Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
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Go to the source code of this file.
Data Structures | |
class | HumanInputController |
class | HumanAnimInterface |
class | HumanCommandMove |
class | HumanCommandMelee2 |
class | HumanCommandDeathCallback |
class | HumanCommandUnconscious |
class | HumanCommandLadder |
class | HumanCommandVehicle |
class | HumanCommandClimb |
command itself More... | |
class | HumanCommandWeapons |
class | HumanMovementState |
Typedefs | |
typedef int | TAnimGraphVariable |
typedef int | TAnimGraphTag |
typedef int | TAnimGraphEvent |
Functions | |
class HumanAnimInterface | HumanCommandActionCallback () |
private void | HumanAnimInterface () |
private void | ~HumanAnimInterface () |
proto native TAnimGraphCommand | BindCommand (string pCommandName) |
returns command index - More... | |
proto native TAnimGraphVariable | BindVariableFloat (string pVariable) |
proto native TAnimGraphVariable | BindVariableInt (string pVariable) |
proto native TAnimGraphVariable | BindVariableBool (string pVariable) |
proto native TAnimGraphTag | BindTag (string pTagName) |
proto native TAnimGraphEvent | BindEvent (string pEventName) |
private void | ~HumanCommandActionCallback () |
proto native Human | GetHuman () |
get the human this cb belongs to More... | |
proto native void | Cancel () |
cancels action More... | |
proto native void | InternalCommand (int pInternalCommandId) |
proto native void | SetAligning (vector pPositionWS, vector pDirectionWS) |
enables character aligning to desired position and direction in world space More... | |
proto native void | ResetAligning () |
disables character aligning More... | |
proto native void | EnableCancelCondition (bool pEnable) |
proto native bool | DefaultCancelCondition () |
system implemented cancel condition (now raise or sprint cancels action) More... | |
proto native void | RegisterAnimationEvent (string pAnimationEventStr, int pId) |
registers animation event, when event registered and received - it sends OnAnimationEvent with registered id More... | |
proto native void | EnableStateChangeCallback () |
enables state change callback OnStateChange More... | |
proto native int | GetState () |
returns one of STATE_... More... | |
string | GetStateString () |
returns debug string of current state More... | |
void | OnAnimationEvent (int pEventID) |
calls animation event -> must be registered with RegisterAnimationEvent More... | |
void | OnFinish (bool pCanceled) |
called ALWAYS! when action is finished (normal finish or cancel -> pCanceled) More... | |
void | OnStateChange (int pOldState, int pCurrentState) |
called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state More... | |
bool | IsUserActionCallback () |
bool | IsGestureCallback () |
bool | IsSymptomCallback () |
class HumanCommandMove | HumanCommandMelee () |
private void | HumanCommandMove () |
private void | ~HumanCommandMove () |
proto native float | GetCurrentMovementAngle () |
proto bool | GetCurrentInputAngle (out float pAngle) |
proto native float | GetCurrentMovementSpeed () |
0,1,2..3 idle, walk, run, sprint More... | |
proto native bool | IsChangingStance () |
returns true if character is changing stance More... | |
proto native bool | IsOnBack () |
return true if prone is on back More... | |
proto native bool | IsInRoll () |
return true if character barrel rolling More... | |
proto native bool | IsLeavingUncon () |
return true if character transitions out of uncon More... | |
proto native bool | IsStandingFromBack () |
return true if prone on back is chaning to crounch/stand More... | |
proto native void | StartMeleeEvade () |
marks command to continue to combo More... | |
proto native void | StartMeleeEvadeA (float pDirAngle) |
marks command to continue to combo, pDirAngle specifies angle More... | |
proto native bool | IsMeleeEvade () |
this is true when in melee evade More... | |
proto native void | SetMeleeBlock (bool pBlock) |
this enables/disables block More... | |
proto native void | ForceStance (int pStanceIdx) |
proto native void | ForceStanceUp (int pStanceIdx) |
proto native void | SetRunSprintFilterModifier (float value) |
sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout More... | |
proto native void | SetDirectionFilterModifier (float value) |
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout More... | |
proto native void | SetDirectionSprintFilterModifier (float value) |
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout More... | |
proto native void | SetTurnSpanModifier (float value) |
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan More... | |
proto native void | SetTurnSpanSprintModifier (float value) |
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan More... | |
proto native void | SetCurrentWaterLevel (float value) |
