|
class HumanAnimInterface | HumanCommandActionCallback () |
|
void | HumanAnimInterface () |
|
void | ~HumanAnimInterface () |
|
proto native TAnimGraphCommand | BindCommand (string pCommandName) |
| returns command index -
|
|
proto native TAnimGraphVariable | BindVariableFloat (string pVariable) |
|
proto native TAnimGraphVariable | BindVariableInt (string pVariable) |
|
proto native TAnimGraphVariable | BindVariableBool (string pVariable) |
|
proto native TAnimGraphTag | BindTag (string pTagName) |
|
proto native TAnimGraphEvent | BindEvent (string pEventName) |
|
void | ~HumanCommandActionCallback () |
|
proto native Human | GetHuman () |
| get the human this cb belongs to
|
|
proto native void | Cancel () |
| cancels action
|
|
proto native void | InternalCommand (int pInternalCommandId) |
|
proto native void | SetAligning (vector pPositionWS, vector pDirectionWS) |
| enables character aligning to desired position and direction in world space
|
|
proto native void | ResetAligning () |
| disables character aligning
|
|
proto native void | EnableCancelCondition (bool pEnable) |
|
proto native bool | DefaultCancelCondition () |
| system implemented cancel condition (now raise or sprint cancels action)
|
|
proto native void | RegisterAnimationEvent (string pAnimationEventStr, int pId) |
| registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
|
|
proto native void | EnableStateChangeCallback () |
| enables state change callback OnStateChange
|
|
proto native int | GetState () |
| returns one of STATE_...
|
|
static string | GetStateString (int pState) |
| returns debug string of current state
|
|
string | GetStateString () |
| returns debug string of current state
|
|
void | OnAnimationEvent (int pEventID) |
| calls animation event -> must be registered with RegisterAnimationEvent
|
|
void | OnFinish (bool pCanceled) |
| called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)
|
|
void | OnStateChange (int pOldState, int pCurrentState) |
| called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
|
|
bool | IsUserActionCallback () |
|
bool | IsGestureCallback () |
|
bool | IsSymptomCallback () |
|
class HumanCommandMove | HumanCommandMelee () |
|
void | HumanCommandMove () |
|
void | ~HumanCommandMove () |
|
proto native float | GetCurrentMovementAngle () |
|
proto bool | GetCurrentInputAngle (out float pAngle) |
|
proto native float | GetCurrentMovementSpeed () |
| 0,1,2..3 idle, walk, run, sprint
|
|
proto native bool | IsChangingStance () |
| returns true if character is changing stance
|
|
proto native bool | IsOnBack () |
| return true if prone is on back
|
|
proto native bool | IsInRoll () |
| return true if character barrel rolling
|
|
proto native bool | IsLeavingUncon () |
| return true if character transitions out of uncon
|
|
proto native bool | IsStandingFromBack () |
| return true if prone on back is chaning to crounch/stand
|
|
proto native void | StartMeleeEvade () |
| marks command to continue to combo
|
|
proto native void | StartMeleeEvadeA (float pDirAngle) |
| marks command to continue to combo, pDirAngle specifies angle
|
|
proto native bool | IsMeleeEvade () |
| this is true when in melee evade
|
|
proto native void | SetMeleeBlock (bool pBlock) |
| this enables/disables block
|
|
proto native void | ForceStance (int pStanceIdx) |
|
proto native void | ForceStanceUp (int pStanceIdx) |
|
proto native void | SetRunSprintFilterModifier (float value) |
| sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
|
|
proto native void | SetDirectionFilterModifier (float value) |
| sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
|
|
proto native void | SetDirectionSprintFilterModifier (float value) |
| sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
|
|
proto native void | SetTurnSpanModifier (float value) |
| sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
|
|
proto native void | SetTurnSpanSprintModifier (float value) |
| sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
|
|
proto native void | SetCurrentWaterLevel (float value) |
| sets water level (depth)
|
|
void | ~HumanCommandMelee () |
|
