DayZ 1.24
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dayzplayer.c
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8// *************************************************************************************
9// ! DayZPlayerCameraResult - camera result -
10// *************************************************************************************
49
50// *************************************************************************************
51// ! DayZPlayerCamera - main dayz player camera implement
52// *************************************************************************************
54{
55
57 {
60 }
64 {
65 return true;
66 }
70 {
71 }
75 {
76 }
83 {
84 return "0 0 0";
85 }
86
88 {
89 return "0 0 0";
90 }
91
93 {
94 return "DayZPlayerCamera";
95 }
96
98 {
99 return -1;
100 }
101
103 {
104 return -1;
105 }
106
108 {
109 return -1;
110 }
111
116
118 {
119 return false;
120 }
121
123 {
124 SpawnCameraShakeProper(1, 1, 15, 4);
125 }
126
127 void SpawnCameraShake(float strength = 1, float radius = 2, float smoothness = 5, float radius_decay_speed = 6)
128 {
129 SpawnCameraShakeProper(strength, radius, smoothness, radius_decay_speed);//done this way in order to avoid duplicating default params which could cause issues under certain circumstances
130 }
131
132 void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed);
133
137
139 void SendRecoilOffsetZ(float offset) {};
140}
141
142
143// *************************************************************************************
144// ! DayZPlayerTypeStepSoundLookupTable - virtual
145// *************************************************************************************
153
154// *************************************************************************************
155// ! DayZPlayerTypeVoiceSoundLookupTable - virtual
156// *************************************************************************************
158{
161 return null;
162 }
163
165}
166
167// *************************************************************************************
168// ! DayZPlayerTypeAttachmentSoundLookupTable - virtual
169// *************************************************************************************
177
179{
182 return null;
183 }
184}
185
186// *************************************************************************************
187// ! VegetationSound
188// *************************************************************************************
189
211
212// *************************************************************************************
213// ! DayZPlayerType - DayZPlayer configuration
214// *************************************************************************************
215
218
219class DayZPlayerType
220{
222 // item in hands config
223
226
227
230
236
238
241
244
248
251
253
254
257
258
260 // camera creators
261
264
267
270
273
274
276 // global options
277
279 proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight);
280
282 proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight);
283
286
289
291 // bone indices
292
294
296 // event handling
297
300
303
306
307
312
317
322
327
332
337
342
347
348 /*
349 void RegisterSoundVoiceTable(DayZPlayerTypeAnimTable pVST)
350 {
351 m_pSoundVoiceTable = pVST;
352 }
353
354 DayZPlayerTypeAnimTable GetSoundVoiceTable()
355 {
356 return m_pSoundVoiceTable;
357 }
358 */
359
364
369
374
379
384
389
394
396 {
397 return m_pNoiseTalk;
398 }
399
404
406 {
407 string cfgPath = "CfgVehicles SurvivorBase AnimEvents SoundWeapon ";
408
410
411 int soundCount = GetGame().ConfigGetChildrenCount(cfgPath);
412 for (int i = 0; i < soundCount; i++)
413 {
414 string soundName;
415 GetGame().ConfigGetChildName(cfgPath, i, soundName);
416 string soundPath = cfgPath + soundName + " ";
418 if (soundEvent.IsValid())
420 }
421 }
422
424 {
426
427 string vegSoundsCfgPath = "CfgVehicles SurvivorBase VegetationSounds ";
428 int vegSoundsCount = GetGame().ConfigGetChildrenCount(vegSoundsCfgPath);
429
430 for (int v = 0; v < vegSoundsCount; ++v)
431 {
432 string vegSoundParamName;
433 GetGame().ConfigGetChildName(vegSoundsCfgPath, v, vegSoundParamName);
434
435 string soundSet = "";
436 GetGame().ConfigGetText(vegSoundsCfgPath + vegSoundParamName + " soundSet", soundSet);
437
439 GetGame().ConfigGetIntArray(vegSoundsCfgPath + vegSoundParamName + " animEventIds", animEventIds);
440
442
443 if (soundParams.IsValid() && animEventIds.Count() > 0)
445 }
446 }
447
449 {
451 {
452 if (soundEvent.m_iID == event_id)
453 return soundEvent;
454 }
455
456 return null;
457 }
458
461 {
463
465 m_DefaultHitComponent = "dmgZone_torso";
468
471 m_SuitableFinisherHitComponents.Insert("Head");
472
474 //DayZAIHitComponentHelpers.RegisterHitComponent(m_HitComponentsForAI, "dmgZone_head", 5); // TMP comment out
480 }
481
491
493 {
495 }
496
501
506
507 private void DayZPlayerType()
508 {
509 string cfgPath = "CfgVehicles SurvivorBase ";
510
512 m_pNoiseStepStand.LoadFromPath(cfgPath + "NoiseStepStand");
513
515 m_pNoiseStepCrouch.LoadFromPath(cfgPath + "NoiseStepCrouch");
516
518 m_pNoiseStepProne.LoadFromPath(cfgPath + "NoiseStepProne");
519
521 m_pNoiseLandLight.LoadFromPath(cfgPath + "NoiseLandLight");
522
524 m_pNoiseLandHeavy.LoadFromPath(cfgPath + "NoiseLandHeavy");
525
527 m_pNoiseWhisper.LoadFromPath(cfgPath + "NoiseWhisper");
528
530 m_pNoiseTalk.LoadFromPath(cfgPath + "NoiseTalk");
531
533 m_pNoiseShout.LoadFromPath(cfgPath + "NoiseShout");
534
537 }
538
539 private void ~DayZPlayerType();
540
542 // global settings
543
546
547
549 // command configs
550
551 // returns command move setting for write - in init phase
553
554 // returns command swim setting for write - in init phase
556
557 // returns command swim setting for write - in init phase
559
560
567 //ref DayZPlayerTypeAnimTable m_pSoundVoiceTable;
573
574 // von noises
578
580
583 protected string m_DefaultHitComponent;
585
587
589}
590
591
592// *************************************************************************************
593// ! DayZPlayerConstants - dayz player constants
594// *************************************************************************************
