullbodyStart()

void OnCommandDamageFullbodyStart ( )
private

◆ OnCommandDeathFinish()

void OnCommandDeathFinish ( )
private

◆ OnCommandDeathStart()

void OnCommandDeathStart ( )
private

◆ OnCommandFallFinish()

void OnCommandFallFinish ( )
private

◆ OnCommandFallStart()

void OnCommandFallStart ( )
private

◆ OnCommandLadderFinish()

void OnCommandLadderFinish ( )
private

◆ OnCommandLadderStart()

void OnCommandLadderStart ( )
private

◆ OnCommandMelee2Finish()

void OnCommandMelee2Finish ( )
private

◆ OnCommandMelee2Start()

void OnCommandMelee2Start ( )
private

◆ OnCommandMeleeFinish()

void OnCommandMeleeFinish ( )
private

◆ OnCommandMeleeStart()

void OnCommandMeleeStart ( )
private

◆ OnCommandMoveFinish()

void OnCommandMoveFinish ( )
private

◆ OnCommandMoveStart()

void OnCommandMoveStart ( )
private

◆ OnCommandSwimFinish()

void OnCommandSwimFinish ( )
private

◆ OnCommandSwimStart()

void OnCommandSwimStart ( )
private

◆ OnCommandUnconsciousFinish()

void OnCommandUnconsciousFinish ( )
private

◆ OnCommandUnconsciousStart()

void OnCommandUnconsciousStart ( )
private

◆ OnCommandVehicleFinish()

void OnCommandVehicleFinish ( )
private

◆ OnCommandVehicleStart()

void OnCommandVehicleStart ( )
private

◆ OnPhysMove()

void OnPhysMove ( float dt,
vector transform[4] )
inlineprivate

callback before the transform is finalized, after PrePhys, called before alignment is applied

  • important to ensure state is saved as this function gets replayed on correction

Definition at line 1381 of file human.c.

◆ OnRollFinish()

void OnRollFinish ( )
private

◆ OnRollStart()

void OnRollStart ( bool isToTheRight)
private

◆ OnStanceChange()

void OnStanceChange ( int previousStance,
int newStance )
private

gets called on stance change

◆ OnVehicleSeatDriverEnter()

void OnVehicleSeatDriverEnter ( )
private

◆ OnVehicleSeatDriverLeft()

void OnVehicleSeatDriverLeft ( )
private

◆ PhysicsEnableGravity()

proto native void PhysicsEnableGravity ( bool pEnable)
private

◆ PhysicsGetFloorEntity()

proto native IEntity PhysicsGetFloorEntity ( )
private

entity below us

◆ PhysicsGetLinkedEntity()

proto native IEntity PhysicsGetLinkedEntity ( )
private

entity we are linked to (not valid when IEntity.GetParent() returns some entity)

Referenced by Entity::RegisterTransportHit().

◆ PhysicsGetPositionLS()

proto native vector PhysicsGetPositionLS ( )
private

gets human position in local space to parent/linked

◆ PhysicsGetPositionWS()

proto native vector PhysicsGetPositionWS ( )
private

gets human position in world space Note: Value is not cached and it is recomputed every call if there is some parent

◆ PhysicsGetTransformLS()

proto native void PhysicsGetTransformLS ( out vector pTm[4])
private

gets human transform in local space to parent/linked

◆ PhysicsGetTransformWS()

proto native void PhysicsGetTransformWS ( out vector pTm[4])
private

gets human transform in world space Note: Value is not cached and it is recomputed every call if there is some parent

◆ PhysicsGetVelocity()

proto native void PhysicsGetVelocity ( out vector pVelocity)
private

outs pVelocity - linear velocity of PHYSICS CONTROLLER

◆ PhysicsIsFalling()

proto native bool PhysicsIsFalling ( bool pValidate)
private

returns true if physics controller is falling

◆ PhysicsIsSolid()

proto native bool PhysicsIsSolid ( )
private

◆ PhysicsSetRagdoll()

proto native void PhysicsSetRagdoll ( bool pEnable)
private

Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures.

◆ PhysicsSetSolid()

proto native void PhysicsSetSolid ( bool pSolid)
private

◆ PhysicsWasSlidingOffLinkedEntity()

proto native bool PhysicsWasSlidingOffLinkedEntity ( )
private

if the entity we are on was moving faster than it's defined config 'animPhysDetachSpeed' value It is the result of the previous keyframe after physics move has been performed

◆ ResetDeath()

proto native void ResetDeath ( )
private

◆ ResetDeathCooldown()

proto native void ResetDeathCooldown ( )
private

◆ StartCommand_Action()

proto native HumanCommandActionCallback StartCommand_Action ( int pActionID,
typename pCallbackClass ,
int pStanceMask )
private

--— ACTIONS --—

starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...

References HumanCommandActionCallback().

◆ StartCommand_Climb()

proto native HumanCommandClimb StartCommand_Climb ( SHumanCommandClimbResult pClimbResult,
int pType )
private

--— CLIMB --—

starts command - climb

◆ StartCommand_Damage()

proto native HumanCommandFullBodyDamage StartCommand_Damage ( int pType,
float pDirection )
private

--— FullBody Damages --—

starts fullbody damage

References HumanCommandFullBodyDamage.

◆ StartCommand_Death()

proto native HumanCommandDeathCallback StartCommand_Death ( int pType,
float pDirection,
typename pCallbackClass ,
bool pKeepInLocalSpaceAfterLeave = false )
private

--— Death --—

starts command - death

◆ StartCommand_Fall()

proto native HumanCommandFall StartCommand_Fall ( float pYVelocity)
private

--— FALL --—

starts command - fall pYVelocity <= 0 -> fall pYVelocity > 0 -> jump

References HumanCommandFall().

◆ StartCommand_Ladder()

proto native HumanCommandLadder StartCommand_Ladder ( Building pBuilding,
int pLadderIndex )
private

--— LADDER --—

starts command - fall

◆ StartCommand_Melee()

proto native HumanCommandMelee StartCommand_Melee ( EntityAI pTarget)
private

--— MELEE --—

starts command - melee

References HumanCommandMelee().

◆ StartCommand_Melee2()

proto native HumanCommandMelee2 StartCommand_Melee2 ( EntityAI pTarget,
int pHitType,
float pComboValue,
vector hitPos = vector.Zero )
private

starts command - melee2

◆ StartCommand_Move()

proto native HumanCommandMove StartCommand_Move ( )
private

--— MOVE --—

starts command - Move

◆ StartCommand_Script()

proto native HumanCommandScript StartCommand_Script ( HumanCommandScript pHumanCommand)
private

— SCRIPTED COMMANDS

starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...

◆ StartCommand_ScriptInst()

proto native HumanCommandScript StartCommand_ScriptInst ( typename pCallbackClass )
private

◆ StartCommand_Swim()

proto native HumanCommandSwim StartCommand_Swim ( )
private

--— LADDER --—

starts command - Swim

References HumanCommandSwim().

◆ StartCommand_Unconscious()

proto native HumanCommandUnconscious StartCommand_Unconscious ( float pType)
private

starts command - unconscious

◆ StartCommand_Vehicle()

proto native HumanCommandVehicle StartCommand_Vehicle ( Transport pTransport,
int pTransportPositionIndex,
int pVehicleSeat,
bool fromUnconscious = false )
private

--— VEHICLE --—

starts command - vehicle

◆ StartDeath()

proto native void StartDeath ( )
private

◆ UnlinkFromLocalSpace()

proto native void UnlinkFromLocalSpace ( )
private

The documentation for this class was generated from the following file:
  • F:/Games/Dayz/scripts/3_game/human.c