sets water level (depth) More... | |
private void | ~HumanCommandMelee () |
proto native void | ContinueCombo () |
marks command to continue to combo More... | |
proto native bool | IsInComboRange () |
returns true if hit is in range, where person can continue to combo More... | |
proto native bool | WasHit () |
is true only once after hit event More... | |
class HumanCommandMelee2 | HumanCommandFall () |
private void | HumanCommandMelee2 () |
private void | ~HumanCommandMelee2 () |
proto native void | ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero) |
marks command to continue to combo More... | |
proto native int | GetComboCount () |
proto native int | GetCurrentHitType () |
proto native bool | IsFinisher () |
private void | ~HumanCommandFall () |
proto native bool | PhysicsLanded () |
this is true when fall has physically landed - need to call Land after this is true More... | |
proto native void | Land (int pLandType) |
end fall with land More... | |
proto native bool | IsLanding () |
returns true if fall is in landing state More... | |
class HumanCommandDeathCallback | HumanCommandDeath () |
void | OnSimulationEnd () |
bool | ShouldSimulationBeDisabled () |
'OnSimulationEnd' is called before this More... | |
private void | ~HumanCommandDeath () |
class HumanCommandUnconscious | HumanCommandDamage () |
private void | HumanCommandUnconscious () |
private void | ~HumanCommandUnconscious () |
proto native void | WakeUp (int targetStance=-1) |
proto native bool | IsWakingUp () |
proto native bool | IsOnLand () |
proto native bool | IsInWater () |
private void | ~HumanCommandDamage () |
class HumanCommandLadder | HumanCommandSwim () |
private void | HumanCommandLadder () |
private void | ~HumanCommandLadder () |
proto native bool | CanExit () |
returns true if on exiting point More... | |
proto native void | Exit () |
proto native vector | GetLogoutPosition () |
private void | ~HumanCommandSwim () |
proto native void | StopSwimming () |
private void | HumanCommandClimb () |
private void | ~HumanCommandClimb () |
proto native vector | GetGrabPointWS () |
returns world space position of climbing grab point More... | |
proto native vector | GetClimbOverStandPointWS () |
returns world space position of landspot after climbing over More... | |
private void | ~HumanCommandFullBodyDamage () |
string | WeaponActionTypeToString (int A, int AT) |
class HumanCommandWeapons | HumanCommandAdditives () |
private void | HumanCommandWeapons () |
private void | ~HumanCommandWeapons () |
proto native bool | IsActionFinished () |
proto native int | GetRunningAction () |
returns -1 when no action is running or RELOAD,MECHANISM, .... More... | |
proto native int | GetRunningActionType () |
returns -1 when no action is running or appropriate action type More... | |
proto native void | SetActionProgressParams (float pStart, float pEnd) |
sets start and end animation position - f.e. for reload clip action More... | |
proto native bool | StartAction (WeaponActions pAction, int pActionType) |
start reload,mechanism,chambering,unjam ... More... | |
proto native void | RegisterEvent (string pName, int pId) |
register events More... | |
proto native int | IsEvent () |
return -1 when there is no event, otherwise it returns pId of event from animation More... | |
proto native bool | IsInWeaponReloadBulletSwitchState () |
returns true when clip visual change is needed for reload clip action More... | |
proto native void | SetADS (bool pState) |
sets head tilt to optics More... | |
proto native void | LiftWeapon (bool pState) |
command for lifting weapon near obstacled (works only when weapon is raised) More... | |
void | RegisterDefaultEvents () |
proto native void | SetInitState (int pFrameIndex) |
proto native float | GetBaseAimingAngleUD () |
returns base aiming angle UD - without sway/offsets/... More... | |
proto native float | GetBaseAimingAngleLR () |
returns base aiming angle LR - without sway/offsets/... More... | |
proto native void | SetThrowingMode (bool pState) |
proto native bool | IsThrowingMode () |
proto native void | ThrowItem (int throwType) |
proto native bool | WasItemLeaveHandsEvent () |
proto native int | DebugIsEvent () |
return -1 when there is no event, otherwise it returns pId of event from animation More... | |
proto native void | DebugResetEvents () |
private void | ~HumanCommandAdditives () |
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 More... | |
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 More... | |
proto native void | SetTalking (bool pValue) |
sets talking More... | |
proto native void | StartModifier (int pType) |
starts modifier More... | |
proto native void | CancelModifier () |
cancels modifier More... | |
proto native bool | IsModifierActive () |
is modifier active More... | |
class HumanMovementState | OnActivate () |
