94 return "DayZPlayerCamera";
407 string cfgPath =
"CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
509 string cfgPath =
"CfgVehicles SurvivorBase ";
PlayerSpawnPreset slotName
class NoiseSystem NoiseParams()
void SoundObjectBuilder(SoundParams soundParams)
Super root of all classes in Enforce script.
static void RegisterHitComponent(array< ref DayZAIHitComponent > pHitComponents, string pName, float pWeight)
Register Hit Component for AI targeting.
static bool SelectMostProbableHitComponent(array< ref DayZAIHitComponent > pHitComponents, out string pHitComponent)
float m_fPredictCollisionRadius
sphere radius used for collision prediction
float m_fUseHeading
0..1 (0 uses direct dir returned, 1 uses heading from player)
vector m_CameraTM[4]
transformation matrix - pos + orient of the camera
float m_fIgnoreParentYaw
1 - resets base transforms yaw
float m_fFovMultiplier
fov multiplier - 1.0 default - used for modifying fov -
float m_fShootFromCamera
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
float m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
void ~DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
bool m_bOwnerTMOverride
The world space transform of the owner to the camera.
bool m_bUpdateWhenBlendOut
true - camera is updated when blending to new camera (Ironsights == false)
float m_fInsideCamera
0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned w...
float m_fPositionModelSpace
0.0 position is in heading space, 1.0 position is in model space
bool m_bUpdateEveryFrame
Whether the camera updates the next frame or blends with next character update.
float m_fNearPlane
nearplane distance
float m_fIgnoreParentRoll
1 - resets base transforms roll
IEntity m_CollisionIgnoreEntity
ignore entity in 3rd person camera collision solver
float m_fIgnoreParentPitch
1 - resets base transforms pitch
int m_iDirectBone
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
void DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
vector m_OwnerTM[4]
override automatically calculated owner transform during rendering (default - false)
float m_fDistance
camera distance (external cameras only)
override bool IsShootingFromCamera()
override bool IsEyeZoom()
Legacy.
override float GetCurrentWaterLevel()
override void SetCurrentWaterLevel(float pWaterLevel)
override int CameraHandler(int pCameraMode)
override int GetEyeZoomLevel()
override bool IsInThirdPerson()
override bool HeadingModel(float pDt, SDayZPlayerHeadingModel pModel)
override void OnInputForRemote(ParamsReadContext ctx)
override bool AimingModel(float pDt, SDayZPlayerAimingModel pModel)
override void OnInputFromServer(ParamsReadContext ctx)
SoundObjectBuilder GetSoundBuilder(int eventId, string slotName, int attachmentHash)
SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
override SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
override NoiseParams GetNoiseParams(int eventId)
void ~SDayZPlayerAimingModel()
void SDayZPlayerAimingModel()
cannot be created from script
Serialization general interface. Serializer API works with:
SoundObjectBuilder GetSoundObjectBuilder()
ref SoundObjectBuilder m_SoundObjectBuilder
TIntArray GetAnimEventIds()
ref TIntArray m_AnimEventIds
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
NoiseParams GetNoiseParamsTalk()
vector GetAdditiveAngles()
proto native bool DebugSyncShadowSetup(DayZPlayer pPlayer)
-------------— sync shadow ----------------------—
proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnSoundEvent();
bool IsHoldingBreath()
return true if player is trying to hold breah, otherwise false
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates="")
proto native bool IsCameraBlending()
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
const int SIMPLE_SELECTION_SHOULDER_RIFLE
enum DayZPlayerInstanceType m_iCamMode
proto native void AnimSetBool(int pVar, bool pBool)
const int SIMPLE_SELECTION_SHOULDER_MELEE
override string GetDebugName()
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
void SpawnDiagCameraShake()
ref NoiseParams m_pNoiseShout
proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)
registers camera on change function - static function
bool IsPerformingFBGesture()
return true if player is currently performing FB gesture, otherwise false
proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnParticleEvent();
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
NoiseParams GetNoiseParamsShout()
ref array< ref VegetationSound > m_pVegetationSounds
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
ref array< string > m_SuitableFinisherHitComponents
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
ref NoiseParams m_pNoiseStepStand
enum DayZPlayerConstants SetDefaultItemInHandsProfile
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
void SDayZPlayerHeadingModel()
cannot be created from script
void ~SDayZPlayerHeadingModel()
array< ref VegetationSound > GetVegetationSounds()
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
string GetDefaultHitComponent()
bool CanFreeLook()
this overrides freelook for cameras
proto native float RandomRange(int pRange)
Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (CommandHa...
