18 pHcw.SetThrowingMode(
false);
32 pHcw.SetActionProgressParams(0, 0);
46 pHcw.SetActionProgressParams(0, 0);
47 pHcw.SetThrowingMode(
false);
53 if (
pHcw.WasItemLeaveHandsEvent())
55 float lr =
pHcw.GetBaseAimingAngleLR();
56 float ud =
pHcw.GetBaseAimingAngleUD();
71 if (
pHic.IsAttackButton())
152 if (
pHic.IsStanceChange())
156 if (
pHic.IsWeaponRaised())
172 if (
playerPB.GetEmoteManager().IsEmotePlaying())
175 if (
playerPB.GetActionManager().GetRunningAction() !=
NULL)
181 if (
playerPB.GetDayZPlayerInventory().IsProcessing())
184 if (
playerPB.GetWeaponManager().IsRunning())
void DayZPlayerImplementThrowing(DayZPlayer pPlayer)
bool m_bThrowingInProgress
bool CanContinueThrowing(HumanInputController pHic)
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)
void SetThrowingModeEnabled(bool enable)
const float c_fThrowingForceCoef
const float c_fThrowingForceMin
bool CanChangeThrowingStance(HumanInputController pHic)
void HandleThrowing(HumanInputController pHic, HumanCommandWeapons pHcw, EntityAI pEntityInHands, float pDt)
const float c_fThrowingForceMax
bool IsThrowingModeEnabled()
bool m_bThrowingAnimationPlaying
bool IsThrowingInProgress()
Throwing wind-up only (button hold)
bool IsThrowingAnimationPlaying()
Throwing animation after button release.
bool m_bThrowingModeEnabled
static const vector Forward