DayZ 1.24
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human.c File Reference

Go to the source code of this file.

Classes

class  HumanInputController
 
class  HumanAnimInterface
 
class  HumanCommandMove
 
class  HumanCommandMelee2
 
class  HumanCommandDeathCallback
 
class  HumanCommandUnconscious
 
class  HumanCommandLadder
 
class  HumanCommandVehicle
 
class  HumanCommandClimb
 command itself More...
 
class  HumanCommandWeapons
 
class  HumanMovementState
 

Typedefs

typedef int TAnimGraphVariable
 
typedef int TAnimGraphTag
 
typedef int TAnimGraphEvent
 

Enumerations

enum  HumanInputControllerOverrideType { DISABLED , ENABLED , ONE_FRAME }
 
enum  ClimbStates {
  STATE_MOVE , STATE_TAKEOFF , STATE_ONTOP , STATE_FALLING ,
  STATE_FINISH
}
 state of climb command More...
 
enum  WeaponActions {
  INTERRUPT = 15 , NONE = -1 , RELOAD = 0 , MECHANISM = 1 ,
  CHAMBERING = 2 , CHAMBERING_LOADER = 3 , UNJAMMING = 4 , FIRE = 5 ,
  HIDE = 6 , SHOW = 7 , RELOAD_CLIP = 8
}
 actions More...
 
enum  WeaponActionReloadTypes {
  RELOADRIFLE_MAGAZINE_BULLET = 0 , RELOADRIFLE_NOMAGAZINE_BULLET = 1 , RELOADRIFLE_MAGAZINE_NOBULLET = 2 , RELOADRIFLE_NOMAGAZINE_NOBULLET = 3 ,
  RELOADRIFLE_MAGAZINE_NOBULLET_OPEN = 4 , RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN = 5 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED = 9 ,
  RELOADPISTOL_MAGAZINE_BULLET_CLOSED = 10 , RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED = 11 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED = 12 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED = 13 ,
  RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED = 14 , RELOADPISTOL_MAGAZINE_NOBULLET_OPENED = 15 , RELOAD_MAGAZINE_DETACH = 16 , RELOADRIFLE_MAGAZINE_DETACH = 17 ,
  RELOADSRIFLE_MAGAZINE_BULLET = 20 , RELOADSRIFLE_NOMAGAZINE_BULLET = 21 , RELOADSRIFLE_MAGAZINE_NOBULLET = 22 , RELOADSRIFLE_NOMAGAZINE_NOBULLET = 23
}
 
enum  WeaponActionReloadClipTypes { RELOADRIFLE_CLIP_NOBULLET = 0 , RELOADRIFLE_CLIP_BULLET = 1 }
 
enum  WeaponActionChamberingTypes {
  CHAMBERING_END = -1 , CHAMBERING_ONEBULLET_OPENED = 0 , CHAMBERING_ONEBULLET_CLOSED = 1 , CHAMBERING_ONEBULLET_CLOSED_UNCOCKED = 2 ,
  CHAMBERING_ONEBULLET_UNIQUE_OPENED = 3 , CHAMBERING_ONEBULLET_UNIQUE_CLOSED = 4 , CHAMBERING_TWOBULLETS_START = 6 , CHAMBERING_TWOBULLETS_END = 7 ,
  CHAMBERING_STARTLOOPABLE_CLOSED = 10 , CHAMBERING_ENDLOOPABLE = 11 , CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12 , CHAMBERING_STARTLOOPABLE_OPENED = 13 ,
  CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED = 15 , CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED = 16 , CHAMBERING_DOUBLE_1 = 17 , CHAMBERING_DOUBLE_2 = 18 ,
  CHAMBERING_DOUBLE_3 = 19 , CHAMBERING_DOUBLE_4 = 20 , CHAMBERING_CROSSBOW_OPENED = 21 , CHAMBERING_CROSSBOW_CLOSED = 22 ,
  CHAMBERING_CROSSBOW_FULL = 23
}
 
enum  WeaponActionChamberingLoaderTypes { CHAMBERINGLOADER_OPENED = 0 , CHAMBERINGLOADER_CLOSED = 1 }
 
enum  WeaponActionUnjammingTypes { UNJAMMING_START = 1 , UNJAMMING_END = 0 , UNJAMMING_INTERRUPT = -1 }
 
enum  WeaponActionFireTypes {
  FIRE_NORMAL = 0 , FIRE_LAST = 1 , FIRE_COCKED = 2 , FIRE_UNCOCKED = 3 ,
  FIRE_DRY = 4 , FIRE_JAM = 5
}
 
enum  WeaponHideShowTypes {
  HIDESHOW_SLOT_2HDLEFTBACK = 0 , HIDESHOW_SLOT_RFLLEFTBACK = 1 , HIDESHOW_SLOT_1HDLEFTBACK = 2 , HIDESHOW_SLOT_2HDRIGHTBACK = 3 ,
  HIDESHOW_SLOT_RFLRIGHTBACK = 4 , HIDESHOW_SLOT_1HDRIGHTBACK = 5 , HIDESHOW_SLOT_PISTOLBELT = 6 , HIDESHOW_SLOT_PISTOLCHEST = 7 ,
  HIDESHOW_SLOT_KNIFEBACK = 8 , HIDESHOW_SLOT_INVENTORY = 9
}
 
enum  WeaponEvents {
  ATTACHMENT_HIDE , ATTACHMENT_SHOW , BULLET_EJECT , BULLET_HIDE ,
  BULLET_HIDE2 , BULLET_IN_CHAMBER , BULLET_IN_MAGAZINE , BULLET_SHOW ,
  BULLET_SHOW2 , CANUNJAM_END , CANUNJAM_START , COCKED ,
  MAGAZINE_ATTACHED , MAGAZINE_DETACHED , MAGAZINE_HIDE , MAGAZINE_SHOW ,
  SLIDER_OPEN , UNJAMMED , HAMMER_UNCOCKED , CHANGE_HIDE ,
  CHANGE_SHOW , CYLINDER_ROTATE
}
 events More...
 
enum  HumanMoveCommandID
 do not process rotations ! More...
 

Functions

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 ()
 

Variables

class HumanInputController TAnimGraphCommand
 
static const int STATE_NONE = 0
 undef state - not running anymore
 
static const int STATE_LOOP_IN = 1
 looped state
 
static const int STATE_LOOP_LOOP = 2
 
static const int STATE_LOOP_END = 3
 
static const int STATE_LOOP_END2 = 4
 
static const int STATE_LOOP_LOOP2 = 5
 
static const int STATE_LOOP_ACTION = 6
 
static const int STATE_NORMAL = 7
 one time state
 
static const int HIT_TYPE_LIGHT = 0
 
static const int HIT_TYPE_HEAVY = 1
 
static const int HIT_TYPE_FINISHER = 2
 
static const int HIT_TYPE_FINISHER_NECK = 3
 
static const int LANDTYPE_NONE = 0
 
static const int LANDTYPE_LIGHT = 1
 
static const int LANDTYPE_MEDIUM = 2
 
static const int LANDTYPE_HEAVY = 3
 
class HumanCommandVehicle m_bIsClimb
 result from static test
 
bool m_bIsClimbOver
 
bool m_bFinishWithFall
 
bool m_bHasParent
 
float m_fClimbHeight
 
vector m_ClimbGrabPoint
 
vector m_ClimbGrabPointNormal
 grab point for climb && climb over (in local space of it's parent)
 
vector m_ClimbStandPoint
 normal to grabpoint position (used for character orientation)
 
vector m_ClimbOverStandPoint
 where climb ends (in local space of it's parent)
 
IEntity m_GrabPointParent
 where climb over ends (in local space of it's parent)
 
IEntity m_ClimbStandPointParent
 parent of grabpoint
 
IEntity m_ClimbOverStandPointParent
 
enum WeaponActions HumanCommandFullBodyDamage
 
enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0
 mechanism action types
 
enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1
 
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2
 
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3
 
int m_CommandTypeId
 
int m_iStanceIdx
 current command's id
 
int m_iMovement
 current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
 
float m_fLeaning
 current movement (0 idle, 1 walk, 2-run, 3-sprint), only if the command has a movement
 
int m_LocalMovement = -1
 leaning state (not all commands need to have all movements)
 
 None = 0
 
 CommandMove = 1
 
 CommandMelee = 2
 
 CommandMelee2 = 4
 
 CommandFall = 8
 
 CommandClimb = 16
 
 CommandDeath = 32
 
 CommandUnconscious = 64
 
 CommandDamageFullbody = 128
 
 CommandDamageAdditive = 256
 
 CommandLadder = 512
 
 CommandSwim = 1024
 
 CommandVehicle = 2048
 
 CommandActionFullbody = 4096
 
 CommandActionAdditive = 8192
 

Detailed Description

this file is interface to Human

Definition in file human.c.

