Dayz Build 1.29.163047, Scripts Rev. 123548
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human.c File Reference

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

Enumerations

enum  ClimbStates {
  STATE_MOVE , STATE_TAKEOFF , STATE_ONTOP , STATE_FALLING ,
  STATE_FINISH
}
 state of climb command More...
enum  HumanInputControllerOverrideType { DISABLED , ENABLED , ONE_FRAME }
enum  WeaponActionChamberingLoaderTypes { CHAMBERINGLOADER_OPENED = 0 , CHAMBERINGLOADER_CLOSED = 1 }
enum  WeaponActionChamberingTypes {
  CHAMBERING_END = -1 , CHAMBERING_ONEBULLET_OPENED = 0 , CHAMBERING_ONEBULLET_CLOSED = 1 , CHAMBERING_ONEBULLET_CLOSED_UNCOCKED = 2 ,
  CHAMBERING_ONEBULLET_UNIQUE_OPENED = 3 , CHAMBERING_ONEBULLET_UNIQUE_CLOSED = 4 , CHAMBERING_TWOBULLETS_START = 6 , CHAMBERING_TWOBULLETS_END = 7 ,
  CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA = 9 , CHAMBERING_STARTLOOPABLE_CLOSED = 10 , CHAMBERING_ENDLOOPABLE = 11 , CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12 ,
  CHAMBERING_STARTLOOPABLE_OPENED = 13 , CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER = 14 , CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED = 15 , CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED = 16 ,
  CHAMBERING_DOUBLE_1 = 17 , CHAMBERING_DOUBLE_2 = 18 , CHAMBERING_DOUBLE_3 = 19 , CHAMBERING_DOUBLE_4 = 20 ,
  CHAMBERING_CROSSBOW_OPENED = 21 , CHAMBERING_CROSSBOW_CLOSED = 22 , CHAMBERING_CROSSBOW_FULL = 23 , CHAMBERING_DOUBLE_FIREOUT_EJECT = 24
}
enum  WeaponActionFireTypes {
  FIRE_NORMAL = 0 , FIRE_LAST = 1 , FIRE_COCKED = 2 , FIRE_UNCOCKED = 3 ,
  FIRE_DRY = 4 , FIRE_JAM = 5
}
enum  WeaponActionReloadClipTypes { RELOADRIFLE_CLIP_NOBULLET = 0 , RELOADRIFLE_CLIP_BULLET = 1 }
enum  WeaponActionReloadTypes {
  RELOADRIFLE_MAGAZINE_BULLET = 0 , RELOADRIFLE_NOMAGAZINE_BULLET = 1 , RELOADRIFLE_MAGAZINE_NOBULLET = 2 , RELOADRIFLE_NOMAGAZINE_NOBULLET = 3 ,
  RELOADRIFLE_MAGAZINE_NOBULLET_OPEN = 4 , RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN = 5 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED = 9 ,
  RELOADPISTOL_MAGAZINE_BULLET_CLOSED = 10 , RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED = 11 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED = 12 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED = 13 ,
  RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED = 14 , RELOADPISTOL_MAGAZINE_NOBULLET_OPENED = 15 , RELOAD_MAGAZINE_DETACH = 16 , RELOADRIFLE_MAGAZINE_DETACH = 17 ,
  RELOADSRIFLE_MAGAZINE_BULLET = 20 , RELOADSRIFLE_NOMAGAZINE_BULLET = 21 , RELOADSRIFLE_MAGAZINE_NOBULLET = 22 , RELOADSRIFLE_NOMAGAZINE_NOBULLET = 23
}
 action types reload action types More...
enum  WeaponActions {
  INTERRUPT = 15 , NONE = -1 , RELOAD = 0 , MECHANISM = 1 ,
  CHAMBERING = 2 , CHAMBERING_LOADER = 3 , UNJAMMING = 4 , FIRE = 5 ,
  HIDE = 6 , SHOW = 7 , RELOAD_CLIP = 8
}
 actions More...
enum  WeaponActionUnjammingTypes { UNJAMMING_START = 1 , UNJAMMING_END = 0 , UNJAMMING_INTERRUPT = -1 }
enum  WeaponEvents {
  ATTACHMENT_HIDE , ATTACHMENT_SHOW , BULLET_EJECT , BULLET_HIDE ,
  BULLET_HIDE2 , BULLET_IN_CHAMBER , BULLET_IN_MAGAZINE , BULLET_SHOW ,
  BULLET_SHOW2 , CANUNJAM_END , CANUNJAM_START , COCKED ,
  MAGAZINE_ATTACHED , MAGAZINE_DETACHED , MAGAZINE_HIDE , MAGAZINE_SHOW ,
  SLIDER_OPEN , UNJAMMED , HAMMER_UNCOCKED , HAMMER_COCKED ,
  CHANGE_HIDE , CHANGE_SHOW , CYLINDER_ROTATE
}
 events More...
enum  WeaponHideShowTypes {
  HIDESHOW_SLOT_2HDLEFTBACK = 0 , HIDESHOW_SLOT_RFLLEFTBACK = 1 , HIDESHOW_SLOT_1HDLEFTBACK = 2 , HIDESHOW_SLOT_2HDRIGHTBACK = 3 ,
  HIDESHOW_SLOT_RFLRIGHTBACK = 4 , HIDESHOW_SLOT_1HDRIGHTBACK = 5 , HIDESHOW_SLOT_PISTOLBELT = 6 , HIDESHOW_SLOT_PISTOLCHEST = 7 ,
  HIDESHOW_SLOT_KNIFEBACK = 8 , HIDESHOW_SLOT_INVENTORY = 9
}