597{
608
609
613
620 /*
621 STANCEIDX_ERECT + STANCEIDX_RAISED = STANCEIDX_RAISEDERECT
622 STANCEIDX_RAISEDCROUCH - STANCEIDX_RAISED = STANCEIDX_CROUCH...
623 */
625
626
634 STANCEMASK_ALL, // STANCEMASK_ERECT | STANCEMASK_CROUCH | STANCEMASK_PRONE | STANCEMASK_RAISEDERECT | STANCEMASK_RAISEDCROUCH | STANCEMASK_RAISEDPRONE
637
638
644
646
649
657
661
662
666
672
682 // - Type not used for "swimming to death" or "transport to death"
683
687
689 COMMANDID_NONE, // type is int - no command - invalid state
690 COMMANDID_MOVE, // type is int (overridden from C++) - normal movement (idle, walk, run, sprint, ... )
691 COMMANDID_ACTION, // type is int (overridden from C++) - full body action
692 COMMANDID_MELEE, // type is int (overridden from C++) - melee attacks
693 COMMANDID_MELEE2, // type is int (overridden from C++) - melee attacks
694 COMMANDID_FALL, // type is int (overridden from C++) - falling
695 COMMANDID_DEATH, // type is int (overridden from C++) - dead
696 COMMANDID_DAMAGE, // type is int (overridden from C++) - fullbody damage
697 COMMANDID_LADDER, // type is int (overridden from C++) - ladder
698 COMMANDID_UNCONSCIOUS, // type is int (overridden from C++) - unconscious
699 COMMANDID_SWIM, // type is int (overridden from C++) - swimming
700 COMMANDID_VEHICLE, // type is int (overridden from C++) - vehicle
701 COMMANDID_CLIMB, // type is int (overridden from C++) - climb
702 COMMANDID_SCRIPT, // type is int (overridden from C++) - all scripted commands
703
704
706 COMMANDID_MOD_LOOKAT, // look at - always on
707 COMMANDID_MOD_WEAPONS, // weapons - always on
708 COMMANDID_MOD_ACTION, // action - additive action
709 COMMANDID_MOD_DAMAGE, // damage - additive damage
710
711
715
722
723
725
728
730
733 CMD_ACTIONMOD_DRINK = 0, // erc,cro [end, end2]
734 CMD_ACTIONMOD_EAT = 1, // erc,cro [end, end2]
735 CMD_ACTIONMOD_EMPTY_VESSEL = 2, // erc,cro [end]
736 CMD_ACTIONMOD_CATCHRAIN = 3, // erc,cro [end]
737 CMD_ACTIONMOD_VIEWCOMPASS = 7, // erc,cro [end]
738 CMD_ACTIONMOD_ITEM_TUNE = 9, // erc,cro [end]
739 CMD_ACTIONMOD_GIVEL = 10, // erc,cro [end]
740 CMD_ACTIONMOD_GIVER = 11, // erc,cro [end]
741 CMD_ACTIONMOD_SHAVE = 12, // erc,cro [end]
742 CMD_ACTIONMOD_FILLMAG = 13, // erc,cro [end]
743 CMD_ACTIONMOD_EMPTYMAG = 14, // erc,cro [end]
744 CMD_ACTIONMOD_OPENITEM = 15, // erc,cro [end]
745 CMD_ACTIONMOD_TAKETEMPSELF = 18, // erc,cro [end]
746 CMD_ACTIONMOD_VIEWMAP = 19, // erc,cro [end]
747 CMD_ACTIONMOD_RAISEITEM = 20, // erc,cro [end]
748 CMD_ACTIONMOD_SEARCHINVENTORY = 21, // erc,cro [end]
749 CMD_ACTIONMOD_CRAFTING = 22, // erc,cro [end]
750 CMD_ACTIONMOD_RESTRAINEDSTRUGGLE = 23, // erc,cro [end, end2]
751 CMD_ACTIONMOD_COVERHEAD_SELF = 24, // erc,cro [end, end2]
752 CMD_ACTIONMOD_COVERHEAD_TARGET = 25, // erc,cro [end, end2]
756
757 // onetime
761 CMD_ACTIONMOD_LIGHTFLARE = 503, // erc,cro
764 CMD_ACTIONMOD_OPENDOORFW = 506, // erc,cro
765 CMD_ACTIONMOD_OPENLID = 507, // erc,cro
766 CMD_ACTIONMOD_CLOSELID = 508, // erc,cro
767 CMD_ACTIONMOD_ITEM_ON = 509, // erc,cro
768 CMD_ACTIONMOD_ITEM_OFF = 510, // erc,cro
780 CMD_ACTIONMOD_ATTACHITEM = 522, // erc,cro
781 CMD_ACTIONMOD_CLOSEITEM_ONCE = 523, // erc,cro,pne
786 CMD_ACTIONMOD_EAT_PILL = 527, // erc,cro
787 CMD_ACTIONMOD_EAT_TABLET = 528, // erc,cro
788 CMD_ACTIONMOD_HEATPACK = 529, // erc,cro
789 CMD_ACTIONMOD_BLOODTEST = 530, // erc,cro
791
792
795
796
799 CMD_ACTIONFB_DRINK = 0, // pne [end, end2]
800 CMD_ACTIONFB_EAT = 1, // pne [end, end2]
801 CMD_ACTIONFB_CATCHRAIN = 3, // pne [end]
802 CMD_ACTIONFB_ITEM_TUNE = 9, // pne [end]
803 CMD_ACTIONFB_GIVEL = 10, // pne [end]
804 CMD_ACTIONFB_GIVER = 11, // pne [end]
805 CMD_ACTIONFB_FILLMAG = 13, // pne [end]
806 CMD_ACTIONFB_EMPTYMAG = 14, // pne [end]
807 CMD_ACTIONFB_DRINKPOND = 50, // cro [end]
808 CMD_ACTIONFB_DRINKWELL = 51, // cro [end]
811 CMD_ACTIONFB_WRING = 54, // cro [end]
812 CMD_ACTIONFB_FISHING = 56, // cro [action (check fish), end(catch fish), end2(not catching anything ]
813 CMD_ACTIONFB_CPR = 57, // cro [end]
814 CMD_ACTIONFB_BANDAGE = 58, // cro [end]
815 CMD_ACTIONFB_CRAFTING = 59, // cro [end]
816 CMD_ACTIONFB_INTERACT = 60, // erc,cro [end]
817 CMD_ACTIONFB_FORCEFEED = 62, // erc,cro [end]
818 CMD_ACTIONFB_BANDAGETARGET = 63, // erc,cro [end]
819 CMD_ACTIONFB_SPRAYPLANT = 64, // cro [end]
820 CMD_ACTIONFB_STARTFIRE = 65, // cro [end]
822 CMD_ACTIONFB_WASHHANDSWELL = 67, // cro [end]
823 CMD_ACTIONFB_WASHHANDSPOND = 68, // cro [end]
825 CMD_ACTIONFB_SALINEBLOODBAG = 70, // erc,cro [end]
826 CMD_ACTIONFB_STITCHUPSELF = 71, // erc,cro [end]
827 CMD_ACTIONFB_VOMIT = 72, // cro [end]
828 CMD_ACTIONFB_UNRESTRAINTARGET = 73, // erc,cro [end (finish cutting), end2 (cancel cutting)]
829 CMD_ACTIONFB_RESTRAINTARGET = 74, // erc,cro [end (finish tying up), end2 (cancel tying up)]
830 CMD_ACTIONFB_CHECKPULSE = 76, // cro [end]
831 CMD_ACTIONFB_CLEANWOUNDSTARGET = 78, // erc, cro [end]
832 CMD_ACTIONFB_COLLECTBLOODSELF = 81, // erc, cro [end]
833 CMD_ACTIONFB_EMPTY_VESSEL = 82, // erc, cro [end]
834 CMD_ACTIONFB_OPENITEM = 83, // pne [end]
835 CMD_ACTIONFB_HACKBUSH = 85, // erc [end, end2]
836 CMD_ACTIONFB_HACKTREE = 86, // erc [end, end2]
837 CMD_ACTIONFB_TAKETEMPSELF = 87, // pne [end]
838 CMD_ACTIONFB_DIG = 88, // erc [end, end2]
839 CMD_ACTIONFB_DIGUPCACHE = 89, // erc [end, end2]
840 CMD_ACTIONFB_DIGMANIPULATE = 90, // erc [end, end2]
841 CMD_ACTIONFB_DEPLOY_HEAVY = 95, // erc [end, end2]
842 CMD_ACTIONFB_DEPLOY_2HD = 96, // cro [end, end2]
843 CMD_ACTIONFB_DEPLOY_1HD = 97, // cro [end, end2]
844 CMD_ACTIONFB_BLOWFIREPLACE = 98, // cro [end]
845 CMD_ACTIONFB_VIEWMAP = 99, // pne [end]
846 CMD_ACTIONFB_VIEWCOMPASS = 100, // pne [end]
847 CMD_ACTIONFB_FILLBOTTLEPOND = 101, // erc, cro [end]
848 CMD_ACTIONFB_PLACING_HEAVY = 102, // erc [end, end2]
849 CMD_ACTIONFB_PLACING_2HD = 103, // cro [end, end2]
850 CMD_ACTIONFB_PLACING_1HD = 104, // cro [end, end2]
