310 Debug.
Log(
"DayZPlayerCameraBase | OnUpdate | no player!");
347 return "DayZPlayerCameraBase";
432 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
441 case NVTypes.NV_OPTICS_KAZUAR_NIGHT:
442 case NVTypes.NV_OPTICS_STARLIGHT_NIGHT:
446 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
455 case NVTypes.NV_OPTICS_KAZUAR_DAY:
456 case NVTypes.NV_OPTICS_STARLIGHT_DAY:
459 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
471 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
482 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
493 if (
GetGame().GetMission() &&
GetGame().GetMission().GetEffectWidgets())
509 if (!
player.GetCurrentPlayerCamera() || (
force &&
player.GetCurrentPlayerCamera() !=
this))
510 player.OnCameraChanged(
this);
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
ref CameraShake m_CameraShake
float m_CurrentCameraPitch
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
float Limit(float pV, float pMin, float pMax)
limit function
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
@ NV_OPTICS_STARLIGHT_DAY
@ NV_OPTICS_STARLIGHT_NIGHT
float m_CurrentCameraRoll
float fixAngle_PI_PI(float pAngle)
float UpdateLRAngle(float pAngle, float pMin, float pMax, float pDt)
float GetWeaponSwayModifier()
void DayZPlayerCameraBase(DayZPlayer pPlayer, HumanInputController pInput)
constructor must be same
void SetNVPostprocess(int NVtype)
DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::Get...
void InitCameraOnPlayer(bool force=false)
void HandleShoulderCameraOverride(HumanInputController pInput)
float fixAngle_180_180(float pAngle)
void SetCameraNV(bool nightvision)
float m_WeaponSwayModifier
enum NVTypes CONST_NEARPLANE_OPTICS_MIN
void UpdateCameraNV(PlayerBase player)
void SetCameraNVType(int type)
void ForceFreelook(bool state)
float UpdateUDAngle(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
HumanCommandWeapons m_CommandWeapons
void ProcessCameraShake(float delta, out float leftRight, out float upDown)
void DayZPlayerCameraOptics(DayZPlayer pPlayer, HumanInputController pInput)
override void Init()
Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside o...
this is main camera class
override void SetCameraPP(bool state, DayZPlayerCamera launchedFrom)
override void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
override string GetCameraName()
override bool IsShootingFromCamera()
override int GetEyeZoomLevel()
static void Log(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Prints debug message with normal prio.
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
HumanInputController m_pInput
human input
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
float m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
proto native CGame GetGame()
static const float RAD2DEG
static proto float AbsFloat(float f)
Returns absolute value.
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.
HumanInputControllerOverrideType
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.