89 child = child.GetSibling();
171 bool firearmInHands =
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().IsWeapon();
181 int actionState =
m_AM.GetActionState(action);
187 else if (
m_Player.IsRaised() ||
m_Player.GetCommand_Melee2() ||
g_Game.GetUIManager().GetMenu() != null )
192 else if (
m_Player.GetCommand_Unconscious() )
256 vector resAngle = aimAngles + plrAngles;
259 MiscGameplayFunctions.GetHeadBonePos(
m_Player, start);
263 int layer = ObjIntersectView;
269 layer = ObjIntersectFire;
272 vector usti_hlavne_position = weapon.GetSelectionPositionMS(
"usti hlavne" );
273 vector konec_hlavne_position = weapon.GetSelectionPositionMS(
"konec hlavne" );
274 usti_hlavne_position =
m_Player.ModelToWorld(usti_hlavne_position);
275 konec_hlavne_position =
m_Player.ModelToWorld(konec_hlavne_position);
278 int contact_component;
280 direction = konec_hlavne_position - usti_hlavne_position;
283 start = konec_hlavne_position;
315 vector end = start + (direction * range);
318 DayZPhysics.
RaycastRV(start, end, position, contact_dir, contact_component, null,
m_Player,
m_Player,
false,
false, layer);
333 widget.GetScreenSize(sx, sy);
334 screenSpace[0] = screenSpace[0] - (sx * 0.5);
335 screenSpace[1] = screenSpace[1] - (sy * 0.5);
337 widget.SetScreenPos(screenSpace[0], screenSpace[1]);
void ActionManagerBase(PlayerBase player)
Super root of all classes in Enforce script.
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
proto float Normalize()
Normalizes vector.
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.
vector m_PreviousDirection
Floating crosshair.
CrossHair GetCrossHairByName(string widgetName)
void FloatingCrossHair(Widget widget)
Highly WIP, do not use.
void ShowCrossHair(CrossHair crossHair)
CrossHair GetCurrentCrossHair()
bool m_PreviousDirectionSet
ref set< ref CrossHair > m_CrossHairs
void ~CrossHairSelector()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto vector MatrixToAngles(vector mat[3])
Returns angles of rotation matrix.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void QuatToMatrix(float q[4], out vector mat[3])
Converts quaternion to rotation matrix.
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.
static proto void QuatLerp(out float qout[4], float q1[4], float q2[4], float frac)
Linear interpolation between q1 and q2 with weight 'frac' (0...1).
static const float RAD2DEG