851 CMD_ACTIONFB_CUTBARK = 105, // erc,cro [end, end2]
852 CMD_ACTIONFB_VIEWNOTE = 106, // erc,cro,pne [end]
854 CMD_GESTUREFB_LOOKOPTICS = 108, // erc,cro,pne [end]
855 CMD_ACTIONFB_MINEROCK = 109, // erc [end, end2]
856 CMD_ACTIONFB_RAISEITEM = 110, // pne [end]
857 CMD_ACTIONFB_RESTRAINEDSTRUGGLE = 111, // ,pne [end, end2]
858 CMD_ACTIONFB_RESTRAINSELF = 112, // erc,cro [end]
859 CMD_ACTIONFB_ASSEMBLE = 113, // erc,cro [end, end2]
860 CMD_ACTIONFB_DISASSEMBLE = 114, // erc,cro [end, end2]
861 CMD_ACTIONFB_FLAME_REPAIR = 115, // erc, cro
863 CMD_ACTIONFB_SET_ALARM = 250, // erc,cro ??not sure
864 CMD_ACTIONFB_SHOVEL_DIG = 117, // cro [end, end2]
866 CMD_ACTIONFB_PATCHING_TIRE = 119, // cro [end]
871 CMD_ACTIONFB_BREAKING_STICK = 124, // cro [end]
873
874 // onetime
890 CMD_ACTIONFB_POKE = 515, // cro
893 CMD_ACTIONFB_RESTRAIN = 518, // erc,cro,pne
902
903 CMD_ACTIONFB_DROPITEM_HANDS = 900, // pne, pne back
904
910
911
915
916 // looping actions
919
920 // onetime actions
928
929
934 CMD_GESTUREMOD_GREETING = 1000, // erc,cro [end]
935 CMD_GESTUREMOD_POINT = 1001, // erc,cro [end]
936 CMD_GESTUREMOD_THUMB = 1002, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
937 CMD_GESTUREMOD_THUMBDOWN = 1003, // erc,cro [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
938 CMD_GESTUREMOD_SILENCE = 1004, // erc,cro [end]
939 CMD_GESTUREMOD_TAUNT = 1005, // erc,cro [end]
940 CMD_GESTUREMOD_TIMEOUT = 1006, // erc,cro [end]
941 CMD_GESTUREMOD_HEART = 1007, // erc,cro [end]
942 CMD_GESTUREMOD_FACEPALM = 1008, // erc,cro [end]
943 CMD_GESTUREMOD_WATCHING = 1009, // erc,cro [end]
944 CMD_GESTUREMOD_HOLD = 1010, // erc,cro [end]
945 CMD_GESTUREMOD_LISTENING = 1011, // erc,cro [end]
946 CMD_GESTUREMOD_POINTSELF = 1012, // erc,cro [end]
947 CMD_GESTUREMOD_LOOKATME = 1013, // erc,cro [end]
948 CMD_GESTUREMOD_OKAY = 1014, // erc,cro [end]
949
950 CMD_GESTUREMOD_RPS = 10000, // erc [SPECIAL, SEE BELOW]
951
952 CMD_ACTIONINT_RPS_ROCK = 10, // RPS Internal Gesture
953 CMD_ACTIONINT_RPS_PAPER = 11, // RPS Internal Gesture
954 CMD_ACTIONINT_RPS_SCISSORS = 12, // RPS Internal Gesture
955
956
957 // onetime
958 CMD_GESTUREMOD_THROAT = 1100, // erc,cro
959 CMD_GESTUREMOD_CLAP = 1101, // erc,cro
960 CMD_GESTUREMOD_DABBING = 1102, // erc,cro
961 CMD_GESTUREMOD_MOVE = 1103, // erc,cro
962 CMD_GESTUREMOD_DOWN = 1104, // erc,cro
963 CMD_GESTUREMOD_COME = 1105, // erc,cro
964 CMD_GESTUREMOD_TAUNTKISS = 1106, // erc,cro
965 CMD_GESTUREMOD_TAUNTELBOW = 1107, // erc,cro
966 CMD_GESTUREMOD_TAUNTTHINK = 1108, // erc,cro
967 CMD_GESTUREMOD_NODHEAD = 1109, // erc,cro
968 CMD_GESTUREMOD_SHAKEHEAD = 1110, // erc,cro
969 CMD_GESTUREMOD_SHRUG = 1111, // erc,cro
973
976 CMD_GESTUREFB_GREETING = 1000, // pne [end]
977 CMD_GESTUREFB_POINT = 1001, // pne [end]
978 CMD_GESTUREFB_THUMB = 1002, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB DOWN]
979 CMD_GESTUREFB_THUMBDOWN = 1003, // pne [end, CMD_ACTIONINT_ACTION to switch to THUMB UP]
980 CMD_GESTUREFB_SILENCE = 1004, // pne [end]
981 CMD_GESTUREFB_TAUNT = 1005, // pne [end]
982 CMD_GESTUREFB_TIMEOUT = 1006, // pne [end]
983 CMD_GESTUREFB_HEART = 1007, // pne [end]
984 CMD_GESTUREFB_WATCHING = 1009, // pne [end]
985 CMD_GESTUREFB_HOLD = 1010, // pne [end]
986 CMD_GESTUREFB_LISTENING = 1011, // pne [end]
987 CMD_GESTUREFB_POINTSELF = 1012, // pne [end]
988 CMD_GESTUREFB_LOOKATME = 1013, // pne [end]
989 CMD_GESTUREFB_OKAY = 1014, // pne [end]
990
991 CMD_GESTUREFB_SALUTE = 1050, // erc [end]
992 CMD_GESTUREFB_CAMPFIRE = 1051, // cro [end]
993 CMD_GESTUREFB_LYINGDOWN = 1052, // cro [end]
994 CMD_GESTUREFB_SOS = 1053, // erc [end]
995 CMD_GESTUREFB_SITA = 1054, // cro [end]
996 CMD_GESTUREFB_SITB = 1055, // cro [end]
997 CMD_GESTUREFB_DABBING = 1056, // erc, cro [end]
998 CMD_GESTUREFB_KNEEL = 1057, // cro [end]
999
1000 // onetime
1002 CMD_GESTUREFB_MOVE = 1103, // pne
1003 CMD_GESTUREFB_DOWN = 1104, // pne
1004 CMD_GESTUREFB_COME = 1105, // pne
1007 CMD_GESTUREFB_DANCE = 1109, // erc
1010 CMD_GESTUREFB_SHRUG = 1112, // pne
1011 CMD_GESTUREFB_SURRENDER = 1113, // cro,pne
1012 CMD_GESTUREFB_SURRENDERIN = 1113, // cro,pne
1014
1015
1025
1026
1031 CMD_SUICIDEFB_1HD = 2000, // cro [end (cancel), end2 (commit)]
1032 CMD_SUICIDEFB_FIREAXE = 2001, // erc [end (cancel), end2 (commit)]
1033 CMD_SUICIDEFB_PITCHFORK = 2002, // erc [end (cancel), end2 (commit)]
1034 CMD_SUICIDEFB_PISTOL = 2003, // cro [end (cancel), end2 (commit)]
1035 CMD_SUICIDEFB_RIFLE = 2004, // cro [end (cancel), end2 (commit)]
1036 CMD_SUICIDEFB_SWORD = 2005, // erc [end (cancel), end2 (commit)]
1037 CMD_SUICIDEFB_UNARMED = 2006, // cro [end (cancel), end2 (commit)]
1038 CMD_SUICIDEFB_WOODAXE = 2007, // erc [end (cancel), end2 (commit)]
1039 CMD_SUICIDEFB_SPEAR = 2008, // erc [end (cancel), end2 (commit)]
1040 CMD_SUICIDEFB_SICKLE = 2009, // cro [end (cancel), end2 (commit)]
1041 CMD_SUICIDEFB_HOE = 2010, // erc [end (cancel), end2 (commit)]
1042
1043 // 32767 is totaly MAXIMAL index !!!!!
1044
1046
1058
1059// *************************************************************************************
1060// ! DayZPlayer - mainly for logic and camera
1061// *************************************************************************************
1063{
1064 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_...
1065 int m_iCurrentCommandID; //[in] - Current Main Command ID
1066 float m_fOrientationAngle; //[in/out] - horizontal model orientation (where you face) - in rad
1067 float m_fHeadingAngle; //[in/out] - horizontal aim angle (where you aim) - in rad
1068
1070 private void SDayZPlayerHeadingModel() {}
1072}
1073
1074
1075// *************************************************************************************
1076// ! DayZPlayer - mainly for logic and camera
1077// *************************************************************************************
1079{
1080 int m_iCamMode; //[in] - DayZPlayerConstants.CAMERAMODE_... HEAD,EXTERNAL,WEAPON...