void ForceStandUpForHeavyItemsSwap(notnull EntityAI item1, notnull EntityAI item2)
AnimSoundEvent GetSoundWeaponEvent(int event_id)
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
VKOSTIK: DO NOT FORGET !!! HumanItemBehaviorCfg.m_iPerItemCameraUD - per item camera user data - enab...
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
proto native void DebugPreloadAnimationInstances()
debug / hack - loads all animation instances
proto native void ReleaseNetworkControls()
-------------— release controls ----------------------—
void SpawnCameraShake(float strength=1, float radius=2, float smoothness=5, float radius_decay_speed=6)
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
DayZPlayerInstanceType
defined in C++
@ INSTANCETYPE_REMOTE
client instance && controlled
@ INSTANCETYPE_AI_SERVER
client instance && other player
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
@ INSTANCETYPE_CLIENT
server instance
@ INSTANCETYPE_AI_REMOTE
temporary!
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
@ STANCEMASK_ERECT
stance masks
@ CMD_ACTIONMOD_ATTACHSCOPE
@ CMD_ACTIONFB_VIEWCOMPASS
@ CMD_GESTUREMOD_LISTENING
@ CMD_GESTUREMOD_TAUNTELBOW
@ CMD_ACTIONFB_FILLBOTTLEPOND
@ CMD_ACTIONMOD_STOPENGINE
@ DEBUG_ENABLETALKING
option for showing talk command
@ CMD_GESTUREMOD_SURRENDEROUT
@ MELEE_LIGHT
melee hit type
@ CMD_ACTIONFB_TURN_VALVE
@ CMD_GESTUREFB_LOOKOPTICS
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
@ CMD_ACTIONFB_INJECTIONTARGET
@ CMD_ACTIONFB_SPRAYPLANT
@ CMD_GESTUREFB_LYINGDOWN
@ CMD_ACTIONMOD_RAISEITEM
@ CMD_ACTIONFB_STOP_ALARM
@ CMD_ACTIONMOD_INTERACTONCE
@ CMD_ACTIONMOD_EAT_TABLET
@ CMD_ACTIONFB_PLACING_HEAVY
@ CMD_ACTIONFB_SHOVEL_DIG
@ CMD_ACTIONMOD_ATTACHBARREL
@ DEBUG_TURNSLIDE
over turn slides / clamps
@ CMD_ACTIONFB_RESTRAINTARGET
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
@ CMD_GESTUREFB_SHAKEHEAD
@ CMD_ACTIONFB_EAT_TABLET
@ CMD_ACTIONFB_LICKBATTERY
@ CMD_GESTUREFB_TAUNTKISS
@ CMD_ACTIONMOD_STOP_ALARM
@ CMD_ACTIONFB_ATTACHBARREL
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
@ CMD_ACTIONFB_UNPINGRENAGE
@ CMD_ACTIONMOD_BLOODTESTOTHER
@ CMD_GESTUREMOD_SURRENDERIN
@ VEHICLESEAT_PASSENGER_R
@ CMD_GESTUREMOD_TAUNTKISS
@ CMD_ACTIONFB_DEPLOY_2HD
@ CMD_ACTIONFB_SALINEBLOODBAG
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
@ CMD_ACTIONMOD_LICKBATTERY
@ CMD_ACTIONMOD_COVERHEAD_SELF
@ CMD_ACTIONMOD_BATONRETRACT
@ CMD_ACTIONFB_DEPLOY_1HD
@ CMD_GESTUREMOD_SURRENDER
@ VEHICLESEAT_PASSENGER_L
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
@ CMD_GESTUREFB_POINTSELF
@ CMD_ACTIONFB_UNRESTRAINTARGET
@ CMD_GESTUREFB_SURRENDEROUT
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
@ CMD_SUICIDEFB_PITCHFORK
@ DEBUG_MENU
dayz player debug menu in enfusion
@ DEBUG_SHOWINJURY
menu for showing injuries
@ CMD_ACTIONMOD_LIGHTFLARE
@ COMMANDID_NONE
unconscious -> death - while in water
@ CMD_ACTIONFB_TAKETEMPSELF
@ CMD_ACTIONMOD_STARTENGINE
@ CMD_ACTIONFB_LIGHTFLARE
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
@ CMD_ACTIONFB_EMPTY_VESSEL
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
@ CMD_ACTIONFB_ATTACHSCOPE
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
@ CMD_ACTIONFB_PICKUP_HANDS
@ CMD_ACTIONFB_DROPITEM_HANDS