proto native void | ContinueCombo () |
| marks command to continue to combo
|
|
proto native bool | IsInComboRange () |
| returns true if hit is in range, where person can continue to combo
|
|
proto native bool | WasHit () |
| is true only once after hit event
|
|
class HumanCommandMelee2 | HumanCommandFall () |
|
void | HumanCommandMelee2 () |
|
void | ~HumanCommandMelee2 () |
|
proto native void | ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero) |
| marks command to continue to combo
|
|
proto native int | GetComboCount () |
|
proto native int | GetCurrentHitType () |
|
proto native bool | IsFinisher () |
|
void | ~HumanCommandFall () |
|
proto native bool | PhysicsLanded () |
| this is true when fall has physically landed - need to call Land after this is true
|
|
proto native void | Land (int pLandType) |
| end fall with land
|
|
proto native bool | IsLanding () |
| returns true if fall is in landing state
|
|
class HumanCommandDeathCallback | HumanCommandDeath () |
|
void | OnSimulationEnd () |
|
bool | ShouldSimulationBeDisabled () |
| 'OnSimulationEnd' is called before this
|
|
void | ~HumanCommandDeath () |
|
class HumanCommandUnconscious | HumanCommandDamage () |
|
void | HumanCommandUnconscious () |
|
void | ~HumanCommandUnconscious () |
|
proto native void | WakeUp (int targetStance=-1) |
|
proto native bool | IsWakingUp () |
|
proto native bool | IsOnLand () |
|
proto native bool | IsInWater () |
|
void | ~HumanCommandDamage () |
|
class HumanCommandLadder | HumanCommandSwim () |
|
void | HumanCommandLadder () |
|
void | ~HumanCommandLadder () |
|
proto native bool | CanExit () |
| returns true if on exiting point
|
|
proto native void | Exit () |
|
proto static native bool | DebugDrawLadder (Building pBuilding, int pLadderIndex) |
| debug draws any ladder
|
|
proto static native int | DebugGetLadderIndex (string pComponentName) |
|
proto native vector | GetLogoutPosition () |
|
void | ~HumanCommandSwim () |
|
proto native void | StopSwimming () |
|
proto static native vector | WaterLevelCheck (Human pHuman, vector pPosition) |
|
void | HumanCommandClimb () |
|
void | ~HumanCommandClimb () |
|
proto native vector | GetGrabPointWS () |
| returns world space position of climbing grab point
|
|
proto native vector | GetClimbOverStandPointWS () |
| returns world space position of landspot after climbing over
|
|
proto static native bool | DoClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel) |
|
proto static native bool | DebugDrawClimb (Human pHuman, int pLevel) |
|
void | ~HumanCommandFullBodyDamage () |
|
string | WeaponActionTypeToString (int A, int AT) |
|
class HumanCommandWeapons | HumanCommandAdditives () |
|
void | HumanCommandWeapons () |
|
void | ~HumanCommandWeapons () |
|
proto native bool | IsActionFinished () |
|
proto native int | GetRunningAction () |
| returns -1 when no action is running or RELOAD,MECHANISM, ....
|
|
proto native int | GetRunningActionType () |
| returns -1 when no action is running or appropriate action type
|
|
proto native void | SetActionProgressParams (float pStart, float pEnd) |
| sets start and end animation position - f.e. for reload clip action
|
|
proto native bool | StartAction (WeaponActions pAction, int pActionType) |
| start reload,mechanism,chambering,unjam ...
|
|
proto native void | RegisterEvent (string pName, int pId) |
| register events
|
|
proto native int | IsEvent () |
| return -1 when there is no event, otherwise it returns pId of event from animation
|
|
proto native bool | IsInWeaponReloadBulletSwitchState () |
| returns true when clip visual change is needed for reload clip action
|
|
proto native void | SetADS (bool pState) |
| sets head tilt to optics
|
|
proto native void | LiftWeapon (bool pState) |
| command for lifting weapon near obstacled (works only when weapon is raised)
|
|
void | RegisterDefaultEvents () |
|
proto native void | SetInitState (int pFrameIndex) |
|
proto static native void | StaticSetInitState (Human pHuman, int pFrameIdx) |
| just static version of SetInitState
|
|
proto native float | GetBaseAimingAngleUD () |
| returns base aiming angle UD - without sway/offsets/...