1081 int m_iCurrentCommandID; //[in] - Current Main Command ID
1082 float m_fCurrentAimX; //[in] - horizontal aim angle - in degrees
1083 float m_fCurrentAimY; //[in] - vertical aim angle - in degrees
1084
1085 float m_fAimXCamOffset; //[out] - camera (angle) offset modifier
1086 float m_fAimYCamOffset; //[out] - camera (angle) offset modifier
1087 float m_fAimXHandsOffset; //[out] - hands offset modifier
1088 float m_fAimYHandsOffset; //[out] - hands offset modifier
1089 float m_fAimXMouseShift; //[out] - shift like mouse does
1090 float m_fAimYMouseShift; //[out] - shift like mouse does
1091 float m_fCamPosOffsetX; //[out] - camera (position) offset modifier
1092 float m_fCamPosOffsetY; //[out] - camera (position) offset modifier
1093 float m_fCamPosOffsetZ; //[out] - camera (position) offset modifier
1094
1096 private void SDayZPlayerAimingModel() {}
1097 private void ~SDayZPlayerAimingModel() {}
1098}
1099
1100
1101// *************************************************************************************
1102// ! DayZPlayer - mainly for logic and camera
1103// *************************************************************************************
1104class DayZPlayer extends Human
1105{
1110
1113
1115
1116 override string GetDebugName()
1117 {
1118 string res = super.GetDebugName();
1119 res += ":" + typename.EnumToString(DayZPlayerInstanceType, GetInstanceType());
1120 return res;
1121 }
1122
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1232
1234 //static proto native bool IsEntityDayZPlayer(IEntity pEntity);
1235
1238
1241
1242
1244
1245
1251
1252 // PSOVIS - move to native
1253 bool IsPlayerInStance(int pStanceMask) // STANCEMASK_ERECT | STANCEMASK_CROUCH
1254 {
1257
1258 bool ret = ((1 << state.m_iStanceIdx) & pStanceMask) != 0;
1259 return ret;
1260 }
1261
1264
1266
1269
1271 {
1272 /*EntityAI shoulder_item = FindAttachmentBySlotName("Shoulder");
1273 EntityAI melee_item = FindAttachmentBySlotName("Melee");*/
1274 bool boo;
1275
1276 if (melee)
1277 {
1278 boo = melee.IsWeapon();
1279 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_RIFLE, boo);
1280 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_MELEE_MELEE, !boo);
1281 }
1282 if (shoulder)
1283 {
1284 boo = shoulder.IsWeapon();
1285 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_RIFLE, boo);
1286 SetSimpleHiddenSelectionState(SIMPLE_SELECTION_SHOULDER_MELEE, !boo);
1287 }
1288 }
1289
1292 {
1294 if (item.IsHeavyBehaviour() && IsPlayerInStance(DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_CROUCH))
1295 {
1297 if (cm)
1298 cm.ForceStance(DayZPlayerConstants.STANCEIDX_ERECT);
1299 }
1300 }
1301
1307
1309}
1310
PlayerSpawnPreset slotName
EClientKicked
AnimBootsType
class NoiseSystem NoiseParams()
Definition Noise.c:15
void CommandHandler()
void SoundObjectBuilder(SoundParams soundParams)
Super root of all classes in Enforce script.
Definition EnScript.c:11
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
Definition dayzplayer.c:21
float m_fUseHeading
0..1 (0 uses direct dir returned, 1 uses heading from player)
Definition dayzplayer.c:20
vector m_CameraTM[4]
transformation matrix - pos + orient of the camera
Definition dayzplayer.c:14
float m_fIgnoreParentYaw
1 - resets base transforms yaw
Definition dayzplayer.c:30
float m_fFovMultiplier
fov multiplier - 1.0 default - used for modifying fov -
Definition dayzplayer.c:15
float m_fShootFromCamera
1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
Definition dayzplayer.c:27
float m_fFovAbsolute
fov absolute value override - -1.0 default, if set - overrides absolute fov setting
Definition dayzplayer.c:16
void ~DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
Definition dayzplayer.c:44
bool m_bOwnerTMOverride
The world space transform of the owner to the camera.
Definition dayzplayer.c:34
bool m_bUpdateWhenBlendOut
true - camera is updated when blending to new camera (Ironsights == false)
Definition dayzplayer.c:26
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...
Definition dayzplayer.c:25
float m_fPositionModelSpace
0.0 position is in heading space, 1.0 position is in model space
Definition dayzplayer.c:18
bool m_bUpdateEveryFrame
Whether the camera updates the next frame or blends with next character update.
Definition dayzplayer.c:31
float m_fNearPlane
nearplane distance
Definition dayzplayer.c:17
float m_fIgnoreParentRoll
1 - resets base transforms roll
Definition dayzplayer.c:28
IEntity m_CollisionIgnoreEntity
ignore entity in 3rd person camera collision solver
Definition dayzplayer.c:36
float m_fIgnoreParentPitch
1 - resets base transforms pitch
Definition dayzplayer.c:29
int m_iDirectBone
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
Definition dayzplayer.c:23
void DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
Definition dayzplayer.c:39
vector m_OwnerTM[4]
override automatically calculated owner transform during rendering (default - false)
Definition dayzplayer.c:33
float m_fDistance
camera distance (external cameras only)
Definition dayzplayer.c:19
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)
Definition dayzplayer.c:172
SoundObjectBuilder GetSoundBuilder(int eventId, int pMovement, int pSurfaceHash, AnimBootsType pBoots)
Definition dayzplayer.c:148
override SoundObjectBuilder GetSoundBuilder(int eventId, int parameterHash)
override NoiseParams GetNoiseParams(int eventId)
InventoryLocation.
void SDayZPlayerAimingModel()
cannot be created from script
Serialization general interface. Serializer API works with:
Definition Serializer.c:56
SoundObjectBuilder GetSoundObjectBuilder()
Definition dayzplayer.c:201
ref SoundObjectBuilder m_SoundObjectBuilder
Definition dayzplayer.c:192
TIntArray GetAnimEventIds()
Definition dayzplayer.c:206
ref TIntArray m_AnimEventIds
Definition dayzplayer.c:193
void VegetationSound(SoundObjectBuilder soundObjectBuilder, TIntArray animEventIds)
Definition dayzplayer.c:195
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
NoiseParams GetNoiseParamsTalk()
Definition dayzplayer.c:395
vector GetAdditiveAngles()
Definition dayzplayer.c:87
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="")
float m_fHeadingAngle
float GetCurrentRoll()
Definition dayzplayer.c:107
proto native bool IsCameraBlending()
proto native void StoreInputForRemotes(ParamsWriteContext ctx)
proto native SHumanCommandMoveSettings CommandMoveSettingsW()
float GetCurrentYaw()
Definition dayzplayer.c:97
proto native float Random01()
Random number in range of <0,1> - !!! use this only during deterministic simulation (CommandHandler)
void DayZPlayerType()
Definition dayzplayer.c:507
const int SIMPLE_SELECTION_SHOULDER_RIFLE
enum DayZPlayerInstanceType m_iCamMode
proto native void AnimSetBool(int pVar, bool pBool)
const int SIMPLE_SELECTION_SHOULDER_MELEE
void ~DayZPlayerType()
override string GetDebugName()
proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)
sets aim limits for a player
void SpawnDiagCameraShake()
Definition dayzplayer.c:122
ref NoiseParams m_pNoiseShout
Definition dayzplayer.c:577
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)
Definition dayzplayer.c:3
NoiseParams GetNoiseParamsShout()
Definition dayzplayer.c:400
ref array< ref VegetationSound > m_pVegetationSounds
Definition dayzplayer.c:579
ref array< ref DayZAIHitComponent > m_HitComponentsForAI
Melee hit components (AI targeting)
Definition dayzplayer.c:582
ref array< string > m_SuitableFinisherHitComponents
Definition dayzplayer.c:586
void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)
vector GetBaseAngles()
Definition dayzplayer.c:82
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable
Definition dayzplayer.c:563
ref NoiseParams m_pNoiseStepStand
Definition dayzplayer.c:568
enum DayZPlayerConstants SetDefaultItemInHandsProfile
void RegisterHitComponentsForAI()
register hit components for AI melee (used by attacking AI)
Definition dayzplayer.c:460
void SDayZPlayerHeadingModel()
cannot be created from script
void ~SDayZPlayerHeadingModel()
array< ref VegetationSound > GetVegetationSounds()
Definition dayzplayer.c:360
void ForceStandUpForHeavyItems(notnull EntityAI item)
-------------— Forces player to stand up when swapping to heavy item ----------------------—
string GetDefaultHitComponent()
Definition dayzplayer.c:492
bool CanFreeLook()
this overrides freelook for cameras
Definition dayzplayer.c:63
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)
Definition dayzplayer.c:448
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
Definition dayzplayer.c:308
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)
Definition dayzplayer.c:328
int m_iCurrentCommandID
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)
Definition dayzplayer.c:127
proto native SHumanCommandSwimSettings CommandSwimSettingsW()
void UpdateDummyPlayerProxyVisibility(EntityAI shoulder, EntityAI melee)
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
Definition dayzplayer.c:318
DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()
Definition dayzplayer.c:333
DayZPlayerInstanceType
defined in C++
@ INSTANCETYPE_REMOTE
client instance && controlled
@ INSTANCETYPE_AI_SERVER
client instance && other player
@ INSTANCETYPE_SERVER
@ INSTANCETYPE_AI_SINGLEPLAYER
temporary!