@ CMD_ACTIONFB_PATCHING_SEWING
@ CMD_ACTIONMOD_FISHINGRODEXTEND
@ CMD_ACTIONFB_RESTRAINSELF
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
@ CMD_ACTIONMOD_SET_KITCHENTIMER
@ CMD_ACTIONFB_BLOWFIREPLACE
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
@ CMD_ACTIONMOD_FISHINGRODRETRACT
@ CMD_ACTIONFB_LITCHEMLIGHT
@ CMD_ACTIONFB_PRESS_TRIGGER
@ CMD_ACTIONFB_VEHICLE_PUSH
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
@ CMD_GESTUREFB_TAUNTTHINK
@ CMD_GESTUREMOD_WATCHING
@ CMD_ACTIONMOD_DRINK
animations constants
@ CMD_ACTIONFB_OPENITEM_ONCE
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
@ VEHICLECLASS_CAR
vehicle classes
@ CMD_ACTIONMOD_BLOODTEST
@ CMD_ACTIONMOD_UNPINGRENAGE
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
@ CMD_ACTIONMOD_FOLDITEM_ONCE
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
@ CMD_ACTIONFB_LOWER_FLAG
@ CMD_ACTIONINT_RPS_SCISSORS
@ CMD_ACTIONFB_PLACING_1HD
@ CMD_ACTIONMOD_SET_ALARM
@ CMD_ACTIONFB_PATCHING_TIRE
@ CMD_TRAILER_WALKIE_TALKIE
@ CMD_ACTIONFB_DIGMANIPULATE
@ CMD_ACTIONFB_HANDCUFFTARGET
@ CMD_ACTIONFB_BREAKING_STICK
@ CMD_ACTIONMOD_PRESS_TRIGGER
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
@ CMD_ACTIONMOD_ITEM_TUNE
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
@ CMD_ACTIONFB_WASHHANDSPOND
@ CMD_GESTUREMOD_GREETING
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
@ MOVEMENT_IDLE
movements - masks
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
@ CMD_GESTUREMOD_SHAKEHEAD
@ CMD_ACTIONFB_CHECKPULSE
@ CMD_ACTIONFB_FILLBOTTLEWELL
@ CMD_ACTIONFB_DISASSEMBLE
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
@ CMD_ACTIONMOD_PICKUP_INVENTORY
@ CMD_GESTUREMOD_LOOKATME
@ CMD_ACTIONFB_FIREESTINGUISHER
@ CMD_ACTIONMOD_CATCHRAIN
@ CMD_ACTIONMOD_BATONEXTEND
@ DEATH_UNCON_ON_LAND
falling -> death
@ STANCEMASK_RAISEDCROUCH
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
@ CMD_GESTUREMOD_TAUNTTHINK
@ CMD_GESTUREMOD_POINTSELF
@ CMD_ACTIONMOD_EMPTY_VESSEL
@ CMD_ACTIONFB_RAISE_FLAG
@ CMD_ACTIONFB_STITCHUPSELF
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
@ VEHICLESEAT_DRIVER
vehicle seats
@ CMD_ACTIONFB_WASHHANDSWELL
@ MOVEMENTIDX_SLIDE
movement idx
@ CMD_GESTUREMOD_FACEPALM
@ CMD_ACTIONMOD_LITCHEMLIGHT
@ CMD_ACTIONMOD_TAKETEMPSELF
@ CMD_ACTIONMOD_HEADLIGHT
@ CMD_ACTIONMOD_VIEWCOMPASS
@ CMD_GESTUREFB_SURRENDERIN
@ CMD_ACTIONFB_ANIMALSKINNING
@ CMD_ACTIONMOD_OPENITEM_ONCE
@ CMD_ACTIONMOD_COVERHEAD_TARGET
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
@ CMD_ACTIONFB_PICKUP_INVENTORY
@ DEATH_FALL
swimming -> death
@ CMD_ACTIONMOD_PICKUP_HANDS
@ CMD_ACTIONMOD_DROPITEM_HANDS
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
@ CMD_GESTUREFB_THUMBDOWN
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
@ CMD_ACTIONINT_RPS_PAPER
@ CMD_ACTIONFB_FLAME_REPAIR
@ CMD_ACTIONFB_COLLECTBLOODSELF
@ CMD_ACTIONMOD_SHIFTGEAR
@ CMD_ACTIONFB_DEPLOY_HEAVY
@ CMD_ACTIONMOD_ATTACHITEM
@ CMD_GESTUREMOD_THUMBDOWN
@ CMD_ACTIONFB_SEARCHINVENTORY
@ CMD_GESTUREFB_LISTENING
@ CMD_ACTIONFB_PICKUP_HEAVY
@ CMD_ACTIONFB_PLACING_2HD
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
@ CMD_GESTUREFB_SURRENDER
@ CMD_ACTIONMOD_SEARCHINVENTORY
@ CMD_ACTIONMOD_OPENDOORFW
@ DEATH_DEFAULT
death types
@ CMD_ACTIONFB_DIGUPCACHE
