3 protected string m_Name;
4 protected bool m_Shown;
5 protected bool m_Current;
89 child = child.GetSibling();
171 bool firearmInHands =
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().IsWeapon();
174 if ( firearmInHands &&
m_Player.IsRaised() && !
m_Player.IsInIronsights() && !
m_Player.IsInOptics() && !hic.CameraIsFreeLook() && !
m_Player.GetCommand_Melee2() )
179 else if (action && action.GetActionCategory() ==
AC_CONTINUOUS)
181 int actionState =
m_AM.GetActionState(action);
192 else if (
m_Player.GetCommand_Unconscious() )
220 if (!crossHair.IsCurrent() && crossHair.IsShown())
234 if (!hic.CameraIsTracking())
250 vector aimAngles =
Vector(hcw.GetBaseAimingAngleLR(), hcw.GetBaseAimingAngleUD(), 0.0);
253 aimAngles =
Vector(0.0, hcw.GetBaseAimingAngleUD(), 0.0);
254 plrAngles =
Vector(hic.GetHeadingAngle() * -
Math.RAD2DEG, 0, 0);
256 vector resAngle = aimAngles + plrAngles;
259 MiscGameplayFunctions.GetHeadBonePos(
m_Player, start);
261 vector direction = resAngle.AnglesToVector();
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;
281 direction.Normalize();
283 start = konec_hlavne_position;
301 Math3D.MatrixToQuat(t, r0);
304 Math3D.MatrixToQuat(t, r1);
306 Math3D.QuatLerp(r0, r0, r1, 0.1);
308 Math3D.QuatToMatrix(r0, t);
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]);