Typedef Documentation

◆ TAnimGraphEvent

Definition at line 278 of file human.c.

◆ TAnimGraphTag

Definition at line 277 of file human.c.

◆ TAnimGraphVariable

Definition at line 276 of file human.c.

Enumeration Type Documentation

◆ ClimbStates

enum ClimbStates
private

state of climb command

Enumerator
STATE_MOVE 
STATE_TAKEOFF 
STATE_ONTOP 
STATE_FALLING 
STATE_FINISH 

Definition at line 750 of file human.c.

751{
757};
@ STATE_FINISH
Definition human.c:756
@ STATE_MOVE
Definition human.c:752
@ STATE_TAKEOFF
Definition human.c:753
@ STATE_ONTOP
Definition human.c:754
@ STATE_FALLING
Definition human.c:755

◆ HumanInputControllerOverrideType

Enumerator
DISABLED 
ENABLED 
ONE_FRAME 

Permenantly active until DISABLED is passed.

Definition at line 7 of file human.c.

8{
10 ENABLED,
11 ONE_FRAME,
12};
@ DISABLED
Definition human.c:9
@ ENABLED
Definition human.c:10
@ ONE_FRAME
Permenantly active until DISABLED is passed.
Definition human.c:11

◆ HumanMoveCommandID

do not process rotations !

used in script-side identification of animation commands on human (swim, fall, move...)

Definition at line 1229 of file human.c.

1230{
1231 None = 0,
1232 CommandMove = 1,
1233 CommandMelee = 2,
1234 CommandMelee2 = 4,
1235 CommandFall = 8,
1236 CommandClimb = 16,
1237 CommandDeath = 32,
1238 CommandUnconscious = 64,
1241 CommandLadder = 512,
1242 CommandSwim = 1024,
1243 CommandVehicle = 2048,
1244 CommandActionFullbody = 4096,
1246}
CommandClimb
Definition human.c:5
CommandActionFullbody
Definition human.c:13
CommandMelee2
Definition human.c:3
CommandMove
Definition human.c:1
CommandMelee
Definition human.c:2
CommandDeath
Definition human.c:6
CommandVehicle
Definition human.c:12
CommandLadder
Definition human.c:10
CommandActionAdditive
Definition human.c:14
CommandSwim
Definition human.c:11
None
Definition human.c:0
CommandUnconscious
Definition human.c:7
CommandDamageAdditive
Definition human.c:9
CommandDamageFullbody
Definition human.c:8
CommandFall
Definition human.c:4

◆ WeaponActionChamberingLoaderTypes

Enumerator
CHAMBERINGLOADER_OPENED 
CHAMBERINGLOADER_CLOSED 

Definition at line 885 of file human.c.

886{
887 CHAMBERINGLOADER_OPENED = 0, // CMD_Reload_ChamberingFast - one bullet reload with open mechanism
888 CHAMBERINGLOADER_CLOSED = 1, // - one bullet reload with closed mechanism
889};
@ CHAMBERINGLOADER_CLOSED
Definition human.c:888
@ CHAMBERINGLOADER_OPENED
Definition human.c:887

◆ WeaponActionChamberingTypes

Enumerator
CHAMBERING_END 
CHAMBERING_ONEBULLET_OPENED 

chambering action types

CHAMBERING_ONEBULLET_CLOSED 
CHAMBERING_ONEBULLET_CLOSED_UNCOCKED 
CHAMBERING_ONEBULLET_UNIQUE_OPENED 
CHAMBERING_ONEBULLET_UNIQUE_CLOSED 
CHAMBERING_TWOBULLETS_START 
CHAMBERING_TWOBULLETS_END 
CHAMBERING_STARTLOOPABLE_CLOSED 
CHAMBERING_ENDLOOPABLE 
CHAMBERING_STARTLOOPABLE_CLOSED_KEEP 
CHAMBERING_STARTLOOPABLE_OPENED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED 
CHAMBERING_DOUBLE_1 
CHAMBERING_DOUBLE_2 
CHAMBERING_DOUBLE_3 
CHAMBERING_DOUBLE_4 
CHAMBERING_CROSSBOW_OPENED 
CHAMBERING_CROSSBOW_CLOSED 
CHAMBERING_CROSSBOW_FULL 

Definition at line 855 of file human.c.

856{
857 CHAMBERING_END = -1,
859 CHAMBERING_ONEBULLET_OPENED = 0, // CMD_Reload_Chambering
864 CHAMBERING_TWOBULLETS_START = 6, // plays one bullet, then second, then ends, when CHAMBERING_TWOBULLETS_END arise, it's canceled
865 CHAMBERING_TWOBULLETS_END = 7, // - one bullet reload with closed mechanism
866 CHAMBERING_STARTLOOPABLE_CLOSED = 10, // start loop chambering
867 CHAMBERING_ENDLOOPABLE = 11, // end loop chambering
868 CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12, // start loop chambering and keep last bullet
870
873
878
879
880 CHAMBERING_CROSSBOW_OPENED = 21, // chambering crossbow
881 CHAMBERING_CROSSBOW_CLOSED = 22, // chambering crossbow
882 CHAMBERING_CROSSBOW_FULL = 23, // chambering crossbow
883};
@ CHAMBERING_DOUBLE_4
Definition human.c:877
@ CHAMBERING_ONEBULLET_CLOSED
Definition human.c:860
@ CHAMBERING_TWOBULLETS_END
Definition human.c:865
@ CHAMBERING_CROSSBOW_CLOSED
Definition human.c:881
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED
Definition human.c:871
@ CHAMBERING_END
Definition human.c:857
@ CHAMBERING_DOUBLE_2
Definition human.c:875
@ CHAMBERING_ENDLOOPABLE
Definition human.c:867
@ CHAMBERING_ONEBULLET_UNIQUE_OPENED
Definition human.c:862
@ CHAMBERING_CROSSBOW_OPENED
Definition human.c:880
@ CHAMBERING_ONEBULLET_OPENED
chambering action types
Definition human.c:859
@ CHAMBERING_STARTLOOPABLE_CLOSED_KEEP
Definition human.c:868
@ CHAMBERING_CROSSBOW_FULL
Definition human.c:882
@ CHAMBERING_STARTLOOPABLE_OPENED
Definition human.c:869
@ CHAMBERING_STARTLOOPABLE_CLOSED
Definition human.c:866
@ CHAMBERING_ONEBULLET_UNIQUE_CLOSED
Definition human.c:863
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED
Definition human.c:872
@ CHAMBERING_DOUBLE_1
Definition human.c:874
@ CHAMBERING_DOUBLE_3
Definition human.c:876
@ CHAMBERING_ONEBULLET_CLOSED_UNCOCKED
Definition human.c:861
@ CHAMBERING_TWOBULLETS_START
Definition human.c:864

◆ WeaponActionFireTypes

Enumerator
FIRE_NORMAL 
FIRE_LAST 
FIRE_COCKED 
FIRE_UNCOCKED 
FIRE_DRY 
FIRE_JAM 

Definition at line 899 of file human.c.

900{
901 FIRE_NORMAL = 0,
902 FIRE_LAST = 1,
903 FIRE_COCKED = 2,
904 FIRE_UNCOCKED = 3,
905 FIRE_DRY = 4,
906 FIRE_JAM = 5
907};
@ FIRE_NORMAL
Definition human.c:901
@ FIRE_JAM
Definition human.c:906
@ FIRE_LAST
Definition human.c:902
@ FIRE_COCKED
Definition human.c:903
@ FIRE_UNCOCKED
Definition human.c:904
@ FIRE_DRY
Definition human.c:905

◆ WeaponActionReloadClipTypes

Enumerator
RELOADRIFLE_CLIP_NOBULLET 
RELOADRIFLE_CLIP_BULLET 

Definition at line 840 of file human.c.

841{
844}
@ RELOADRIFLE_CLIP_NOBULLET
Definition human.c:842
@ RELOADRIFLE_CLIP_BULLET
Definition human.c:843

◆ WeaponActionReloadTypes

action types reload action types

Enumerator
RELOADRIFLE_MAGAZINE_BULLET 

reload action types - rifles

RELOADRIFLE_NOMAGAZINE_BULLET 
RELOADRIFLE_MAGAZINE_NOBULLET 
RELOADRIFLE_NOMAGAZINE_NOBULLET 
RELOADRIFLE_MAGAZINE_NOBULLET_OPEN 
RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_BULLET_CLOSED 
RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED 
RELOADPISTOL_MAGAZINE_NOBULLET_OPENED 
RELOAD_MAGAZINE_DETACH 
RELOADRIFLE_MAGAZINE_DETACH 
RELOADSRIFLE_MAGAZINE_BULLET 
RELOADSRIFLE_NOMAGAZINE_BULLET 
RELOADSRIFLE_MAGAZINE_NOBULLET 
RELOADSRIFLE_NOMAGAZINE_NOBULLET 

Definition at line 811 of file human.c.

