DayZ 1.24
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human.c
Go to the documentation of this file.
12};
14// *************************************************************************************
15// ! HumanInputController - what we know about the input - human.GetInputController()
16// *************************************************************************************
19 //--------------------------------------------------------------
20
23
26
29
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35
38
41
44
47
50
53
54 //--------------------------------------------------------------
55
58
61
62
63 //--------------------------------------------------------------
64
67
70
73
76
77 //--------------------------------------------------------------
78
81
84
87
90
93
96
99
100 //--------------------------------------------------------------
101
107
113
118
123
126
129
132
135
138 proto native bool IsImmediateAction(); //TODO: revise, may be obsolete
139
140 //--------------------------------------------------------------
142
145
148
151
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157
160
163
166
169
172
175
178
181
184
187
188 //--------------------------------------------------------------
189
193
196
197 //--------------------------------------------------------------
198
201
205
209
213
217
218
219 //--------------------------------------------------------------
220 // LIMITS
221
224
227
228
229 //--------------------------------------------------------------
230 // overrides
231
234
237
240
243
246
249
252
255
256
257 //--------------------------------------------------------------
258
260 private void HumanInputController()
261 {
262 }
263
266 {
267 }
268}
269
270
271// *************************************************************************************
272// ! HumanInputController - what we know about the input - human.GetInputController()
273// *************************************************************************************
274
277typedef int TAnimGraphTag;
278typedef int TAnimGraphEvent;
279
282{
283 private void HumanAnimInterface();
284 private void ~HumanAnimInterface();
285
286 //-----------------------------------------------------
287 // Binds, returns -1 when error, otherwise if ok
288
291
296
299
302}
303
304
305// *************************************************************************************
306// ! HumanCommandActionCallback - called as action callback
307// *************************************************************************************
309{
310 private void HumanCommandActionCallback();
312
315
318
322
325
328
333
336
339
342
345 // bool CancelCondition() { return false; }
346
348 static const int STATE_NONE = 0;
349
351 static const int STATE_LOOP_IN = 1;
352 static const int STATE_LOOP_LOOP = 2;
353 static const int STATE_LOOP_END = 3;
354 static const int STATE_LOOP_END2 = 4;
355 static const int STATE_LOOP_LOOP2 = 5;
356 static const int STATE_LOOP_ACTION = 6;
357
359 static const int STATE_NORMAL = 7;
360
362 proto native int GetState();
363
364
365 //----------------------------------
366 // debug helper
367
369 static string GetStateString(int pState)
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 }
388
389
392 {
393 return GetStateString(GetState());
394 }
395
396
397 //----------------------------------
398 // callbacks
399
402
404 void OnFinish(bool pCanceled) {};
405
408
409
410 // helps identify type of callback
412 {
413 return false;
414 }
415
417 {
418 return false;
419 }
420
422 {
423 return false;
424 }
425}
426
427
428// *************************************************************************************
429// ! HumanCommandMove
430// *************************************************************************************
503
504
505// *************************************************************************************
506// ! HumanCommandMelee - actual command melee running on
507// *************************************************************************************
509{
510 private void HumanCommandMelee() {}
511 private void ~HumanCommandMelee() {}
515
518
523 proto native void Cancel();
528
529
530// *************************************************************************************
531// ! HumanCommandMelee2 - actual command melee running on - Heavy/Light version
532// *************************************************************************************
534{
535 private void HumanCommandMelee2() {}
536 private void ~HumanCommandMelee2() {}
537
538 static const int HIT_TYPE_LIGHT = 0;
539 static const int HIT_TYPE_HEAVY = 1;
540 static const int HIT_TYPE_FINISHER = 2; //liver stab
541 static const int HIT_TYPE_FINISHER_NECK = 3;
554
557
559
561
563}
565
566// *************************************************************************************
567// ! HumanCommandFall - actually falling
568// *************************************************************************************
571 private void HumanCommandFall() {}
572 private void ~HumanCommandFall() {}
574 static const int LANDTYPE_NONE = 0;
