17 Print(
"DayZPlayerCamera1stPerson: main bone not found");
85 return "DayZPlayerCamera1stPerson";
int m_iBoneIndex
main bone
class DayZPlayerCamera1stPerson extends DayZPlayerCameraBase DayZPlayerCamera1stPersonUnconscious(DayZPlayer pPlayer, HumanInputController pInput)
vector m_OffsetLS
position offset
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
float m_CurrentCameraPitch
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
void InitCameraOnPlayer(bool force=false)
void UpdateCameraNV(PlayerBase player)
void ProcessCameraShake(float delta, out float leftRight, out float upDown)
float m_fLeftRightAngle
left right angle in rad
float m_fUpDownAngle
runtime values
static const float CONST_UD_MAX
up limit
float m_fLeftRightAngleAdd
left right angle in rad
float m_fUpDownAngleAdd
up down angle in rad
static const float CONST_LR_MIN
down limit
static const float CONST_LR_MAX
up limit
class DayZPlayerCamera1stPersonVehicle extends DayZPlayerCamera1stPerson CONST_UD_MIN
down limit
this is main camera class
float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
override vector GetAdditiveAngles()
override vector GetBaseAngles()
override void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
override string GetCameraName()
void DayZPlayerCamera1stPerson(DayZPlayer pPlayer, HumanInputController pInput)
int m_iBoneIndex
main bone
override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
float m_fUpDownAngleAdd
up down angle in rad
float m_fLeftRightAngle
left right angle in rad (in freelook only)
float m_fUpDownAngle
up down angle in rad
vector m_OffsetLS
position offset
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
vector GetCurrentOrientation()
proto void Print(void var)
Prints content of variable to console/log.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.