812{
814 RELOADRIFLE_MAGAZINE_BULLET = 0, // CMD_Reload_Magazine
820
821 // reload action types - pistols
822 RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8, // CMD_Reload_Magazine
830
832 RELOADRIFLE_MAGAZINE_DETACH = 17, // CMD_Reload_Magazine
833
834 RELOADSRIFLE_MAGAZINE_BULLET = 20, // CMD_Reload_Magazine
838};
@ RELOAD_MAGAZINE_DETACH
Definition human.c:831
@ RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN
Definition human.c:819
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED
Definition human.c:827
@ RELOADRIFLE_MAGAZINE_DETACH
Definition human.c:832
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED
Definition human.c:822
@ RELOADRIFLE_MAGAZINE_NOBULLET
Definition human.c:816
@ RELOADSRIFLE_MAGAZINE_NOBULLET
Definition human.c:836
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED
Definition human.c:828
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED
Definition human.c:826
@ RELOADSRIFLE_NOMAGAZINE_NOBULLET
Definition human.c:837
@ RELOADPISTOL_MAGAZINE_NOBULLET_OPENED
Definition human.c:829
@ RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED
Definition human.c:825
@ RELOADRIFLE_NOMAGAZINE_NOBULLET
Definition human.c:817
@ RELOADSRIFLE_MAGAZINE_BULLET
Definition human.c:834
@ RELOADRIFLE_NOMAGAZINE_BULLET
Definition human.c:815
@ RELOADPISTOL_MAGAZINE_BULLET_CLOSED
Definition human.c:824
@ RELOADRIFLE_MAGAZINE_NOBULLET_OPEN
Definition human.c:818
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED
Definition human.c:823
@ RELOADRIFLE_MAGAZINE_BULLET
reload action types - rifles
Definition human.c:814
@ RELOADSRIFLE_NOMAGAZINE_BULLET
Definition human.c:835

◆ WeaponActions

actions

Enumerator
INTERRUPT 
NONE 
RELOAD 
MECHANISM 
CHAMBERING 
CHAMBERING_LOADER 
UNJAMMING 
FIRE 
HIDE 
SHOW 
RELOAD_CLIP 

Definition at line 795 of file human.c.

796{
797 INTERRUPT = 15,
798 NONE = -1,
799 RELOAD = 0,
800 MECHANISM = 1,
801 CHAMBERING = 2,
803 UNJAMMING = 4,
804 FIRE = 5,
805 HIDE = 6,
806 SHOW = 7,
807 RELOAD_CLIP = 8,
808};
@ UNJAMMING
Definition human.c:803
@ RELOAD_CLIP
Definition human.c:807
@ MECHANISM
Definition human.c:800
@ FIRE
Definition human.c:804
@ CHAMBERING
Definition human.c:801
@ HIDE
Definition human.c:805
@ CHAMBERING_LOADER
Definition human.c:802
@ NONE
Definition human.c:798
@ INTERRUPT
Definition human.c:797
@ SHOW
Definition human.c:806
@ RELOAD
Definition human.c:799

◆ WeaponActionUnjammingTypes

Enumerator
UNJAMMING_START 

unjam action types

UNJAMMING_END 
UNJAMMING_INTERRUPT 

Definition at line 891 of file human.c.

892{
894 UNJAMMING_START = 1, // CMD_Weapon_Jam - 0
895 UNJAMMING_END = 0, // 1
897};
@ UNJAMMING_INTERRUPT
Definition human.c:896
@ UNJAMMING_END
Definition human.c:895
@ UNJAMMING_START
unjam action types
Definition human.c:894

◆ WeaponEvents

enum WeaponEvents
private

events

Enumerator
ATTACHMENT_HIDE 
ATTACHMENT_SHOW 
BULLET_EJECT 
BULLET_HIDE 
BULLET_HIDE2 
BULLET_IN_CHAMBER 
BULLET_IN_MAGAZINE 
BULLET_SHOW 
BULLET_SHOW2 
CANUNJAM_END 
CANUNJAM_START 
COCKED 
MAGAZINE_ATTACHED 
MAGAZINE_DETACHED 
MAGAZINE_HIDE 
MAGAZINE_SHOW 
SLIDER_OPEN 
UNJAMMED 
HAMMER_UNCOCKED 
CHANGE_HIDE 
CHANGE_SHOW 
CYLINDER_ROTATE 

Definition at line 942 of file human.c.

943{
955 COCKED,
961 UNJAMMED,
967};
@ CHANGE_SHOW
Definition human.c:965
@ BULLET_SHOW
Definition human.c:951
@ ATTACHMENT_SHOW
Definition human.c:945
@ ATTACHMENT_HIDE
Definition human.c:944
@ MAGAZINE_SHOW
Definition human.c:959
@ CHANGE_HIDE
Definition human.c:964
@ BULLET_EJECT
Definition human.c:946
@ CYLINDER_ROTATE
Definition human.c:966
@ MAGAZINE_ATTACHED
Definition human.c:956
@ BULLET_IN_MAGAZINE
Definition human.c:950
@ UNJAMMED
Definition human.c:961
@ BULLET_SHOW2
Definition human.c:952
@ CANUNJAM_END
Definition human.c:953
@ CANUNJAM_START
Definition human.c:954
@ BULLET_HIDE
Definition human.c:947
@ HAMMER_UNCOCKED
Definition human.c:962
@ MAGAZINE_HIDE
Definition human.c:958
@ COCKED
Definition human.c:955
@ SLIDER_OPEN
Definition human.c:960
@ BULLET_IN_CHAMBER
Definition human.c:949
@ MAGAZINE_DETACHED
Definition human.c:957
@ BULLET_HIDE2
Definition human.c:948

◆ WeaponHideShowTypes

Enumerator
HIDESHOW_SLOT_2HDLEFTBACK 
HIDESHOW_SLOT_RFLLEFTBACK 
HIDESHOW_SLOT_1HDLEFTBACK 
HIDESHOW_SLOT_2HDRIGHTBACK 
HIDESHOW_SLOT_RFLRIGHTBACK 
HIDESHOW_SLOT_1HDRIGHTBACK 
HIDESHOW_SLOT_PISTOLBELT 
HIDESHOW_SLOT_PISTOLCHEST 
HIDESHOW_SLOT_KNIFEBACK 
HIDESHOW_SLOT_INVENTORY 

Definition at line 909 of file human.c.

910{
921};
@ HIDESHOW_SLOT_RFLRIGHTBACK
Definition human.c:915
@ HIDESHOW_SLOT_INVENTORY
Definition human.c:920
@ HIDESHOW_SLOT_2HDRIGHTBACK
Definition human.c:914
@ HIDESHOW_SLOT_RFLLEFTBACK
Definition human.c:912
@ HIDESHOW_SLOT_PISTOLCHEST
Definition human.c:918
@ HIDESHOW_SLOT_1HDRIGHTBACK
Definition human.c:916
@ HIDESHOW_SLOT_KNIFEBACK
Definition human.c:919
@ HIDESHOW_SLOT_PISTOLBELT
Definition human.c:917
@ HIDESHOW_SLOT_2HDLEFTBACK
Definition human.c:911
@ HIDESHOW_SLOT_1HDLEFTBACK
Definition human.c:913

Function Documentation

◆ AddCommandModifier_Action()

proto native HumanCommandActionCallback AddCommandModifier_Action ( int pActionID,
typename pCallbackClass  )
private

adds action command modifier, creates callback instance for you

Referenced by DayZPlayer::CommandHandler().

◆ AddCommandModifier_Damage()

proto native HumanCommandDamage AddCommandModifier_Damage ( int pType,
float pDirection )
private

— modifier for light Damages

starts additive damage

Referenced by DayZPlayer::CommandHandlerDebug(), and DayZPlayer::HandleDamageHit().

◆ BindCommand()

proto native TAnimGraphCommand HumanCommandActionCallback::BindCommand ( string pCommandName)
private

returns command index -

◆ BindEvent()

proto native TAnimGraphEvent HumanCommandActionCallback::BindEvent ( string pEventName)
private

◆ BindTag()

proto native TAnimGraphTag HumanCommandActionCallback::BindTag ( string pTagName)
private

◆ BindVariableBool()

proto native TAnimGraphVariable HumanCommandActionCallback::BindVariableBool ( string pVariable)
private

◆ BindVariableFloat()

proto native TAnimGraphVariable HumanCommandActionCallback::BindVariableFloat ( string pVariable)
private

◆ BindVariableInt()

proto native TAnimGraphVariable HumanCommandActionCallback::BindVariableInt ( string pVariable)
private

◆ Cancel()

proto native void Cancel ( )
private

cancels action

cancels command melee and goes to HumanCommandMove

Referenced by CABase::Interrupt().

