Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
humanitems.c File Reference

Go to the source code of this file.

Data Structures

class  HumanItemBehaviorCfg
 

Functions

class HumanItemBehaviorCfg OnItemInHandsChanged (bool pInstant=false)
 signalization from script to engine that item in hands changed More...
 
void SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
 
void SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm)
 
void SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm)
 
void SetIKAll (bool pAim, bool pRArm, bool pLArm)
 
proto native void ResetWeaponInHands ()
 reset weapon anim override in case of premature death More...
 
proto native void HideItemInHands (bool pState)
 hides item in hands visually More...
 
proto native bool IsItemInHandsHidden ()
 returns if item in hands is hidden visually More...
 
proto native bool IsItemInHandsWeapon ()
 returns true if item in hands is a weapon More...
 
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 More...
 
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 - More...
 
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 - More...
 
proto native bool WeaponGetAimingModelDirTm (out vector pTm[4])
 return current aiming point from aiming model (additive swaying applied - no recoil points) More...
 
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg ()
 
private void HumanItemAccessor ()
 
private void ~HumanItemAccessor ()
 

Variables

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

Function Documentation

◆ GetItemInHandsBehaviourCfg()

proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg ( )

◆ HideItemInHands()

proto native void HideItemInHands ( bool  pState)

hides item in hands visually

◆ HumanItemAccessor()

private void HumanItemAccessor ( )

Definition at line 141 of file humanitems.c.

◆ 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

◆ ResetWeaponInHands()

proto native void ResetWeaponInHands ( )

reset weapon anim override in case of premature death

◆ SetIK()

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

Definition at line 39 of file humanitems.c.

◆ SetIKAll()

void OnItemInHandsChanged::SetIKAll ( bool  pAim,
bool  pRArm,
bool  pLArm 
)

Definition at line 79 of file humanitems.c.

◆ SetIKMelee()

void OnItemInHandsChanged::SetIKMelee ( int  pHitType,
bool  pAim,
bool  pRArm,
bool  pLArm 
)

Definition at line 69 of file humanitems.c.

◆ SetIKStance()

void OnItemInHandsChanged::SetIKStance ( int  pStance,
bool  pAim,
bool  pRArm,
bool  pLArm 
)

Definition at line 54 of file humanitems.c.

◆ 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 -

◆ ~HumanItemAccessor()

private void ~HumanItemAccessor ( )

Definition at line 145 of file humanitems.c.

Variable Documentation

◆ m_bAttackLean

bool m_bAttackLean

max speed of alignment when evading

per weapon lean forward

Definition at line 31 of file humanitems.c.

◆ m_bJumpAllowed

bool m_bJumpAllowed

default false

per weapon lean forward

Definition at line 34 of file humanitems.c.

◆ m_bPlaceholder

private bool m_bPlaceholder

default true

Definition at line 36 of file humanitems.c.

◆ m_fMeleeEvadeHeadingFilterSpan

float m_fMeleeEvadeHeadingFilterSpan

max speed of alignment when moving

evade caps

Definition at line 26 of file humanitems.c.

◆ m_fMeleeEvadeHeadingFilterSpeed

float m_fMeleeEvadeHeadingFilterSpeed

delay of alignment when evading

Definition at line 27 of file humanitems.c.

◆ m_fMoveHeadingFilterSpan

float m_fMoveHeadingFilterSpan

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

movement caps

Definition at line 20 of file humanitems.c.

◆ m_fMoveHeadingFilterSpeed

float m_fMoveHeadingFilterSpeed

delay of alignment when moving in prone stance

Definition at line 23 of file humanitems.c.

◆ m_fMoveHeadingProneFilterSpan

float m_fMoveHeadingProneFilterSpan

delay of alignment when sprintinh

Definition at line 22 of file humanitems.c.

◆ m_fMoveHeadingSprintFilterSpan

float m_fMoveHeadingSprintFilterSpan

default delay of alignment when moving

Definition at line 21 of file humanitems.c.

◆ m_IKSettings

int m_IKSettings[24]

Definition at line 15 of file humanitems.c.

◆ m_IKSettingsMelee

int m_IKSettingsMelee[2]

[stance][movement] mask for ik

Definition at line 16 of file humanitems.c.

◆ m_iPerItemCameraUserData

int m_iPerItemCameraUserData

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

Definition at line 17 of file humanitems.c.

◆ m_iStanceMask

int m_iStanceMask

combinations of STANCEMASK_

Definition at line 12 of file humanitems.c.

◆ m_iType

int m_iType

Definition at line 10 of file humanitems.c.

◆ m_StanceMovements

int m_StanceMovements[6]

Definition at line 13 of file humanitems.c.

◆ m_StanceRotation

int m_StanceRotation[6]

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

Definition at line 14 of file humanitems.c.