|
|
proto native float | GetBaseAimingAngleLR () |
| returns base aiming angle LR - without sway/offsets/...
|
|
proto native void | SetThrowingMode (bool pState) |
|
proto native bool | IsThrowingMode () |
|
proto native void | ThrowItem (int throwType) |
|
proto native bool | WasItemLeaveHandsEvent () |
|
proto native int | DebugIsEvent () |
| return -1 when there is no event, otherwise it returns pId of event from animation
|
|
proto native void | DebugResetEvents () |
|
void | ~HumanCommandAdditives () |
|
proto native void | SetInjured (float pValue, bool pInterpolate) |
| sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
|
|
proto native void | SetExhaustion (float pValue, bool pInterpolate) |
| sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
|
|
proto native void | SetTalking (bool pValue) |
| sets talking
|
|
proto native void | StartModifier (int pType) |
| starts modifier
|
|
proto native void | CancelModifier () |
| cancels modifier
|
|
proto native bool | IsModifierActive () |
| is modifier active
|
|
class HumanMovementState | OnActivate () |
| HumanCommandScript fully scriptable command.
|
|
bool | IsRaised () |
|
bool | IsRaisedInProne () |
|
bool | IsInProne () |
|
bool | IsInRaisedProne () |
|
bool | IsLeaning () |
|
void | OnDeactivate () |
| called when command ends
|
|
proto native void | SetFlagFinished (bool pFinished) |
| this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
|
|
void | PreAnimUpdate (float pDt) |
|
proto native void | PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat) |
| function usable in PreAnimUpdate or in !!! OnActivate !!!
|
|
proto native void | PreAnim_SetFloat (int pVar, float pFlt) |
|
proto native void | PreAnim_SetInt (int pVar, int pInt) |
|
proto native void | PreAnim_SetBool (int pVar, bool pBool) |
|
proto native void | PreAnim_SetFilteredHeading (float pYawAngle, float pFilterDt, float pMaxYawSpeed) |
| sets character rotation (heading)
|
|
void | PrePhysUpdate (float pDt) |
|
proto native bool | PrePhys_IsEvent (int pEvent) |
| script function usable in PrePhysUpdate
|
|
proto native bool | PrePhys_IsTag (int pTag) |
|
proto native bool | PrePhys_GetTranslation (out vector pOutTransl) |
|
proto native bool | PrePhys_GetRotation (out float pOutRot[4]) |
|
proto native void | PrePhys_SetTranslation (vector pInTransl) |
|
proto native void | PrePhys_SetRotation (float pInRot[4]) |
|
bool | PostPhysUpdate (float pDt) |
|
proto native void | PostPhys_GetPosition (out vector pOutTransl) |
| script function usable in PostPhysUpdate
|
|
proto native void | PostPhys_GetRotation (out float pOutRot[4]) |
| vec3 in world space
|
|
proto native void | PostPhys_SetPosition (vector pInTransl) |
| quaternion in world space
|
|
proto native void | PostPhys_SetRotation (float pInRot[4]) |
| vec3 in world space
|
|
proto native void | PostPhys_LockRotation () |
| quaternion in world space
|
|
enum HumanMoveCommandID | GetTransformWS (out vector pTm[4]) |
| gets human transform in World Space
|
|
proto native bool | CheckFreeSpace (vector localDir, float distance, bool useHeading, vector posOffset=vector.Zero, float xzScale=1.0) |
| makes test if there's enough space for character's collider assuming that character can be pushed away from obstacle - usable for checking if character is in some tight space
|
|
proto float | CollisionMoveTest (vector dir, vector offset, float xzScale, IEntity ignoreEntity, out IEntity hitEntity, out vector hitPosition, out vector hitNormal) |