HumanCommandScript fully scriptable command. More... | |
bool | IsRaised () |
bool | IsRaisedInProne () |
bool | IsInProne () |
bool | IsInRaisedProne () |
bool | IsLeaning () |
void | OnDeactivate () |
called when command ends More... | |
proto native void | SetFlagFinished (bool pFinished) |
this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true ); More... | |
void | PreAnimUpdate (float pDt) |
proto native void | PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat) |
function usable in PreAnimUpdate or in !!! OnActivate !!! More... | |
proto native void | PreAnim_SetFloat (int pVar, float pFlt) |
proto native void | PreAnim_SetInt (int pVar, int pInt) |
proto native void | PreAnim_SetBool (int pVar, bool pBool) |
proto native void | PreAnim_SetFilteredHeading (float pYawAngle, float pFilterDt, float pMaxYawSpeed) |
sets character rotation (heading) More... | |
void | PrePhysUpdate (float pDt) |
proto native bool | PrePhys_IsEvent (int pEvent) |
script function usable in PrePhysUpdate More... | |
proto native bool | PrePhys_IsTag (int pTag) |
proto native bool | PrePhys_GetTranslation (out vector pOutTransl) |
proto native bool | PrePhys_GetRotation (out float pOutRot[4]) |
proto native void | PrePhys_SetTranslation (vector pInTransl) |
proto native void | PrePhys_SetRotation (float pInRot[4]) |
bool | PostPhysUpdate (float pDt) |
proto native void | PostPhys_GetPosition (out vector pOutTransl) |
script function usable in PostPhysUpdate More... | |
proto native void | PostPhys_GetRotation (out float pOutRot[4]) |
vec3 in world space More... | |
proto native void | PostPhys_SetPosition (vector pInTransl) |
quaternion in world space More... | |
proto native void | PostPhys_SetRotation (float pInRot[4]) |
vec3 in world space More... | |
proto native void | PostPhys_LockRotation () |
quaternion in world space More... | |
enum HumanMoveCommandID | GetTransformWS (out vector pTm[4]) |
gets human transform in World Space More... | |
proto native bool | CheckFreeSpace (vector localDir, float distance, bool useHeading, vector posOffset=vector.Zero, float xzScale=1.0) |
makes test if there's enough space for character's collider assuming that character can be pushed away from obstacle - usable for checking if character is in some tight space More... | |
proto float | CollisionMoveTest (vector dir, vector offset, float xzScale, IEntity ignoreEntity, out IEntity hitEntity, out vector hitPosition, out vector hitNormal) |
makes test if character can physically move in given direction - length of dir means distance, returns distance fraction More... | |
proto native void | LinkToLocalSpaceOf (notnull IEntity child, vector pLocalSpaceMatrix[4]) |
proto native void | UnlinkFromLocalSpace () |
proto native int | GetBoneIndexByName (string pBoneName) |
returns bone index for a name (-1 if pBoneName doesn't exist) More... | |
proto native HumanAnimInterface | GetAnimInterface () |
returns animation interface - usable in HumanCommandScript implementations More... | |
proto native bool | PhysicsIsFalling (bool pValidate) |
returns true if physics controller is falling More... | |
proto native void | PhysicsGetVelocity (out vector pVelocity) |
outs pVelocity - linear velocity of PHYSICS CONTROLLER More... | |
proto native void | PhysicsEnableGravity (bool pEnable) |
proto native bool | PhysicsIsSolid () |
proto native void | PhysicsSetSolid (bool pSolid) |
proto native void | PhysicsSetRagdoll (bool pEnable) |
Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures. More... | |
proto native HumanInputController | GetInputController () |
returns human input controller More... | |
proto native HumanItemAccessor | GetItemAccessor () |
proto native void | GetMovementState (HumanMovementState pState) |
returns movement state (current command id, ) More... | |
proto native int | GetCurrentCommandID () |
returns current command ID (see DayZPlayerConstants.COMMANDID_...) More... | |
proto native HumanCommandMove | StartCommand_Move () |
--— MOVE --— More... | |
proto native HumanCommandMove | GetCommand_Move () |
proto native HumanCommandMelee | StartCommand_Melee (EntityAI pTarget) |
--— MELEE --— More... | |
proto native HumanCommandMelee | GetCommand_Melee () |
proto native HumanCommandMelee2 | StartCommand_Melee2 (EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero) |
starts command - melee2 More... | |
proto native HumanCommandMelee2 | GetCommand_Melee2 () |
proto native HumanCommandFall | StartCommand_Fall (float pYVelocity) |
--— FALL --— More... | |
proto native HumanCommandFall | GetCommand_Fall () |
proto native HumanCommandLadder | StartCommand_Ladder (Building pBuilding, int pLadderIndex) |
--— LADDER --— More... | |
proto native HumanCommandLadder | GetCommand_Ladder () |
proto native HumanCommandSwim | StartCommand_Swim () |
