DayZ 1.24
Loading...
Searching...
No Matches
HumanItemBehaviorCfg Class Reference
Collaboration diagram for HumanItemBehaviorCfg:
[legend]

Private Member Functions

void SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
 
void SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm)
 
void SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm)
 
void SetIKAll (bool pAim, bool pRArm, bool pLArm)
 
void DayzPlayerItemBehaviorCfg ()
 
void SetIKTwoHanded ()
 
void SetIKPoleArms ()
 
void SetPistols ()
 
void SetFirearms ()
 
void SetEmptyHanded ()
 
void SetTwoHanded ()
 
void SetToolsOneHanded ()
 
void SetRestrained ()
 
void SetSurrender ()
 
void SetHeavyItems ()
 
void SetPoleArms ()
 

Private Attributes

int m_iType
 
int m_iStanceMask
 combinations of STANCEMASK_
 
int m_StanceMovements [6]
 
int m_StanceRotation [6]
 6 stances -> all has movement mask, STANCEIDX_ ... is index
 
int m_IKSettings [24]
 
int m_IKSettingsMelee [2]
 [stance][movement] mask for ik
 
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()
 
float m_fMoveHeadingSprintFilterSpan
 default delay of alignment when moving
 
float m_fMoveHeadingProneFilterSpan
 delay of alignment when sprintinh
 
float m_fMoveHeadingFilterSpeed
 delay of alignment when moving in prone stance
 
float m_fMeleeEvadeHeadingFilterSpan
 max speed of alignment when moving
 
float m_fMeleeEvadeHeadingFilterSpeed
 delay of alignment when evading
 
bool m_bAttackLean
 max speed of alignment when evading
 
bool m_bJumpAllowed
 default false
 
bool m_bPlaceholder
 default true
 

Static Private Attributes

static int IKSETTING_AIMING = 0x1
 bit mask of ik settings
 
static int IKSETTING_RHAND = 0x2
 
static int IKSETTING_LHAND = 0x4
 

Detailed Description

Definition at line 5 of file humanitems.c.

Member Function Documentation

◆ DayzPlayerItemBehaviorCfg()

void HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg ( )
inlineprivate

per item camera user data to be uninitialized

rotational delay to camera direction in move only (filter)

Definition at line 106 of file DayZPlayerCfgBase.c.

107 {
108 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ALL;
109
110 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN | DayZPlayerConstants.MOVEMENT_SPRINT;
111 m_StanceMovements[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_SPRINT;
112 m_StanceMovements[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
113 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN | DayZPlayerConstants.MOVEMENT_SPRINT;
114 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDCROUCH] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
115 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDPRONE] = DayZPlayerConstants.MOVEMENT_IDLE;
116
117 m_StanceRotation[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.ROTATION_ENABLE;
118 m_StanceRotation[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.ROTATION_ENABLE;
119 m_StanceRotation[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.ROTATION_ENABLE;
120 m_StanceRotation[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.ROTATION_ENABLE;
121 m_StanceRotation[DayZPlayerConstants.STANCEIDX_RAISEDCROUCH] = DayZPlayerConstants.ROTATION_ENABLE;
122 m_StanceRotation[DayZPlayerConstants.STANCEIDX_RAISEDPRONE] = DayZPlayerConstants.ROTATION_ENABLE;
123
124
131 m_fMoveHeadingFilterSpeed = Math.DEG2RAD * 360; // 720 deg / sec
132
134 m_fMeleeEvadeHeadingFilterSpeed = Math.DEG2RAD * 1440; // 720 deg / sec
135
136 m_bAttackLean = false;
137 m_bJumpAllowed = true;
138 }
static float GetMovementRotationSpeedJog()
static float GetMovementRotationSpeedSprint()
static const int PERITEMUD_INVALID
int m_iStanceMask
combinations of STANCEMASK_
Definition humanitems.c:17
float m_fMeleeEvadeHeadingFilterSpan
max speed of alignment when moving
Definition humanitems.c:31
bool m_bJumpAllowed
default false
Definition humanitems.c:39
float m_fMoveHeadingSprintFilterSpan
default delay of alignment when moving
Definition humanitems.c:26
bool m_bAttackLean
max speed of alignment when evading
Definition humanitems.c:36
float m_fMoveHeadingFilterSpeed
delay of alignment when moving in prone stance
Definition humanitems.c:28
float m_fMoveHeadingProneFilterSpan
delay of alignment when sprintinh
Definition humanitems.c:27
float m_fMoveHeadingFilterSpan
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
Definition humanitems.c:25
float m_fMeleeEvadeHeadingFilterSpeed
delay of alignment when evading
Definition humanitems.c:32
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
Definition humanitems.c:19
int m_iPerItemCameraUserData
[inpact type] mask for ik (0 - light/1 - heavy)
Definition humanitems.c:22
Definition EnMath.c:7
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597
static const float DEG2RAD
Definition EnMath.c:17