◆ CancelModifier()

proto native void CancelModifier ( )
private

cancels modifier

◆ CanChangeStance()

bool CanChangeStance ( int previousStance,
int newStance )
private

Called by code to see if it can.

◆ CanExit()

proto native bool HumanCommandSwim::CanExit ( )
private

returns true if on exiting point

◆ CanRoll()

bool CanRoll ( )
private

◆ CheckFreeSpace()

proto native bool CheckFreeSpace ( vector localDir,
float distance,
bool useHeading,
vector posOffset = vector.Zero,
float xzScale = 1.0 )
private

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

◆ CollisionMoveTest()

proto float CollisionMoveTest ( vector dir,
vector offset,
float xzScale,
IEntity ignoreEntity,
out IEntity hitEntity,
out vector hitPosition,
out vector hitNormal )
private

makes test if character can physically move in given direction - length of dir means distance, returns distance fraction

◆ ContinueCombo() [1/2]

proto native void ContinueCombo ( )
private

marks command to continue to combo

◆ ContinueCombo() [2/2]

proto native void HumanCommandFall::ContinueCombo ( bool pHeavyHit,
float pComboValue,
EntityAI target = null,
vector hitPos = vector.Zero )
private

marks command to continue to combo

◆ DebugDrawClimb()

proto static native bool HumanCommandFullBodyDamage::DebugDrawClimb ( Human pHuman,
int pLevel )
staticprivate

debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)

◆ DebugDrawLadder()

proto static native bool HumanCommandSwim::DebugDrawLadder ( Building pBuilding,
int pLadderIndex )
staticprivate

debug draws any ladder

◆ DebugGetItemAnimInstance()

proto native owned string DebugGetItemAnimInstance ( )
private

returns current item's animation instance

◆ DebugGetItemClass()

proto native owned string DebugGetItemClass ( )
private

returns current item's class name

◆ DebugGetItemSuperClass()

proto native owned string DebugGetItemSuperClass ( )
private

returns current item's class that is found in config

◆ DebugGetLadderIndex()

proto static native int HumanCommandSwim::DebugGetLadderIndex ( string pComponentName)
staticprivate

◆ DebugIsEvent()

proto native int HumanCommandAdditives::DebugIsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ DebugResetEvents()

proto native void HumanCommandAdditives::DebugResetEvents ( )
private

◆ DefaultCancelCondition()

proto native bool DefaultCancelCondition ( )
private

system implemented cancel condition (now raise or sprint cancels action)

Referenced by ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition(), and HumanCommandActionCallback::CancelCondition().

◆ DeleteCommandModifier_Action()

proto native void DeleteCommandModifier_Action ( HumanCommandActionCallback pCallback)
private

force remove - normally if action is ended or interrupted - this is not needed to call

◆ DeleteCommandModifier_Damage()

proto native void DeleteCommandModifier_Damage ( HumanCommandDamage pDamage)
private

◆ DoClimbTest()

proto static native bool HumanCommandFullBodyDamage::DoClimbTest ( Human pHuman,
SHumanCommandClimbResult pResult,
int pDebugDrawLevel )
staticprivate

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb

◆ EnableCancelCondition()

proto native void EnableCancelCondition ( bool pEnable)
private

enables calling cancel condition default is disabled when enabled - there must be a function "bool CancelCondition()" implemented

Referenced by ActionUnfoldMapCB::ActionUnfoldMapCB(), HumanCommandActionCallback::Init(), ActionContinuousBaseCB::InitActionComponent(), and ActionInteractLoopBaseCB::InitActionComponent().

◆ EnableStateChangeCallback()

proto native void EnableStateChangeCallback ( )
private

◆ Exit()

proto native void HumanCommandSwim::Exit ( )
private

◆ ForceStance()

proto native void HumanCommandMelee::ForceStance ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

◆ ForceStanceUp()

proto native void HumanCommandMelee::ForceStanceUp ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

◆ GetAnimInterface()

proto native HumanAnimInterface GetAnimInterface ( )
private

returns animation interface - usable in HumanCommandScript implementations

◆ GetBaseAimingAngleLR()

proto native float HumanCommandAdditives::GetBaseAimingAngleLR ( )
private

returns base aiming angle LR - without sway/offsets/...

◆ GetBaseAimingAngleUD()

proto native float HumanCommandAdditives::GetBaseAimingAngleUD ( )
private

returns base aiming angle UD - without sway/offsets/...

◆ GetBoneIndexByName()

proto native int GetBoneIndexByName ( string pBoneName)
private

returns bone index for a name (-1 if pBoneName doesn't exist)

◆ GetClimbOverStandPointWS()

proto native vector HumanCommandFullBodyDamage::GetClimbOverStandPointWS ( )
private

returns world space position of landspot after climbing over

◆ GetComboCount()

proto native int HumanCommandFall::GetComboCount ( )
private

◆ GetCommand_Action()

proto native HumanCommandActionCallback GetCommand_Action ( )
private

is human is in command action - returns its callback, if current command is action

Referenced by ManBase::BrokenLegForceProne().

◆ GetCommand_Climb()

proto native HumanCommandClimb GetCommand_Climb ( )
private

◆ GetCommand_Damage()

◆ GetCommand_Death()

proto native HumanCommandDeathCallback GetCommand_Death ( )
private

◆ GetCommand_Fall()

◆ GetCommand_Ladder()

proto native HumanCommandLadder GetCommand_Ladder ( )
private

◆ GetCommand_Melee()

◆ GetCommand_Melee2()

◆ GetCommand_Move()

◆ GetCommand_Script()

proto native HumanCommandScript GetCommand_Script ( )
private

is human is in command action - returns its callback, if current command is action

◆ GetCommand_Swim()

proto native HumanCommandSwim GetCommand_Swim ( )
private

◆ GetCommand_Unconscious()

◆ GetCommand_Vehicle()

◆ GetCommandModifier_Action()

proto native HumanCommandActionCallback GetCommandModifier_Action ( )
private

returns callback for action if any is active, null if nothing runs

◆ GetCommandModifier_Additives()

proto native HumanCommandAdditives GetCommandModifier_Additives ( )
private

default (always-on modifiers)

returns modifier for additives / small behaviours on human

Referenced by DayZPlayer::CommandHandler(), DayZPlayer::CommandHandlerDebug(), and ManBase::ProcessADDModifier().

◆ GetCommandModifier_Damage()

proto native HumanCommandDamage GetCommandModifier_Damage ( )
private

◆ GetCommandModifier_Weapons()

◆ GetCommandModifierCount()

proto native int GetCommandModifierCount ( )
private

◆ GetCommandModifierID()

proto native int GetCommandModifierID ( int pIndex)
private

returns COMMANDID_ .. type id of command modifier on index pIndex

◆ GetCurrentCommandID()

proto native int GetCurrentCommandID ( )
private

returns current command ID (see DayZPlayerConstants.COMMANDID_...)

Referenced by DayZPlayer::CameraHandler().

◆ GetCurrentHitType()

proto native int HumanCommandFall::GetCurrentHitType ( )
private

Definition at line 68 of file DayZPlayerMeleeFightLogic_LightHeavy.c.

69 {
70 return m_HitType;
71 }
EMeleeHitType m_HitType

References m_HitType.

◆ GetCurrentInputAngle()

proto bool HumanCommandMelee::GetCurrentInputAngle ( out float pAngle)
private

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

◆ GetCurrentMovementAngle()

proto native float HumanCommandMelee::GetCurrentMovementAngle ( )
private

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float HumanCommandMelee::GetCurrentMovementSpeed ( )
private

0,1,2..3 idle, walk, run, sprint

◆ GetGrabPointWS()

proto native vector HumanCommandFullBodyDamage::GetGrabPointWS ( )
private

returns world space position of climbing grab point

◆ GetHuman()

proto native Human GetHuman ( )
private

get the human this cb belongs to

Referenced by GearChangeActionCallback::OnFinish().

◆ GetInputController()

◆ GetItemAccessor()

◆ GetLogoutPosition()

proto native vector HumanCommandSwim::GetLogoutPosition ( )
private

returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed

◆ GetMovementState()

◆ GetRunningAction()

proto native int HumanCommandAdditives::GetRunningAction ( )
private

returns -1 when no action is running or RELOAD,MECHANISM, ....

Definition at line 82 of file ActionManagerBase.c.