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)

Variables

class HumanCommandScript CommandActionAdditive
class HumanCommandScript CommandActionFullbody = 4096
class HumanCommandScript CommandClimb = 16
class HumanCommandScript CommandDamageAdditive = 256
class HumanCommandScript CommandDamageFullbody = 128
class HumanCommandScript CommandDeath = 32
class HumanCommandScript CommandFall = 8
class HumanCommandScript CommandLadder = 512
class HumanCommandScript CommandMelee = 2
class HumanCommandScript CommandMelee2 = 4
class HumanCommandScript CommandMove = 1
class HumanCommandScript CommandSwim = 1024
class HumanCommandScript CommandUnconscious = 64
class HumanCommandScript CommandVehicle = 2048
class HumanMovementState CURRENT
 From the last value that was set.
static const int HIT_TYPE_FINISHER = 2
static const int HIT_TYPE_FINISHER_NECK = 3
static const int HIT_TYPE_HEAVY = 1
static const int HIT_TYPE_LIGHT = 0
enum WeaponActions HumanCommandFullBodyDamage
class HumanMovementState INPUT
 Actual input value.
static const int LANDTYPE_HEAVY = 3
static const int LANDTYPE_LIGHT = 1
static const int LANDTYPE_MEDIUM = 2
static const int LANDTYPE_NONE = 0
bool m_bFinishWithFall
bool m_bHasParent
class HumanCommandVehicle m_bIsClimb
 result from static test
bool m_bIsClimbOver
vector m_ClimbGrabPoint
vector m_ClimbGrabPointNormal
 grab point for climb && climb over (in local space of it's parent)
vector m_ClimbOverStandPoint
 where climb ends (in local space of it's parent)
IEntity m_ClimbOverStandPointParent
vector m_ClimbStandPoint
 normal to grabpoint position (used for character orientation)
IEntity m_ClimbStandPointParent
 parent of grabpoint
float m_fClimbHeight
IEntity m_GrabPointParent
 where climb over ends (in local space of it's parent)
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 HumanCommandScript None = 0
 used in script-side identification of animation commands on human (swim, fall, move...)
static const int STATE_LOOP_ACTION = 6
static const int STATE_LOOP_END = 3
static const int STATE_LOOP_END2 = 4
static const int STATE_LOOP_IN = 1
 looped state
static const int STATE_LOOP_LOOP = 2
static const int STATE_LOOP_LOOP2 = 5
static const int STATE_NONE = 0
 example of implement of CancelCondition returns true it it should CANCEL the action
static const int STATE_NORMAL = 7
 one time state
class HumanInputController TAnimGraphCommand

Detailed Description

this file is interface to Human

Definition in file human.c.

Typedef Documentation

◆ TAnimGraphEvent

Definition at line 279 of file human.c.

◆ TAnimGraphTag

typedef int TAnimGraphTag

Definition at line 278 of file human.c.

◆ TAnimGraphVariable

Definition at line 277 of file human.c.

Enumeration Type Documentation

◆ ClimbStates

enum ClimbStates
private

state of climb command

Enumerator
STATE_MOVE 
STATE_TAKEOFF 
STATE_ONTOP 
STATE_FALLING 
STATE_FINISH 

Definition at line 762 of file human.c.

◆ HumanInputControllerOverrideType

Enumerator
DISABLED 
ENABLED 
ONE_FRAME 

Permenantly active until DISABLED is passed.