References m_iStanceMask, m_StanceMovements, and m_StanceRotation.

◆ SetEmptyHanded()

void HumanItemBehaviorCfg::SetEmptyHanded ( )
inlineprivate

Definition at line 198 of file DayZPlayerCfgBase.c.

199 {
200 m_iType = ItemBehaviorType.EMPTYHANDED;
201
202 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
204
205 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
206
207 SetIKAll(false, false, false);
208
209 m_bAttackLean = true;
210 }
static const int PERITEMUD_EMPTYHANDED
uninitialized / invalid per item camera user data
void SetIKAll(bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:82

References m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_EMPTYHANDED, and SetIKAll().

◆ SetFirearms()

void HumanItemBehaviorCfg::SetFirearms ( )
inlineprivate

Definition at line 183 of file DayZPlayerCfgBase.c.

184 {
185 m_iType = ItemBehaviorType.FIREARMS;
186
187 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, true);
188 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, true);
189 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, true);
190 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, true, true, true);
191 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, true, true, true);
192 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, true, true, true);
193
194 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, true, true);
195 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, true, true);
196 }
void SetIKMelee(int pHitType, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:72
void SetIKStance(int pStance, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:59

References m_iType, SetIKMelee(), and SetIKStance().

◆ SetHeavyItems()

void HumanItemBehaviorCfg::SetHeavyItems ( )
inlineprivate

Definition at line 274 of file DayZPlayerCfgBase.c.

275 {
277
278 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
279 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
281
282 SetIKAll(false, true, true);
283
284 m_bAttackLean = true;
285 m_bJumpAllowed = false;
286 }
static const int PERITEMUD_TWOHANDED
for empty hands

References m_bAttackLean, m_bJumpAllowed, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_TWOHANDED, and SetIKAll().

◆ SetIK()

void HumanItemBehaviorCfg::SetIK ( int pStance,
int pMovement,
bool pAim,
bool pRArm,
bool pLArm )
inlineprivate

Definition at line 44 of file humanitems.c.

45 {
46 int val = 0;
50
51 // Print("Setting ik " + pStance.ToString() + "," + pMovement.ToString() );
52 pStance = pStance * 4;
54
55 // Print("Setting ik " + pStance.ToString() + " to value " + val.ToString() );
57 }
static int IKSETTING_RHAND
Definition humanitems.c:12
static int IKSETTING_AIMING
bit mask of ik settings
Definition humanitems.c:11
static int IKSETTING_LHAND
Definition humanitems.c:13

References IKSETTING_AIMING, IKSETTING_LHAND, and IKSETTING_RHAND.

◆ SetIKAll()

void HumanItemBehaviorCfg::SetIKAll ( bool pAim,
bool pRArm,
bool pLArm )
inlineprivate

Definition at line 82 of file humanitems.c.

83 {
84 int val = 0;
88
89 int i;
90 for (i = 0; i < 24; i++)
92
93 for (i = 0; i < 2; i++)
95 }
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
Definition humanitems.c:21

References IKSETTING_AIMING, IKSETTING_LHAND, IKSETTING_RHAND, m_IKSettings, and m_IKSettingsMelee.

Referenced by SetEmptyHanded(), SetHeavyItems(), SetRestrained(), and SetToolsOneHanded().

◆ SetIKMelee()

void HumanItemBehaviorCfg::SetIKMelee ( int pHitType,
bool pAim,
bool pRArm,
bool pLArm )
inlineprivate

Definition at line 72 of file humanitems.c.

73 {
74 int val = 0;
78
80 }

Referenced by SetFirearms(), SetIKPoleArms(), and SetIKTwoHanded().

◆ SetIKPoleArms()

void HumanItemBehaviorCfg::SetIKPoleArms ( )
inlineprivate

Definition at line 153 of file DayZPlayerCfgBase.c.

