720 return transport.IsIgnoredObject(
object);
1251class Human extends Man
proto native DayZCreatureAnimInterface GetAnimInterface()
proto native void PrePhys_SetRotation(float pInRot[4])
bool PostPhysUpdate(float pDt)
proto native void PostPhys_SetPosition(vector pInTransl)
quaternion in world space
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished(bool pFinished)
DayZAnimalCommandScript fully scriptable command.
proto native bool PrePhys_GetRotation(out float pOutRot[4])
proto native bool IsDeathProcessed()
proto native void PostPhys_GetRotation(out float pOutRot[4])
vec3 in world space
proto native int GetBoneIndexByName(string pBoneName)
returns bone index for a name (-1 if pBoneName doesn't exist)
proto native bool PrePhys_GetTranslation(out vector pOutTransl)
script function usable in PrePhysUpdate
proto native void PostPhys_SetRotation(float pInRot[4])
vec3 in world space
proto native void PrePhys_SetTranslation(vector pInTransl)
proto native void ResetDeath()
proto native void StartDeath()
proto native void PostPhys_LockRotation()
quaternion in world space
proto native void ResetDeathCooldown()
proto native void PostPhys_GetPosition(out vector pOutTransl)
script function usable in PostPhysUpdate
proto native bool IsDeathConditionMet()
Super root of all classes in Enforce script.
proto native TAnimGraphTag BindTag(string pTagName)
proto native TAnimGraphEvent BindEvent(string pEventName)
void ~HumanAnimInterface()
proto native TAnimGraphVariable BindVariableInt(string pVariable)
proto native TAnimGraphVariable BindVariableFloat(string pVariable)
proto native TAnimGraphCommand BindCommand(string pCommandName)
returns command index -
void HumanAnimInterface()
proto native TAnimGraphVariable BindVariableBool(string pVariable)
override void OnStateChange(int pOldState, int pCurrentState)
override void OnFinish(bool pCanceled)
override bool IsSymptomCallback()
override void OnAnimationEvent(int pEventID)
proto static native bool DoClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
proto native int GetState()
returns the state of climb (enum value of ClimbStates);
proto static native bool DebugDrawClimb(Human pHuman, int pLevel)
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
bool ShouldSimulationBeDisabled()
'OnSimulationEnd' is called before this
proto native vector GetLogoutPosition()
proto static native bool DebugDrawLadder(Building pBuilding, int pLadderIndex)
debug draws any ladder
void HumanCommandLadder()
void ~HumanCommandLadder()
proto static native int DebugGetLadderIndex(string pComponentName)
proto native bool CanExit()
returns true if on exiting point
proto native bool IsFinisher()
proto native int GetComboCount()
proto native bool WasHit()
is true only once after hit event
static const int HIT_TYPE_FINISHER
static const int HIT_TYPE_HEAVY
static const int HIT_TYPE_LIGHT
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
void ~HumanCommandMelee2()
proto native int GetCurrentHitType()
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 void Cancel()
cancels command melee and goes to HumanCommandMove
proto native bool IsOnBack()
is on back in prone stance?
static const int HIT_TYPE_FINISHER_NECK
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 float GetCurrentMovementSpeed()
0,1,2..3 idle, walk, run, sprint
proto native void SetTurnSpanModifier(float value)
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
proto native bool IsInRoll()
return true if character barrel rolling
proto native void SetTurnSpanSprintModifier(float value)
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
proto native void SetDirectionFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
proto native bool IsLeavingUncon()
return true if character transitions out of uncon
proto native void ForceStance(int pStanceIdx)
proto native void SetRunSprintFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
proto bool GetCurrentInputAngle(out float pAngle)
proto native bool IsOnBack()
return true if prone is on back
proto native void SetDirectionSprintFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
proto native float GetCurrentMovementAngle()
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native void SetCurrentWaterLevel(float value)
sets water level (depth)
proto native void StartMeleeEvade()
marks command to continue to combo
proto native void SetMeleeBlock(bool pBlock)
this enables/disables block
proto native void ForceStanceUp(int pStanceIdx)
proto native bool IsChangingStance()
returns true if character is changing stance
void HumanCommandUnconscious()
proto native bool IsWakingUp()
proto native bool IsInWater()
proto native void WakeUp(int targetStance=-1)
void ~HumanCommandUnconscious()
proto native bool IsOnLand()
proto native int GetVehicleType()
proto native Transport GetTransport()
proto native bool IsGettingIn()
void HumanCommandVehicle()
bool IsObjectIgnoredOnGettingOut(IEntity entity)
proto native bool WasGearChange()
void ~HumanCommandVehicle()
proto native int GetVehicleSeat()
proto native void KeepInVehicleSpaceAfterLeave(bool pState)
proto native int GetVehicleClass()
proto native void GetOutVehicle()
proto native void SetVehicleType(int pVehicleType)
proto native bool IsSwitchSeat()