Definition at line 7 of file human.c.

◆ WeaponActionChamberingLoaderTypes

Enumerator
CHAMBERINGLOADER_OPENED 
CHAMBERINGLOADER_CLOSED 

Definition at line 911 of file human.c.

◆ WeaponActionChamberingTypes

Enumerator
CHAMBERING_END 
CHAMBERING_ONEBULLET_OPENED 

chambering action types

CHAMBERING_ONEBULLET_CLOSED 
CHAMBERING_ONEBULLET_CLOSED_UNCOCKED 
CHAMBERING_ONEBULLET_UNIQUE_OPENED 
CHAMBERING_ONEBULLET_UNIQUE_CLOSED 
CHAMBERING_TWOBULLETS_START 
CHAMBERING_TWOBULLETS_END 
CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA 
CHAMBERING_STARTLOOPABLE_CLOSED 
CHAMBERING_ENDLOOPABLE 
CHAMBERING_STARTLOOPABLE_CLOSED_KEEP 
CHAMBERING_STARTLOOPABLE_OPENED 
CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER 
CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED 
CHAMBERING_DOUBLE_1 
CHAMBERING_DOUBLE_2 
CHAMBERING_DOUBLE_3 
CHAMBERING_DOUBLE_4 
CHAMBERING_CROSSBOW_OPENED 
CHAMBERING_CROSSBOW_CLOSED 
CHAMBERING_CROSSBOW_FULL 
CHAMBERING_DOUBLE_FIREOUT_EJECT 

Definition at line 875 of file human.c.

◆ WeaponActionFireTypes

enum WeaponActionFireTypes
private
Enumerator
FIRE_NORMAL 
FIRE_LAST 
FIRE_COCKED 
FIRE_UNCOCKED 
FIRE_DRY 
FIRE_JAM 

Definition at line 925 of file human.c.

◆ WeaponActionReloadClipTypes

Enumerator
RELOADRIFLE_CLIP_NOBULLET 
RELOADRIFLE_CLIP_BULLET 

Definition at line 860 of file human.c.

◆ WeaponActionReloadTypes

action types reload action types

Enumerator
RELOADRIFLE_MAGAZINE_BULLET 

reload action types - rifles

RELOADRIFLE_NOMAGAZINE_BULLET 
RELOADRIFLE_MAGAZINE_NOBULLET 
RELOADRIFLE_NOMAGAZINE_NOBULLET 
RELOADRIFLE_MAGAZINE_NOBULLET_OPEN 
RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_BULLET_CLOSED 
RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED 
RELOADPISTOL_MAGAZINE_NOBULLET_OPENED 
RELOAD_MAGAZINE_DETACH 
RELOADRIFLE_MAGAZINE_DETACH 
RELOADSRIFLE_MAGAZINE_BULLET 
RELOADSRIFLE_NOMAGAZINE_BULLET 
RELOADSRIFLE_MAGAZINE_NOBULLET 
RELOADSRIFLE_NOMAGAZINE_NOBULLET 

Definition at line 831 of file human.c.

◆ WeaponActions

enum WeaponActions
private

actions

Enumerator
INTERRUPT 
NONE 
RELOAD 
MECHANISM 
CHAMBERING 
CHAMBERING_LOADER 
UNJAMMING 
FIRE 
HIDE 
SHOW 
RELOAD_CLIP 

Definition at line 815 of file human.c.

◆ WeaponActionUnjammingTypes

Enumerator
UNJAMMING_START 

unjam action types

UNJAMMING_END 
UNJAMMING_INTERRUPT 

Definition at line 917 of file human.c.

◆ WeaponEvents

enum WeaponEvents
private

events

Enumerator
ATTACHMENT_HIDE 
ATTACHMENT_SHOW 
BULLET_EJECT 
BULLET_HIDE 
BULLET_HIDE2 
BULLET_IN_CHAMBER 
BULLET_IN_MAGAZINE 
BULLET_SHOW 
BULLET_SHOW2 
CANUNJAM_END 
CANUNJAM_START 
COCKED 
MAGAZINE_ATTACHED 
MAGAZINE_DETACHED 
MAGAZINE_HIDE 
MAGAZINE_SHOW 
SLIDER_OPEN 
UNJAMMED 
HAMMER_UNCOCKED 
HAMMER_COCKED 
CHANGE_HIDE 
CHANGE_SHOW 
CYLINDER_ROTATE 

Definition at line 968 of file human.c.

