52 aimOrientation[0] = aimOrientation[0] + lr;
55 aimOrientation[1] = aimOrientation[1] + ud + 5;
59 pEntityInHands.GetInventory().GetCurrentInventoryLocation(loc);
60 m_Player.GetInventory().ClearInventoryReservationEx(pEntityInHands, loc);
99 itemCfg =
m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
104 case ItemBehaviorType.TWOHANDED:
105 case ItemBehaviorType.POLEARMS:
108 case ItemBehaviorType.FIREARMS:
153 m_Player.OnThrowingModeChange(enable);
187 if( itemCfg && itemCfg.
m_iType == ItemBehaviorType.HEAVY )
198 if( playerPB.GetEmoteManager().IsEmotePlaying() )
201 if( playerPB.GetActionManager().GetRunningAction() != NULL )
204 if( playerPB.IsRestrained() || playerPB.IsItemsToDelete())
207 if( playerPB.GetDayZPlayerInventory().IsProcessing() )
210 if( playerPB.GetWeaponManager().IsRunning() )
226 if(input_interface && input_interface.
SyncedPress(
"UAGear"))
244 if ( pEntityInHands == null )
bool IsThrowingModeEnabled()
const float c_fThrowingForceMin
const float c_fThrowingForceCoef
bool IsThrowingInProgress()
Throwing wind-up only (button hold).
void DayZPlayerImplementThrowing(DayZPlayer pPlayer)
bool IsThrowingAnimationPlaying()
Throwing animation after button release.
void SetThrowingModeEnabled(bool enable)
bool m_bThrowingInProgress
bool CanContinueThrowing(HumanInputController pHic)
void HandleThrowing(HumanInputController pHic, HumanCommandWeapons pHcw, EntityAI pEntityInHands, float pDt)
bool m_bThrowingModeEnabled
bool m_bThrowingAnimationPlaying
bool CanChangeThrowingStance(HumanInputController pHic)
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)
const float c_fThrowingForceMax
void CancelThrowing(HumanInputController pHic, HumanCommandWeapons pHcw)
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native bool IsChangingStance()
returns true if character is changing stance
proto native bool WasItemLeaveHandsEvent()
proto native void ThrowItem(int throwType)
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native void SetThrowingMode(bool pState)
proto native bool IsThrowingMode()
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 native bool SyncedPress(string action, bool check_focus=true)
static const vector Forward
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.