49 int muzzleIndex = weapon.GetCurrentMuzzle();
68 void Update(
SDayZPlayerAimingModel pModel, out
float axis_mouse_x, out
float axis_mouse_y, out
float axis_hands_x, out
float axis_hands_y,
float pDt )
84 PrintString(
"RecoilBase | BEFORE | axis_mouse_y: " + axis_mouse_y.ToString());
95 PrintString(
"RecoilBase | AFTER | axis_mouse_y: " + axis_mouse_y.ToString());
122 m_Player.GetCurrentCamera().SendRecoilOffsetZ(offset);
140 pRecResultX = pos_on_curve[0];
141 pRecResultY = pos_on_curve[1];
150 PrintString(
"RecoilBase | ApplyMouseOffset processing: " + b1 );
172 pRecResultX = delta_mouse_offset_x;
173 pRecResultY = delta_mouse_offset_y;
188 PrintString(
"RecoilBase | pRecResultY: " + pRecResultY );
197 return weapon.GetPropertyModifierObject().m_RecoilModifiers;
Input value between 0 and 1, returns value adjusted by easing, no automatic clamping of input(do your...
static float EaseOutBack(float t, float magnitude=1.70158)
ref array< vector > m_HandsCurvePoints
void Update(SDayZPlayerAimingModel pModel, out float axis_mouse_x, out float axis_mouse_y, out float axis_hands_x, out float axis_hands_y, float pDt)
vector GetRecoilModifier(Weapon_Base weapon)
float m_HandsOffsetRelativeTime
vector GetPositionOnCurve(array< vector > points, float time)
float m_MouseOffsetRangeMin
float m_MouseOffsetRelativeTime
vector m_MouseOffsetTargetAccum
void ApplyCamOffset(SDayZPlayerAimingModel pModel)
void RecoilBase(Weapon_Base weapon)
float m_CamOffsetRelativeTime
vector m_MouseOffsetTarget
void ApplyMouseOffset(float pDt, out float pRecResultX, out float pRecResultY)
void PostInit(Weapon_Base weapon)
void ApplyHandsOffset(float pDt, out float pRecResultX, out float pRecResultY)
void Destroy()
Destroys this object next update tick.
float m_CamOffsetDistance
float m_MouseOffsetDistance
float m_MouseOffsetRangeMax
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
proto static native vector YawToVector(float yaw)
Returns vector of yaw.
proto void Print(void var)
Prints content of variable to console/log.
class array< Class T > PrintString
static proto native vector Curve(ECurveType type, float param, notnull array< vector > points)
Computes curve.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Welcome to the DayZ Stress Test Branch</h >< h scale="0.6"> This branch serves for time limited development tests that are open to the community Our goal in each of these tests is to gather performance and stability data from servers under heavy load</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Stress test Schedule</h >< h scale="0.6"> We ll only run the Stress Tests when our development team needs data and or specific feedback Stress Tests will be announced on our Twitter and and will usually run for a couple of hours</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Current Stress Test</h >< h scale="0.6"> In the first bunch of Stress we ll mostly focus on watching server performance under heavy PvP gameplay load For detailed information about an ongoing Stress please visit dayz com dev hub</h ></br >< h scale="0.8">< image set="dayz_gui" name="icon_pin"/> Important Note</h >< h scale="0.6"> Stress Tests do not represent a typical DayZ gameplay experience Spawn points