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Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
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this file is interface to Human More...
Go to the source code of this file.
Data Structures | |
| class | Human |
| class | HumanAnimInterface |
| class | HumanCommandClimb |
| command itself More... | |
| class | HumanCommandDeathCallback |
| class | HumanCommandLadder |
| class | HumanCommandMelee2 |
| class | HumanCommandMove |
| class | HumanCommandScript |
| HumanCommandScript fully scriptable command. More... | |
| class | HumanCommandUnconscious |
| class | HumanCommandVehicle |
| class | HumanCommandWeapons |
| class | HumanInputController |
| class | HumanMovementState |
Typedefs | |
| typedef int | TAnimGraphEvent |
| typedef int | TAnimGraphTag |
| typedef int | TAnimGraphVariable |
Functions | |
| void | ~HumanAnimInterface () |
| void | ~HumanCommandActionCallback () |
| void | ~HumanCommandAdditives () |
| void | ~HumanCommandClimb () |
| void | ~HumanCommandDamage () |
| void | ~HumanCommandDeath () |
| void | ~HumanCommandFall () |
| void | ~HumanCommandFullBodyDamage () |
| void | ~HumanCommandLadder () |
| void | ~HumanCommandMelee () |
| void | ~HumanCommandMelee2 () |
| void | ~HumanCommandMove () |
| void | ~HumanCommandSwim () |
| void | ~HumanCommandUnconscious () |
| void | ~HumanCommandWeapons () |
| proto native TAnimGraphCommand | BindCommand (string pCommandName) |
| returns command index - | |
| proto native TAnimGraphEvent | BindEvent (string pEventName) |
| proto native TAnimGraphTag | BindTag (string pTagName) |
| proto native TAnimGraphVariable | BindVariableBool (string pVariable) |
| proto native TAnimGraphVariable | BindVariableFloat (string pVariable) |
| proto native TAnimGraphVariable | BindVariableInt (string pVariable) |
| proto native void | Cancel () |
| cancels action | |
| proto native void | CancelModifier () |
| cancels modifier | |
| proto native bool | CanExit () |
| returns true if on exiting point | |
| proto native void | ContinueCombo () |
| marks command to continue to combo | |
| proto native void | ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero) |
| marks command to continue to combo | |
| proto static native bool | DebugDrawClimb (Human pHuman, int pLevel) |
| debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all) | |
| proto static native bool | DebugDrawLadder (Building pBuilding, int pLadderIndex) |
| debug draws any ladder | |
| proto static native int | DebugGetLadderIndex (string pComponentName) |
| proto native int | DebugIsEvent () |
| return -1 when there is no event, otherwise it returns pId of event from animation | |
| proto native void | DebugResetEvents () |
| proto native bool | DefaultCancelCondition () |
| system implemented cancel condition (now raise or sprint cancels action) | |
| proto static native bool | DoClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel) |
| debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests | |
| proto static native bool | DoPerformClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel) |
| debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the climb command instead of DoClimbTest | |
| proto native void | EnableCancelCondition (bool pEnable) |
| enables calling cancel condition default is disabled when enabled - there must be a function "bool CancelCondition()" implemented | |
| proto native void | EnableStateChangeCallback () |
| enables state change callback OnStateChange | |
| proto native void | Exit () |
| 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 native float | GetAimingHandsOffsetLR () |
| returns aiming hands left/right (x) offset angle | |
| proto native float | GetAimingHandsOffsetUD () |
| returns aiming hands up/down (y) offset angle | |
| proto native float | GetBaseAimingAngleLR () |
| returns base aiming angle LR - without sway/offsets/... | |
| proto native float | GetBaseAimingAngleUD () |
| returns base aiming angle UD - without sway/offsets/... | |
| proto native vector | GetClimbOverStandPointWS () |
| returns world space position of landspot after climbing over | |
| proto native int | GetComboCount () |
| proto native int | GetCurrentHitType () |
| 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 vector | GetGrabPointWS () |
| returns world space position of climbing grab point | |
| proto native Human | GetHuman () |
| get the human this cb belongs to | |
| proto native vector | GetLogoutPosition () |
| returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed | |
| proto native int | GetRunningAction () |
| returns -1 when no action is running or RELOAD,MECHANISM, .... | |
| proto native int | GetRunningActionType () |
| returns -1 when no action is running or appropriate action type | |
| proto native int | GetState () |
| returns one of STATE_... | |
| string | GetStateString () |
| returns debug string of current state | |
| static string | GetStateString (int pState) |
| returns debug string of current state | |
| proto native float | GetWeaponObstruction () |
| return obstruction value | |
| void | HumanAnimInterface () |
| class HumanAnimInterface | HumanCommandActionCallback () |
| class HumanCommandWeapons | HumanCommandAdditives () |
| void | HumanCommandClimb () |
| class HumanCommandUnconscious | HumanCommandDamage () |
| class HumanCommandDeathCallback | HumanCommandDeath () |
