526 proto native
void Cancel();
586 proto native
void Land(
int pLandType);
624 proto native
void WakeUp(
int targetStance = -1);
704 proto native
void SwitchSeat(
int pTransportPositionIndex,
int pVehicleSeat);
727 if (
object == transport ||
object.
GetParent() == transport)
732 return transport.IsIgnoredObject(
object);
741class SHumanCommandClimbResult
789 proto native
static bool DoClimbTest(
Human pHuman, SHumanCommandClimbResult pResult,
int pDebugDrawLevel);
866enum WeaponActionMechanismTypes
956 case WeaponActions.MECHANISM:
return typename.EnumToString(WeaponActionMechanismTypes, AT);
1193enum HumanRelativeHeadingMode
1228#ifdef FEATURE_NETWORK_RECONCILIATION
1230 proto native
void OverrideCorrectionType(AnimPhysCorrectionType correctionType);
1234 proto native
void SetHeading(
float yawAngle,
float filterDt = -1,
float maxYawSpeed = FLT_MAX);
1235 proto native
void AddHeadingRelativeTo(HumanRelativeHeadingMode mode,
float yawAngle,
float filterDt = -1,
float maxYawSpeed = FLT_MAX);
1271 SetHeading(pYawAngle, pFilterDt, pMaxYawSpeed);
1306enum HumanMoveCommandID
Super root of all classes in Enforce script.
proto native TAnimGraphVariable BindVariableFloat(string pVariable)
proto native TAnimGraphEvent BindEvent(string pEventName)
proto native TAnimGraphVariable BindVariableBool(string pVariable)
proto native TAnimGraphCommand BindCommand(string pCommandName)
returns command index -
void ~HumanAnimInterface()
void HumanAnimInterface()
proto native TAnimGraphTag BindTag(string pTagName)
proto native TAnimGraphVariable BindVariableInt(string pVariable)
override void OnAnimationEvent(int pEventID)
override void OnStateChange(int pOldState, int pCurrentState)
override void OnFinish(bool pCanceled)
override bool IsSymptomCallback()
proto static native bool DoClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb t...
proto static native bool DoPerformClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the ...
proto native vector GetClimbOverStandPointWS()
returns world space position of landspot after climbing over
proto static native bool DebugDrawClimb(Human pHuman, int pLevel)
debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)
proto native vector GetGrabPointWS()
returns world space position of climbing grab point
void ~HumanCommandClimb()
proto native int GetState()
returns the state of climb (enum value of ClimbStates);
bool ShouldSimulationBeDisabled()
'OnSimulationEnd' is called before this
proto native bool CanExit()
returns true if on exiting point
proto static native int DebugGetLadderIndex(string pComponentName)
void HumanCommandLadder()
proto static native bool DebugDrawLadder(Building pBuilding, int pLadderIndex)
debug draws any ladder
proto native vector GetLogoutPosition()
returns the safe logout position in worldspace the position is closest to the last possible exit poin...
void ~HumanCommandLadder()
void ~HumanCommandMelee2()
static const int HIT_TYPE_HEAVY
proto native bool WasHit()
is true only once after hit event
static const int HIT_TYPE_LIGHT
static const int HIT_TYPE_FINISHER
proto native void Cancel()
cancels command melee and goes to HumanCommandMove
proto native int GetComboCount()
proto native bool IsFinisher()
static const int HIT_TYPE_FINISHER_NECK
proto native void ContinueCombo(bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
marks command to continue to combo
proto native int GetCurrentHitType()
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
proto native bool IsOnBack()
is on back in prone stance?
void HumanCommandMelee2()
proto native void SetCurrentWaterLevel(float value)
sets water level (depth)
proto bool GetCurrentInputAngle(out float pAngle)
direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering,...
proto native void StartMeleeEvadeA(float pDirAngle)
marks command to continue to combo, pDirAngle specifies angle
proto native void SetDirectionSprintFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
proto native void SetRunSprintFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native bool IsInRoll()
return true if character barrel rolling
proto native float GetCurrentMovementAngle()
marks command to continue to combo -180 -90 0 90 180 angles of current movement
proto native void StartMeleeEvade()
marks command to continue to combo
proto native void SetDirectionFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
proto native float GetCurrentMovementSpeed()
0,1,2..3 idle, walk, run, sprint
proto native void ForceStance(int pStanceIdx)
pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,...