◆ WeaponHideShowTypes

enum WeaponHideShowTypes
private
Enumerator
HIDESHOW_SLOT_2HDLEFTBACK 
HIDESHOW_SLOT_RFLLEFTBACK 
HIDESHOW_SLOT_1HDLEFTBACK 
HIDESHOW_SLOT_2HDRIGHTBACK 
HIDESHOW_SLOT_RFLRIGHTBACK 
HIDESHOW_SLOT_1HDRIGHTBACK 
HIDESHOW_SLOT_PISTOLBELT 
HIDESHOW_SLOT_PISTOLCHEST 
HIDESHOW_SLOT_KNIFEBACK 
HIDESHOW_SLOT_INVENTORY 

Definition at line 935 of file human.c.

Function Documentation

◆ ~HumanAnimInterface()

void ~HumanAnimInterface ( )
private

◆ ~HumanCommandActionCallback()

void ~HumanCommandActionCallback ( )
private

◆ ~HumanCommandAdditives()

void ~HumanCommandAdditives ( )
private

Definition at line 1128 of file human.c.

◆ ~HumanCommandClimb()

void ~HumanCommandClimb ( )
private

Definition at line 811 of file human.c.

◆ ~HumanCommandDamage()

void ~HumanCommandDamage ( )
private

Definition at line 638 of file human.c.

◆ ~HumanCommandDeath()

void ~HumanCommandDeath ( )
private

Definition at line 612 of file human.c.

◆ ~HumanCommandFall()

void ~HumanCommandFall ( )
private

Definition at line 575 of file human.c.

◆ ~HumanCommandFullBodyDamage()

void ~HumanCommandFullBodyDamage ( )
private

Definition at line 810 of file human.c.

◆ ~HumanCommandLadder()

void ~HumanCommandLadder ( )
private

Definition at line 675 of file human.c.

◆ ~HumanCommandMelee()

void ~HumanCommandMelee ( )
private

Definition at line 514 of file human.c.

◆ ~HumanCommandMelee2()

void ~HumanCommandMelee2 ( )
private

Definition at line 576 of file human.c.

◆ ~HumanCommandMove()

void ~HumanCommandMove ( )
private

Definition at line 515 of file human.c.

◆ ~HumanCommandSwim()

void ~HumanCommandSwim ( )
private

Definition at line 674 of file human.c.

◆ ~HumanCommandUnconscious()

void ~HumanCommandUnconscious ( )
private

Definition at line 639 of file human.c.

◆ ~HumanCommandWeapons()

void ~HumanCommandWeapons ( )
private

Definition at line 1129 of file human.c.

◆ BindCommand()

proto native TAnimGraphCommand BindCommand ( string pCommandName)
private

returns command index -

◆ BindEvent()

proto native TAnimGraphEvent BindEvent ( string pEventName)
private

◆ BindTag()

proto native TAnimGraphTag BindTag ( string pTagName)
private

◆ BindVariableBool()

proto native TAnimGraphVariable BindVariableBool ( string pVariable)
private

◆ BindVariableFloat()

proto native TAnimGraphVariable BindVariableFloat ( string pVariable)
private

References ENABLED.

◆ BindVariableInt()

proto native TAnimGraphVariable BindVariableInt ( string pVariable)
private

References ONE_FRAME.

◆ Cancel()

proto native void Cancel ( )
private

cancels action

cancels command melee and goes to HumanCommandMove

Referenced by CABase::Interrupt().

◆ CancelModifier()

proto native void CancelModifier ( )
private

cancels modifier

◆ CanExit()

proto native bool CanExit ( )
private

returns true if on exiting point

◆ ContinueCombo() [1/2]

proto native void ContinueCombo ( )
private

marks command to continue to combo

◆ ContinueCombo() [2/2]

proto native void ContinueCombo ( bool pHeavyHit,
float pComboValue,
EntityAI target = null,
vector hitPos = vector.Zero )
private

marks command to continue to combo

◆ DebugDrawClimb()

proto static native bool DebugDrawClimb ( Human pHuman,
int pLevel )
staticprivate

debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)

References RELOADRIFLE_MAGAZINE_BULLET.

◆ DebugDrawLadder()

proto static native bool DebugDrawLadder ( Building pBuilding,
int pLadderIndex )
staticprivate

debug draws any ladder

◆ DebugGetLadderIndex()

proto static native int DebugGetLadderIndex ( string pComponentName)
staticprivate

◆ DebugIsEvent()

proto native int DebugIsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ DebugResetEvents()

proto native void DebugResetEvents ( )
private

◆ DefaultCancelCondition()

proto native bool DefaultCancelCondition ( )
private

system implemented cancel condition (now raise or sprint cancels action)

Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), and HumanCommandActionCallback::CancelCondition().