| class HumanCommandMelee2 | HumanCommandFall () |
| void | HumanCommandLadder () |
| class HumanCommandMove | HumanCommandMelee () |
| void | HumanCommandMelee2 () |
| void | HumanCommandMove () |
| class HumanCommandLadder | HumanCommandSwim () |
| void | HumanCommandUnconscious () |
| void | HumanCommandWeapons () |
| proto native void | InternalCommand (int pInternalCommandId) |
| calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ... | |
| proto native bool | IsActionFinished () |
| proto native bool | IsChangingStance () |
| returns true if character is changing stance | |
| proto native int | IsEvent () |
| return -1 when there is no event, otherwise it returns pId of event from animation | |
| proto native bool | IsFinisher () |
| bool | IsGestureCallback () |
| proto native bool | IsInComboRange () |
| returns true if hit is in range, where person can continue to combo | |
| proto native bool | IsInRoll () |
| return true if character barrel rolling | |
| proto native bool | IsInWater () |
| proto native bool | IsInWeaponReloadBulletSwitchState () |
| returns true when clip visual change is needed for reload clip action | |
| proto native bool | IsLanding () |
| returns true if fall is in landing state | |
| 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 | IsModifierActive () |
| is modifier active | |
| proto native bool | IsOnBack () |
| return true if prone is on back | |
| proto native bool | IsOnLand () |
| proto native bool | IsStandingFromBack () |
| return true if prone on back is chaning to crounch/stand | |
| bool | IsSymptomCallback () |
| proto native bool | IsThrowingMode () |
| bool | IsUserActionCallback () |
| proto native bool | IsWakingUp () |
| proto native bool | IsWeaponLifted () |
| return if lifting weapon is active | |
| proto native void | Land (int pLandType) |
| end fall with land | |
| proto native void | LiftWeapon (bool pState) |
| command for lifting weapon near obstacles (works only when weapon is raised) | |
| proto native void | ObstructWeapon (float pState01) |
| command for obstruction weapon near obstacles | |
| void | OnAnimationEvent (int pEventID) |
| calls animation event -> must be registered with RegisterAnimationEvent | |
| void | OnFinish (bool pCanceled) |
| called ALWAYS! when action is finished (normal finish or cancel -> pCanceled) | |
| void | OnSimulationEnd () |
| void | OnStateChange (int pOldState, int pCurrentState) |
| called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state | |
| proto native bool | PhysicsLanded () |
| this is true when fall has physically landed - need to call Land after this is true | |
| proto native void | RegisterAnimationEvent (string pAnimationEventStr, int pId) |
| registers animation event, when event registered and received - it sends OnAnimationEvent with registered id | |
| void | RegisterDefaultEvents () |
| proto native void | RegisterEvent (string pName, int pId) |
| register events | |
| proto native void | ResetAligning () |
| disables character aligning | |
| proto native void | SetActionProgressParams (float pStart, float pEnd) |
| sets start and end animation position - f.e. for reload clip action | |
| proto native void | SetADS (bool pState) |
| sets head tilt to optics | |
| proto native void | SetAligning (vector pPositionWS, vector pDirectionWS) |
| enables character aligning to desired position and direction in world space | |
| 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 | SetExhaustion (float pValue, bool pInterpolate) |
| sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value | |
| proto native void | SetInitState (int pFrameIndex) |
| this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state | |
| proto native void | SetInjured (float pValue, bool pInterpolate) |
| sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value | |
| 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 | SetTalking (bool pValue) |
| sets talking | |
| proto native void | SetThrowingMode (bool pState) |
| 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 | |
| bool | ShouldSimulationBeDisabled () |
| 'OnSimulationEnd' is called before this | |
| proto native bool | StartAction (WeaponActions pAction, int pActionType) |
| start reload,mechanism,chambering,unjam ... | |
| 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 | |
| proto native void | StartModifier (int pType) |
| starts modifier | |
| proto static native void | StaticSetInitState (Human pHuman, int pFrameIdx) |
| just static version of SetInitState | |
| proto native void | StopSwimming () |
| proto native void | ThrowItem (int throwType) |
| proto native void | WakeUp (int targetStance=-1) |
| proto native bool | WasHit () |
| is true only once after hit event | |
| proto native bool | WasItemLeaveHandsEvent () |
| proto static native vector | WaterLevelCheck (Human pHuman, vector pPosition) |
| returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0) | |
| string | WeaponActionTypeToString (int A, int AT) |
| typedef int TAnimGraphEvent |
| typedef int TAnimGraphTag |
| typedef int TAnimGraphVariable |
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action types reload action types
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events
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returns command index -
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References ENABLED.