proto native bool IsChangingStance()
returns true if character is changing stance
proto native void ForceStanceUp(int pStanceIdx)
pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance
proto native void SetMeleeBlock(bool pBlock)
this enables/disables block
proto native void SetTurnSpanModifier(float value)
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
proto native bool IsMeleeEvade()
this is true when in melee evade
proto native bool IsOnBack()
return true if prone is on back
proto native void SetTurnSpanSprintModifier(float value)
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
proto native bool IsLeavingUncon()
return true if character transitions out of uncon
HumanCommandScript fully scriptable command.
proto native void PrePhys_SetRotation(float pInRot[4])
void OnActivate()
constructor must have 1st parameter to be Human
bool PostPhysUpdate(float pDt)
override this ! final adjustment of physics state (after physics was applied) returns true if command...
proto native bool PrePhys_IsEvent(int pEvent)
script function usable in PrePhysUpdate
proto native void PostPhys_SetPosition(vector pInTransl)
quaternion in world space
proto native bool PrePhys_IsTag(int pTag)
void OnDeactivate()
called when command ends
proto native void SetHeading(float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX)
sets character rotation (heading) (PreAnim/PrePhys only!)
proto native void PreAnim_SetBool(int pVar, bool pBool)
proto native void PreAnim_SetInt(int pVar, int pInt)
proto native bool PrePhys_GetRotation(out float pOutRot[4])
proto native void PreAnim_SetFloat(int pVar, float pFlt)
void PreAnimUpdate(float pDt)
override this ! called before any animation is processed here change animation values,...
proto native void SetFlagFinished(bool pFinished)
this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat)
function usable in PreAnimUpdate or in !!! OnActivate !!!
proto native void PostPhys_GetRotation(out float pOutRot[4])
vec3 in world space
proto native bool PrePhys_GetTranslation(out vector pOutTransl)
void PrePhysUpdate(float pDt)
override this ! after animation is processed, before physics is processed
proto native void PostPhys_SetRotation(float pInRot[4])
vec3 in world space
proto native void PrePhys_SetTranslation(vector pInTransl)
void PreAnim_SetFilteredHeading(float pYawAngle, float pFilterDt, float pMaxYawSpeed)
float GetCurrentLeaning()
Override this to return the current leaning state of the human. <-1, 1>.
proto native void AddHeadingRelativeTo(HumanRelativeHeadingMode mode, float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX)
int GetCurrentMovement()
Override this to return the current movement state of the human.
proto native void PostPhys_LockRotation()
quaternion in world space
int GetCurrentStance()
Override this to return the current stance of the human.
proto native void PostPhys_GetPosition(out vector pOutTransl)
script function usable in PostPhysUpdate
void HumanCommandUnconscious()
proto native void WakeUp(int targetStance=-1)
proto native bool IsInWater()
void ~HumanCommandUnconscious()
proto native bool IsOnLand()
proto native bool IsWakingUp()
proto native void KnockedOutVehicle()
proto native void KeepInVehicleSpaceAfterLeave(bool pState)
proto native Transport GetTransport()
proto native void GetOutVehicle()
void HumanCommandVehicle()
proto native bool IsGettingIn()
proto native bool IsSwitchSeat()
proto native void SwitchSeat(int pTransportPositionIndex, int pVehicleSeat)
proto native void ProcessLeaveEvents()
proto native void SetClutchState(bool pState)
proto native int GetVehicleSeat()
proto native bool WasGearChange()
void ~HumanCommandVehicle()
proto native int GetVehicleType()
proto native int GetVehicleClass()
proto native bool IsGettingOut()
proto native void JumpOutVehicle()
bool IsObjectIgnoredOnGettingOut(IEntity entity)
proto native bool ShouldBeKnockedOut()
proto native void SetVehicleType(int pVehicleType)
proto native void LiftWeapon(bool pState)
command for lifting weapon near obstacles (works only when weapon is raised)
proto native bool WasItemLeaveHandsEvent()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native void ThrowItem(int throwType)
proto native bool IsActionFinished()
proto native void DebugResetEvents()
proto native bool IsWeaponLifted()
return if lifting weapon is active
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native void SetThrowingMode(bool pState)
proto native bool IsThrowingMode()
proto native void SetInitState(int pFrameIndex)
this sets to a weapon init state each weapon has a different weapon state those states are defined by...
proto native float GetWeaponObstruction()
return obstruction value
proto native int IsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
void RegisterDefaultEvents()
proto native float GetAimingHandsOffsetLR()
returns aiming hands left/right (x) offset angle
proto native int DebugIsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native void RegisterEvent(string pName, int pId)
register events
void HumanCommandWeapons()
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
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 bool IsInWeaponReloadBulletSwitchState()
returns true when clip visual change is needed for reload clip action
void ~HumanCommandWeapons()
proto native void SetADS(bool pState)
sets head tilt to optics
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native void ObstructWeapon(float pState01)
command for obstruction weapon near obstacles
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
proto static native void StaticSetInitState(Human pHuman, int pFrameIdx)
just static version of SetInitState
proto native void AlignTranslationWS(vector translation)
adds the translation to the current position and then calls AlignPositionWS - do not handle replay,...
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
void OnCommandMoveStart()
proto native void AlignTranslationLS(vector translation)
adds the translation to the current position in heading space and then calls AlignPositionWS - do not...
bool CanChangeStance(int previousStance, int newStance)
Called by code to see if it can.
proto native void GetTransformWS(out vector pTm[4])
world space - local space - heading space
proto native int GetCurrentCommandID()
returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native HumanCommandDamage GetCommandModifier_Damage()
void OnCommandMeleeFinish()
void OnCommandActionAdditiveFinish()
proto native HumanCommandDamage AddCommandModifier_Damage(int pType, float pDirection)
— modifier for light Damages
proto native HumanCommandMelee2 GetCommand_Melee2()
void OnVehicleSeatDriverEnter()
proto native owned string DebugGetItemAnimInstance()
returns current item's animation instance
proto native void PhysicsGetTransformWS(out vector pTm[4])
gets human transform in world space Note: Value is not cached and it is recomputed every call if ther...
proto native HumanCommandVehicle StartCommand_Vehicle(Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false)
--— VEHICLE --—
void OnCommandDeathStart()
proto native void PhysicsGetTransformLS(out vector pTm[4])
gets human transform in local space to parent/linked
proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
proto native vector PhysicsGetPositionLS()
gets human position in local space to parent/linked
void OnCommandDamageAdditiveFinish()
proto native bool IsControllingVehicle()
proto native HumanCommandClimb GetCommand_Climb()
proto native HumanCommandMelee2 StartCommand_Melee2(EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero)
starts command - melee2
void OnCommandVehicleFinish()
proto native void PhysicsGetVelocity(out vector pVelocity)
outs pVelocity - linear velocity of PHYSICS CONTROLLER
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 world space direction - length of dir means dist...
void OnCommandSwimFinish()
proto native HumanCommandMove GetCommand_Move()
proto native HumanCommandDeathCallback GetCommand_Death()
proto native HumanCommandActionCallback GetCommand_Action()
is human is in command action - returns its callback, if current command is action
void OnCommandClimbStart()
proto native HumanCommandMelee StartCommand_Melee(EntityAI pTarget)
--— MELEE --—
proto native vector PhysicsGetPositionWS()
gets human position in world space Note: Value is not cached and it is recomputed every call if there...
proto native HumanCommandMelee GetCommand_Melee()
proto native HumanCommandFall StartCommand_Fall(float pYVelocity)
--— FALL --—
proto native HumanCommandMove StartCommand_Move()
--— MOVE --—
void OnVehicleSeatDriverLeft()
void OnCommandActionAdditiveStart()
void OnCommandFallFinish()
proto native void PhysicsSetSolid(bool pSolid)
proto native bool PhysicsIsFalling(bool pValidate)
returns true if physics controller is falling
proto native int GetCommandModifierID(int pIndex)
returns COMMANDID_ .. type id of command modifier on index pIndex
void OnCommandMelee2Start()
void OnCommandDamageAdditiveStart()
proto native HumanCommandFullBodyDamage StartCommand_Damage(int pType, float pDirection)
--— FullBody Damages --—
proto native void DeleteCommandModifier_Action(HumanCommandActionCallback pCallback)
force remove - normally if action is ended or interrupted - this is not needed to call
proto native HumanCommandActionCallback GetCommandModifier_Action()
returns callback for action if any is active, null if nothing runs
proto native HumanCommandWeapons GetCommandModifier_Weapons()
returns interface for handling weapons
proto native HumanCommandVehicle GetCommand_Vehicle()
proto native HumanCommandActionCallback StartCommand_Action(int pActionID, typename pCallbackClass, int pStanceMask)
--— ACTIONS --—
proto native HumanCommandSwim GetCommand_Swim()
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 void DeleteCommandModifier_Damage(HumanCommandDamage pDamage)
proto native HumanCommandFall GetCommand_Fall()
proto native bool IsDeathProcessed()
void OnCommandMeleeStart()
proto native HumanCommandActionCallback AddCommandModifier_Action(int pActionID, typename pCallbackClass)
adds action command modifier, creates callback instance for you
void OnCommandLadderFinish()
proto native IEntity PhysicsGetLinkedEntity()
entity we are linked to (not valid when IEntity.GetParent() returns some entity)
void OnCommandFallStart()
void OnCommandUnconsciousStart()
proto native HumanCommandUnconscious GetCommand_Unconscious()
void OnPhysMove(float dt, vector transform[4])
callback before the transform is finalized, after PrePhys, called before alignment is applied
proto native int GetBoneIndexByName(string pBoneName)
returns bone index for a name (-1 if pBoneName doesn't exist)
proto native void LinkToLocalSpaceOf(notnull IEntity child, vector pLocalSpaceMatrix[4])
proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false)
--— Death --—
proto native void PhysicsEnableGravity(bool pEnable)
proto native void ResetDeath()
proto native HumanCommandLadder GetCommand_Ladder()
proto native void StartDeath()
proto native bool PhysicsWasSlidingOffLinkedEntity()
if the entity we are on was moving faster than it's defined config 'animPhysDetachSpeed' value It is ...
proto native void UnlinkFromLocalSpace()
proto native int GetCommandModifierCount()
void OnCommandDamageFullbodyFinish()
proto native HumanCommandFullBodyDamage GetCommand_Damage()
proto native HumanAnimInterface GetAnimInterface()
returns animation interface - usable in HumanCommandScript implementations
proto native void ResetDeathCooldown()
void OnCommandLadderStart()
proto native HumanCommandUnconscious StartCommand_Unconscious(float pType)
starts command - unconscious
proto native void PhysicsSetRagdoll(bool pEnable)
Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking...
void OnCommandMelee2Finish()
void OnCommandVehicleStart()
proto native void AlignPositionWS(vector position)
smoothly move the player to the target position - do not handle replay, performed internally
proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult, int pType)
--— CLIMB --—
void OnCommandMoveFinish()
void OnCommandDeathFinish()
proto native HumanInputController GetInputController()
returns human input controller
void OnRollStart(bool isToTheRight)
proto native HumanCommandSwim StartCommand_Swim()
--— LADDER --—
void OnStanceChange(int previousStance, int newStance)
gets called on stance change
proto native HumanItemAccessor GetItemAccessor()
void OnCommandDamageFullbodyStart()
proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex)
--— LADDER --—
void OnCommandSwimStart()
proto native HumanCommandAdditives GetCommandModifier_Additives()
default (always-on modifiers)
void OnCommandUnconsciousFinish()
proto native IEntity PhysicsGetFloorEntity()
entity below us
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 awa...