83 {
85 return m_CurrentActionData.m_Action;
86
87 return null;
88 }
ref ActionData m_CurrentActionData

References m_CurrentActionData.

Referenced by ManBase::CanBeRestrained(), ActionManagerClient::FindContextualUserActions(), ManBase::HeadingModel(), and ManBase::OnQuickBarSingleUse().

◆ GetRunningActionType()

proto native int HumanCommandAdditives::GetRunningActionType ( )
private

returns -1 when no action is running or appropriate action type

◆ GetState()

◆ GetStateString() [1/2]

string GetStateString ( )
private

returns debug string of current state

Definition at line 391 of file human.c.

392 {
393 return GetStateString(GetState());
394 }
string GetStateString()
returns debug string of current state
Definition human.c:391
proto native int GetState()
returns one of STATE_...

References GetState(), and GetStateString().

Referenced by GetStateString(), and HumanCommandActionCallback::OnStateChange().

◆ GetStateString() [2/2]

static string GetStateString ( int pState)
staticprivate

returns debug string of current state

one time state

Definition at line 369 of file human.c.

370 {
371 switch (pState)
372 {
373 case STATE_NONE: return "NONE";
374
375 case STATE_LOOP_IN: return "LOOP_IN";
376 case STATE_LOOP_LOOP: return "LOOP_LOOP";
377 case STATE_LOOP_END: return "LOOP_END";
378 case STATE_LOOP_END2: return "LOOP_END2";
379 case STATE_LOOP_LOOP2: return "LOOP_LOOP2";
380 case STATE_LOOP_ACTION: return "LOOP_ACTION";
381
383 case STATE_NORMAL: return "ONE TIME";
384 }
385
386 return "Undef";
387 }
static const int STATE_NONE
undef state - not running anymore
Definition human.c:348
static const int STATE_LOOP_END2
Definition human.c:354
static const int STATE_NORMAL
one time state
Definition human.c:359
static const int STATE_LOOP_IN
looped state
Definition human.c:351
static const int STATE_LOOP_END
Definition human.c:353
static const int STATE_LOOP_ACTION
Definition human.c:356
static const int STATE_LOOP_LOOP
Definition human.c:352
static const int STATE_LOOP_LOOP2
Definition human.c:355

References STATE_LOOP_ACTION, STATE_LOOP_END, STATE_LOOP_END2, STATE_LOOP_IN, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, STATE_NONE, and STATE_NORMAL.

◆ GetTransformWS()

enum HumanMoveCommandID GetTransformWS ( out vector pTm[4])
private

gets human transform in World Space

Referenced by DayZInfected::AddArrow(), and ManBase::AddArrow().

◆ HumanAnimInterface()

void HumanCommandActionCallback::HumanAnimInterface ( )
private

◆ HumanCommandActionCallback()

class HumanAnimInterface HumanCommandActionCallback ( )

◆ HumanCommandAdditives()

◆ HumanCommandClimb()

void HumanCommandFullBodyDamage::HumanCommandClimb ( )
private

Definition at line 790 of file human.c.

790{}

◆ HumanCommandDamage()

class HumanCommandUnconscious HumanCommandDamage ( )
private

Definition at line 609 of file human.c.

634{}

◆ HumanCommandDeath()

class HumanCommandDeathCallback HumanCommandDeath ( )
private

Definition at line 586 of file human.c.

608{}

◆ HumanCommandFall()

◆ HumanCommandLadder()

void HumanCommandSwim::HumanCommandLadder ( )
private

Definition at line 670 of file human.c.

670{}

◆ HumanCommandMelee()

class HumanCommandMove HumanCommandMelee ( )
private

Definition at line 421 of file human.c.

510{}

◆ HumanCommandMelee2()

void HumanCommandFall::HumanCommandMelee2 ( )
private

Definition at line 572 of file human.c.

572{}

◆ HumanCommandMove()

void HumanCommandMelee::HumanCommandMove ( )
private

Definition at line 511 of file human.c.

511{}

◆ HumanCommandSwim()

◆ HumanCommandUnconscious()

void HumanCommandDamage::HumanCommandUnconscious ( )
private

Definition at line 635 of file human.c.

635{}

◆ HumanCommandWeapons()

void HumanCommandAdditives::HumanCommandWeapons ( )
private

Definition at line 1087 of file human.c.

1087{}

◆ InternalCommand()

proto native void InternalCommand ( int pInternalCommandId)
private

calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...

Referenced by ActionBaseCB::SetCommand().

◆ IsActionFinished()

proto native bool HumanCommandAdditives::IsActionFinished ( )
private

◆ IsChangingStance()

proto native bool HumanCommandMelee::IsChangingStance ( )
private

returns true if character is changing stance

◆ IsDeathConditionMet()

proto native bool IsDeathConditionMet ( )
private

◆ IsDeathProcessed()

proto native bool IsDeathProcessed ( )
private

◆ IsEvent()

proto native int HumanCommandAdditives::IsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ IsFinisher()

proto native bool HumanCommandFall::IsFinisher ( )
private

◆ IsGestureCallback()

bool IsGestureCallback ( )
private

Definition at line 416 of file human.c.

417 {
418 return false;
419 }

◆ IsInComboRange()

proto native bool IsInComboRange ( )
private

returns true if hit is in range, where person can continue to combo

◆ IsInProne()

bool OnActivate::IsInProne ( )

Definition at line 1188 of file human.c.

◆ IsInRaisedProne()

bool OnActivate::IsInRaisedProne ( )

Definition at line 1194 of file human.c.

◆ IsInRoll()

proto native bool HumanCommandMelee::IsInRoll ( )
private

return true if character barrel rolling

◆ IsInWater()

proto native bool HumanCommandDamage::IsInWater ( )
private

◆ IsInWeaponReloadBulletSwitchState()

proto native bool HumanCommandAdditives::IsInWeaponReloadBulletSwitchState ( )
private

returns true when clip visual change is needed for reload clip action

◆ IsLanding()

proto native bool IsLanding ( )
private

returns true if fall is in landing state

◆ IsLeaning()

bool OnActivate::IsLeaning ( )

Definition at line 1200 of file human.c.

◆ IsLeavingUncon()

proto native bool HumanCommandMelee::IsLeavingUncon ( )
private

return true if character transitions out of uncon

Referenced by DayZPlayer::HeadingModel().

◆ IsMeleeEvade()

proto native bool HumanCommandMelee::IsMeleeEvade ( )
private

this is true when in melee evade

◆ IsModifierActive()

proto native bool IsModifierActive ( )
private

is modifier active

Referenced by ManBase::EEHitBy(), ResetAll(), and ManBase::SaveAreaPersistenceFlag().

◆ IsOnBack()

proto native bool IsOnBack ( )
private

return true if prone is on back

is on back in prone stance?

◆ IsOnLand()

proto native bool HumanCommandDamage::IsOnLand ( )
private

◆ IsRaised()

◆ IsRaisedInProne()

bool OnActivate::IsRaisedInProne ( )

Definition at line 1182 of file human.c.

◆ IsStandingFromBack()

proto native bool HumanCommandMelee::IsStandingFromBack ( )
private

return true if prone on back is chaning to crounch/stand

◆ IsSymptomCallback()

bool IsSymptomCallback ( )
private

Definition at line 421 of file human.c.

422 {
423 return false;
424 }

◆ IsThrowingMode()

proto native bool HumanCommandAdditives::IsThrowingMode ( )
private

◆ IsUserActionCallback()

bool IsUserActionCallback ( )
private

Definition at line 411 of file human.c.

412 {
413 return false;
414 }

◆ IsWakingUp()

proto native bool HumanCommandDamage::IsWakingUp ( )
private

◆ Land()

proto native void Land ( int pLandType)
private

end fall with land

◆ LiftWeapon()

proto native void HumanCommandAdditives::LiftWeapon ( bool pState)
private

command for lifting weapon near obstacled (works only when weapon is raised)

◆ LinkToLocalSpaceOf()

proto native void LinkToLocalSpaceOf ( notnull IEntity child,
vector pLocalSpaceMatrix[4] )
private

◆ OnActivate()

class HumanMovementState OnActivate ( )
private

HumanCommandScript fully scriptable command.

Warning
NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through Human.StartCommand_Script
Note
So ideally, it is best to set up the HumanCommandScript, not create any instances and start it through Human.StartCommand_ScriptInst In case an instance needs to be created, it needs manual deletion if not sent to the CommandHandler But deleting it while it is in the CommandHandler will cause crashes constructor must have 1st parameter to be Human virtual to be overridden called when command starts

Definition at line 1105 of file human.c.