@ CMD_ACTIONFB_CLEANING_WEAPON
@ CMD_ACTIONFB_BANDAGETARGET
proto native void SendSyncJuncture(int pJunctureID, ParamsWriteContext ctx)
-------------— sync stuff ----------------------—
proto native void ResetCameraCreators()
resets camera creators
proto native SHumanGlobalSettings GetGlobalSettingsW()
returns Human global settings for DayZPlayer
ref NoiseParams m_pNoiseLandHeavy
void LoadSoundWeaponEvent()
string m_DefaultHitComponent
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
ref NoiseParams m_pNoiseStepProne
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
float m_fOrientationAngle
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
HumanInputController m_pInput
human input
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
ref DayZPlayerTypeAnimTable m_pSoundTable
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
const int SIMPLE_SELECTION_MELEE_MELEE
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
proto native void AnimSetFloat(int pVar, float pFlt)
proto native int GetCurrentPerItemCameraUD()
gets current camera
proto native void AnimSetInt(int pVar, int pInt)
string GetDefaultHitPositionComponent()
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
proto native int AddItemBoneRemap(string pItemClass, array< string > pBoneRemap)
proto native EClientKicked GetKickOffReason()
get reason for kickoff if available (server only)
ref NoiseParams m_pNoiseTalk
proto native void GetCurrentCameraTransform(out vector position, out vector direction, out vector rotation)
gets transform of current player camera
proto native int Random()
-------------— deterministic random numbers ---------------------—
proto native int GetHeadBoneIdx()
ref NoiseParams m_pNoiseStepCrouch
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
string m_DefaultHitPositionComponent
void OnThrowingModeChange(bool change_to_enabled)
proto native void ResetItemInHandsProfiles()
reset profiles
string GetHitComponentForAI()
NoiseParams GetNoiseParamsWhisper()
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
ref NoiseParams m_pNoiseLandLight
ref NoiseParams m_pNoiseWhisper
NoiseParams GetNoiseParamsLandLight()
bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
proto native void ProcessMeleeHitName(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, string pComponentName, vector pHitWorldPos)
processes melee hit (uses component name)
NoiseParams GetNoiseParamsStand()
NoiseParams GetNoiseParamsCrouch()
NoiseParams GetNoiseParamsProne()
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
vector GetCurrentOrientation()
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)
sets look limits for a player
proto native MeleeCombatData GetMeleeCombatData()
processes melee hit
NoiseParams GetNoiseParamsLandHeavy()
array< string > GetSuitableFinisherHitComponents()
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
DayZPlayerTypeAnimTable GetSoundTable()
void LoadVegetationSounds()
proto native CGame GetGame()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
proto native HumanCommandMove GetCommand_Move()
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
class SHumanGlobalSettings SHumanCommandMoveSettings()
class SHumanCommandSwimSettings SHumanCommandClimbSettings()