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Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
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Go to the documentation of this file.
11 static int IKSETTING_AIMING = 0x1;
12 static int IKSETTING_RHAND = 0x2;
13 static int IKSETTING_LHAND = 0x4;
18 int m_StanceMovements[6];
19 int m_StanceRotation[6];
21 int m_IKSettingsMelee[2];
22 int m_iPerItemCameraUserData;
25 float m_fMoveHeadingFilterSpan;
26 float m_fMoveHeadingSprintFilterSpan;
27 float m_fMoveHeadingProneFilterSpan;
28 float m_fMoveHeadingFilterSpeed;
31 float m_fMeleeEvadeHeadingFilterSpan;
32 float m_fMeleeEvadeHeadingFilterSpeed;
41 private bool m_bPlaceholder;
44 void SetIK(
int pStance,
int pMovement,
bool pAim,
bool pRArm,
bool pLArm)
47 if (pAim) val |= IKSETTING_AIMING;
48 if (pRArm) val |= IKSETTING_RHAND;
49 if (pLArm) val |= IKSETTING_LHAND;
52 pStance = pStance * 4;
53 pStance = pStance + pMovement;
59 void SetIKStance(
int pStance,
bool pAim,
bool pRArm,
bool pLArm)
62 if (pAim) val |= IKSETTING_AIMING;
63 if (pRArm) val |= IKSETTING_RHAND;
64 if (pLArm) val |= IKSETTING_LHAND;
68 for (
int i = 0; i < 4; i++)
74 void SetIKMelee(
int pHitType,
bool pAim,
bool pRArm,
bool pLArm)
77 if (pAim) val |= IKSETTING_AIMING;
78 if (pRArm) val |= IKSETTING_RHAND;
79 if (pLArm) val |= IKSETTING_LHAND;
84 void SetIKAll(
bool pAim,
bool pRArm,
bool pLArm)
87 if (pAim) val |= IKSETTING_AIMING;
88 if (pRArm) val |= IKSETTING_RHAND;
89 if (pLArm) val |= IKSETTING_LHAND;
92 for (i = 0; i < 24; i++)
97 for (i = 0; i < 2; i++)
proto native void HideItemInHands(bool pState)
hides item in hands visually
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 IsItemInHandsWeapon()
returns true if item in hands is a weapon
proto native bool IsItemInHandsHidden()
returns if item in hands is hidden visually
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 -
proto native void ResetWeaponInHands()
reset weapon anim override in case of premature death
class HumanItemBehaviorCfg OnItemInHandsChanged(bool pInstant=false)
signalization from script to engine that item in hands changed
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg()
private void ~HumanItemAccessor()
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
private void HumanItemAccessor()
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 WeaponGetAimingModelDirTm(out vector pTm[4])
return current aiming point from aiming model (additive swaying applied - no recoil points)