1167{ };

Referenced by Activate(), AntibioticsMdfr::OnReconnect(), CharcoalMdfr::OnReconnect(), FatigueMdfr::OnReconnect(), FeverMdfr::OnReconnect(), HemolyticReactionMdfr::OnReconnect(), PoisoningMdfr::OnReconnect(), WetMdfr::OnReconnect(), DisinfectionMdfr::OnReconnect(), DrowningMdfr::OnReconnect(), EpinephrineMdfr::OnReconnect(), FliesMdfr::OnReconnect(), ImmunityBoost::OnReconnect(), MaskMdfr::OnReconnect(), MorphineMdfr::OnReconnect(), PainKillersMdfr::OnReconnect(), and SalineMdfr::OnReconnect().

◆ OnAnimationEvent()

void OnAnimationEvent ( int pEventID)
private

calls animation event -> must be registered with RegisterAnimationEvent

Definition at line 401 of file human.c.

401{};

◆ OnCommandActionAdditiveFinish()

void OnCommandActionAdditiveFinish ( )
private

◆ OnCommandActionAdditiveStart()

void OnCommandActionAdditiveStart ( )
private

◆ OnCommandActionFullbodyFinish()

void OnCommandActionFullbodyFinish ( )
private

◆ OnCommandActionFullbodyStart()

void OnCommandActionFullbodyStart ( )
private

◆ OnCommandClimbFinish()

void OnCommandClimbFinish ( )
private

◆ OnCommandClimbStart()

void OnCommandClimbStart ( )
private

◆ OnCommandDamageAdditiveFinish()

void OnCommandDamageAdditiveFinish ( )
private

◆ OnCommandDamageAdditiveStart()

void OnCommandDamageAdditiveStart ( )
private

◆ OnCommandDamageFullbodyFinish()

void OnCommandDamageFullbodyFinish ( )
private

◆ OnCommandDamageFullbodyStart()

void OnCommandDamageFullbodyStart ( )
private

◆ OnCommandDeathFinish()

void OnCommandDeathFinish ( )
private

◆ OnCommandDeathStart()

void OnCommandDeathStart ( )
private

◆ OnCommandFallFinish()

void OnCommandFallFinish ( )
private

◆ OnCommandFallStart()

void OnCommandFallStart ( )
private

◆ OnCommandLadderFinish()

void OnCommandLadderFinish ( )
private

◆ OnCommandLadderStart()

void OnCommandLadderStart ( )
private

◆ OnCommandMelee2Finish()

void OnCommandMelee2Finish ( )
private

◆ OnCommandMelee2Start()

void OnCommandMelee2Start ( )
private

◆ OnCommandMeleeFinish()

void OnCommandMeleeFinish ( )
private

◆ OnCommandMeleeStart()

void OnCommandMeleeStart ( )
private

◆ OnCommandMoveFinish()

void OnCommandMoveFinish ( )
private

◆ OnCommandMoveStart()

void OnCommandMoveStart ( )
private

◆ OnCommandSwimFinish()

void OnCommandSwimFinish ( )
private

◆ OnCommandSwimStart()

void OnCommandSwimStart ( )
private

◆ OnCommandUnconsciousFinish()

void OnCommandUnconsciousFinish ( )
private

◆ OnCommandUnconsciousStart()

void OnCommandUnconsciousStart ( )
private

◆ OnCommandVehicleFinish()

void OnCommandVehicleFinish ( )
private

◆ OnCommandVehicleStart()

void OnCommandVehicleStart ( )
private

◆ OnDeactivate()

void OnDeactivate ( )
private

called when command ends

Definition at line 1170 of file human.c.

1170{ };

Referenced by Deactivate().

◆ OnFinish()

void OnFinish ( bool pCanceled)
private

called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)

Definition at line 404 of file human.c.

404{};

◆ OnRollFinish()

void OnRollFinish ( )
private

◆ OnRollStart()

void OnRollStart ( bool isToTheRight)
private

◆ OnSimulationEnd()

void HumanCommandDeath::OnSimulationEnd ( )

Definition at line 612 of file human.c.

◆ OnStanceChange()

void OnStanceChange ( int previousStance,
int newStance )
private

gets called on stance change

◆ OnStateChange()

void OnStateChange ( int pOldState,
int pCurrentState )
private

called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state

Definition at line 407 of file human.c.

407{};

◆ PhysicsEnableGravity()

proto native void PhysicsEnableGravity ( bool pEnable)
private

◆ PhysicsGetVelocity()

proto native void PhysicsGetVelocity ( out vector pVelocity)
private

outs pVelocity - linear velocity of PHYSICS CONTROLLER

Referenced by ManBase::BrokenLegWalkShock().

◆ PhysicsIsFalling()

proto native bool PhysicsIsFalling ( bool pValidate)
private

returns true if physics controller is falling

Referenced by DayZPlayer::CommandHandler(), and ManBase::IsLanded().

◆ PhysicsIsSolid()

proto native bool PhysicsIsSolid ( )
private

◆ PhysicsLanded()

proto native bool PhysicsLanded ( )
private

this is true when fall has physically landed - need to call Land after this is true

◆ PhysicsSetRagdoll()

proto native void PhysicsSetRagdoll ( bool pEnable)
private

Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures.

Referenced by DayZPlayer::HandleDeath().

◆ PhysicsSetSolid()

proto native void PhysicsSetSolid ( bool pSolid)
private

Referenced by DayZPlayer::HandleDeath().

◆ PostPhys_GetPosition()

proto native void PostPhys_GetPosition ( out vector pOutTransl)
private

script function usable in PostPhysUpdate

◆ PostPhys_GetRotation()

proto native void PostPhys_GetRotation ( out float pOutRot[4])
private

vec3 in world space

◆ PostPhys_LockRotation()

proto native void PostPhys_LockRotation ( )
private

quaternion in world space

◆ PostPhys_SetPosition()

proto native void PostPhys_SetPosition ( vector pInTransl)
private

quaternion in world space

◆ PostPhys_SetRotation()

proto native void PostPhys_SetRotation ( float pInRot[4])
private

vec3 in world space

◆ PostPhysUpdate()

bool PostPhysUpdate ( float pDt)
private

override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))

◆ PreAnim_CallCommand()

proto native void PreAnim_CallCommand ( int pCommand,
int pParamInt,
float pParamFloat )
private

function usable in PreAnimUpdate or in !!! OnActivate !!!

◆ PreAnim_SetBool()

proto native void PreAnim_SetBool ( int pVar,
bool pBool )
private

◆ PreAnim_SetFilteredHeading()

proto native void PreAnim_SetFilteredHeading ( float pYawAngle,
float pFilterDt,
float pMaxYawSpeed )
private

sets character rotation (heading)

◆ PreAnim_SetFloat()

proto native void PreAnim_SetFloat ( int pVar,
float pFlt )
private

◆ PreAnim_SetInt()

proto native void PreAnim_SetInt ( int pVar,
int pInt )
private

◆ PreAnimUpdate()

void PreAnimUpdate ( float pDt)
private

override this ! called before any animation is processed here change animation values, add animation commands

◆ PrePhys_GetRotation()

proto native bool PrePhys_GetRotation ( out float pOutRot[4])
private

◆ PrePhys_GetTranslation()

proto native bool PrePhys_GetTranslation ( out vector pOutTransl)
private

◆ PrePhys_IsEvent()

proto native bool PrePhys_IsEvent ( int pEvent)
private

script function usable in PrePhysUpdate

◆ PrePhys_IsTag()

proto native bool PrePhys_IsTag ( int pTag)
private

◆ PrePhys_SetRotation()

proto native void PrePhys_SetRotation ( float pInRot[4])
private

◆ PrePhys_SetTranslation()

proto native void PrePhys_SetTranslation ( vector pInTransl)
private

◆ PrePhysUpdate()

void PrePhysUpdate ( float pDt)
private

override this ! after animation is processed, before physics is processed

◆ RegisterAnimationEvent()

proto native void RegisterAnimationEvent ( string pAnimationEventStr,
int pId )
private

registers animation event, when event registered and received - it sends OnAnimationEvent with registered id

◆ RegisterDefaultEvents()

void HumanCommandAdditives::RegisterDefaultEvents ( )
private

Definition at line 1121 of file human.c.