proto native bool PhysicsIsSolid()
proto native HumanCommandScript GetCommand_Script()
is human is in command action - returns its callback, if current command is action
void OnCommandClimbFinish()
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)
— SCRIPTED COMMANDS
void OnCommandActionFullbodyFinish()
void OnCommandActionFullbodyStart()
proto native bool IsDeathConditionMet()
proto native void AlignDirectionWS(vector direction)
smoothly move the player to face the target direction - do not handle replay, performed internally
int m_iStanceIdx
current command's id
int m_LocalMovement
leaning state (not all commands need to have all movements)
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
float m_fLeaning
current movement (0 idle, 1 walk, 2-run, 3-sprint), only if the command has a movement
Internal ancestor of all Entity implementations.
Native class for boats - handles physics simulation.
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
@ NONE
body is not in simulation, nor in collision world
enum WeaponActions HumanCommandFullBodyDamage
class HumanCommandScript CommandSwim
class HumanCommandScript CommandVehicle
proto static native vector WaterLevelCheck(Human pHuman, vector pPosition)
returns water level from entity position returns in format (totalWaterDepth, characterDepht,...
static const int STATE_NONE
example of implement of CancelCondition returns true it it should CANCEL the action
class HumanCommandScript CommandLadder
static const int STATE_LOOP_END2
proto native void CancelModifier()
cancels modifier
proto native bool IsModifierActive()
is modifier active
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED
IEntity m_ClimbOverStandPointParent
class HumanCommandMove HumanCommandMelee()
static const int STATE_NORMAL
one time state
proto native bool WasHit()
is true only once after hit event
void ~HumanCommandMelee()
class HumanCommandScript CommandActionAdditive
static const int STATE_LOOP_IN
looped state
class HumanCommandVehicle m_bIsClimb
result from static test
class HumanCommandLadder HumanCommandSwim()
proto native void SetTalking(bool pValue)
sets talking
vector m_ClimbGrabPointNormal
grab point for climb && climb over (in local space of it's parent)
proto native void StopSwimming()
static const int LANDTYPE_NONE
static const int LANDTYPE_LIGHT
WeaponActionReloadClipTypes
@ RELOADRIFLE_CLIP_NOBULLET
@ RELOADRIFLE_CLIP_BULLET
static const int STATE_LOOP_END
proto native void SetInjured(float pValue, bool pInterpolate)
sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating toward...
class HumanCommandUnconscious HumanCommandDamage()
class HumanCommandScript CommandDamageFullbody
proto native void SetExhaustion(float pValue, bool pInterpolate)
sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating to...
void ~HumanCommandDamage()
static const int LANDTYPE_MEDIUM
proto native void SetAligning(vector pPositionWS, vector pDirectionWS)
enables character aligning to desired position and direction in world space
WeaponActionChamberingTypes
@ CHAMBERING_ONEBULLET_CLOSED
@ CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA
@ CHAMBERING_TWOBULLETS_END
@ CHAMBERING_CROSSBOW_CLOSED
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED
@ CHAMBERING_ONEBULLET_UNIQUE_OPENED
@ CHAMBERING_CROSSBOW_OPENED
@ CHAMBERING_ONEBULLET_OPENED
chambering action types
@ CHAMBERING_STARTLOOPABLE_CLOSED_KEEP
@ CHAMBERING_CROSSBOW_FULL
@ CHAMBERING_STARTLOOPABLE_OPENED
@ CHAMBERING_STARTLOOPABLE_CLOSED
@ CHAMBERING_ONEBULLET_UNIQUE_CLOSED
@ CHAMBERING_DOUBLE_FIREOUT_EJECT
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED
@ CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER
@ CHAMBERING_ONEBULLET_CLOSED_UNCOCKED
@ CHAMBERING_TWOBULLETS_START
@ HIDESHOW_SLOT_RFLRIGHTBACK
@ HIDESHOW_SLOT_INVENTORY
@ HIDESHOW_SLOT_2HDRIGHTBACK
@ HIDESHOW_SLOT_RFLLEFTBACK
@ HIDESHOW_SLOT_PISTOLCHEST
@ HIDESHOW_SLOT_1HDRIGHTBACK
@ HIDESHOW_SLOT_KNIFEBACK
@ HIDESHOW_SLOT_PISTOLBELT
@ HIDESHOW_SLOT_2HDLEFTBACK
@ HIDESHOW_SLOT_1HDLEFTBACK
class HumanCommandScript CommandUnconscious
class HumanCommandScript CommandDeath
proto native bool PhysicsLanded()
this is true when fall has physically landed - need to call Land after this is true
proto native void EnableCancelCondition(bool pEnable)
enables calling cancel condition default is disabled when enabled - there must be a function "bool Ca...