◆ DoClimbTest()

proto static native bool DoClimbTest ( Human pHuman,
SHumanCommandClimbResult pResult,
int pDebugDrawLevel )
staticprivate

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests

References HIDE.

◆ DoPerformClimbTest()

proto static native bool DoPerformClimbTest ( Human pHuman,
SHumanCommandClimbResult pResult,
int pDebugDrawLevel )
staticprivate

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the climb command instead of DoClimbTest

◆ EnableCancelCondition()

proto native void EnableCancelCondition ( bool pEnable)
private

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().

◆ EnableStateChangeCallback()

proto native void EnableStateChangeCallback ( )
private

◆ Exit()

proto native void Exit ( )
private

◆ ForceStance()

proto native void ForceStance ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

◆ ForceStanceUp()

proto native void ForceStanceUp ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

◆ GetAimingHandsOffsetLR()

proto native float GetAimingHandsOffsetLR ( )
private

returns aiming hands left/right (x) offset angle

◆ GetAimingHandsOffsetUD()

proto native float GetAimingHandsOffsetUD ( )
private

returns aiming hands up/down (y) offset angle

◆ GetBaseAimingAngleLR()

proto native float GetBaseAimingAngleLR ( )
private

returns base aiming angle LR - without sway/offsets/...

◆ GetBaseAimingAngleUD()

proto native float GetBaseAimingAngleUD ( )
private

returns base aiming angle UD - without sway/offsets/...

◆ GetClimbOverStandPointWS()

proto native vector GetClimbOverStandPointWS ( )
private

returns world space position of landspot after climbing over

References MECHANISM.

◆ GetComboCount()

proto native int GetComboCount ( )
private

◆ GetCurrentHitType()

proto native int GetCurrentHitType ( )
private

Definition at line 68 of file dayzplayermeleefightlogic_lightheavy.c.

References m_HitType.

◆ GetCurrentInputAngle()

proto bool GetCurrentInputAngle ( out float pAngle)
private

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

◆ GetCurrentMovementAngle()

proto native float GetCurrentMovementAngle ( )
private

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float GetCurrentMovementSpeed ( )
private

0,1,2..3 idle, walk, run, sprint

◆ GetGrabPointWS()

proto native vector GetGrabPointWS ( )
private

returns world space position of climbing grab point

References INTERRUPT.

◆ GetHuman()

proto native Human GetHuman ( )
private

get the human this cb belongs to

Referenced by GearChangeActionCallback::OnFinish().

◆ GetLogoutPosition()

proto native vector GetLogoutPosition ( )
private

returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed

◆ GetRunningAction()

proto native int GetRunningAction ( )
private

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().

◆ GetRunningActionType()

proto native int GetRunningActionType ( )
private

returns -1 when no action is running or appropriate action type

◆ GetState()

◆ GetStateString() [1/2]

string GetStateString ( )
private

returns debug string of current state

Definition at line 392 of file human.c.

References GetState(), and GetStateString().

Referenced by GetStateString(), and HumanCommandActionCallback::OnStateChange().

◆ GetStateString() [2/2]

string GetStateString ( int pState)
staticprivate

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.

◆ GetWeaponObstruction()

proto native float GetWeaponObstruction ( )
private

return obstruction value

Referenced by ManBase::IsWeaponObstructionBlockingADS().

◆ HumanAnimInterface()

void HumanAnimInterface ( )
private

◆ HumanCommandActionCallback()

◆ HumanCommandAdditives()

◆ HumanCommandClimb()

void HumanCommandClimb ( )
private

Definition at line 810 of file human.c.

◆ HumanCommandDamage()

class HumanCommandUnconscious HumanCommandDamage ( )
private

◆ HumanCommandDeath()

class HumanCommandDeathCallback HumanCommandDeath ( )
private

Definition at line 589 of file human.c.

◆ HumanCommandFall()

◆ HumanCommandLadder()

void HumanCommandLadder ( )
private

Definition at line 674 of file human.c.

◆ HumanCommandMelee()

class HumanCommandMove HumanCommandMelee ( )
private

Definition at line 423 of file human.c.

Referenced by Human::GetCommand_Melee(), and Human::StartCommand_Melee().

◆ HumanCommandMelee2()

void HumanCommandMelee2 ( )
private

Definition at line 575 of file human.c.