1123 {
1124 return m_iStanceIdx >= DayZPlayerConstants.STANCEIDX_RAISEDERECT;
1125 }
1126
1128 bool IsRaisedInProne()
1129 {
1130 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1131 }
1132
1134 bool IsInProne()
1135 {
1136 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE;
1137 }
1138
1140 bool IsInRaisedProne()
1141 {
1142 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1143 }
1144
1146 bool IsLeaning()
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597
bool IsInRaisedProne()
Definition human.c:1194
int m_iStanceIdx
current command's id
Definition human.c:1169
bool IsRaisedInProne()
Definition human.c:1182
bool IsInProne()
Definition human.c:1188
bool IsLeaning()
Definition human.c:1200

◆ RegisterEvent()

proto native void HumanCommandAdditives::RegisterEvent ( string pName,
int pId )
private

register events

◆ ResetAligning()

proto native void ResetAligning ( )
private

disables character aligning

◆ ResetDeath()

proto native void ResetDeath ( )
private

◆ ResetDeathCooldown()

proto native void ResetDeathCooldown ( )
private

◆ SetActionProgressParams()

proto native void HumanCommandAdditives::SetActionProgressParams ( float pStart,
float pEnd )
private

sets start and end animation position - f.e. for reload clip action

◆ SetADS()

proto native void HumanCommandAdditives::SetADS ( bool pState)
private

sets head tilt to optics

◆ SetAligning()

proto native void SetAligning ( vector pPositionWS,
vector pDirectionWS )
private

enables character aligning to desired position and direction in world space

◆ SetCurrentWaterLevel()

proto native void HumanCommandMelee::SetCurrentWaterLevel ( float value)
private

sets water level (depth)

◆ SetDirectionFilterModifier()

proto native void HumanCommandMelee::SetDirectionFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

◆ SetDirectionSprintFilterModifier()

proto native void HumanCommandMelee::SetDirectionSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

References HumanCommandFall().

◆ SetExhaustion()

proto native void SetExhaustion ( float pValue,
bool pInterpolate )
private

sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetFlagFinished()

proto native void SetFlagFinished ( bool pFinished)
private

this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );

◆ SetInitState()

proto native void HumanCommandAdditives::SetInitState ( int pFrameIndex)
private

this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state

◆ SetInjured()

proto native void SetInjured ( float pValue,
bool pInterpolate )
private

sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetMeleeBlock()

proto native void HumanCommandMelee::SetMeleeBlock ( bool pBlock)
private

this enables/disables block

◆ SetRunSprintFilterModifier()

proto native void HumanCommandMelee::SetRunSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

◆ SetTalking()

proto native void SetTalking ( bool pValue)
private

sets talking

◆ SetThrowingMode()

proto native void HumanCommandAdditives::SetThrowingMode ( bool pState)
private

◆ SetTurnSpanModifier()

proto native void HumanCommandMelee::SetTurnSpanModifier ( float value)
private

◆ SetTurnSpanSprintModifier()

proto native void HumanCommandMelee::SetTurnSpanSprintModifier ( float value)
private

◆ ShouldSimulationBeDisabled()

bool HumanCommandDeath::ShouldSimulationBeDisabled ( )

'OnSimulationEnd' is called before this

Definition at line 615 of file human.c.

◆ StartAction()

proto native bool HumanCommandAdditives::StartAction ( WeaponActions pAction,
int pActionType )
private

start reload,mechanism,chambering,unjam ...

◆ StartCommand_Action()

proto native HumanCommandActionCallback StartCommand_Action ( int pActionID,
typename pCallbackClass ,
int pStanceMask )
private

--— ACTIONS --—

starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...

◆ StartCommand_Climb()

proto native HumanCommandClimb StartCommand_Climb ( SHumanCommandClimbResult pClimbResult,
int pType )
private

--— CLIMB --—

starts command - climb

◆ StartCommand_Damage()

proto native HumanCommandFullBodyDamage StartCommand_Damage ( int pType,
float pDirection )
private

--— FullBody Damages --—

starts fullbody damage

Referenced by DayZPlayer::CommandHandlerDebug(), and DayZPlayer::HandleDamageHit().

◆ StartCommand_Death()

proto native HumanCommandDeathCallback StartCommand_Death ( int pType,
float pDirection,
typename pCallbackClass ,
bool pKeepInLocalSpaceAfterLeave = false )
private

--— Death --—

starts command - death

Referenced by DayZCreatureAI::HandleDeath(), DayZInfected::HandleDeath(), and DayZPlayer::HandleDeath().

◆ StartCommand_Fall()

proto native HumanCommandFall StartCommand_Fall ( float pYVelocity)
private

--— FALL --—

starts command - fall pYVelocity <= 0 -> fall pYVelocity > 0 -> jump

Referenced by DayZPlayer::CommandHandler().

◆ StartCommand_Ladder()

proto native HumanCommandLadder StartCommand_Ladder ( Building pBuilding,
int pLadderIndex )
private

--— LADDER --—

starts command - fall

◆ StartCommand_Melee()

proto native HumanCommandMelee StartCommand_Melee ( EntityAI pTarget)
private

--— MELEE --—

starts command - melee

◆ StartCommand_Melee2()

proto native HumanCommandMelee2 StartCommand_Melee2 ( EntityAI pTarget,
int pHitType,
float pComboValue,
vector hitPos = vector.Zero )
private

starts command - melee2

◆ StartCommand_Move()

◆ StartCommand_Script()

proto native HumanCommandScript StartCommand_Script ( HumanCommandScript pHumanCommand)
private

— SCRIPTED COMMANDS

starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...

◆ StartCommand_ScriptInst()

proto native HumanCommandScript StartCommand_ScriptInst ( typename pCallbackClass )
private

◆ StartCommand_Swim()

proto native HumanCommandSwim StartCommand_Swim ( )
private

--— LADDER --—

starts command - Swim

Referenced by DayZPlayer::CommandHandler().

◆ StartCommand_Unconscious()

proto native HumanCommandUnconscious StartCommand_Unconscious ( float pType)
private

starts command - unconscious

Referenced by ManBase::CommandHandler().

◆ StartCommand_Vehicle()

proto native HumanCommandVehicle StartCommand_Vehicle ( Transport pTransport,
int pTransportPositionIndex,
int pVehicleSeat,
bool fromUnconscious = false )
private

--— VEHICLE --—

starts command - vehicle

Referenced by DayZPlayer::CommandHandler().

◆ StartDeath()

proto native void StartDeath ( )
private

◆ StartMeleeEvade()

proto native void HumanCommandMelee::StartMeleeEvade ( )
private

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void HumanCommandMelee::StartMeleeEvadeA ( float pDirAngle)
private

marks command to continue to combo, pDirAngle specifies angle

◆ StartModifier()

proto native void StartModifier ( int pType)
private

starts modifier

◆ StaticSetInitState()

proto static native void HumanCommandAdditives::StaticSetInitState ( Human pHuman,
int pFrameIdx )
staticprivate

just static version of SetInitState

◆ StopSwimming()

proto native void StopSwimming ( )
private

◆ ThrowItem()

proto native void HumanCommandAdditives::ThrowItem ( int throwType)
private

◆ UnlinkFromLocalSpace()

proto native void UnlinkFromLocalSpace ( )
private

◆ WakeUp()

proto native void HumanCommandDamage::WakeUp ( int targetStance = -1)
private

◆ WasHit()

proto native bool WasHit ( )
private

is true only once after hit event

◆ WasItemLeaveHandsEvent()

proto native bool HumanCommandAdditives::WasItemLeaveHandsEvent ( )
private

◆ WaterLevelCheck()

proto static native vector WaterLevelCheck ( Human pHuman,
vector pPosition )
staticprivate

returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0)

◆ WeaponActionTypeToString()

string WeaponActionTypeToString ( int A,
int AT )
private

Definition at line 923 of file human.c.

924{
925 switch (A)
926 {
927 case WeaponActions.INTERRUPT: return "Weapon interrupt";
928 case WeaponActions.NONE: return "---";
929 case WeaponActions.RELOAD: return typename.EnumToString(WeaponActionReloadTypes, AT);
930 case WeaponActions.MECHANISM: return typename.EnumToString(WeaponActionMechanismTypes, AT);
931 case WeaponActions.CHAMBERING: return typename.EnumToString(WeaponActionChamberingTypes, AT);
932 case WeaponActions.CHAMBERING_LOADER: return typename.EnumToString(WeaponActionChamberingLoaderTypes, AT);
933 case WeaponActions.UNJAMMING: return typename.EnumToString(WeaponActionUnjammingTypes, AT);
934 case WeaponActions.FIRE: return typename.EnumToString(WeaponActionFireTypes, AT);
935 case WeaponActions.HIDE: return typename.EnumToString(WeaponHideShowTypes, AT);
936 case WeaponActions.SHOW: return typename.EnumToString(WeaponHideShowTypes, AT);
937 }
938 return "---";
939}
@ A
Definition EnSystem.c:345
WeaponActionChamberingTypes
Definition human.c:856
WeaponHideShowTypes
Definition human.c:910
WeaponActions
actions
Definition human.c:796
WeaponActionChamberingLoaderTypes
Definition human.c:886
WeaponActionReloadTypes
Definition human.c:812
WeaponActionUnjammingTypes
Definition human.c:892
WeaponActionFireTypes
Definition human.c:900

Referenced by HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry(), and WeaponStateBase::OnEntry().