| makes test if character can physically move in given direction - length of dir means distance, returns distance fraction
|
|
proto native void | LinkToLocalSpaceOf (notnull IEntity child, vector pLocalSpaceMatrix[4]) |
|
proto native void | UnlinkFromLocalSpace () |
|
proto native int | GetBoneIndexByName (string pBoneName) |
| returns bone index for a name (-1 if pBoneName doesn't exist)
|
|
proto native HumanAnimInterface | GetAnimInterface () |
| returns animation interface - usable in HumanCommandScript implementations
|
|
proto native bool | PhysicsIsFalling (bool pValidate) |
| returns true if physics controller is falling
|
|
proto native void | PhysicsGetVelocity (out vector pVelocity) |
| outs pVelocity - linear velocity of PHYSICS CONTROLLER
|
|
proto native void | PhysicsEnableGravity (bool pEnable) |
|
proto native bool | PhysicsIsSolid () |
|
proto native void | PhysicsSetSolid (bool pSolid) |
|
proto native void | PhysicsSetRagdoll (bool pEnable) |
| Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures.
|
|
proto native HumanInputController | GetInputController () |
| returns human input controller
|
|
proto native HumanItemAccessor | GetItemAccessor () |
|
proto native void | GetMovementState (HumanMovementState pState) |
| returns movement state (current command id, )
|
|
proto native int | GetCurrentCommandID () |
| returns current command ID (see DayZPlayerConstants.COMMANDID_...)
|
|
proto native HumanCommandMove | StartCommand_Move () |
| --— MOVE --—
|
|
proto native HumanCommandMove | GetCommand_Move () |
|
proto native HumanCommandMelee | StartCommand_Melee (EntityAI pTarget) |
| --— MELEE --—
|
|
proto native HumanCommandMelee | GetCommand_Melee () |
|
proto native HumanCommandMelee2 | StartCommand_Melee2 (EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero) |
| starts command - melee2
|
|
proto native HumanCommandMelee2 | GetCommand_Melee2 () |
|
proto native HumanCommandFall | StartCommand_Fall (float pYVelocity) |
| --— FALL --—
|
|
proto native HumanCommandFall | GetCommand_Fall () |
|
proto native HumanCommandLadder | StartCommand_Ladder (Building pBuilding, int pLadderIndex) |
| --— LADDER --—
|
|
proto native HumanCommandLadder | GetCommand_Ladder () |
|
proto native HumanCommandSwim | StartCommand_Swim () |
| --— LADDER --—
|
|
proto native HumanCommandSwim | GetCommand_Swim () |
|
proto native HumanCommandVehicle | StartCommand_Vehicle (Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false) |
| --— VEHICLE --—
|
|
proto native HumanCommandVehicle | GetCommand_Vehicle () |
|
proto native HumanCommandClimb | StartCommand_Climb (SHumanCommandClimbResult pClimbResult, int pType) |
| --— CLIMB --—
|
|
proto native HumanCommandClimb | GetCommand_Climb () |
|
proto native HumanCommandDeathCallback | StartCommand_Death (int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false) |
| --— Death --—
|
|
proto native HumanCommandDeathCallback | GetCommand_Death () |
|
proto native HumanCommandUnconscious | StartCommand_Unconscious (float pType) |
| starts command - unconscious
|
|
proto native HumanCommandUnconscious | GetCommand_Unconscious () |
|
proto native HumanCommandFullBodyDamage | StartCommand_Damage (int pType, float pDirection) |
| --— FullBody Damages --—
|
|
proto native HumanCommandFullBodyDamage | GetCommand_Damage () |
|
proto native HumanCommandActionCallback | StartCommand_Action (int pActionID, typename pCallbackClass, int pStanceMask) |
| --— ACTIONS --—
|
|
proto native HumanCommandActionCallback | GetCommand_Action () |