@ INSTANCETYPE_CLIENT
server instance
@ INSTANCETYPE_AI_REMOTE
temporary!
proto native DayZPlayerType GetDayZPlayerType()
returns appropriate DayZPlayerType
bool IsCamera3rdRaised()
Definition dayzplayer.c:117
proto native DayZPlayerCamera GetCurrentCamera()
-------------— camera additional functions ----------------------—
proto native DayZPlayerInstanceType GetInstanceType()
proto native float IsPlayerSpeaking()
-------------— speaking anim ----------------------—
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597
@ STANCEMASK_ERECT
stance masks
Definition dayzplayer.c:628
@ CMD_ACTIONMOD_ATTACHSCOPE
Definition dayzplayer.c:776
@ CMD_ACTIONFB_VIEWCOMPASS
Definition dayzplayer.c:846
@ CMD_ACTIONFB_FILLMAG
Definition dayzplayer.c:805
@ CMD_GESTUREFB_COME
@ CMD_GESTUREMOD_LISTENING
Definition dayzplayer.c:945
@ ROTATION_ENABLE
Definition dayzplayer.c:648
@ CMD_GESTUREMOD_TAUNTELBOW
Definition dayzplayer.c:965
@ CMD_GESTUREMOD_POINT
Definition dayzplayer.c:935
@ CMD_GESTUREFB_GREETING
Definition dayzplayer.c:976
@ CMD_ACTIONMOD_CRAFTING
Definition dayzplayer.c:749
@ CMD_ACTIONFB_FILLBOTTLEPOND
Definition dayzplayer.c:847
@ CMD_ACTIONMOD_STOPENGINE
Definition dayzplayer.c:925
@ CMD_ACTIONFB_ITEM_OFF
Definition dayzplayer.c:882
@ CMD_ACTIONFB_DRINKSIP
Definition dayzplayer.c:887
@ DEBUG_ENABLETALKING
option for showing talk command
Definition dayzplayer.c:607
@ CMD_GESTUREMOD_SURRENDEROUT
Definition dayzplayer.c:972
@ CMD_ACTIONMOD_OPENLID
Definition dayzplayer.c:765
@ CMD_SUICIDEFB_PISTOL
@ MELEE_LIGHT
melee hit type
Definition dayzplayer.c:659
@ CMD_ACTIONFB_CUTBARK
Definition dayzplayer.c:851
@ CMD_ACTIONFB_TURN_VALVE
Definition dayzplayer.c:862
@ CMD_GESTUREFB_LOOKOPTICS
Definition dayzplayer.c:854
@ CMD_ACTIONINT_FINISH
secondary ending (finishing action, eg running out of water while drinking, not all actions have this...
Definition dayzplayer.c:718
@ CMD_ACTIONFB_INJECTIONTARGET
Definition dayzplayer.c:886
@ CMD_TRAILER_WAKE_UP
@ CMD_ACTIONFB_FISHING
Definition dayzplayer.c:812
@ CMD_ACTIONFB_SPRAYPLANT
Definition dayzplayer.c:819
@ CMD_GESTUREFB_LYINGDOWN
Definition dayzplayer.c:993
@ CMD_ACTIONMOD_RAISEITEM
Definition dayzplayer.c:747
@ CMD_ACTIONFB_STOP_ALARM
Definition dayzplayer.c:898
@ CMD_ACTIONMOD_INTERACTONCE
Definition dayzplayer.c:779
@ CMD_ACTIONMOD_EAT_TABLET
Definition dayzplayer.c:787
@ CMD_ACTIONFB_PLACING_HEAVY
Definition dayzplayer.c:848
@ CMD_ACTIONFB_SET_ALARM
Definition dayzplayer.c:863
@ CMD_ACTIONFB_VIEWMAP
Definition dayzplayer.c:845
@ CMD_ACTIONFB_SHOVEL_DIG
Definition dayzplayer.c:864
@ CMD_ACTIONMOD_ATTACHBARREL
Definition dayzplayer.c:777
@ CMD_GESTUREMOD_TAUNT
Definition dayzplayer.c:939
@ DEBUG_TURNSLIDE
over turn slides / clamps
Definition dayzplayer.c:602
@ CMD_ACTIONFB_WRING
Definition dayzplayer.c:811
@ CMD_ACTIONMOD_ITEM_OFF
Definition dayzplayer.c:768
@ CMD_ACTIONFB_RESTRAINTARGET
Definition dayzplayer.c:829
@ CMD_ACTIONFB_HACKBUSH
Definition dayzplayer.c:835
@ STANCEIDX_ERECT
Definition dayzplayer.c:614
@ STANCEMASK_PRONE
Definition dayzplayer.c:630
@ STANCEIDX_RAISEDPRONE
Definition dayzplayer.c:619
@ CMD_GESTUREMOD_HOLD
Definition dayzplayer.c:944
@ CMD_TRAILER_MASK_02
Definition dayzplayer.c:909
@ CMD_ACTIONFB_CLEANHANDSBOTTLE
Definition dayzplayer.c:888
@ CMD_GESTUREFB_SHAKEHEAD
@ CMD_ACTIONFB_EAT_TABLET
Definition dayzplayer.c:900
@ STANCEIDX_RAISEDCROUCH
Definition dayzplayer.c:618
@ CMD_ACTIONFB_LICKBATTERY
Definition dayzplayer.c:877
@ CMD_GESTUREFB_TAUNTKISS
@ COMMANDID_MOVE
Definition dayzplayer.c:690
@ CMD_ACTIONMOD_STOP_ALARM
Definition dayzplayer.c:785
@ CMD_ACTIONFB_ATTACHBARREL
Definition dayzplayer.c:892
@ CMD_ACTIONFB_PATCHING_LEATHER_SEWING_KIT
Definition dayzplayer.c:869
@ DEBUG_SHOWEXHAUSTION
menu for showing exhaustion
Definition dayzplayer.c:605
@ MOVEMENTIDX_RUN
Definition dayzplayer.c:654
@ CMD_GESTUREFB_SILENCE
Definition dayzplayer.c:980
@ CMD_ACTIONFB_UNPINGRENAGE
Definition dayzplayer.c:880
@ STANCEMASK_CROUCH
Definition dayzplayer.c:629
@ CMD_ACTIONFB_BANDAGE
Definition dayzplayer.c:814
@ CMD_ACTIONMOD_BLOODTESTOTHER
Definition dayzplayer.c:790
@ COMMANDID_MOD_DAMAGE
Definition dayzplayer.c:709
@ CMD_ACTIONFB_POKE
Definition dayzplayer.c:890
@ CMD_GESTUREMOD_SURRENDERIN
Definition dayzplayer.c:971
@ VEHICLESEAT_PASSENGER_R
Definition dayzplayer.c:671
@ CMD_GESTUREMOD_TAUNTKISS
Definition dayzplayer.c:964
@ CMD_ACTIONFB_DEPLOY_2HD
Definition dayzplayer.c:842
@ CMD_ACTIONFB_HEATPACK
Definition dayzplayer.c:901
@ CMD_ACTIONFB_SALINEBLOODBAG
Definition dayzplayer.c:825
@ CMD_ACTIONMOD_DRIVER_DOOR_CLOSE
Definition dayzplayer.c:922
@ CMD_ACTIONMOD_LICKBATTERY
Definition dayzplayer.c:760
@ CMD_SUICIDEFB_UNARMED
@ CMD_ACTIONFB_EAT
Definition dayzplayer.c:800
@ CMD_GESTUREFB_SITA
Definition dayzplayer.c:995
@ CMD_GESTUREFB_SHRUG
@ CMD_ACTIONFB_CRAFTING
Definition dayzplayer.c:815
@ CMD_ACTIONMOD_GIVEL
Definition dayzplayer.c:739
@ CMD_ACTIONMOD_COVERHEAD_SELF
Definition dayzplayer.c:751
@ COMMANDID_SWIM
Definition dayzplayer.c:699
@ CMD_ACTIONFB_DRINKPOND
Definition dayzplayer.c:807
@ MOVEMENT_SPRINT
0x4
Definition dayzplayer.c:643
@ CMD_ACTIONMOD_BATONRETRACT
Definition dayzplayer.c:770
@ CMD_ACTIONFB_DRINKWELL
Definition dayzplayer.c:808
@ CMD_GESTUREFB_KNEEL
Definition dayzplayer.c:998
@ CMD_GESTUREFB_POINT
Definition dayzplayer.c:977
@ CMD_GESTUREMOD_TIMEOUT
Definition dayzplayer.c:940
@ CMD_GESTUREMOD_MOVE
Definition dayzplayer.c:961
@ CMD_ACTIONFB_DEPLOY_1HD
Definition dayzplayer.c:843
@ CMD_ACTIONFB_VOMIT
Definition dayzplayer.c:827
@ MELEE_HEAVY
Definition dayzplayer.c:660
@ COMMANDID_LADDER