◆ HumanCommandMove()

void HumanCommandMove ( )
private

Definition at line 514 of file human.c.

◆ HumanCommandSwim()

◆ HumanCommandUnconscious()

void HumanCommandUnconscious ( )
private

Definition at line 638 of file human.c.

◆ HumanCommandWeapons()

void HumanCommandWeapons ( )
private

Definition at line 1128 of file human.c.

◆ InternalCommand()

proto native void InternalCommand ( int pInternalCommandId)
private

calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...

Referenced by ActionBaseCB::SetCommand().

◆ IsActionFinished()

proto native bool IsActionFinished ( )
private

◆ IsChangingStance()

proto native bool IsChangingStance ( )
private

returns true if character is changing stance

◆ IsEvent()

proto native int IsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ IsFinisher()

proto native bool IsFinisher ( )
private

◆ IsGestureCallback()

bool IsGestureCallback ( )
private

Definition at line 418 of file human.c.

◆ IsInComboRange()

proto native bool IsInComboRange ( )
private

returns true if hit is in range, where person can continue to combo

◆ IsInRoll()

proto native bool IsInRoll ( )
private

return true if character barrel rolling

References HumanCommandMelee2::HumanCommandMelee2().

◆ IsInWater()

proto native bool IsInWater ( )
private

◆ IsInWeaponReloadBulletSwitchState()

proto native bool IsInWeaponReloadBulletSwitchState ( )
private

returns true when clip visual change is needed for reload clip action

◆ IsLanding()

proto native bool IsLanding ( )
private

returns true if fall is in landing state

◆ IsLeavingUncon()

proto native bool IsLeavingUncon ( )
private

return true if character transitions out of uncon

Referenced by DayZPlayer::HeadingModel().

◆ IsMeleeEvade()

proto native bool IsMeleeEvade ( )
private

this is true when in melee evade

◆ IsModifierActive()

proto native bool IsModifierActive ( )
private

is modifier active

Referenced by ManBase::EEHitBy(), ResetAll(), and ManBase::SaveAreaPersistenceFlag().

◆ IsOnBack()

proto native bool IsOnBack ( )
private

return true if prone is on back

is on back in prone stance?

◆ IsOnLand()

proto native bool IsOnLand ( )
private

◆ IsStandingFromBack()

proto native bool IsStandingFromBack ( )
private

return true if prone on back is chaning to crounch/stand

◆ IsSymptomCallback()

bool IsSymptomCallback ( )
private

Definition at line 423 of file human.c.

◆ IsThrowingMode()

proto native bool IsThrowingMode ( )
private

◆ IsUserActionCallback()

bool IsUserActionCallback ( )
private

Definition at line 413 of file human.c.

◆ IsWakingUp()

proto native bool IsWakingUp ( )
private

◆ IsWeaponLifted()

proto native bool IsWeaponLifted ( )
private

return if lifting weapon is active

◆ Land()

proto native void Land ( int pLandType)
private

end fall with land

◆ LiftWeapon()

proto native void LiftWeapon ( bool pState)
private

command for lifting weapon near obstacles (works only when weapon is raised)

◆ ObstructWeapon()

proto native void ObstructWeapon ( float pState01)
private

command for obstruction weapon near obstacles

◆ OnAnimationEvent()

void OnAnimationEvent ( int pEventID)
private

calls animation event -> must be registered with RegisterAnimationEvent

Definition at line 403 of file human.c.

◆ OnFinish()

void OnFinish ( bool pCanceled)
private

called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)

Definition at line 406 of file human.c.

◆ OnSimulationEnd()

void OnSimulationEnd ( )

Definition at line 615 of file human.c.

◆ OnStateChange()

void OnStateChange ( int pOldState,
int pCurrentState )
private

called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state

Definition at line 409 of file human.c.

◆ PhysicsLanded()

proto native bool PhysicsLanded ( )
private

this is true when fall has physically landed - need to call Land after this is true

◆ RegisterAnimationEvent()

proto native void RegisterAnimationEvent ( string pAnimationEventStr,
int pId )
private

registers animation event, when event registered and received - it sends OnAnimationEvent with registered id

◆ RegisterDefaultEvents()

void RegisterDefaultEvents ( )
private

Definition at line 1177 of file human.c.

◆ RegisterEvent()

proto native void RegisterEvent ( string pName,
int pId )
private

register events

Referenced by ReplaceSoundEventHandler().