575 static const int LANDTYPE_LIGHT = 1;
576 static const int LANDTYPE_MEDIUM = 2;
577 static const int LANDTYPE_HEAVY = 3;
584
587}
588
589// *************************************************************************************
590// ! HumanCommandDeathCallback - called as action callback
591// *************************************************************************************
593{
594 //----------------------------------
595 // callbacks
596
598
600 bool ShouldSimulationBeDisabled() { return true; };
601}
602
603// *************************************************************************************
604// ! HumanCommandDeath - actually dying
605// *************************************************************************************
607{
608 private void HumanCommandDeath() {}
609 private void ~HumanCommandDeath() {}
610}
611
613// *************************************************************************************
614// ! HumanCommandUnconscious - actually not dying
615// *************************************************************************************
627
628
629// *************************************************************************************
630// ! HumanCommandDamage - additional damage
631// *************************************************************************************
633{
634 private void HumanCommandDamage() {}
635 private void ~HumanCommandDamage() {}
637
638// *************************************************************************************
639// ! HumanCommandLadder ladder
640// *************************************************************************************
643 private void HumanCommandLadder() {}
644 private void ~HumanCommandLadder() {}
645
648
651
654
657
661}
662
663
664// *************************************************************************************
665// ! HumanCommandLadder ladder
666// *************************************************************************************
668{
669 private void HumanCommandSwim() {}
670 private void ~HumanCommandSwim() {}
678}
679
681// *************************************************************************************
682// ! HumanCommandVehicle vehicle
683// *************************************************************************************
723
724// *************************************************************************************
725// ! HumanCommandClimb
726// *************************************************************************************
727
730{
735
737
742
746};
747
748
758
782
783
784// *************************************************************************************
785// ! HumanCommandFullBodyDamage - full body damages
786// *************************************************************************************
788{
789 private void HumanCommandFullBodyDamage() {}
792
793
839
845
847{
849 MECHANISM_OPENED = 0, // CMD_Reload_BoltAction
851 MECHANISM_SPECIAL = 2, // crossbow, magnum ... special mechanism action apropriate for custom weapons
853};
854
856{
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};
884
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};
890
892{
894 UNJAMMING_START = 1, // CMD_Weapon_Jam - 0
897};
898
908
922
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}
940
968
969
970// *************************************************************************************
971// ! HumanCommandWeapons - weapon handling
972// *************************************************************************************
974{
975 private void HumanCommandWeapons() {}
976 private void ~HumanCommandWeapons() {}
977
980
983
986
989
992
994 proto native void RegisterEvent(string pName, int pId);
995
998
1001
1004
1007
1010 {
1011 RegisterEvent("Weapon_AttachmentHide", WeaponEvents.ATTACHMENT_HIDE);
1012 RegisterEvent("Weapon_AttachmentShow", WeaponEvents.ATTACHMENT_SHOW);
1013 RegisterEvent("Weapon_BulletEject", WeaponEvents.BULLET_EJECT);
1014 RegisterEvent("Weapon_BulletHide", WeaponEvents.BULLET_HIDE);
1015 RegisterEvent("Weapon_BulletHide2", WeaponEvents.BULLET_HIDE2);
1016 RegisterEvent("Weapon_BulletInChamber", WeaponEvents.BULLET_IN_CHAMBER);
1017 RegisterEvent("Weapon_BulletInMagazine", WeaponEvents.BULLET_IN_MAGAZINE);
1018 RegisterEvent("Weapon_BulletShow", WeaponEvents.BULLET_SHOW);
1019 RegisterEvent("Weapon_BulletShow2", WeaponEvents.BULLET_SHOW2);
1020 RegisterEvent("Weapon_CanUnjam_End", WeaponEvents.CANUNJAM_END);
1021 RegisterEvent("Weapon_CanUnjam_Start", WeaponEvents.CANUNJAM_START);
1022 RegisterEvent("Weapon_Cocked", WeaponEvents.COCKED);
1023 RegisterEvent("Weapon_MagazineAttached", WeaponEvents.MAGAZINE_ATTACHED);
1024 RegisterEvent("Weapon_MagazineDetached", WeaponEvents.MAGAZINE_DETACHED);
1025 RegisterEvent("Weapon_MagazineHide", WeaponEvents.MAGAZINE_HIDE);
1026 RegisterEvent("Weapon_MagazineShow", WeaponEvents.MAGAZINE_SHOW);
1027 RegisterEvent("Weapon_SliderOpen", WeaponEvents.SLIDER_OPEN);
1028 RegisterEvent("Weapon_Unjammed", WeaponEvents.UNJAMMED);
1029 RegisterEvent("Weapon_Hammer_Uncocked", WeaponEvents.HAMMER_UNCOCKED);