--— LADDER --— More... | |
proto native HumanCommandSwim | GetCommand_Swim () |
proto native HumanCommandVehicle | StartCommand_Vehicle (Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false) |
--— VEHICLE --— More... | |
proto native HumanCommandVehicle | GetCommand_Vehicle () |
proto native HumanCommandClimb | StartCommand_Climb (SHumanCommandClimbResult pClimbResult, int pType) |
--— CLIMB --— More... | |
proto native HumanCommandClimb | GetCommand_Climb () |
proto native HumanCommandDeathCallback | StartCommand_Death (int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false) |
--— Death --— More... | |
proto native HumanCommandDeathCallback | GetCommand_Death () |
proto native HumanCommandUnconscious | StartCommand_Unconscious (float pType) |
starts command - unconscious More... | |
proto native HumanCommandUnconscious | GetCommand_Unconscious () |
proto native HumanCommandFullBodyDamage | StartCommand_Damage (int pType, float pDirection) |
--— FullBody Damages --— More... | |
proto native HumanCommandFullBodyDamage | GetCommand_Damage () |
proto native HumanCommandActionCallback | StartCommand_Action (int pActionID, typename pCallbackClass, int pStanceMask) |
--— ACTIONS --— More... | |
proto native HumanCommandActionCallback | GetCommand_Action () |
is human is in command action - returns its callback, if current command is action More... | |
proto native int | GetCommandModifierCount () |
proto native int | GetCommandModifierID (int pIndex) |
returns COMMANDID_ .. type id of command modifier on index pIndex More... | |
proto native HumanCommandAdditives | GetCommandModifier_Additives () |
default (always-on modifiers) More... | |
proto native HumanCommandWeapons | GetCommandModifier_Weapons () |
returns interface for handling weapons More... | |
proto native HumanCommandActionCallback | AddCommandModifier_Action (int pActionID, typename pCallbackClass) |
adds action command modifier, creates callback instance for you More... | |
proto native void | DeleteCommandModifier_Action (HumanCommandActionCallback pCallback) |
force remove - normally if action is ended or interrupted - this is not needed to call More... | |
proto native HumanCommandActionCallback | GetCommandModifier_Action () |
returns callback for action if any is active, null if nothing runs More... | |
proto native HumanCommandDamage | AddCommandModifier_Damage (int pType, float pDirection) |
— modifier for light Damages More... | |
proto native void | DeleteCommandModifier_Damage (HumanCommandDamage pDamage) |
proto native HumanCommandDamage | GetCommandModifier_Damage () |
proto native HumanCommandScript | StartCommand_Script (HumanCommandScript pHumanCommand) |
— SCRIPTED COMMANDS More... | |
proto native HumanCommandScript | StartCommand_ScriptInst (typename pCallbackClass) |
proto native HumanCommandScript | GetCommand_Script () |
is human is in command action - returns its callback, if current command is action More... | |
proto native owned string | DebugGetItemClass () |
returns current item's class name More... | |
proto native owned string | DebugGetItemSuperClass () |
returns current item's class that is found in config More... | |
proto native owned string | DebugGetItemAnimInstance () |
returns current item's animation instance More... | |
proto native void | StartDeath () |
proto native void | ResetDeath () |
proto native void | ResetDeathCooldown () |
proto native bool | IsDeathProcessed () |
proto native bool | IsDeathConditionMet () |
void | OnCommandMoveStart () |
void | OnCommandMoveFinish () |
void | OnCommandMeleeStart () |
void | OnCommandMeleeFinish () |
void | OnCommandMelee2Start () |
void | OnCommandMelee2Finish () |
void | OnCommandFallStart () |
void | OnCommandFallFinish () |
void | OnCommandClimbStart () |
void | OnCommandClimbFinish () |
void | OnCommandDeathStart () |
void | OnCommandDeathFinish () |
void | OnCommandUnconsciousStart () |
void | OnCommandUnconsciousFinish () |
void | OnCommandDamageFullbodyStart () |
void | OnCommandDamageFullbodyFinish () |
void | OnCommandDamageAdditiveStart () |
void | OnCommandDamageAdditiveFinish () |
void | OnCommandLadderStart () |
void | OnCommandLadderFinish () |
void | OnCommandSwimStart () |
void | OnCommandSwimFinish () |
void | OnCommandVehicleStart () |
void | OnCommandVehicleFinish () |
void | OnCommandActionFullbodyStart () |
void | OnCommandActionFullbodyFinish () |
void | OnCommandActionAdditiveStart () |
void | OnCommandActionAdditiveFinish () |
void | OnStanceChange (int previousStance, int newStance) |
gets called on stance change More... | |
bool | CanChangeStance (int previousStance, int newStance) |
Called by code to see if it can. More... | |
bool | CanRoll () |
void | OnRollStart (bool isToTheRight) |
void | OnRollFinish () |
this file is interface to Human
Definition in file human.c.