Definition dayzplayer.c:697
@ CMD_GESTUREMOD_SURRENDER
Definition dayzplayer.c:970
@ VEHICLESEAT_PASSENGER_L
Definition dayzplayer.c:670
@ CMD_ACTIONFB_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:857
@ STANCEIDX_CROUCH
Definition dayzplayer.c:615
@ CMD_GESTUREFB_POINTSELF
Definition dayzplayer.c:987
@ CMD_GESTUREMOD_DABBING
Definition dayzplayer.c:960
@ COMMANDID_MELEE
Definition dayzplayer.c:692
@ CMD_ACTIONFB_UNRESTRAINTARGET
Definition dayzplayer.c:828
@ CMD_GESTUREFB_SURRENDEROUT
@ CMD_ACTIONMOD_SHAVE
Definition dayzplayer.c:741
@ CMD_ACTIONMOD_CODRIVER_DOOROPEN
Definition dayzplayer.c:923
@ CMD_SUICIDEFB_PITCHFORK
@ DEBUG_MENU
dayz player debug menu in enfusion
Definition dayzplayer.c:601
@ DEBUG_SHOWINJURY
menu for showing injuries
Definition dayzplayer.c:604
@ CMD_ACTIONMOD_LIGHTFLARE
Definition dayzplayer.c:761
@ COMMANDID_NONE
unconscious -> death - while in water
Definition dayzplayer.c:689
@ CMD_ACTIONFB_DIG
Definition dayzplayer.c:838
@ MOVEMENT_WALK
0x1
Definition dayzplayer.c:641
@ CMD_ACTIONFB_TAKETEMPSELF
Definition dayzplayer.c:837
@ CMD_ACTIONMOD_STARTENGINE
Definition dayzplayer.c:917
@ CMD_ACTIONFB_LIGHTFLARE
Definition dayzplayer.c:878
@ CMD_ACTIONFB_CLEANWOUNDSTARGET
Definition dayzplayer.c:831
@ CMD_ACTIONMOD_EAT_PILL
Definition dayzplayer.c:786
@ CMD_ACTIONFB_EMPTY_VESSEL
Definition dayzplayer.c:833
@ CMD_ACTIONINT_RPS_ROCK
Definition dayzplayer.c:952
@ CMD_ACTIONMOD_CLOSEITEM_ONCE
Definition dayzplayer.c:781
@ COMMANDID_MOD_LOOKAT
modifier commands - additive behaviour
Definition dayzplayer.c:706
@ CMD_GESTUREFB_TIMEOUT
Definition dayzplayer.c:982
@ CMD_GESTUREFB_THUMB
Definition dayzplayer.c:978
@ CMD_ACTIONFB_ATTACHSCOPE
Definition dayzplayer.c:891
@ CMD_ACTIONMOD_EMPTYSEEDSPACK
Definition dayzplayer.c:778
@ CMD_ACTIONMOD_ITEM_ON
Definition dayzplayer.c:767
@ CMD_ACTIONFB_PICKUP_HANDS
Definition dayzplayer.c:875
@ CMD_GESTUREMOD_SILENCE
Definition dayzplayer.c:938
@ CMD_ACTIONFB_DROPITEM_HANDS
Definition dayzplayer.c:903
@ CMD_ACTIONFB_PATCHING_SEWING
Definition dayzplayer.c:868
@ CMD_ACTIONFB_ITEM_ON
Definition dayzplayer.c:881
@ CMD_ACTIONFB_GIVER
Definition dayzplayer.c:804
@ CMD_ACTIONMOD_FISHINGRODEXTEND
Definition dayzplayer.c:772
@ CMD_ACTIONFB_MORPHINE
Definition dayzplayer.c:884
@ CMD_GESTUREFB_HEART
Definition dayzplayer.c:983
@ CMD_ACTIONFB_CATCHRAIN
Definition dayzplayer.c:801
@ CMD_SUICIDEFB_1HD
@ CMD_ACTIONFB_RESTRAINSELF
Definition dayzplayer.c:858
@ COMMANDID_FALL
Definition dayzplayer.c:694
@ CMD_GESTUREMOD_COME
Definition dayzplayer.c:963
@ CMD_GESTUREMOD_RPS
Definition dayzplayer.c:950
@ CMD_ACTIONMOD_UNFOLDITEM_ONCE
Definition dayzplayer.c:783
@ CMD_ACTIONMOD_SET_KITCHENTIMER
Definition dayzplayer.c:754
@ CMD_ACTIONFB_BLOWFIREPLACE
Definition dayzplayer.c:844
@ DEATH_UNCON_IN_WATER
unconscious -> death - while not in water
Definition dayzplayer.c:681
@ ROTATION_DISABLE
0x8
Definition dayzplayer.c:647
@ CMD_ACTIONMOD_FISHINGRODRETRACT
Definition dayzplayer.c:773
@ CMD_SUICIDEFB_SPEAR
@ CMD_SUICIDEFB_WOODAXE
@ CMD_ACTIONFB_LITCHEMLIGHT
Definition dayzplayer.c:879
@ MOVEMENTIDX_SPRINT
Definition dayzplayer.c:655
@ CMD_ACTIONFB_PRESS_TRIGGER
Definition dayzplayer.c:895
@ CMD_ACTIONFB_VEHICLE_PUSH
Definition dayzplayer.c:865
@ CMD_ACTIONMOD_CODRIVER_DOORCLOSE
Definition dayzplayer.c:924
@ CMD_GESTUREFB_TAUNTTHINK
@ CMD_GESTUREMOD_WATCHING
Definition dayzplayer.c:943
@ CMD_ACTIONMOD_DRINK
animations constants
Definition dayzplayer.c:733
@ CMD_ACTIONFB_OPENITEM_ONCE
Definition dayzplayer.c:889
@ COMMANDID_MELEE2
Definition dayzplayer.c:693
@ CMD_GESTUREMOD_THUMB
Definition dayzplayer.c:936
@ CMD_ACTIONFB_SPLITTING_FIREWOOD
Definition dayzplayer.c:870
@ CMD_TRAILER_WALK_AWAY
@ CMD_ACTIONMOD_EAT
Definition dayzplayer.c:734
@ VEHICLECLASS_CAR
vehicle classes
Definition dayzplayer.c:664
@ STANCEMASK_RAISEDPRONE
Definition dayzplayer.c:633
@ CMD_GESTUREFB_WATCHING
Definition dayzplayer.c:984
@ CMD_SUICIDEFB_FIREAXE
@ CMD_GESTUREMOD_CLAP
Definition dayzplayer.c:959
@ CMD_ACTIONMOD_BLOODTEST
Definition dayzplayer.c:789
@ CMD_ACTIONMOD_UNPINGRENAGE
Definition dayzplayer.c:763
@ CMD_ACTIONINT_ACTIONLOOP
loop secondary action within an action
Definition dayzplayer.c:721
@ CMD_ACTIONMOD_FILLMAG
Definition dayzplayer.c:742
@ STANCEMASK_RAISEDERECT
Definition dayzplayer.c:631
@ CMD_GESTUREFB_HOLD
Definition dayzplayer.c:985
@ CMD_ACTIONMOD_DRIVER_DOOR_OPEN
Definition dayzplayer.c:921
@ CMD_GESTUREFB_DOWN
@ COMMANDID_ACTION
Definition dayzplayer.c:691
@ DEATH_FAST
locomotion -> death - normal death animation while a player is conciscious
Definition dayzplayer.c:677
@ CMD_ACTIONMOD_FOLDITEM_ONCE
Definition dayzplayer.c:782
@ DEATH_BODY
transport death -> death - special handling for pulling a dead player out of a vehicle
Definition dayzplayer.c:676
@ CMD_ACTIONFB_LOWER_FLAG
Definition dayzplayer.c:897
@ CMD_TRAILER_WOUNDED
@ CMD_SUICIDEFB_SICKLE
@ COMMANDID_MOD_WEAPONS
Definition dayzplayer.c:707
@ CMD_ACTIONINT_RPS_SCISSORS
Definition dayzplayer.c:954
@ CMD_GESTUREFB_SITB
Definition dayzplayer.c:996
@ CMD_GESTUREMOD_HEART
Definition dayzplayer.c:941
@ COMMANDID_SCRIPT
Definition dayzplayer.c:702
@ CMD_ACTIONFB_PLACING_1HD
Definition dayzplayer.c:850
@ CMD_ACTIONMOD_SET_ALARM
Definition dayzplayer.c:753
@ CMD_ACTIONFB_MINEROCK
Definition dayzplayer.c:855
@ CMD_GESTUREFB_THROAT
@ STANCEMASK_RAISED
Definition dayzplayer.c:636
@ CMD_ACTIONFB_RESTRAIN
Definition dayzplayer.c:893
@ STANCEMASK_ALL
Definition dayzplayer.c:634
@ CMD_ACTIONFB_CPR
Definition dayzplayer.c:813
@ MOVEMENT_RUN
0x2
Definition dayzplayer.c:642
@ CMD_ACTIONFB_PATCHING_TIRE