| is human is in command action - returns its callback, if current command is action
|
|
proto native int | GetCommandModifierCount () |
|
proto native int | GetCommandModifierID (int pIndex) |
| returns COMMANDID_ .. type id of command modifier on index pIndex
|
|
proto native HumanCommandAdditives | GetCommandModifier_Additives () |
| default (always-on modifiers)
|
|
proto native HumanCommandWeapons | GetCommandModifier_Weapons () |
| returns interface for handling weapons
|
|
proto native HumanCommandActionCallback | AddCommandModifier_Action (int pActionID, typename pCallbackClass) |
| adds action command modifier, creates callback instance for you
|
|
proto native void | DeleteCommandModifier_Action (HumanCommandActionCallback pCallback) |
| force remove - normally if action is ended or interrupted - this is not needed to call
|
|
proto native HumanCommandActionCallback | GetCommandModifier_Action () |
| returns callback for action if any is active, null if nothing runs
|
|
proto native HumanCommandDamage | AddCommandModifier_Damage (int pType, float pDirection) |
| — modifier for light Damages
|
|
proto native void | DeleteCommandModifier_Damage (HumanCommandDamage pDamage) |
|
proto native HumanCommandDamage | GetCommandModifier_Damage () |
|
proto native HumanCommandScript | StartCommand_Script (HumanCommandScript pHumanCommand) |
| — SCRIPTED COMMANDS
|
|
proto native HumanCommandScript | StartCommand_ScriptInst (typename pCallbackClass) |
|
proto native HumanCommandScript | GetCommand_Script () |
| is human is in command action - returns its callback, if current command is action
|
|
proto native owned string | DebugGetItemClass () |
| returns current item's class name
|
|
proto native owned string | DebugGetItemSuperClass () |
| returns current item's class that is found in config
|
|
proto native owned string | DebugGetItemAnimInstance () |
| returns current item's animation instance
|
|
proto native void | StartDeath () |
|
proto native void | ResetDeath () |
|
proto native void | ResetDeathCooldown () |
|
proto native bool | IsDeathProcessed () |
|
proto native bool | IsDeathConditionMet () |
|
void | OnCommandMoveStart () |
|
void | OnCommandMoveFinish () |
|
void | OnCommandMeleeStart () |
|
void | OnCommandMeleeFinish () |
|
void | OnCommandMelee2Start () |
|
void | OnCommandMelee2Finish () |
|
void | OnCommandFallStart () |
|
void | OnCommandFallFinish () |
|
void | OnCommandClimbStart () |
|
void | OnCommandClimbFinish () |
|
void | OnCommandDeathStart () |
|
void | OnCommandDeathFinish () |
|
void | OnCommandUnconsciousStart () |
|
void | OnCommandUnconsciousFinish () |
|
void | OnCommandDamageFullbodyStart () |
|
void | OnCommandDamageFullbodyFinish () |
|
void | OnCommandDamageAdditiveStart () |
|
void | OnCommandDamageAdditiveFinish () |
|
void | OnCommandLadderStart () |
|
void | OnCommandLadderFinish () |
|
void | OnCommandSwimStart () |
|
void | OnCommandSwimFinish () |
|
void | OnCommandVehicleStart () |
|
void | OnCommandVehicleFinish () |
|
void | OnCommandActionFullbodyStart () |
|
void | OnCommandActionFullbodyFinish () |
|
void | OnCommandActionAdditiveStart () |
|
void | OnCommandActionAdditiveFinish () |
|
void | OnStanceChange (int previousStance, int newStance) |
| gets called on stance change
|
|
bool | CanChangeStance (int previousStance, int newStance) |
| Called by code to see if it can.
|
|
bool | CanRoll () |
|
void | OnRollStart (bool isToTheRight) |
|
void | OnRollFinish () |
|
this file is interface to Human
Definition in file human.c.