1030 RegisterEvent("Weapon_Hammer_Cocked", WeaponEvents.HAMMER_COCKED);
1031 RegisterEvent("Weapon_Change_Hide", WeaponEvents.CHANGE_HIDE);
1032 RegisterEvent("Weapon_Change_Show", WeaponEvents.CHANGE_SHOW);
1033 RegisterEvent("Weapon_CylinderRotate", WeaponEvents.CYLINDER_ROTATE);
1034 }
1035
1036 //----------------------------------------------------
1037 // weapon init states
1038
1039
1045
1048
1049
1050 //----------------------------------------------------
1051 //
1052
1055
1058
1059
1060 //----------------------------------------------------
1061 // throwing
1063
1065
1067
1069
1070 //----------------------------------------------------
1071 // debug copy
1072
1075
1078}
1079
1080
1081// *************************************************************************************
1082// ! HumanCommandAdditives - additional damage
1083// *************************************************************************************
1085{
1086 private void HumanCommandAdditives() {}
1087 private void ~HumanCommandAdditives() {}
1094
1107
1108
1109// *************************************************************************************
1110// ! HumanMovementState - movement state, command, stance, movement, human.GetMovementState(movementState)
1111// *************************************************************************************
1113{
1120
1123 {
1124 return m_iStanceIdx >= DayZPlayerConstants.STANCEIDX_RAISEDERECT;
1125 }
1126
1129 {
1130 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1131 }
1132
1135 {
1136 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE;
1137 }
1138
1141 {
1142 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1143 }
1144
1147 {
1148 return m_fLeaning != 0;
1149 }
1150}
1151
1152
1161{
1163 // HumanCommandScript(Human pHuman);
1164
1167 void OnActivate() { };
1170 void OnDeactivate() { };
1172
1173 //---------------------------------------------------------------
1174 // usable everywhere
1175
1179
1180 //---------------------------------------------------------------
1181 // PreAnim Update
1186 void PreAnimUpdate(float pDt);
1187
1193
1196
1197 //---------------------------------------------------------------
1198 // PrePhys Update
1199
1202 void PrePhysUpdate(float pDt);
1203
1207 proto native bool PrePhys_GetTranslation(out vector pOutTransl); // vec3 in local space !
1208 proto native bool PrePhys_GetRotation(out float pOutRot[4]); // quaternion in local space !
1209 proto native void PrePhys_SetTranslation(vector pInTransl); // vec3 in local space !
1210 proto native void PrePhys_SetRotation(float pInRot[4]); // quaternion in local space !
1211
1212 //---------------------------------------------------------------
1213 // PostPhys Update
1214
1218 bool PostPhysUpdate(float pDt);
1219
1226}
1227
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}
1247
1248// *************************************************************************************
1249// ! Human - human script interface
1250// *************************************************************************************
1251class Human extends Man
1252{
1253
1256
1259
1262
1263 //---------------------------------------------------------
1264 // link/unlink to/from local space
1267
1268 //---------------------------------------------------------
1269 // bone transforms
1270
1273
1274
1277
1278 //---------------------------------------------------------
1279 // physic props
1280
1283
1286
1288
1291
1294
1295 //---------------------------------------------------------
1296 // controller
1297
1300
1301 //---------------------------------------------------------
1302 // item accessor
1303
1305
1306
1307 //---------------------------------------------------------
1308 // commands
1309
1312
1315
1316
1318
1321
1323
1325
1328
1330
1333
1335
1336
1338
1343
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1368
1370
1371
1373
1376
1378
1380
1383
1385
1386
1389
1391
1392
1394
1396 // -> of type 0,...
1397 // -> from direction (lback -180,left -90,0,righ 90,rightback 180)
1399
1401
1402
1404
1408
1411
1412
1413 //---------------------------------------------------------
1414 // command modifiers
1415
1418
1421
1422
1424
1427
1430
1431
1432 // --- modifier/additive actions - played on COMMANDID_MOVE command
1433
1436
1439
1442
1443
1445
1447 // -> of type 0,...
1448 // -> from direction (lback -180,left -90,0,righ 90,rightback 180)
1450
1452
1454
1455
1457
1462
1465
1466
1467 //---------------------------------------------------------
1468 // debug info for Item Accessor
1469
1470
1473
1476
1479
1480
1481 //---------------------------------------------------------
1482 // helper functions for disabling simulation upon death
1485
1489
1490
1491 //--------------------------------------------------------
1492 // commands start/finish events
1493
1496
1499
1502
1505
1508
1511
1514
1517
1520
1523
1526
1529
1532
1535
1538
1541
1542 //--------------------------------------------------------
1543 // rolling API
1544
1545 bool CanRoll();
1548}
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.