Definition dayzplayer.c:866
@ CMD_TRAILER_WALKIE_TALKIE
@ CMD_ACTIONFB_DIGMANIPULATE
Definition dayzplayer.c:840
@ CMD_ACTIONFB_HANDCUFFTARGET
Definition dayzplayer.c:883
@ CMD_ACTIONFB_BREAKING_STICK
Definition dayzplayer.c:871
@ CMD_ACTIONMOD_PRESS_TRIGGER
Definition dayzplayer.c:784
@ CMD_ACTIONMOD_DROPITEM_INVENTORY
Definition dayzplayer.c:794
@ CMD_ACTIONMOD_ITEM_TUNE
Definition dayzplayer.c:738
@ CMD_SUICIDEFB_RIFLE
@ CMD_ACTIONFB_PATCHING_DUCTTAPE
Definition dayzplayer.c:867
@ CMD_ACTIONFB_WASHHANDSPOND
Definition dayzplayer.c:823
@ CMD_GESTUREMOD_GREETING
Definition dayzplayer.c:934
@ CMD_ACTIONMOD_CLEANHANDSBOTTLE
Definition dayzplayer.c:774
@ CMD_ACTIONINT_INTERRUPT
internal action commands used in HumanCommandActionCallback.InternalCommand()
Definition dayzplayer.c:717
@ STANCEMASK_NOTRAISED
Definition dayzplayer.c:635
@ CMD_ACTIONFB_INJECTION
Definition dayzplayer.c:885
@ MOVEMENT_IDLE
movements - masks
Definition dayzplayer.c:640
@ CMD_ACTIONMOD_UNLOCKHANDCUFFTARGET
Definition dayzplayer.c:771
@ CMD_ACTIONFB_SALINEBLOODBAGTARGET
Definition dayzplayer.c:824
@ CMD_GESTUREMOD_SHAKEHEAD
Definition dayzplayer.c:968
@ COMMANDID_VEHICLE
Definition dayzplayer.c:700
@ CMD_ACTIONFB_CHECKPULSE
Definition dayzplayer.c:830
@ COMMANDID_CLIMB
Definition dayzplayer.c:701
@ CMD_ACTIONFB_RAISEITEM
Definition dayzplayer.c:856
@ CMD_GESTUREFB_NODHEAD
@ CMD_ACTIONFB_FILLBOTTLEWELL
Definition dayzplayer.c:809
@ CMD_ACTIONMOD_GIVER
Definition dayzplayer.c:740
@ CMD_ACTIONFB_STARTFIRE
Definition dayzplayer.c:820
@ CMD_GESTUREFB_LOOKATME
Definition dayzplayer.c:988
@ CMD_ACTIONFB_DISASSEMBLE
Definition dayzplayer.c:860
@ CMD_ACTIONFB_VIEWNOTE
Definition dayzplayer.c:852
@ CMD_GESTUREFB_DANCE
@ CMD_TRAILER_MASK
Definition dayzplayer.c:908
@ CMD_ACTIONINT_ACTION
one time secondary action within an action
Definition dayzplayer.c:720
@ MOVEMENTIDX_WALK
Definition dayzplayer.c:653
@ CMD_GESTUREFB_TAUNT
Definition dayzplayer.c:981
@ CMD_ACTIONMOD_TOOTHORN
Definition dayzplayer.c:918
@ CMD_ACTIONMOD_PICKUP_INVENTORY
Definition dayzplayer.c:759
@ CMD_ACTIONFB_EMPTYMAG
Definition dayzplayer.c:806
@ CMD_SUICIDEFB_SWORD
@ CMD_ACTIONFB_INTERACT
Definition dayzplayer.c:816
@ COMMANDID_DEATH
Definition dayzplayer.c:695
@ CMD_GESTUREFB_SALUTE
Definition dayzplayer.c:991
@ CMD_ACTIONFB_DRINK
Definition dayzplayer.c:799
@ CMD_GESTUREMOD_LOOKATME
Definition dayzplayer.c:947
@ CMD_ACTIONFB_FIREESTINGUISHER
Definition dayzplayer.c:810
@ CMD_GESTUREMOD_THROAT
Definition dayzplayer.c:958
@ CMD_ACTIONMOD_CATCHRAIN
Definition dayzplayer.c:736
@ CMD_ACTIONMOD_BATONEXTEND
Definition dayzplayer.c:769
@ CMD_TRAILER_DEAD_BODY
@ DEATH_UNCON_ON_LAND
falling -> death
Definition dayzplayer.c:680
@ STANCEMASK_RAISEDCROUCH
Definition dayzplayer.c:632
@ CMD_ACTIONMOD_RESTRAINEDSTRUGGLE
Definition dayzplayer.c:750
@ COMMANDID_MOD_ACTION
Definition dayzplayer.c:708
@ CMD_GESTUREMOD_TAUNTTHINK
Definition dayzplayer.c:966
@ CMD_GESTUREMOD_POINTSELF
Definition dayzplayer.c:946
@ CMD_ACTIONMOD_VIEWMAP
Definition dayzplayer.c:746
@ CMD_ACTIONMOD_EMPTYMAG
Definition dayzplayer.c:743
@ CMD_ACTIONMOD_EMPTY_VESSEL
Definition dayzplayer.c:735
@ CMD_ACTIONFB_OPENITEM
Definition dayzplayer.c:834
@ CMD_ACTIONFB_RAISE_FLAG
Definition dayzplayer.c:896
@ CMD_TRAILER_DEAD
@ CMD_ACTIONFB_STITCHUPSELF
Definition dayzplayer.c:826
@ DEBUG_ENABLEJUMP
menu for showing exhaustion
Definition dayzplayer.c:606
@ VEHICLESEAT_DRIVER
vehicle seats
Definition dayzplayer.c:668
@ CMD_ACTIONFB_WASHHANDSWELL
Definition dayzplayer.c:822
@ MOVEMENTIDX_SLIDE
movement idx
Definition dayzplayer.c:651
@ CMD_SUICIDEFB_HOE
@ CMD_GESTUREMOD_FACEPALM
Definition dayzplayer.c:942
@ MOVEMENTIDX_CROUCH_RUN
Definition dayzplayer.c:656
@ VEHICLESEAT_CODRIVER
Definition dayzplayer.c:669
@ CMD_ACTIONMOD_LITCHEMLIGHT
Definition dayzplayer.c:762
@ CMD_ACTIONMOD_OPENITEM
Definition dayzplayer.c:744
@ COMMANDID_DAMAGE
Definition dayzplayer.c:696
@ CMD_ACTIONMOD_TAKETEMPSELF
Definition dayzplayer.c:745
@ CMD_ACTIONMOD_HEADLIGHT
Definition dayzplayer.c:927
@ CMD_ACTIONMOD_VIEWCOMPASS
Definition dayzplayer.c:737
@ CMD_GESTUREFB_SURRENDERIN
@ CMD_ACTIONFB_ANIMALSKINNING
Definition dayzplayer.c:821
@ CMD_ACTIONMOD_OPENITEM_ONCE
Definition dayzplayer.c:775
@ CMD_ACTIONMOD_HEATPACK
Definition dayzplayer.c:788
@ CMD_GESTUREMOD_OKAY
Definition dayzplayer.c:948
@ CMD_ACTIONMOD_COVERHEAD_TARGET
Definition dayzplayer.c:752
@ CMD_ACTIONINT_END
end action (stopping action, without finish, all actions have this)
Definition dayzplayer.c:719
@ CMD_ACTIONFB_EAT_PILL
Definition dayzplayer.c:899
@ CMD_ACTIONFB_PICKUP_INVENTORY
Definition dayzplayer.c:876
@ CMD_ACTIONFB_HACKTREE
Definition dayzplayer.c:836
@ DEATH_FALL
swimming -> death
Definition dayzplayer.c:679
@ CMD_ACTIONMOD_PICKUP_HANDS
Definition dayzplayer.c:758
@ STANCEIDX_RAISED
Definition dayzplayer.c:624
@ CMD_GESTUREFB_SOS
Definition dayzplayer.c:994
@ CMD_ACTIONMOD_DROPITEM_HANDS
Definition dayzplayer.c:793
@ CMD_ACTIONMOD_RESET_KITCHENTIMER
Definition dayzplayer.c:755
@ CMD_GESTUREFB_THUMBDOWN
Definition dayzplayer.c:979
@ DEATH_PULL_OUT_TRANSPORT
not defining in C++ as it is only used in script for undefined type
Definition dayzplayer.c:675
@ CMD_ACTIONINT_RPS_PAPER
Definition dayzplayer.c:953
@ CMD_ACTIONFB_FLAME_REPAIR
Definition dayzplayer.c:861
@ CMD_GESTUREMOD_NODHEAD
Definition dayzplayer.c:967
@ CMD_ACTIONFB_COLLECTBLOODSELF
Definition dayzplayer.c:832
@ CMD_ACTIONMOD_SHIFTGEAR
Definition dayzplayer.c:926
@ CMD_ACTIONFB_ITEM_TUNE
Definition dayzplayer.c:802
@ CMD_ACTIONMOD_CLOSELID
Definition dayzplayer.c:766