proto native bool ShouldBeKnockedOut()
proto native void JumpOutVehicle()
proto native bool IsGettingOut()
proto native void SwitchSeat(int pTransportPositionIndex, int pVehicleSeat)
proto native void KnockedOutVehicle()
proto native void SetClutchState(bool pState)
proto native bool IsActionFinished()
void ~HumanCommandWeapons()
proto native void DebugResetEvents()
proto native bool WasItemLeaveHandsEvent()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto static native void StaticSetInitState(Human pHuman, int pFrameIdx)
just static version of SetInitState
proto native void SetThrowingMode(bool pState)
proto native void LiftWeapon(bool pState)
command for lifting weapon near obstacled (works only when weapon is raised)
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native bool IsInWeaponReloadBulletSwitchState()
returns true when clip visual change is needed for reload clip action
proto native bool IsThrowingMode()
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native void SetADS(bool pState)
sets head tilt to optics
proto native int IsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
void RegisterDefaultEvents()
proto native int DebugIsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native void ThrowItem(int throwType)
proto native void SetInitState(int pFrameIndex)
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
proto native void RegisterEvent(string pName, int pId)
register events
void HumanCommandWeapons()
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
int m_iStanceIdx
current command's id
int m_LocalMovement
leaning state (not all commands need to have all movements)
float m_fLeaning
current movement (0 idle, 1 walk, 2-run, 3-sprint), only if the command has a movement
Base native class for all motorized wheeled vehicles.
DayZPlayerConstants
defined in C++
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
enum WeaponActions HumanCommandFullBodyDamage
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
void OnCommandMoveStart()
proto static native vector WaterLevelCheck(Human pHuman, vector pPosition)
bool CanChangeStance(int previousStance, int newStance)
Called by code to see if it can.
static const int STATE_NONE
undef state - not running anymore
proto native int GetCurrentCommandID()
returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native HumanCommandDamage GetCommandModifier_Damage()
void OnCommandMeleeFinish()
void OnCommandActionAdditiveFinish()
proto native HumanCommandDamage AddCommandModifier_Damage(int pType, float pDirection)
— modifier for light Damages
static const int STATE_LOOP_END2
proto native void CancelModifier()
cancels modifier
proto native bool IsModifierActive()
is modifier active
proto native HumanCommandMelee2 GetCommand_Melee2()
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED
proto native owned string DebugGetItemAnimInstance()
returns current item's animation instance
proto native bool PrePhys_IsEvent(int pEvent)
script function usable in PrePhysUpdate
proto native HumanCommandVehicle StartCommand_Vehicle(Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false)
--— VEHICLE --—
IEntity m_ClimbOverStandPointParent
void OnCommandDeathStart()
proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
class HumanCommandMove HumanCommandMelee()
void OnCommandDamageAdditiveFinish()
static const int STATE_NORMAL
one time state
proto native bool WasHit()
is true only once after hit event
void ~HumanCommandMelee()
proto native HumanCommandClimb GetCommand_Climb()
proto native HumanCommandMelee2 StartCommand_Melee2(EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero)
starts command - melee2
void OnCommandVehicleFinish()
static const int STATE_LOOP_IN
looped state
proto native void PhysicsGetVelocity(out vector pVelocity)
outs pVelocity - linear velocity of PHYSICS CONTROLLER
class HumanCommandVehicle m_bIsClimb
result from static test
class HumanCommandLadder HumanCommandSwim()
proto native void SetTalking(bool pValue)
sets talking
proto native bool PrePhys_IsTag(int pTag)
HumanMoveCommandID
do not process rotations !
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,...
void OnDeactivate()
called when command ends
void OnCommandSwimFinish()
vector m_ClimbGrabPointNormal
grab point for climb && climb over (in local space of it's parent)
proto native HumanCommandMove GetCommand_Move()
proto native HumanCommandDeathCallback GetCommand_Death()
proto native HumanCommandActionCallback GetCommand_Action()
is human is in command action - returns its callback, if current command is action
void OnCommandClimbStart()
proto native void StopSwimming()
proto native HumanCommandMelee StartCommand_Melee(EntityAI pTarget)
--— MELEE --—
static const int LANDTYPE_NONE
static const int LANDTYPE_LIGHT
proto native HumanCommandMelee GetCommand_Melee()
proto native HumanCommandFall StartCommand_Fall(float pYVelocity)
--— FALL --—
proto native HumanCommandMove StartCommand_Move()
--— MOVE --—
WeaponActionReloadClipTypes
@ RELOADRIFLE_CLIP_NOBULLET
@ RELOADRIFLE_CLIP_BULLET
static const int STATE_LOOP_END
proto native void SetInjured(float pValue, bool pInterpolate)
sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating toward...