typedef int TAnimGraphEvent |
typedef int TAnimGraphTag |
typedef int TAnimGraphVariable |
enum ClimbStates |
enum HumanMoveCommandID |
action types reload action types
enum WeaponActions |
enum WeaponEvents |
events
enum WeaponHideShowTypes |
proto native HumanCommandActionCallback AddCommandModifier_Action | ( | int | pActionID, |
typename pCallbackClass | |||
) |
adds action command modifier, creates callback instance for you
proto native HumanCommandDamage AddCommandModifier_Damage | ( | int | pType, |
float | pDirection | ||
) |
— modifier for light Damages
starts additive damage
proto native TAnimGraphCommand HumanCommandActionCallback::BindCommand | ( | string | pCommandName | ) |
returns command index -
proto native TAnimGraphEvent HumanCommandActionCallback::BindEvent | ( | string | pEventName | ) |
proto native TAnimGraphTag HumanCommandActionCallback::BindTag | ( | string | pTagName | ) |
proto native TAnimGraphVariable HumanCommandActionCallback::BindVariableBool | ( | string | pVariable | ) |
proto native TAnimGraphVariable HumanCommandActionCallback::BindVariableFloat | ( | string | pVariable | ) |
proto native TAnimGraphVariable HumanCommandActionCallback::BindVariableInt | ( | string | pVariable | ) |
proto native void Cancel | ( | ) |
cancels action
cancels command melee and goes to HumanCommandMove
proto native void CancelModifier | ( | ) |
cancels modifier
proto native bool HumanCommandSwim::CanExit | ( | ) |
returns true if on exiting point
bool CanRoll | ( | ) |
proto native bool CheckFreeSpace | ( | vector | localDir, |
float | distance, | ||
bool | useHeading, | ||
vector | posOffset = vector.Zero , |
||
float | xzScale = 1.0 |
||
) |
makes test if there's enough space for character's collider assuming that character can be pushed away from obstacle - usable for checking if character is in some tight space
proto float CollisionMoveTest | ( | vector | dir, |
vector | offset, | ||
float | xzScale, | ||
IEntity | ignoreEntity, | ||
out IEntity | hitEntity, | ||
out vector | hitPosition, | ||
out vector | hitNormal | ||
) |
makes test if character can physically move in given direction - length of dir means distance, returns distance fraction
proto native void ContinueCombo | ( | ) |
marks command to continue to combo
proto native void HumanCommandFall::ContinueCombo | ( | bool | pHeavyHit, |
float | pComboValue, | ||
EntityAI | target = null , |
||
vector | hitPos = vector.Zero |
||
) |
marks command to continue to combo
proto native owned string DebugGetItemAnimInstance | ( | ) |
returns current item's animation instance
proto native owned string DebugGetItemClass | ( | ) |
returns current item's class name
proto native owned string DebugGetItemSuperClass | ( | ) |
returns current item's class that is found in config
proto native int HumanCommandAdditives::DebugIsEvent | ( | ) |
return -1 when there is no event, otherwise it returns pId of event from animation
proto native void HumanCommandAdditives::DebugResetEvents | ( | ) |
proto native bool DefaultCancelCondition | ( | ) |
system implemented cancel condition (now raise or sprint cancels action)
proto native void DeleteCommandModifier_Action | ( | HumanCommandActionCallback | pCallback | ) |
force remove - normally if action is ended or interrupted - this is not needed to call
proto native void DeleteCommandModifier_Damage | ( | HumanCommandDamage | pDamage | ) |
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 HumanCommandSwim::Exit | ( | ) |
proto native void HumanCommandMelee::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 HumanCommandMelee::ForceStanceUp | ( | int | pStanceIdx | ) |
pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance
proto native HumanAnimInterface GetAnimInterface | ( | ) |
returns animation interface - usable in HumanCommandScript implementations
proto native float HumanCommandAdditives::GetBaseAimingAngleLR | ( | ) |
returns base aiming angle LR - without sway/offsets/...
proto native float HumanCommandAdditives::GetBaseAimingAngleUD | ( | ) |
returns base aiming angle UD - without sway/offsets/...
returns bone index for a name (-1 if pBoneName doesn't exist)
proto native vector HumanCommandFullBodyDamage::GetClimbOverStandPointWS | ( | ) |
returns world space position of landspot after climbing over
proto native int HumanCommandFall::GetComboCount | ( | ) |
proto native HumanCommandActionCallback GetCommand_Action | ( | ) |
is human is in command action - returns its callback, if current command is action
proto native HumanCommandClimb GetCommand_Climb | ( | ) |
proto native HumanCommandFullBodyDamage GetCommand_Damage | ( | ) |
proto native HumanCommandDeathCallback GetCommand_Death | ( | ) |
proto native HumanCommandFall GetCommand_Fall | ( | ) |
proto native HumanCommandLadder GetCommand_Ladder | ( | ) |
proto native HumanCommandMelee GetCommand_Melee | ( | ) |
proto native HumanCommandMelee2 GetCommand_Melee2 | ( | ) |
proto native HumanCommandMove GetCommand_Move | ( | ) |
proto native HumanCommandScript GetCommand_Script | ( | ) |
is human is in command action - returns its callback, if current command is action
proto native HumanCommandSwim GetCommand_Swim | ( | ) |
proto native HumanCommandUnconscious GetCommand_Unconscious | ( | ) |
proto native HumanCommandVehicle GetCommand_Vehicle | ( | ) |
proto native HumanCommandActionCallback GetCommandModifier_Action | ( | ) |
returns callback for action if any is active, null if nothing runs
proto native HumanCommandAdditives GetCommandModifier_Additives | ( | ) |
default (always-on modifiers)
returns modifier for additives / small behaviours on human
proto native HumanCommandDamage GetCommandModifier_Damage | ( | ) |
proto native HumanCommandWeapons GetCommandModifier_Weapons | ( | ) |
returns interface for handling weapons
proto native int GetCommandModifierCount | ( | ) |
returns COMMANDID_ .. type id of command modifier on index pIndex
proto native int GetCurrentCommandID | ( | ) |
returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native int HumanCommandFall::GetCurrentHitType | ( | ) |
Definition at line 68 of file dayzplayermeleefightlogic_lightheavy.c.