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References ONE_FRAME.
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cancels action
cancels command melee and goes to HumanCommandMove
Referenced by CABase::Interrupt().
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cancels modifier
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returns true if on exiting point
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marks command to continue to combo
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marks command to continue to combo
debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)
References RELOADRIFLE_MAGAZINE_BULLET.
debug draws any ladder
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return -1 when there is no event, otherwise it returns pId of event from animation
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system implemented cancel condition (now raise or sprint cancels action)
Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), and HumanCommandActionCallback::CancelCondition().
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debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests
References HIDE.
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debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the climb command instead of DoClimbTest
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enables calling cancel condition default is disabled when enabled - there must be a function "bool CancelCondition()" implemented
Referenced by ActionUnfoldMapCB::ActionUnfoldMapCB(), ActionDropItemCB::CreateActionComponent(), HumanCommandActionCallback::Init(), ActionContinuousBaseCB::InitActionComponent(), and ActionInteractLoopBaseCB::InitActionComponent().
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enables state change callback OnStateChange
Referenced by ActionUnfoldMapCB::ActionUnfoldMapCB(), ActionFishingNewCB::CreateActionComponent(), ActionReadPaperCB::CreateActionComponent(), and ActionWritePaperCB::CreateActionComponent().
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pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock
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pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance
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returns aiming hands left/right (x) offset angle
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returns aiming hands up/down (y) offset angle
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returns base aiming angle LR - without sway/offsets/...
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returns base aiming angle UD - without sway/offsets/...
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returns world space position of landspot after climbing over
References MECHANISM.
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Definition at line 68 of file dayzplayermeleefightlogic_lightheavy.c.
References m_HitType.
direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states
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marks command to continue to combo -180 -90 0 90 180 angles of current movement
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0,1,2..3 idle, walk, run, sprint
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returns world space position of climbing grab point
References INTERRUPT.
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get the human this cb belongs to
Referenced by GearChangeActionCallback::OnFinish().
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returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed
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returns -1 when no action is running or RELOAD,MECHANISM, ....
Definition at line 91 of file actionmanagerbase.c.
References m_CurrentActionData.
Referenced by ManBase::CanBeRestrained(), ManBase::CanChangeStance(), ActionManagerClient::FindContextualUserActions(), ManBase::HeadingModel(), and ManBase::OnQuickBarSingleUse().
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returns -1 when no action is running or appropriate action type
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returns one of STATE_...
returns the state of climb (enum value of ClimbStates);
Definition at line 31 of file staminahandler.c.
References m_DimState, and m_State.
Referenced by CanBeIgnitedBy(), ItemBase::CanBeManipulated(), ItemBase::CanBePacked(), ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), CanDisplayAttachmentSlot(), FireworksLauncher::CanPutInCargo(), FireworksLauncher::CanPutIntoHands(), CanReceiveAttachment(), ItemBase::EEHealthLevelChanged(), GetStateString(), ItemBase::GetViewIndex(), ItemBase::HandleOpeningsPhysics(), FireworksLauncher::IsIgnited(), IsTakeable(), OnInventoryEnter(), FireworksLauncher::OnPlacementComplete(), RefreshState(), ActionFishingNewCB::ToggleFishBiting(), ItemBase::UpdatePhysics(), UpdateProxySelections(), and ItemBase::UpdateVisuals().
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returns debug string of current state
Definition at line 392 of file human.c.
References GetState(), and GetStateString().
Referenced by GetStateString(), and HumanCommandActionCallback::OnStateChange().
returns debug string of current state
one time state
Definition at line 370 of file human.c.
References STATE_LOOP_ACTION, STATE_LOOP_END, STATE_LOOP_END2, STATE_LOOP_IN, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, STATE_NONE, and STATE_NORMAL.
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return obstruction value
Referenced by ManBase::IsWeaponObstructionBlockingADS().
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| class HumanAnimInterface HumanCommandActionCallback | ( | ) |
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Definition at line 949 of file human.c.
References A.
Referenced by StaminaHandler::ApplyExhaustion(), DayZPlayer::CommandHandler(), DayZPlayer::CommandHandlerDebug(), Human::GetCommandModifier_Additives(), WeaponStateBase::OnEntry(), Play(), ManBase::ProcessADDModifier(), SmptAnimMetaADD::Update(), Update(), and PlayerPreview::UpdateInterval().