◆ ~HumanAnimInterface()

void HumanCommandActionCallback::~HumanAnimInterface ( )
private

◆ ~HumanCommandActionCallback()

◆ ~HumanCommandAdditives()

Definition at line 1087 of file human.c.

1087{}

◆ ~HumanCommandClimb()

void HumanCommandFullBodyDamage::~HumanCommandClimb ( )
private

Definition at line 791 of file human.c.

◆ ~HumanCommandDamage()

void ~HumanCommandDamage ( )
private

Definition at line 635 of file human.c.

635{}

◆ ~HumanCommandDeath()

void ~HumanCommandDeath ( )
private

Definition at line 609 of file human.c.

609{}

◆ ~HumanCommandFall()

void ~HumanCommandFall ( )
private

Definition at line 572 of file human.c.

572{}

◆ ~HumanCommandFullBodyDamage()

Definition at line 790 of file human.c.

790{}

◆ ~HumanCommandLadder()

void HumanCommandSwim::~HumanCommandLadder ( )
private

Definition at line 671 of file human.c.

◆ ~HumanCommandMelee()

void ~HumanCommandMelee ( )
private

Definition at line 511 of file human.c.

511{}

◆ ~HumanCommandMelee2()

void HumanCommandFall::~HumanCommandMelee2 ( )
private

Definition at line 573 of file human.c.

◆ ~HumanCommandMove()

void HumanCommandMelee::~HumanCommandMove ( )
private

Definition at line 512 of file human.c.

◆ ~HumanCommandSwim()

void ~HumanCommandSwim ( )
private

Definition at line 670 of file human.c.

670{}

◆ ~HumanCommandUnconscious()

void HumanCommandDamage::~HumanCommandUnconscious ( )
private

Definition at line 636 of file human.c.

◆ ~HumanCommandWeapons()

void HumanCommandAdditives::~HumanCommandWeapons ( )
private

Definition at line 1088 of file human.c.

Variable Documentation

◆ CommandActionAdditive

CommandActionAdditive = 8192

Definition at line 14 of file human.c.

◆ CommandActionFullbody

CommandActionFullbody = 4096

Definition at line 13 of file human.c.

◆ CommandClimb

CommandClimb = 16

Definition at line 5 of file human.c.

◆ CommandDamageAdditive

CommandDamageAdditive = 256

Definition at line 9 of file human.c.

◆ CommandDamageFullbody

CommandDamageFullbody = 128

Definition at line 8 of file human.c.

◆ CommandDeath

CommandDeath = 32

Definition at line 6 of file human.c.

◆ CommandFall

CommandFall = 8

Definition at line 4 of file human.c.

◆ CommandLadder

CommandLadder = 512

Definition at line 10 of file human.c.

◆ CommandMelee

CommandMelee = 2

Definition at line 2 of file human.c.

◆ CommandMelee2

CommandMelee2 = 4

Definition at line 3 of file human.c.

◆ CommandMove

CommandMove = 1

Definition at line 1 of file human.c.

◆ CommandSwim

CommandSwim = 1024

Definition at line 11 of file human.c.

◆ CommandUnconscious

CommandUnconscious = 64

Definition at line 7 of file human.c.

◆ CommandVehicle

CommandVehicle = 2048

Definition at line 12 of file human.c.

◆ HIT_TYPE_FINISHER

const int HIT_TYPE_FINISHER = 2
staticprivate

Definition at line 577 of file human.c.

◆ HIT_TYPE_FINISHER_NECK

const int HIT_TYPE_FINISHER_NECK = 3
staticprivate

Definition at line 578 of file human.c.

◆ HIT_TYPE_HEAVY

const int HIT_TYPE_HEAVY = 1
staticprivate

Definition at line 576 of file human.c.

◆ HIT_TYPE_LIGHT

const int HIT_TYPE_LIGHT = 0
staticprivate

Definition at line 575 of file human.c.

◆ HumanCommandFullBodyDamage

class HumanCommandClimb HumanCommandFullBodyDamage
private

Definition at line 745 of file human.c.

789{}

◆ LANDTYPE_HEAVY

const int LANDTYPE_HEAVY = 3
staticprivate

Definition at line 577 of file human.c.

◆ LANDTYPE_LIGHT

const int LANDTYPE_LIGHT = 1
staticprivate

Definition at line 575 of file human.c.

◆ LANDTYPE_MEDIUM

const int LANDTYPE_MEDIUM = 2
staticprivate

Definition at line 576 of file human.c.

◆ LANDTYPE_NONE

const int LANDTYPE_NONE = 0
staticprivate

Definition at line 574 of file human.c.

◆ m_bFinishWithFall

bool m_bFinishWithFall
private

Definition at line 733 of file human.c.

◆ m_bHasParent

bool m_bHasParent
private

Definition at line 734 of file human.c.

◆ m_bIsClimb

class HumanCommandVehicle m_bIsClimb
private

result from static test

◆ m_bIsClimbOver

bool m_bIsClimbOver
private

Definition at line 732 of file human.c.

◆ m_ClimbGrabPoint

vector m_ClimbGrabPoint
private

Definition at line 738 of file human.c.

◆ m_ClimbGrabPointNormal

vector m_ClimbGrabPointNormal
private

grab point for climb && climb over (in local space of it's parent)

Definition at line 739 of file human.c.

◆ m_ClimbOverStandPoint

vector m_ClimbOverStandPoint
private

where climb ends (in local space of it's parent)

Definition at line 741 of file human.c.

◆ m_ClimbOverStandPointParent

IEntity m_ClimbOverStandPointParent
private

Definition at line 745 of file human.c.

◆ m_ClimbStandPoint

vector m_ClimbStandPoint
private

normal to grabpoint position (used for character orientation)

Definition at line 740 of file human.c.

◆ m_ClimbStandPointParent

IEntity m_ClimbStandPointParent
private

parent of grabpoint

Definition at line 744 of file human.c.

◆ m_CommandTypeId

int m_CommandTypeId

Definition at line 1168 of file human.c.

◆ m_fClimbHeight

float m_fClimbHeight
private

Definition at line 736 of file human.c.

◆ m_fLeaning

float m_fLeaning

current movement (0 idle, 1 walk, 2-run, 3-sprint), only if the command has a movement

Definition at line 1171 of file human.c.

◆ m_GrabPointParent

IEntity m_GrabPointParent
private

where climb over ends (in local space of it's parent)

Definition at line 743 of file human.c.

◆ m_iMovement

int m_iMovement

current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance

Definition at line 1170 of file human.c.

◆ m_iStanceIdx

int m_iStanceIdx

current command's id

Definition at line 1169 of file human.c.

◆ m_LocalMovement

int m_LocalMovement = -1

leaning state (not all commands need to have all movements)

Definition at line 1173 of file human.c.

◆ MECHANISM_CLOSED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1
private

◆ MECHANISM_CLOSED_UNCOCKED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3
private

◆ MECHANISM_OPENED

enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0
private

mechanism action types

◆ MECHANISM_SPECIAL

enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2
private

◆ None

@ None = 0

Definition at line 0 of file human.c.

◆ STATE_LOOP_ACTION

const int STATE_LOOP_ACTION = 6
staticprivate

Definition at line 356 of file human.c.

Referenced by GetStateString().

◆ STATE_LOOP_END

const int STATE_LOOP_END = 3
staticprivate

Definition at line 353 of file human.c.

Referenced by GetStateString(), and OnStateChange().

◆ STATE_LOOP_END2

const int STATE_LOOP_END2 = 4
staticprivate

Definition at line 354 of file human.c.

Referenced by GetStateString(), and OnStateChange().

◆ STATE_LOOP_IN

const int STATE_LOOP_IN = 1
staticprivate

looped state

Definition at line 351 of file human.c.

Referenced by GetStateString(), and ActionUnfoldMapCB::OnStateChange().

◆ STATE_LOOP_LOOP

◆ STATE_LOOP_LOOP2

const int STATE_LOOP_LOOP2 = 5
staticprivate

◆ STATE_NONE

const int STATE_NONE = 0
staticprivate

undef state - not running anymore

example of implement of CancelCondition returns true it it should CANCEL the action

Definition at line 348 of file human.c.

Referenced by GetStateString(), OnStateChange(), ActionReadPaperCB::OnStateChange(), and ActionWritePaperCB::OnStateChange().

◆ STATE_NORMAL

const int STATE_NORMAL = 7
staticprivate

one time state

Definition at line 359 of file human.c.

Referenced by GetStateString().

◆ TAnimGraphCommand

class HumanInputController TAnimGraphCommand