class HumanCommandDeathCallback HumanCommandDeath()
bool IsUserActionCallback()
string WeaponActionTypeToString(int A, int AT)
void ~HumanCommandActionCallback()
class HumanMovementState INPUT
Actual input value.
class HumanCommandScript CommandClimb
static const int STATE_LOOP_ACTION
enum WeaponActionReloadClipTypes MECHANISM_OPENED
mechanism action types
proto native void InternalCommand(int pInternalCommandId)
calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...
class HumanCommandScript CommandMove
WeaponActionChamberingLoaderTypes
@ CHAMBERINGLOADER_CLOSED
@ CHAMBERINGLOADER_OPENED
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
enum WeaponActionReloadClipTypes MECHANISM_CLOSED
class HumanAnimInterface HumanCommandActionCallback()
proto native void ContinueCombo()
marks command to continue to combo
class HumanCommandScript CommandActionFullbody
class HumanCommandScript CommandFall
string GetStateString()
returns debug string of current state
void ~HumanCommandDeath()
proto native void ResetAligning()
disables character aligning
proto native void Cancel()
cancels action
class HumanCommandScript CommandMelee2
proto native bool IsLanding()
returns true if fall is in landing state
void ~HumanCommandFullBodyDamage()
static const int LANDTYPE_HEAVY
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL
static const int STATE_LOOP_LOOP
void ~HumanCommandAdditives()
proto native void Land(int pLandType)
end fall with land
class HumanInputController TAnimGraphCommand
WeaponActionReloadTypes
action types reload action types
@ RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED
@ RELOADRIFLE_MAGAZINE_DETACH
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED
@ RELOADRIFLE_MAGAZINE_NOBULLET
@ RELOADSRIFLE_MAGAZINE_NOBULLET
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED
@ RELOADSRIFLE_NOMAGAZINE_NOBULLET
@ RELOADPISTOL_MAGAZINE_NOBULLET_OPENED
@ RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED
@ RELOADRIFLE_NOMAGAZINE_NOBULLET
@ RELOADSRIFLE_MAGAZINE_BULLET
@ RELOADRIFLE_NOMAGAZINE_BULLET
@ RELOADPISTOL_MAGAZINE_BULLET_CLOSED
@ RELOADRIFLE_MAGAZINE_NOBULLET_OPEN
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED
@ RELOADRIFLE_MAGAZINE_BULLET
reload action types - rifles
@ RELOADSRIFLE_NOMAGAZINE_BULLET
proto native int GetState()
returns one of STATE_...
proto native void StartModifier(int pType)
starts modifier
static const int STATE_LOOP_LOOP2
HumanInputControllerOverrideType
@ ONE_FRAME
Permenantly active until DISABLED is passed.
proto native Human GetHuman()
get the human this cb belongs to
class HumanCommandScript CommandDamageAdditive
IEntity m_ClimbStandPointParent
parent of grabpoint
class HumanCommandMelee2 HumanCommandFall()
vector m_ClimbStandPoint
normal to grabpoint position (used for character orientation)
ClimbStates
state of climb command
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
WeaponActionUnjammingTypes
@ UNJAMMING_START
unjam action types
proto native bool IsOnBack()
return true if prone is on back
vector m_ClimbOverStandPoint
where climb ends (in local space of it's parent)
IEntity m_GrabPointParent
where climb over ends (in local space of it's parent)
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)
class HumanCommandScript CommandMelee
class HumanMovementState CURRENT
From the last value that was set.
class HumanCommandWeapons HumanCommandAdditives()