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Definition at line 612 of file human.c.
Referenced by Human::AddCommandModifier_Damage(), Human::DeleteCommandModifier_Damage(), and Human::GetCommandModifier_Damage().
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Definition at line 529 of file human.c.
Referenced by DayZPlayer::CommandHandler(), DayZPlayer::EEHitBy(), Human::GetCommand_Fall(), DayZPlayer::IsLanded(), ManBase::OnJumpEnd(), DayZPlayer::OnLand(), SetDirectionFilterModifier(), SetDirectionSprintFilterModifier(), and Human::StartCommand_Fall().
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Definition at line 423 of file human.c.
Referenced by Human::GetCommand_Melee(), and Human::StartCommand_Melee().
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Definition at line 638 of file human.c.
Referenced by DayZPlayer::CanJump(), CheckWaterLevel(), EmoteBase::EmoteCondition(), DayZPlayerImplementSwimming::GetCharacterDepth(), Human::GetCommand_Swim(), ActionFillBottleBase::GetStanceMask(), DayZPlayerImplementSwimming::GetWaterDepth(), DayZPlayerImplementSwimming::HandleSwimming(), ActionFillBottleBase::SetupStance(), and Human::StartCommand_Swim().
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calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...
Referenced by ActionBaseCB::SetCommand().
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returns true if character is changing stance
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return -1 when there is no event, otherwise it returns pId of event from animation
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returns true if hit is in range, where person can continue to combo
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return true if character barrel rolling
References HumanCommandMelee2::HumanCommandMelee2().
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Referenced by ManBase::BrokenLegForceProne().
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returns true when clip visual change is needed for reload clip action
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returns true if fall is in landing state
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return true if character transitions out of uncon
Referenced by DayZPlayer::HeadingModel().
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this is true when in melee evade
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is modifier active
Referenced by ManBase::EEHitBy(), ResetAll(), and ManBase::SaveAreaPersistenceFlag().
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return true if prone is on back
is on back in prone stance?
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References HumanCommandLadder::HumanCommandLadder().
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return true if prone on back is chaning to crounch/stand
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return if lifting weapon is active
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end fall with land
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command for lifting weapon near obstacles (works only when weapon is raised)
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command for obstruction weapon near obstacles
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called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
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this is true when fall has physically landed - need to call Land after this is true
registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
register events
Referenced by ReplaceSoundEventHandler().
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disables character aligning
sets start and end animation position - f.e. for reload clip action
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sets head tilt to optics
enables character aligning to desired position and direction in world space
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sets water level (depth)
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sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
References HumanCommandFall().
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sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
References HumanCommandFall().
sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
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this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state
sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
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this enables/disables block
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sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
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sets talking
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sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
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sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
| bool ShouldSimulationBeDisabled | ( | ) |
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start reload,mechanism,chambering,unjam ...
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marks command to continue to combo
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marks command to continue to combo, pDirAngle specifies angle
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starts modifier
just static version of SetInitState
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is true only once after hit event
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returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0)
Definition at line 949 of file human.c.
Referenced by HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry(), and WeaponStateBase::OnEntry().
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From the last value that was set.
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Definition at line 757 of file human.c.
Referenced by Human::GetCommand_Damage(), and Human::StartCommand_Damage().
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Actual input value.
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result from static test
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mechanism action types
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used in script-side identification of animation commands on human (swim, fall, move...)
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Definition at line 357 of file human.c.
Referenced by GetStateString().
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Definition at line 354 of file human.c.
Referenced by GetStateString().
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Definition at line 355 of file human.c.
Referenced by GetStateString().
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looped state
Definition at line 352 of file human.c.
Referenced by GetStateString(), ActionFishingNewCB::OnStateChange(), and ActionUnfoldMapCB::OnStateChange().
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Definition at line 353 of file human.c.
Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), GetStateString(), ActionRaiseAndViewCB::OnStateChange(), ActionReadPaperCB::OnStateChange(), ActionUnfoldMapCB::OnStateChange(), ActionWritePaperCB::OnStateChange(), and ActionFishingNewCB::ToggleFishBiting().
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Definition at line 356 of file human.c.
Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), GetStateString(), and ActionFishingNewCB::ToggleFishBiting().
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example of implement of CancelCondition returns true it it should CANCEL the action
undef state - not running anymore
Definition at line 349 of file human.c.
Referenced by GetStateString(), ActionFishingNewCB::OnStateChange(), ActionReadPaperCB::OnStateChange(), and ActionWritePaperCB::OnStateChange().
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| class HumanInputController TAnimGraphCommand |
Referenced by DayZCreatureAnimInterface::BindCommand(), and HumanAnimInterface::BindCommand().