Definition EnScript.c:11
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 -
proto native TAnimGraphVariable BindVariableBool(string pVariable)
override void OnStateChange(int pOldState, int pCurrentState)
override void OnFinish(bool pCanceled)
Definition StateCB.c:8
override bool IsSymptomCallback()
Definition StateCB.c:34
override void OnAnimationEvent(int pEventID)
command itself
Definition human.c:761
void HumanCommandClimb()
Definition human.c:762
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()
Definition human.c:763
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
Definition human.c:600
proto native vector GetLogoutPosition()
proto static native bool DebugDrawLadder(Building pBuilding, int pLadderIndex)
debug draws any ladder
void HumanCommandLadder()
Definition human.c:643
proto native void Exit()
void ~HumanCommandLadder()
Definition human.c:644
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
Definition human.c:540
static const int HIT_TYPE_HEAVY
Definition human.c:539
static const int HIT_TYPE_LIGHT
Definition human.c:538
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
void ~HumanCommandMelee2()
Definition human.c:536
proto native int GetCurrentHitType()
void HumanCommandMelee2()
Definition human.c:535
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
Definition human.c:541
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
void ~HumanCommandMove()
Definition human.c:434
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
void HumanCommandMove()
Definition human.c:433
proto native void ForceStanceUp(int pStanceIdx)
proto native bool IsChangingStance()
returns true if character is changing stance
void HumanCommandUnconscious()
Definition human.c:618
proto native bool IsWakingUp()
proto native bool IsInWater()
proto native void WakeUp(int targetStance=-1)
void ~HumanCommandUnconscious()
Definition human.c:619
proto native bool IsOnLand()
proto native int GetVehicleType()
proto native Transport GetTransport()
proto native bool IsGettingIn()
void HumanCommandVehicle()
Definition human.c:686
bool IsObjectIgnoredOnGettingOut(IEntity entity)
Definition human.c:707
proto native bool WasGearChange()
void ~HumanCommandVehicle()
Definition human.c:687
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()
Definition human.c:976
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()
Definition human.c:1009
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()
Definition human.c:975
proto native int IsGestureSlot()
proto native void OverrideMovementAngle(HumanInputControllerOverrideType overrideType, float value)
proto native bool IsZoomIn()
proto native bool IsUseItemButtonDown()
returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only)....
proto native bool WeaponADS()
returns true if weapon ADS mode
proto native bool IsQuickBarContinuousUse()
void ~HumanInputController()
never created by script
Definition human.c:265
proto native int IsMeleeLREvade()
returns 0,1,2 = none,left,right
proto native bool LimitsIsSprintDisabled()
is sprint disabled
proto native bool IsUseItemButton()
returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.
proto native bool CameraIsFreeLook()
returns true if freelook is active
proto native void OverrideAimChangeX(HumanInputControllerOverrideType overrideType, float value)
proto native void SetDisabled(bool pState)
disables input controller
proto native bool IsZeroingDown()
zeroing down
proto native void OverrideMovementSpeed(HumanInputControllerOverrideType overrideType, float value)
proto native bool IsReloadOrMechanismSingleUse()
weapon handling
proto native void LimitsDisableSprint(bool pDisable)
this disables sprint
proto void GetMovement(out float pSpeed, out vector pLocalDirection)
returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector
proto native bool WeaponWasRaiseClick()
returns true if weapon click perfomed recently (before raise specifically)
proto native void ResetFreeLookToggle()
reset freelook toggle
proto native bool IsUseButton()
Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks)....
proto native bool IsImmediateAction()
proto native void OverrideFreeLook(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsReloadOrMechanismContinuousUseStart()
R - reloading / bolting (== true for 1 tick only)
proto native bool IsAttackButton()
returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.
proto native bool IsHoldBreath()
holding breath
proto native void ResetHoldBreath()
reset hold breath toggle
proto native vector GetAimChange()
returns per tick aim change (in radians)
proto native bool IsOtherController()
returns true, if player controls other entity (vehicle for example)
proto native bool IsThrowingModeChange()
returns true if change of throwing mode has been requested
proto native bool CameraViewChanged()
1st/3rd person camera view
proto native bool IsMeleeEvade()
returns pressed SHIFT (melee evade)
proto native bool IsWalkToggled()
returns true if Walk set to toggle
proto native void OverrideRaise(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsContinuousUse()
Long click 'UADefaultAction' (== true for multiple ticks) + not raised.