◆ ResetAligning()

proto native void ResetAligning ( )
private

disables character aligning

◆ SetActionProgressParams()

proto native void SetActionProgressParams ( float pStart,
float pEnd )
private

sets start and end animation position - f.e. for reload clip action

◆ SetADS()

proto native void SetADS ( bool pState)
private

sets head tilt to optics

◆ SetAligning()

proto native void SetAligning ( vector pPositionWS,
vector pDirectionWS )
private

enables character aligning to desired position and direction in world space

◆ SetCurrentWaterLevel()

proto native void SetCurrentWaterLevel ( float value)
private

sets water level (depth)

◆ SetDirectionFilterModifier()

proto native void SetDirectionFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

References HumanCommandFall().

◆ SetDirectionSprintFilterModifier()

proto native void SetDirectionSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

References HumanCommandFall().

◆ SetExhaustion()

proto native void SetExhaustion ( float pValue,
bool pInterpolate )
private

sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetInitState()

proto native void SetInitState ( int pFrameIndex)
private

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

◆ SetInjured()

proto native void SetInjured ( float pValue,
bool pInterpolate )
private

sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetMeleeBlock()

proto native void SetMeleeBlock ( bool pBlock)
private

this enables/disables block

◆ SetRunSprintFilterModifier()

proto native void SetRunSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

◆ SetTalking()

proto native void SetTalking ( bool pValue)
private

sets talking

◆ SetThrowingMode()

proto native void SetThrowingMode ( bool pState)
private

◆ SetTurnSpanModifier()

proto native void SetTurnSpanModifier ( float value)
private

◆ SetTurnSpanSprintModifier()

proto native void SetTurnSpanSprintModifier ( float value)
private

◆ ShouldSimulationBeDisabled()

bool ShouldSimulationBeDisabled ( )

'OnSimulationEnd' is called before this

Definition at line 618 of file human.c.

◆ StartAction()

proto native bool StartAction ( WeaponActions pAction,
int pActionType )
private

start reload,mechanism,chambering,unjam ...

◆ StartMeleeEvade()

proto native void StartMeleeEvade ( )
private

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void StartMeleeEvadeA ( float pDirAngle)
private

marks command to continue to combo, pDirAngle specifies angle

◆ StartModifier()

proto native void StartModifier ( int pType)
private

starts modifier

◆ StaticSetInitState()

proto static native void StaticSetInitState ( Human pHuman,
int pFrameIdx )
staticprivate

just static version of SetInitState

◆ StopSwimming()

proto native void StopSwimming ( )
private

◆ ThrowItem()

proto native void ThrowItem ( int throwType)
private

◆ WakeUp()

proto native void WakeUp ( int targetStance = -1)
private

◆ WasHit()

proto native bool WasHit ( )
private

is true only once after hit event

◆ WasItemLeaveHandsEvent()

proto native bool WasItemLeaveHandsEvent ( )
private

◆ WaterLevelCheck()

proto static native vector WaterLevelCheck ( Human pHuman,
vector pPosition )
staticprivate

returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0)

◆ WeaponActionTypeToString()

string WeaponActionTypeToString ( int A,
int AT )
private

Variable Documentation

◆ CommandActionAdditive

class HumanCommandScript CommandActionAdditive
private
Initial value:
= 8192
}
class HumanType : ManType
{
}
Definition man.c:9

◆ CommandActionFullbody

class HumanCommandScript CommandActionFullbody = 4096
private

◆ CommandClimb

class HumanCommandScript CommandClimb = 16
private

◆ CommandDamageAdditive

class HumanCommandScript CommandDamageAdditive = 256
private

◆ CommandDamageFullbody

class HumanCommandScript CommandDamageFullbody = 128
private

◆ CommandDeath

class HumanCommandScript CommandDeath = 32
private

◆ CommandFall

class HumanCommandScript CommandFall = 8
private

◆ CommandLadder

class HumanCommandScript CommandLadder = 512
private

◆ CommandMelee

class HumanCommandScript CommandMelee = 2
private

◆ CommandMelee2

class HumanCommandScript CommandMelee2 = 4
private

◆ CommandMove

class HumanCommandScript CommandMove = 1
private

◆ CommandSwim

class HumanCommandScript CommandSwim = 1024
private

◆ CommandUnconscious

class HumanCommandScript CommandUnconscious = 64
private

◆ CommandVehicle

class HumanCommandScript CommandVehicle = 2048
private

◆ CURRENT

class HumanMovementState CURRENT
private

From the last value that was set.

◆ HIT_TYPE_FINISHER

const int HIT_TYPE_FINISHER = 2
staticprivate

Definition at line 580 of file human.c.