154 {
155 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, true);
156 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, true);
157 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, true);
158 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, false, true, true);
159 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, false, false, false);
160 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, false, true, true);
161
162 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, false, false);
163 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, false, false);
164 }

References SetIKMelee(), and SetIKStance().

Referenced by SetPoleArms().

◆ SetIKStance()

void HumanItemBehaviorCfg::SetIKStance ( int pStance,
bool pAim,
bool pRArm,
bool pLArm )
inlineprivate

Definition at line 59 of file humanitems.c.

60 {
61 int val = 0;
65
66 int bo = pStance * 4;
67
68 for (int i = 0; i < 4; i++)
69 m_IKSettings[bo + i] = val;
70 }

References IKSETTING_AIMING, IKSETTING_LHAND, and IKSETTING_RHAND.

Referenced by SetFirearms(), SetIKPoleArms(), and SetIKTwoHanded().

◆ SetIKTwoHanded()

void HumanItemBehaviorCfg::SetIKTwoHanded ( )
inlineprivate

Definition at line 140 of file DayZPlayerCfgBase.c.

141 {
142 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, true);
143 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, true);
144 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, true);
145 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, false, true, true);
146 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, false, false, false);
147 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, false, true, true);
148
149 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, true, true);
150 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, true, true);
151 }

References SetIKMelee(), and SetIKStance().

Referenced by SetTwoHanded().

◆ SetPistols()

void HumanItemBehaviorCfg::SetPistols ( )
inlineprivate

Definition at line 166 of file DayZPlayerCfgBase.c.

167 {
168 m_iType = ItemBehaviorType.PISTOLS;
169
170 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, false);
171 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, false);
172 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, false);
173 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, true, true, true);
174 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, true, true, true);
175 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, true, true, true);
176
177 SetIK(DayZPlayerConstants.STANCEIDX_RAISEDERECT, DayZPlayerConstants.MOVEMENTIDX_SPRINT, false, true, false);
178
179 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, true, true);
180 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, true, true);
181 }
void SetIK(int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:44

◆ SetPoleArms()

void HumanItemBehaviorCfg::SetPoleArms ( )
inlineprivate

Definition at line 288 of file DayZPlayerCfgBase.c.

289 {
290 m_iType = ItemBehaviorType.POLEARMS;
291
292 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
294
295 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
296
298
299 m_bAttackLean = true;
300 }

References m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_TWOHANDED, and SetIKPoleArms().

◆ SetRestrained()

void HumanItemBehaviorCfg::SetRestrained ( )
inlineprivate

Definition at line 240 of file DayZPlayerCfgBase.c.

241 {
242 m_iType = ItemBehaviorType.EMPTYHANDED;
243
244 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE;
246
247 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_SPRINT;
248 m_StanceMovements[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
249 m_StanceMovements[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.MOVEMENT_IDLE;
250
251 m_StanceRotation[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.ROTATION_DISABLE;
252
253 SetIKAll(false, true, true);
254
255 m_bAttackLean = false;
256 }
static const int PERITEMUD_ONEHANDED
for empty hands

References m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, m_StanceRotation, DayZPlayerCameras::PERITEMUD_ONEHANDED, and SetIKAll().

◆ SetSurrender()

void HumanItemBehaviorCfg::SetSurrender ( )
inlineprivate

Definition at line 258 of file DayZPlayerCfgBase.c.

259 {
260 m_iType = ItemBehaviorType.EMPTYHANDED;
261
262 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE;
264
265 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
266 m_StanceMovements[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.MOVEMENT_IDLE;
267 m_StanceMovements[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.MOVEMENT_IDLE;
268
269 m_StanceRotation[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.ROTATION_DISABLE;
270
271 m_bAttackLean = false;
272 }

References m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, m_StanceRotation, and DayZPlayerCameras::PERITEMUD_EMPTYHANDED.

◆ SetToolsOneHanded()

void HumanItemBehaviorCfg::SetToolsOneHanded ( )
inlineprivate

Definition at line 226 of file DayZPlayerCfgBase.c.

227 {
228 m_iType = ItemBehaviorType.ONEHANDED;
229
230 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
232
233 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
234
235 SetIKAll(false, true, false);
236
237 m_bAttackLean = true;
238 }

References m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_ONEHANDED, and SetIKAll().

