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

Go to the source code of this file.

Data Structures

class  HumanItemBehaviorCfg

Functions

void ~HumanItemAccessor ()
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg ()
proto native void HideItemInHands (bool pState)
 hides item in hands visually
void HumanItemAccessor ()
proto native bool IsItemInHandsHidden ()
 returns if item in hands is hidden visually
proto native bool IsItemInHandsWeapon ()
 returns true if item in hands is a weapon
class HumanItemBehaviorCfg OnItemInHandsChanged (bool pInstant=false)
 signalization from script to engine that item in hands changed
proto native void ResetWeaponInHands ()
 reset weapon anim override in case of premature death
void SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
void SetIKAll (bool pAim, bool pRArm, bool pLArm)
void SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm)
void SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm)
proto native bool WeaponGetAimingModelDirTm (out vector pTm[4])
 return current aiming point from aiming model (additive swaying applied - no recoil points)
proto native bool WeaponGetCameraPoint (out vector pPos, out vector pRot)
 returns true if weapon is item and it has camera point - local pos, dir in weapon space
proto native bool WeaponGetCameraPointBoneRelative (notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, int pBoneIndex, out vector pTm[4])
 returns true if weapon is item and it has camera point - model space matrix -
proto native bool WeaponGetCameraPointMSTransform (notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, out vector pTm[4])
 returns true if weapon is item and it has camera point - model space matrix -

Variables

static int IKSETTING_AIMING = 0x1
 bit mask of ik settings
static int IKSETTING_LHAND = 0x4
static int IKSETTING_RHAND = 0x2
bool m_bAttackLean
 max speed of alignment when evading
bool m_bJumpAllowed
 default false
bool m_bPlaceholder
 default true
float m_fMeleeEvadeHeadingFilterSpan
 max speed of alignment when moving
float m_fMeleeEvadeHeadingFilterSpeed
 delay of alignment when evading
float m_fMoveHeadingFilterSpan
 per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
float m_fMoveHeadingFilterSpeed
 delay of alignment when moving in prone stance
float m_fMoveHeadingProneFilterSpan
 delay of alignment when sprintinh
float m_fMoveHeadingSprintFilterSpan
 default delay of alignment when moving
int m_IKSettings [24]
int m_IKSettingsMelee [2]
 [stance][movement] mask for ik
int m_iPerItemCameraUserData
 [inpact type] mask for ik (0 - light/1 - heavy)
int m_iStanceMask
 combinations of STANCEMASK_
int m_iType
int m_StanceMovements [6]
int m_StanceRotation [6]
 6 stances -> all has movement mask, STANCEIDX_ ... is index

Function Documentation

◆ ~HumanItemAccessor()

void ~HumanItemAccessor ( )
private

Definition at line 145 of file humanitems.c.

◆ GetItemInHandsBehaviourCfg()

proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg ( )

◆ HideItemInHands()

proto native void HideItemInHands ( bool pState)

hides item in hands visually

◆ HumanItemAccessor()

◆ IsItemInHandsHidden()

proto native bool IsItemInHandsHidden ( )

returns if item in hands is hidden visually

◆ IsItemInHandsWeapon()

proto native bool IsItemInHandsWeapon ( )

returns true if item in hands is a weapon

◆ OnItemInHandsChanged()

class HumanItemBehaviorCfg OnItemInHandsChanged ( bool pInstant = false)

signalization from script to engine that item in hands changed

Referenced by ManBase::EEItemIntoHands(), and ManBase::EEItemOutOfHands().

◆ ResetWeaponInHands()

proto native void ResetWeaponInHands ( )

reset weapon anim override in case of premature death

◆ SetIK()

void SetIK ( int pStance,
int pMovement,
bool pAim,
bool pRArm,
bool pLArm )
private

Definition at line 37 of file humanitems.c.

◆ SetIKAll()

void SetIKAll ( bool pAim,
bool pRArm,
bool pLArm )
private

Definition at line 77 of file humanitems.c.

References IKSETTING_AIMING, IKSETTING_LHAND, IKSETTING_RHAND, and m_IKSettingsMelee.

◆ SetIKMelee()

void SetIKMelee ( int pHitType,
bool pAim,
bool pRArm,
bool pLArm )
private

Definition at line 67 of file humanitems.c.

References m_IKSettings.

◆ SetIKStance()

void SetIKStance ( int pStance,
bool pAim,
bool pRArm,
bool pLArm )
private

Definition at line 52 of file humanitems.c.

References m_IKSettings.