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 HumanCommandMelee::GetCurrentMovementAngle | ( | ) |
marks command to continue to combo -180 -90 0 90 180 angles of current movement
proto native float HumanCommandMelee::GetCurrentMovementSpeed | ( | ) |
0,1,2..3 idle, walk, run, sprint
proto native vector HumanCommandFullBodyDamage::GetGrabPointWS | ( | ) |
returns world space position of climbing grab point
proto native Human GetHuman | ( | ) |
get the human this cb belongs to
proto native HumanInputController GetInputController | ( | ) |
returns human input controller
proto native HumanItemAccessor GetItemAccessor | ( | ) |
proto native vector HumanCommandSwim::GetLogoutPosition | ( | ) |
returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed
proto native void GetMovementState | ( | HumanMovementState | pState | ) |
returns movement state (current command id, )
proto native int HumanCommandAdditives::GetRunningAction | ( | ) |
returns -1 when no action is running or RELOAD,MECHANISM, ....
Definition at line 90 of file actionmanagerbase.c.
proto native int HumanCommandAdditives::GetRunningActionType | ( | ) |
returns -1 when no action is running or appropriate action type
proto native int GetState | ( | ) |
returns one of STATE_...
returns the state of climb (enum value of ClimbStates);
Definition at line 29 of file staminahandler.c.
string GetStateString | ( | ) |
enum HumanMoveCommandID GetTransformWS | ( | out vector | pTm[4] | ) |
gets human transform in World Space
private void HumanCommandActionCallback::HumanAnimInterface | ( | ) |
class HumanAnimInterface HumanCommandActionCallback | ( | ) |
class HumanCommandWeapons HumanCommandAdditives | ( | ) |
private void HumanCommandFullBodyDamage::HumanCommandClimb | ( | ) |
class HumanCommandUnconscious HumanCommandDamage | ( | ) |
class HumanCommandDeathCallback HumanCommandDeath | ( | ) |
class HumanCommandMelee2 HumanCommandFall | ( | ) |
class HumanCommandMove HumanCommandMelee | ( | ) |
class HumanCommandLadder HumanCommandSwim | ( | ) |
private void HumanCommandDamage::HumanCommandUnconscious | ( | ) |
proto native void InternalCommand | ( | int | pInternalCommandId | ) |
calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...
proto native bool HumanCommandAdditives::IsActionFinished | ( | ) |
proto native bool HumanCommandMelee::IsChangingStance | ( | ) |
returns true if character is changing stance
proto native bool IsDeathConditionMet | ( | ) |
proto native bool IsDeathProcessed | ( | ) |
proto native int HumanCommandAdditives::IsEvent | ( | ) |
return -1 when there is no event, otherwise it returns pId of event from animation
proto native bool HumanCommandFall::IsFinisher | ( | ) |
proto native bool IsInComboRange | ( | ) |
returns true if hit is in range, where person can continue to combo
proto native bool HumanCommandMelee::IsInRoll | ( | ) |
return true if character barrel rolling
proto native bool HumanCommandDamage::IsInWater | ( | ) |
proto native bool HumanCommandAdditives::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 HumanCommandMelee::IsLeavingUncon | ( | ) |
return true if character transitions out of uncon
proto native bool HumanCommandMelee::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
is on back in prone stance?
proto native bool HumanCommandDamage::IsOnLand | ( | ) |
proto native bool HumanCommandMelee::IsStandingFromBack | ( | ) |
return true if prone on back is chaning to crounch/stand
proto native bool HumanCommandAdditives::IsThrowingMode | ( | ) |
proto native bool HumanCommandDamage::IsWakingUp | ( | ) |
proto native void Land | ( | int | pLandType | ) |
end fall with land
proto native void HumanCommandAdditives::LiftWeapon | ( | bool | pState | ) |
command for lifting weapon near obstacled (works only when weapon is raised)
class HumanMovementState OnActivate | ( | ) |
HumanCommandScript fully scriptable command.