void OnCommandActionAdditiveStart()
void OnCommandFallFinish()
proto native void PhysicsSetSolid(bool pSolid)
proto native bool PhysicsIsFalling(bool pValidate)
returns true if physics controller is falling
proto native int GetCommandModifierID(int pIndex)
returns COMMANDID_ .. type id of command modifier on index pIndex
class HumanCommandUnconscious HumanCommandDamage()
proto native void PreAnim_SetFilteredHeading(float pYawAngle, float pFilterDt, float pMaxYawSpeed)
sets character rotation (heading)
void OnCommandMelee2Start()
void OnCommandDamageAdditiveStart()
proto native HumanCommandFullBodyDamage StartCommand_Damage(int pType, float pDirection)
--— FullBody Damages --—
proto native void SetExhaustion(float pValue, bool pInterpolate)
sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating to...
void ~HumanCommandDamage()
static const int LANDTYPE_MEDIUM
proto native void DeleteCommandModifier_Action(HumanCommandActionCallback pCallback)
force remove - normally if action is ended or interrupted - this is not needed to call
proto native void PreAnim_SetBool(int pVar, bool pBool)
proto native void PreAnim_SetInt(int pVar, int pInt)
proto native HumanCommandActionCallback GetCommandModifier_Action()
returns callback for action if any is active, null if nothing runs
proto native void SetAligning(vector pPositionWS, vector pDirectionWS)
enables character aligning to desired position and direction in world space
WeaponActionChamberingTypes
@ CHAMBERING_ONEBULLET_CLOSED
@ CHAMBERING_TWOBULLETS_END
@ CHAMBERING_CROSSBOW_CLOSED
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED
@ CHAMBERING_ONEBULLET_UNIQUE_OPENED
@ CHAMBERING_CROSSBOW_OPENED
@ CHAMBERING_ONEBULLET_OPENED
chambering action types
@ CHAMBERING_STARTLOOPABLE_CLOSED_KEEP
@ CHAMBERING_CROSSBOW_FULL
@ CHAMBERING_STARTLOOPABLE_OPENED
@ CHAMBERING_STARTLOOPABLE_CLOSED
@ CHAMBERING_ONEBULLET_UNIQUE_CLOSED
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED
@ CHAMBERING_ONEBULLET_CLOSED_UNCOCKED
@ CHAMBERING_TWOBULLETS_START
@ HIDESHOW_SLOT_RFLRIGHTBACK
@ HIDESHOW_SLOT_INVENTORY
@ HIDESHOW_SLOT_2HDRIGHTBACK
@ HIDESHOW_SLOT_RFLLEFTBACK
@ HIDESHOW_SLOT_PISTOLCHEST
@ HIDESHOW_SLOT_1HDRIGHTBACK
@ HIDESHOW_SLOT_KNIFEBACK
@ HIDESHOW_SLOT_PISTOLBELT
@ HIDESHOW_SLOT_2HDLEFTBACK
@ HIDESHOW_SLOT_1HDLEFTBACK
proto native HumanCommandWeapons GetCommandModifier_Weapons()
returns interface for handling weapons
proto native HumanCommandVehicle GetCommand_Vehicle()
proto native void PreAnim_SetFloat(int pVar, float pFlt)
void PreAnimUpdate(float pDt)
proto native HumanCommandActionCallback StartCommand_Action(int pActionID, typename pCallbackClass, int pStanceMask)
--— ACTIONS --—
proto native HumanCommandSwim GetCommand_Swim()
proto native owned string DebugGetItemClass()
returns current item's class name
proto native bool PhysicsLanded()
this is true when fall has physically landed - need to call Land after this is true
proto native void EnableCancelCondition(bool pEnable)
class HumanCommandDeathCallback HumanCommandDeath()
bool IsUserActionCallback()
proto native owned string DebugGetItemSuperClass()
returns current item's class that is found in config
string WeaponActionTypeToString(int A, int AT)
void ~HumanCommandActionCallback()
proto native void DeleteCommandModifier_Damage(HumanCommandDamage pDamage)
proto native HumanCommandFall GetCommand_Fall()
static const int STATE_LOOP_ACTION
enum WeaponActionReloadClipTypes MECHANISM_OPENED
mechanism action types
void OnCommandMeleeStart()
proto native void InternalCommand(int pInternalCommandId)
proto native HumanCommandActionCallback AddCommandModifier_Action(int pActionID, typename pCallbackClass)
adds action command modifier, creates callback instance for you
proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat)
function usable in PreAnimUpdate or in !!! OnActivate !!!