◆ WeaponGetAimingModelDirTm()

proto native bool WeaponGetAimingModelDirTm ( out vector pTm[4])

return current aiming point from aiming model (additive swaying applied - no recoil points)

◆ WeaponGetCameraPoint()

proto native bool WeaponGetCameraPoint ( out vector pPos,
out vector pRot )

returns true if weapon is item and it has camera point - local pos, dir in weapon space

◆ WeaponGetCameraPointBoneRelative()

proto native bool WeaponGetCameraPointBoneRelative ( notnull EntityAI pCamEntity,
vector pCamPoint,
vector pCamDir,
int pBoneIndex,
out vector pTm[4] )

returns true if weapon is item and it has camera point - model space matrix -

◆ WeaponGetCameraPointMSTransform()

proto native bool WeaponGetCameraPointMSTransform ( notnull EntityAI pCamEntity,
vector pCamPoint,
vector pCamDir,
out vector pTm[4] )

returns true if weapon is item and it has camera point - model space matrix -

Variable Documentation

◆ IKSETTING_AIMING

int IKSETTING_AIMING = 0x1
static

bit mask of ik settings

Definition at line 4 of file humanitems.c.

Referenced by SetIKAll().

◆ IKSETTING_LHAND

int IKSETTING_LHAND = 0x4
static

Definition at line 6 of file humanitems.c.

Referenced by SetIKAll().

◆ IKSETTING_RHAND

int IKSETTING_RHAND = 0x2
static

Definition at line 5 of file humanitems.c.

Referenced by SetIKAll().

◆ m_bAttackLean

bool m_bAttackLean

max speed of alignment when evading

per weapon lean forward

Definition at line 29 of file humanitems.c.

Referenced by SetRestrained().

◆ m_bJumpAllowed

bool m_bJumpAllowed

default false

per weapon lean forward

Definition at line 32 of file humanitems.c.

Referenced by SetIK(), and SetRestrained().

◆ m_bPlaceholder

bool m_bPlaceholder
private

default true

Definition at line 34 of file humanitems.c.

Referenced by SetIK().

◆ m_fMeleeEvadeHeadingFilterSpan

float m_fMeleeEvadeHeadingFilterSpan

max speed of alignment when moving

evade caps

Definition at line 24 of file humanitems.c.

Referenced by SetRestrained().

◆ m_fMeleeEvadeHeadingFilterSpeed

float m_fMeleeEvadeHeadingFilterSpeed

delay of alignment when evading

Definition at line 25 of file humanitems.c.

Referenced by SetRestrained().

◆ m_fMoveHeadingFilterSpan

float m_fMoveHeadingFilterSpan

per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()

movement caps

Definition at line 18 of file humanitems.c.

Referenced by SetToolsOneHanded().

◆ m_fMoveHeadingFilterSpeed

float m_fMoveHeadingFilterSpeed

delay of alignment when moving in prone stance

Definition at line 21 of file humanitems.c.

Referenced by SetToolsOneHanded().

◆ m_fMoveHeadingProneFilterSpan

float m_fMoveHeadingProneFilterSpan

delay of alignment when sprintinh

Definition at line 20 of file humanitems.c.

Referenced by SetToolsOneHanded().

◆ m_fMoveHeadingSprintFilterSpan

float m_fMoveHeadingSprintFilterSpan

default delay of alignment when moving

Definition at line 19 of file humanitems.c.

Referenced by SetToolsOneHanded().

◆ m_IKSettings

int m_IKSettings[24]

Definition at line 13 of file humanitems.c.

Referenced by SetIKMelee(), and SetIKStance().

◆ m_IKSettingsMelee

int m_IKSettingsMelee[2]

[stance][movement] mask for ik

Definition at line 14 of file humanitems.c.

Referenced by SetIKAll().

◆ m_iPerItemCameraUserData

int m_iPerItemCameraUserData

[inpact type] mask for ik (0 - light/1 - heavy)

Definition at line 15 of file humanitems.c.

Referenced by SetToolsOneHanded().

◆ m_iStanceMask

int m_iStanceMask

combinations of STANCEMASK_

Definition at line 10 of file humanitems.c.

◆ m_iType

int m_iType

Definition at line 8 of file humanitems.c.

Referenced by SetHeavyItems().

◆ m_StanceMovements

int m_StanceMovements[6]

Definition at line 11 of file humanitems.c.

◆ m_StanceRotation

int m_StanceRotation[6]

6 stances -> all has movement mask, STANCEIDX_ ... is index

Definition at line 12 of file humanitems.c.

Referenced by SetToolsOneHanded().