void OnAnimationEvent | ( | int | pEventID | ) |
void OnCommandActionAdditiveFinish | ( | ) |
void OnCommandActionAdditiveStart | ( | ) |
void OnCommandActionFullbodyFinish | ( | ) |
void OnCommandActionFullbodyStart | ( | ) |
void OnCommandClimbFinish | ( | ) |
void OnCommandClimbStart | ( | ) |
void OnCommandDamageAdditiveFinish | ( | ) |
void OnCommandDamageAdditiveStart | ( | ) |
void OnCommandDamageFullbodyFinish | ( | ) |
void OnCommandDamageFullbodyStart | ( | ) |
void OnCommandDeathFinish | ( | ) |
void OnCommandDeathStart | ( | ) |
void OnCommandFallFinish | ( | ) |
void OnCommandFallStart | ( | ) |
void OnCommandLadderFinish | ( | ) |
void OnCommandLadderStart | ( | ) |
void OnCommandMelee2Finish | ( | ) |
void OnCommandMelee2Start | ( | ) |
void OnCommandMeleeFinish | ( | ) |
void OnCommandMeleeStart | ( | ) |
void OnCommandMoveFinish | ( | ) |
void OnCommandMoveStart | ( | ) |
void OnCommandSwimFinish | ( | ) |
void OnCommandSwimStart | ( | ) |
void OnCommandUnconsciousFinish | ( | ) |
void OnCommandUnconsciousStart | ( | ) |
void OnCommandVehicleFinish | ( | ) |
void OnCommandVehicleStart | ( | ) |
void OnFinish | ( | bool | pCanceled | ) |
void OnRollFinish | ( | ) |
void OnRollStart | ( | bool | isToTheRight | ) |
called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
proto native void PhysicsEnableGravity | ( | bool | pEnable | ) |
proto native void PhysicsGetVelocity | ( | out vector | pVelocity | ) |
outs pVelocity - linear velocity of PHYSICS CONTROLLER
proto native bool PhysicsIsSolid | ( | ) |
proto native bool PhysicsLanded | ( | ) |
this is true when fall has physically landed - need to call Land after this is true
proto native void PhysicsSetRagdoll | ( | bool | pEnable | ) |
Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures.
proto native void PhysicsSetSolid | ( | bool | pSolid | ) |
proto native void PostPhys_GetPosition | ( | out vector | pOutTransl | ) |
script function usable in PostPhysUpdate
proto native void PostPhys_GetRotation | ( | out float | pOutRot[4] | ) |
vec3 in world space
proto native void PostPhys_LockRotation | ( | ) |
quaternion in world space
proto native void PostPhys_SetPosition | ( | vector | pInTransl | ) |
quaternion in world space
proto native void PostPhys_SetRotation | ( | float | pInRot[4] | ) |
vec3 in world space
override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
function usable in PreAnimUpdate or in !!! OnActivate !!!
proto native void PreAnim_SetFilteredHeading | ( | float | pYawAngle, |
float | pFilterDt, | ||
float | pMaxYawSpeed | ||
) |
sets character rotation (heading)
void PreAnimUpdate | ( | float | pDt | ) |
override this ! called before any animation is processed here change animation values, add animation commands
proto native void PrePhys_SetRotation | ( | float | pInRot[4] | ) |
proto native void PrePhys_SetTranslation | ( | vector | pInTransl | ) |
void PrePhysUpdate | ( | float | pDt | ) |
override this ! after animation is processed, before physics is processed
registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
proto native void ResetAligning | ( | ) |
disables character aligning
proto native void ResetDeath | ( | ) |
proto native void ResetDeathCooldown | ( | ) |
sets start and end animation position - f.e. for reload clip action
proto native void HumanCommandAdditives::SetADS | ( | bool | pState | ) |
sets head tilt to optics
enables character aligning to desired position and direction in world space
proto native void HumanCommandMelee::SetCurrentWaterLevel | ( | float | value | ) |
sets water level (depth)
proto native void HumanCommandMelee::SetDirectionFilterModifier | ( | float | value | ) |
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
proto native void HumanCommandMelee::SetDirectionSprintFilterModifier | ( | float | value | ) |
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
proto native void SetFlagFinished | ( | bool | pFinished | ) |
this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
proto native void HumanCommandAdditives::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
sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
proto native void HumanCommandMelee::SetMeleeBlock | ( | bool | pBlock | ) |
this enables/disables block
proto native void HumanCommandMelee::SetRunSprintFilterModifier | ( | float | value | ) |
sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
proto native void SetTalking | ( | bool | pValue | ) |
sets talking
proto native void HumanCommandAdditives::SetThrowingMode | ( | bool | pState | ) |
proto native void HumanCommandMelee::SetTurnSpanModifier | ( | float | value | ) |
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
proto native void HumanCommandMelee::SetTurnSpanSprintModifier | ( | float | value | ) |
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
bool HumanCommandDeath::ShouldSimulationBeDisabled | ( | ) |
proto native bool HumanCommandAdditives::StartAction | ( | WeaponActions | pAction, |
int | pActionType | ||
) |
start reload,mechanism,chambering,unjam ...