◆ SetTwoHanded()

void HumanItemBehaviorCfg::SetTwoHanded ( )
inlineprivate

Definition at line 212 of file DayZPlayerCfgBase.c.

213 {
214 m_iType = ItemBehaviorType.TWOHANDED;
215
216 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
218
219 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
220
222
223 m_bAttackLean = true;
224 }

References m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_TWOHANDED, and SetIKTwoHanded().

Member Data Documentation

◆ IKSETTING_AIMING

int HumanItemBehaviorCfg::IKSETTING_AIMING = 0x1
staticprivate

bit mask of ik settings

Definition at line 11 of file humanitems.c.

Referenced by SetIK(), SetIKAll(), and SetIKStance().

◆ IKSETTING_LHAND

int HumanItemBehaviorCfg::IKSETTING_LHAND = 0x4
staticprivate

Definition at line 13 of file humanitems.c.

Referenced by SetIK(), SetIKAll(), and SetIKStance().

◆ IKSETTING_RHAND

int HumanItemBehaviorCfg::IKSETTING_RHAND = 0x2
staticprivate

Definition at line 12 of file humanitems.c.

Referenced by SetIK(), SetIKAll(), and SetIKStance().

◆ m_bAttackLean

bool HumanItemBehaviorCfg::m_bAttackLean
private

max speed of alignment when evading

per weapon lean forward

Definition at line 36 of file humanitems.c.

◆ m_bJumpAllowed

bool HumanItemBehaviorCfg::m_bJumpAllowed
private

default false

per weapon lean forward

Definition at line 39 of file humanitems.c.

◆ m_bPlaceholder

bool HumanItemBehaviorCfg::m_bPlaceholder
private

default true

Definition at line 41 of file humanitems.c.

◆ m_fMeleeEvadeHeadingFilterSpan

float HumanItemBehaviorCfg::m_fMeleeEvadeHeadingFilterSpan
private

max speed of alignment when moving

evade caps

Definition at line 31 of file humanitems.c.

◆ m_fMeleeEvadeHeadingFilterSpeed

float HumanItemBehaviorCfg::m_fMeleeEvadeHeadingFilterSpeed
private

delay of alignment when evading

Definition at line 32 of file humanitems.c.

◆ m_fMoveHeadingFilterSpan

float HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
private

per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()

movement caps

Definition at line 25 of file humanitems.c.

◆ m_fMoveHeadingFilterSpeed

float HumanItemBehaviorCfg::m_fMoveHeadingFilterSpeed
private

delay of alignment when moving in prone stance

Definition at line 28 of file humanitems.c.

◆ m_fMoveHeadingProneFilterSpan

float HumanItemBehaviorCfg::m_fMoveHeadingProneFilterSpan
private

delay of alignment when sprintinh

Definition at line 27 of file humanitems.c.

◆ m_fMoveHeadingSprintFilterSpan

float HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
private

default delay of alignment when moving

Definition at line 26 of file humanitems.c.

◆ m_IKSettings

int HumanItemBehaviorCfg::m_IKSettings[24]
private

Definition at line 20 of file humanitems.c.

Referenced by SetIKAll().

◆ m_IKSettingsMelee

int HumanItemBehaviorCfg::m_IKSettingsMelee[2]
private

[stance][movement] mask for ik

Definition at line 21 of file humanitems.c.

Referenced by SetIKAll().

◆ m_iPerItemCameraUserData

int HumanItemBehaviorCfg::m_iPerItemCameraUserData
private

[inpact type] mask for ik (0 - light/1 - heavy)

Definition at line 22 of file humanitems.c.

◆ m_iStanceMask

int HumanItemBehaviorCfg::m_iStanceMask
private

combinations of STANCEMASK_

Definition at line 17 of file humanitems.c.

◆ m_iType

int HumanItemBehaviorCfg::m_iType
private

Definition at line 15 of file humanitems.c.

◆ m_StanceMovements

int HumanItemBehaviorCfg::m_StanceMovements[6]
private

Definition at line 18 of file humanitems.c.

◆ m_StanceRotation

int HumanItemBehaviorCfg::m_StanceRotation[6]
private

6 stances -> all has movement mask, STANCEIDX_ ... is index

Definition at line 19 of file humanitems.c.


The documentation for this class was generated from the following files: