Dayz Build 1.29.163047, Scripts Rev. 123548
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HumanCommandMove Class Reference

Private Member Functions

void HumanCommandMove ()
void ~HumanCommandMove ()
proto native void ForceStance (int pStanceIdx)
 pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock
proto native void ForceStanceUp (int pStanceIdx)
 pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance
proto bool GetCurrentInputAngle (out float pAngle)
 direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states
proto native float GetCurrentMovementAngle ()
 marks command to continue to combo -180 -90 0 90 180 angles of current movement
proto native float GetCurrentMovementSpeed ()
 0,1,2..3 idle, walk, run, sprint
proto native bool IsChangingStance ()
 returns true if character is changing stance
proto native bool IsInRoll ()
 return true if character barrel rolling
proto native bool IsLeavingUncon ()
 return true if character transitions out of uncon
proto native bool IsMeleeEvade ()
 this is true when in melee evade
proto native bool IsOnBack ()
 return true if prone is on back
proto native bool IsStandingFromBack ()
 return true if prone on back is chaning to crounch/stand
proto native void SetCurrentWaterLevel (float value)
 sets water level (depth)
proto native void SetDirectionFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
proto native void SetDirectionSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
proto native void SetMeleeBlock (bool pBlock)
 this enables/disables block
proto native void SetRunSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
proto native void SetTurnSpanModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
proto native void SetTurnSpanSprintModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
proto native void StartMeleeEvade ()
 marks command to continue to combo
proto native void StartMeleeEvadeA (float pDirAngle)
 marks command to continue to combo, pDirAngle specifies angle

Detailed Description

Definition at line 433 of file human.c.

Constructor & Destructor Documentation

◆ HumanCommandMove()

void HumanCommandMove ( )
inlineprivate

Definition at line 435 of file human.c.

◆ ~HumanCommandMove()

void ~HumanCommandMove ( )
inlineprivate

Definition at line 436 of file human.c.

Member Function Documentation

◆ ForceStance()

proto native void ForceStance ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

Referenced by ManBase::BrokenLegForceProne(), PluginDayzPlayerDebug_Ctrl::CommandHandler(), ManBase::EEItemIntoHands(), ForceStandUpForHeavyItems(), HandleFightLogic(), HandleInitialFirearmMelee(), and BotStateBase::OnUpdate().

◆ ForceStanceUp()

proto native void ForceStanceUp ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

Referenced by DayZPlayerImplementSwimming::HandleSwimming().

◆ GetCurrentInputAngle()

proto bool GetCurrentInputAngle ( out float pAngle)
private

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

Referenced by HandleFightLogic().

◆ GetCurrentMovementAngle()

proto native float GetCurrentMovementAngle ( )
private

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float GetCurrentMovementSpeed ( )
private

◆ IsChangingStance()

◆ IsInRoll()

proto native bool IsInRoll ( )
private

return true if character barrel rolling

◆ IsLeavingUncon()

proto native bool IsLeavingUncon ( )
private

return true if character transitions out of uncon

◆ IsMeleeEvade()

proto native bool IsMeleeEvade ( )
private

this is true when in melee evade

◆ IsOnBack()

proto native bool IsOnBack ( )
private

return true if prone is on back

Referenced by CanPlayEmote().

◆ IsStandingFromBack()

proto native bool IsStandingFromBack ( )
private

◆ SetCurrentWaterLevel()

proto native void SetCurrentWaterLevel ( float value)
private

sets water level (depth)

Referenced by DayZPlayerImplementSwimming::HandleSwimming().

◆ SetDirectionFilterModifier()

proto native void SetDirectionFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

◆ SetDirectionSprintFilterModifier()

proto native void SetDirectionSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

Referenced by ManBase::UpdateMovementInertia().

◆ SetMeleeBlock()

proto native void SetMeleeBlock ( bool pBlock)
private

this enables/disables block

Referenced by ManBase::EEItemIntoHands(), Weapon::EEItemLocationChanged(), and HandleFightLogic().

◆ SetRunSprintFilterModifier()

proto native void SetRunSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

Referenced by ManBase::UpdateMovementInertia().

◆ SetTurnSpanModifier()

proto native void SetTurnSpanModifier ( float value)
private

◆ SetTurnSpanSprintModifier()

proto native void SetTurnSpanSprintModifier ( float value)
private

◆ StartMeleeEvade()

proto native void StartMeleeEvade ( )
private

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void StartMeleeEvadeA ( float pDirAngle)
private

marks command to continue to combo, pDirAngle specifies angle

Referenced by HandleFightLogic().


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