44 void SetIK(
int pStance,
int pMovement,
bool pAim,
bool pRArm,
bool pLArm)
52 pStance = pStance * 4;
53 pStance = pStance + pMovement;
59 void SetIKStance(
int pStance,
bool pAim,
bool pRArm,
bool pLArm)
68 for (
int i = 0; i < 4; i++)
74 void SetIKMelee(
int pHitType,
bool pAim,
bool pRArm,
bool pLArm)
84 void SetIKAll(
bool pAim,
bool pRArm,
bool pLArm)
92 for (i = 0; i < 24; i++)
97 for (i = 0; i < 2; i++)
void SetIKAll(bool pAim, bool pRArm, bool pLArm)
void SetIK(int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
static int IKSETTING_RHAND
void SetIKMelee(int pHitType, bool pAim, bool pRArm, bool pLArm)
static int IKSETTING_AIMING
bit mask of ik settings
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
static int IKSETTING_LHAND
void SetIKStance(int pStance, bool pAim, bool pRArm, bool pLArm)
static int IKSETTING_AIMING
bit mask of ik settings
float m_fMeleeEvadeHeadingFilterSpeed
delay of alignment when evading
bool m_bJumpAllowed
default false
float m_fMoveHeadingFilterSpeed
delay of alignment when moving in prone stance
float m_fMeleeEvadeHeadingFilterSpan
max speed of alignment when moving
proto native void ResetWeaponInHands()
reset weapon anim override in case of premature death
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg()
int m_iPerItemCameraUserData
[inpact type] mask for ik (0 - light/1 - heavy)
float m_fMoveHeadingFilterSpan
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
int m_iStanceMask
combinations of STANCEMASK_
proto native bool IsItemInHandsHidden()
returns if item in hands is hidden visually
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 WeaponGetCameraPoint(out vector pPos, out vector pRot)
returns true if weapon is item and it has camera point - local pos, dir in weapon space
static int IKSETTING_RHAND
proto native bool WeaponGetAimingModelDirTm(out vector pTm[4])
return current aiming point from aiming model (additive swaying applied - no recoil points)
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 -
class HumanItemBehaviorCfg OnItemInHandsChanged(bool pInstant=false)
signalization from script to engine that item in hands changed
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
static int IKSETTING_LHAND
bool m_bAttackLean
max speed of alignment when evading
float m_fMoveHeadingSprintFilterSpan
default delay of alignment when moving
void ~HumanItemAccessor()
bool m_bPlaceholder
default true
proto native bool IsItemInHandsWeapon()
returns true if item in hands is a weapon
float m_fMoveHeadingProneFilterSpan
delay of alignment when sprintinh