◆ HIT_TYPE_FINISHER_NECK

const int HIT_TYPE_FINISHER_NECK = 3
staticprivate

Definition at line 581 of file human.c.

◆ HIT_TYPE_HEAVY

const int HIT_TYPE_HEAVY = 1
staticprivate

Definition at line 579 of file human.c.

◆ HIT_TYPE_LIGHT

const int HIT_TYPE_LIGHT = 0
staticprivate

Definition at line 578 of file human.c.

◆ HumanCommandFullBodyDamage

class HumanCommandClimb HumanCommandFullBodyDamage
private

Definition at line 757 of file human.c.

Referenced by Human::GetCommand_Damage(), and Human::StartCommand_Damage().

◆ INPUT

class HumanMovementState INPUT
private

Actual input value.

◆ LANDTYPE_HEAVY

const int LANDTYPE_HEAVY = 3
staticprivate

Definition at line 580 of file human.c.

◆ LANDTYPE_LIGHT

const int LANDTYPE_LIGHT = 1
staticprivate

Definition at line 578 of file human.c.

◆ LANDTYPE_MEDIUM

const int LANDTYPE_MEDIUM = 2
staticprivate

Definition at line 579 of file human.c.

◆ LANDTYPE_NONE

const int LANDTYPE_NONE = 0
staticprivate

Definition at line 577 of file human.c.

◆ m_bFinishWithFall

bool m_bFinishWithFall
private

Definition at line 745 of file human.c.

◆ m_bHasParent

bool m_bHasParent
private

Definition at line 746 of file human.c.

◆ m_bIsClimb

class HumanCommandVehicle m_bIsClimb
private

result from static test

◆ m_bIsClimbOver

bool m_bIsClimbOver
private

Definition at line 744 of file human.c.

◆ m_ClimbGrabPoint

vector m_ClimbGrabPoint
private

Definition at line 750 of file human.c.

◆ m_ClimbGrabPointNormal

vector m_ClimbGrabPointNormal
private

grab point for climb && climb over (in local space of it's parent)

Definition at line 751 of file human.c.

◆ m_ClimbOverStandPoint

vector m_ClimbOverStandPoint
private

where climb ends (in local space of it's parent)

Definition at line 753 of file human.c.

◆ m_ClimbOverStandPointParent

IEntity m_ClimbOverStandPointParent
private

Definition at line 757 of file human.c.

◆ m_ClimbStandPoint

vector m_ClimbStandPoint
private

normal to grabpoint position (used for character orientation)

Definition at line 752 of file human.c.

◆ m_ClimbStandPointParent

IEntity m_ClimbStandPointParent
private

parent of grabpoint

Definition at line 756 of file human.c.

◆ m_fClimbHeight

float m_fClimbHeight
private

Definition at line 748 of file human.c.

◆ m_GrabPointParent

IEntity m_GrabPointParent
private

where climb over ends (in local space of it's parent)

Definition at line 755 of file human.c.

◆ MECHANISM_CLOSED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1
private

◆ MECHANISM_CLOSED_UNCOCKED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3
private

◆ MECHANISM_OPENED

enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0
private

mechanism action types

◆ MECHANISM_SPECIAL

enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2
private

◆ None

class HumanCommandScript None = 0
private

used in script-side identification of animation commands on human (swim, fall, move...)

◆ STATE_LOOP_ACTION

const int STATE_LOOP_ACTION = 6
staticprivate

Definition at line 357 of file human.c.

Referenced by GetStateString().

◆ STATE_LOOP_END

const int STATE_LOOP_END = 3
staticprivate

Definition at line 354 of file human.c.

Referenced by GetStateString().

◆ STATE_LOOP_END2

const int STATE_LOOP_END2 = 4
staticprivate

Definition at line 355 of file human.c.

Referenced by GetStateString().

◆ STATE_LOOP_IN

const int STATE_LOOP_IN = 1
staticprivate

looped state

Definition at line 352 of file human.c.

Referenced by GetStateString(), ActionFishingNewCB::OnStateChange(), and ActionUnfoldMapCB::OnStateChange().

◆ STATE_LOOP_LOOP

◆ STATE_LOOP_LOOP2

◆ STATE_NONE

const int STATE_NONE = 0
staticprivate

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().

◆ STATE_NORMAL

const int STATE_NORMAL = 7
staticprivate

one time state

Definition at line 360 of file human.c.

Referenced by GetStateString().

◆ TAnimGraphCommand