proto native HumanCommandActionCallback StartCommand_Action | ( | int | pActionID, |
typename pCallbackClass | , | ||
int | pStanceMask | ||
) |
--— ACTIONS --—
starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...
proto native HumanCommandClimb StartCommand_Climb | ( | SHumanCommandClimbResult | pClimbResult, |
int | pType | ||
) |
--— CLIMB --—
starts command - climb
proto native HumanCommandFullBodyDamage StartCommand_Damage | ( | int | pType, |
float | pDirection | ||
) |
--— FullBody Damages --—
starts fullbody damage
proto native HumanCommandDeathCallback StartCommand_Death | ( | int | pType, |
float | pDirection, | ||
typename pCallbackClass | , | ||
bool | pKeepInLocalSpaceAfterLeave = false |
||
) |
--— Death --—
starts command - death
proto native HumanCommandFall StartCommand_Fall | ( | float | pYVelocity | ) |
--— FALL --—
starts command - fall pYVelocity <= 0 -> fall pYVelocity > 0 -> jump
proto native HumanCommandLadder StartCommand_Ladder | ( | Building | pBuilding, |
int | pLadderIndex | ||
) |
--— LADDER --—
starts command - fall
proto native HumanCommandMelee StartCommand_Melee | ( | EntityAI | pTarget | ) |
--— MELEE --—
starts command - melee
proto native HumanCommandMelee2 StartCommand_Melee2 | ( | EntityAI | pTarget, |
int | pHitType, | ||
float | pComboValue, | ||
vector | hitPos = vector.Zero |
||
) |
starts command - melee2
proto native HumanCommandMove StartCommand_Move | ( | ) |
--— MOVE --—
starts command - Move
proto native HumanCommandScript StartCommand_Script | ( | HumanCommandScript | pHumanCommand | ) |
— SCRIPTED COMMANDS
starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...
proto native HumanCommandScript StartCommand_ScriptInst | ( | typename pCallbackClass | ) |
proto native HumanCommandSwim StartCommand_Swim | ( | ) |
--— LADDER --—
starts command - Swim
proto native HumanCommandUnconscious StartCommand_Unconscious | ( | float | pType | ) |
starts command - unconscious
proto native HumanCommandVehicle StartCommand_Vehicle | ( | Transport | pTransport, |
int | pTransportPositionIndex, | ||
int | pVehicleSeat, | ||
bool | fromUnconscious = false |
||
) |
--— VEHICLE --—
starts command - vehicle
proto native void StartDeath | ( | ) |
proto native void HumanCommandMelee::StartMeleeEvade | ( | ) |
marks command to continue to combo
proto native void HumanCommandMelee::StartMeleeEvadeA | ( | float | pDirAngle | ) |
marks command to continue to combo, pDirAngle specifies angle
proto native void StartModifier | ( | int | pType | ) |
starts modifier
proto native void StopSwimming | ( | ) |
proto native void HumanCommandAdditives::ThrowItem | ( | int | throwType | ) |
proto native void UnlinkFromLocalSpace | ( | ) |
proto native void HumanCommandDamage::WakeUp | ( | int | targetStance = -1 | ) |
proto native bool WasHit | ( | ) |
is true only once after hit event
proto native bool HumanCommandAdditives::WasItemLeaveHandsEvent | ( | ) |
private void HumanCommandActionCallback::~HumanAnimInterface | ( | ) |
private void ~HumanCommandActionCallback | ( | ) |
private void ~HumanCommandAdditives | ( | ) |
private void HumanCommandFullBodyDamage::~HumanCommandClimb | ( | ) |
private void ~HumanCommandDamage | ( | ) |
private void ~HumanCommandDeath | ( | ) |
private void ~HumanCommandFall | ( | ) |
private void ~HumanCommandFullBodyDamage | ( | ) |
private void ~HumanCommandMelee | ( | ) |
private void ~HumanCommandSwim | ( | ) |
private void HumanCommandDamage::~HumanCommandUnconscious | ( | ) |
private void HumanCommandAdditives::~HumanCommandWeapons | ( | ) |
class HumanCommandClimb HumanCommandFullBodyDamage |
class HumanCommandVehicle m_bIsClimb |
result from static test
vector m_ClimbGrabPointNormal |
vector m_ClimbOverStandPoint |
vector m_ClimbStandPoint |
float m_fLeaning |
IEntity m_GrabPointParent |
int m_iMovement |
int m_LocalMovement = -1 |
enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1 |
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3 |
enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0 |
mechanism action types
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2 |
class HumanInputController TAnimGraphCommand |