void OnCommandLadderFinish()
WeaponActionChamberingLoaderTypes
@ CHAMBERINGLOADER_CLOSED
@ CHAMBERINGLOADER_OPENED
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
enum WeaponActionReloadClipTypes MECHANISM_CLOSED
void OnCommandFallStart()
void OnCommandUnconsciousStart()
class HumanAnimInterface HumanCommandActionCallback()
proto native HumanCommandUnconscious GetCommand_Unconscious()
proto native void ContinueCombo()
marks command to continue to combo
proto native void LinkToLocalSpaceOf(notnull IEntity child, vector pLocalSpaceMatrix[4])
string GetStateString()
returns debug string of current state
void PrePhysUpdate(float pDt)
void ~HumanCommandDeath()
proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false)
--— Death --—
proto native void ResetAligning()
disables character aligning
proto native void PhysicsEnableGravity(bool pEnable)
proto native void Cancel()
cancels action
proto native HumanCommandLadder GetCommand_Ladder()
proto native bool IsLanding()
returns true if fall is in landing state
void ~HumanCommandFullBodyDamage()
proto native void UnlinkFromLocalSpace()
proto native int GetCommandModifierCount()
static const int LANDTYPE_HEAVY
void OnCommandDamageFullbodyFinish()
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL
static const int STATE_LOOP_LOOP
proto native HumanCommandFullBodyDamage GetCommand_Damage()
void ~HumanCommandAdditives()
proto native void Land(int pLandType)
end fall with land
enum HumanMoveCommandID GetTransformWS(out vector pTm[4])
gets human transform in World Space
void OnCommandLadderStart()
proto native HumanCommandUnconscious StartCommand_Unconscious(float pType)
starts command - unconscious
class HumanInputController TAnimGraphCommand
proto native void PhysicsSetRagdoll(bool pEnable)
Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking...
@ RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED
@ RELOADRIFLE_MAGAZINE_DETACH
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED
@ RELOADRIFLE_MAGAZINE_NOBULLET
@ RELOADSRIFLE_MAGAZINE_NOBULLET
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED
@ RELOADSRIFLE_NOMAGAZINE_NOBULLET
@ RELOADPISTOL_MAGAZINE_NOBULLET_OPENED
@ RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED
@ RELOADRIFLE_NOMAGAZINE_NOBULLET
@ RELOADSRIFLE_MAGAZINE_BULLET
@ RELOADRIFLE_NOMAGAZINE_BULLET
@ RELOADPISTOL_MAGAZINE_BULLET_CLOSED
@ RELOADRIFLE_MAGAZINE_NOBULLET_OPEN
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED
@ RELOADRIFLE_MAGAZINE_BULLET
reload action types - rifles
@ RELOADSRIFLE_NOMAGAZINE_BULLET
void OnCommandMelee2Finish()
proto native int GetState()
returns one of STATE_...
void OnCommandVehicleStart()
proto native void StartModifier(int pType)
starts modifier
static const int STATE_LOOP_LOOP2
HumanInputControllerOverrideType
@ ONE_FRAME
Permenantly active until DISABLED is passed.
proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult, int pType)
--— CLIMB --—
proto native Human GetHuman()
get the human this cb belongs to
void OnCommandMoveFinish()
void OnCommandDeathFinish()
IEntity m_ClimbStandPointParent
parent of grabpoint
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
class HumanCommandMelee2 HumanCommandFall()
proto native HumanInputController GetInputController()
returns human input controller
void OnRollStart(bool isToTheRight)
proto native HumanCommandSwim StartCommand_Swim()
--— LADDER --—
vector m_ClimbStandPoint
normal to grabpoint position (used for character orientation)
void OnStanceChange(int previousStance, int newStance)
gets called on stance change
ClimbStates
state of climb command
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
proto native HumanItemAccessor GetItemAccessor()
void OnCommandDamageFullbodyStart()
proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex)
--— LADDER --—
void OnCommandSwimStart()
proto native HumanCommandAdditives GetCommandModifier_Additives()
default (always-on modifiers)
WeaponActionUnjammingTypes
@ UNJAMMING_START
unjam action types
void OnCommandUnconsciousFinish()
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 awa...
proto native bool IsOnBack()
return true if prone is on back
proto native bool PhysicsIsSolid()
vector m_ClimbOverStandPoint
where climb ends (in local space of it's parent)
proto native HumanCommandScript GetCommand_Script()
is human is in command action - returns its callback, if current command is action
void OnCommandClimbFinish()
IEntity m_GrabPointParent
where climb over ends (in local space of it's parent)
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)
— SCRIPTED COMMANDS
void OnCommandActionFullbodyFinish()
void OnCommandActionFullbodyStart()
class HumanCommandWeapons HumanCommandAdditives()