@ CMD_ACTIONFB_DEPLOY_HEAVY
Definition dayzplayer.c:841
@ CMD_GESTUREMOD_DOWN
Definition dayzplayer.c:962
@ CMD_GESTUREFB_CAMPFIRE
Definition dayzplayer.c:992
@ CMD_ACTIONMOD_ATTACHITEM
Definition dayzplayer.c:780
@ CMD_GESTUREMOD_THUMBDOWN
Definition dayzplayer.c:937
@ CMD_ACTIONFB_SEARCHINVENTORY
Definition dayzplayer.c:853
@ CMD_GESTUREFB_LISTENING
Definition dayzplayer.c:986
@ CMD_GESTUREFB_OKAY
Definition dayzplayer.c:989
@ CMD_GESTUREFB_MOVE
@ CMD_ACTIONFB_GIVEL
Definition dayzplayer.c:803
@ CMD_ACTIONFB_PICKUP_HEAVY
Definition dayzplayer.c:894
@ MOVEMENTIDX_IDLE
Definition dayzplayer.c:652
@ CMD_ACTIONFB_PLACING_2HD
Definition dayzplayer.c:849
@ STANCEIDX_PRONE
Definition dayzplayer.c:616
@ DEBUG_SHOWDEBUGPLUGIN
menu for showing debug plugin
Definition dayzplayer.c:603
@ CMD_GESTUREMOD_SHRUG
Definition dayzplayer.c:969
@ CMD_ACTIONFB_ASSEMBLE
Definition dayzplayer.c:859
@ DEATH_WATER
locomotion -> death - faster animation, for impulse driven deaths, i.e. hit by vehicle
Definition dayzplayer.c:678
@ CMD_GESTUREFB_SURRENDER
@ CMD_ACTIONMOD_SEARCHINVENTORY
Definition dayzplayer.c:748
@ VEHICLECLASS_HELI
Definition dayzplayer.c:665
@ CMD_ACTIONMOD_OPENDOORFW
Definition dayzplayer.c:764
@ DEATH_DEFAULT
death types
Definition dayzplayer.c:674
@ CMD_ACTIONFB_DIGUPCACHE
Definition dayzplayer.c:839
@ CMD_ACTIONFB_CLEANING_WEAPON
Definition dayzplayer.c:872
@ CMD_GESTUREFB_DABBING
Definition dayzplayer.c:997
@ COMMANDID_UNCONSCIOUS
Definition dayzplayer.c:698
@ CMD_ACTIONFB_FORCEFEED
Definition dayzplayer.c:817
@ STANCEIDX_RAISEDERECT
Definition dayzplayer.c:617
@ CMD_ACTIONFB_BANDAGETARGET
Definition dayzplayer.c:818
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
Definition dayzplayer.c:572
void LoadSoundWeaponEvent()
Definition dayzplayer.c:405
string m_DefaultHitComponent
Definition dayzplayer.c:583
proto native void ProcessMeleeHit(InventoryItem pMeleeWeapon, int pMeleeModeIndex, Object pTarget, int pComponentIndex, vector pHitWorldPos)
processes melee hit (uses component index)
ref NoiseParams m_pNoiseStepProne
Definition dayzplayer.c:570
class SDayZPlayerAimingModel SIMPLE_SELECTION_MELEE_RIFLE
void SendRecoilOffsetZ(float offset)
m_fCamPosOffsetZ info, used to adjust near plane in DayZPlayerCameraIronsights now
Definition dayzplayer.c:139
DayZPlayer m_pPlayer
data
Definition dayzplayer.c:135
float m_fOrientationAngle
ref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTable
Definition dayzplayer.c:565
HumanInputController m_pInput
human input
Definition dayzplayer.c:136
proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)
sets aim limits for a player
ref DayZPlayerTypeAnimTable m_pSoundTable
Definition dayzplayer.c:566
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTable
Definition dayzplayer.c:564
const int SIMPLE_SELECTION_MELEE_MELEE
proto native void AnimCallCommand(int pCommand, int pParamInt, float pParamFloat)
-------------— animation graph functions ----------------------—
float GetCurrentPitch()
Definition dayzplayer.c:102
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()
Definition dayzplayer.c:497
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
Definition dayzplayer.c:338
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
Definition dayzplayer.c:576
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
Definition dayzplayer.c:569
proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)
calls DayZPlayer.OnStepEvent();
string GetCameraName()
Definition dayzplayer.c:92
proto native SHumanCommandClimbSettings CommandClimbSettingsW()
class DayZPlayerTypeAttachmentSoundLookupTable GetSoundEvent(int event_id)
Definition dayzplayer.c:180
string m_DefaultHitPositionComponent
Definition dayzplayer.c:584
void OnThrowingModeChange(bool change_to_enabled)
proto native void ResetItemInHandsProfiles()
reset profiles
string GetHitComponentForAI()
Definition dayzplayer.c:482
NoiseParams GetNoiseParamsWhisper()
Definition dayzplayer.c:390
proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)
registers camera on change function -
DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()
Definition dayzplayer.c:323
ref NoiseParams m_pNoiseLandLight
Definition dayzplayer.c:571
ref NoiseParams m_pNoiseWhisper
Definition dayzplayer.c:575
NoiseParams GetNoiseParamsLandLight()
Definition dayzplayer.c:380
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()
Definition dayzplayer.c:365
NoiseParams GetNoiseParamsCrouch()
Definition dayzplayer.c:370
NoiseParams GetNoiseParamsProne()
Definition dayzplayer.c:375
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
Definition dayzplayer.c:56
vector GetCurrentOrientation()
Definition dayzplayer.c:112
ref array< ref AnimSoundEvent > m_animSoundEventsAttack
Definition dayzplayer.c:588
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()
Definition dayzplayer.c:385
array< string > GetSuitableFinisherHitComponents()
Definition dayzplayer.c:502
DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()
Definition dayzplayer.c:313
DayZPlayerTypeAnimTable GetSoundTable()
Definition dayzplayer.c:343
void LoadVegetationSounds()
Definition dayzplayer.c:423
proto native CGame GetGame()
array< int > TIntArray
Definition EnScript.c:668
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
proto native void OnUpdate()
Definition tools.c:333
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
proto native HumanCommandMove GetCommand_Move()
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167
class SHumanGlobalSettings SHumanCommandMoveSettings()
class SHumanCommandSwimSettings SHumanCommandClimbSettings()