proto native bool Camera3rdIsRightShoulder()
returns true if camera is on right/ false-left shoulder
proto native bool CameraIsTracking()
returns if camera is tracking (using IR device)
proto native bool IsFireModeChange()
fire mode has changed
proto native void Override3rdIsRightShoulder(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsContinuousUseEnd()
is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
proto native vector GetTracking()
returns absolute tracking change (in radians)
proto native bool IsQuickBarContinuousUseStart()
proto native bool IsWeaponRaised()
returns true if weapon is raised
proto native bool IsZoomToggle()
zooming toggle
proto native void ResetThrowingMode()
resets Throwing mode
proto native bool IsSingleUse()
single 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsZoom()
zooming
proto native bool IsZoomOut()
proto native bool IsStanceChange()
stance change button was pressed
proto native bool IsMeleeWeaponAttack()
return weapon melee attack modifier
proto native void OverrideAimChangeY(HumanInputControllerOverrideType overrideType, float value)
proto native bool IsSightChange()
sight has been changed (in/out ironsights)
proto native bool IsJumpClimb()
jump/climb action was pressed
proto native void ResetADS()
resets ADS mode to default
proto native bool IsReloadOrMechanismContinuousUseEnd()
R - reloading / bolting - long press (== true for multiple ticks)
proto native void ResetZoomToggle()
reset zoom toggle
proto native void OverrideMeleeEvade(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsZeroingUp()
zeroing up
proto native vector GetAimDelta(float dt)
returns aim change (in radians)
proto native int IsQuickBarSlot()
returns 1..10 if some quickbar slot is used, 0 otherwise
proto native float GetHeadingAngle()
returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing t...
proto native bool IsQuickBarSingleUse()
proto native bool IsUseButtonDown()
Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only)....
void HumanInputController()
never created by script
Definition human.c:260
proto native bool IsQuickBarContinuousUseEnd()
proto native bool IsContinuousUseStart()
is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsAttackButtonDown()
returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.
proto native bool IsReloadOrMechanismContinuousUse()
R - reloading / bolting - long press (== true for multiple ticks)
proto native bool IsMeleeFastAttackModifier()
returns SHIFT down (melee fast/heavy) attack modifier
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Definition human.c:1116
int m_iStanceIdx
current command's id
Definition human.c:1115
int m_LocalMovement
leaning state (not all commands need to have all movements)
Definition human.c:1119
float m_fLeaning
current movement (0 idle, 1 walk, 2-run, 3-sprint), only if the command has a movement
Definition human.c:1117
bool IsRaisedInProne()
Definition human.c:1128
bool IsInRaisedProne()
Definition human.c:1140
Base native class for all motorized wheeled vehicles.
Definition Car.c:75
static const vector Zero
Definition EnConvert.c:110
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
@ A
Definition EnSystem.c:345
proto native Widget GetParent()
Get parent of the Effect.
Definition Effect.c:389
enum WeaponActions HumanCommandFullBodyDamage
Definition human.c:789
int TAnimGraphVariable
Definition human.c:276
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
Definition human.c:348
proto native int GetCurrentCommandID()
returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native HumanCommandDamage GetCommandModifier_Damage()
CommandClimb
Definition human.c:5
void OnCommandMeleeFinish()
void OnCommandActionAdditiveFinish()
proto native HumanCommandDamage AddCommandModifier_Damage(int pType, float pDirection)
— modifier for light Damages
static const int STATE_LOOP_END2
Definition human.c:354
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
CommandActionFullbody
Definition human.c:13
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
Definition human.c:745
void OnCommandDeathStart()
proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
CommandMelee2
Definition human.c:3
class HumanCommandMove HumanCommandMelee()
Definition human.c:510
void OnCommandDamageAdditiveFinish()
CommandMove
Definition human.c:1
CommandMelee
Definition human.c:2
static const int STATE_NORMAL
one time state
Definition human.c:359
proto native bool WasHit()
is true only once after hit event
void ~HumanCommandMelee()
Definition human.c:511
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
Definition human.c:351
proto native void PhysicsGetVelocity(out vector pVelocity)
outs pVelocity - linear velocity of PHYSICS CONTROLLER
class HumanCommandVehicle m_bIsClimb
result from static test
float m_fClimbHeight
Definition human.c:736
class HumanCommandLadder HumanCommandSwim()
Definition human.c:669
proto native void SetTalking(bool pValue)
sets talking
proto native bool PrePhys_IsTag(int pTag)
HumanMoveCommandID
do not process rotations !
Definition human.c:1230
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
Definition human.c:1170
void OnCommandSwimFinish()
vector m_ClimbGrabPointNormal
grab point for climb && climb over (in local space of it's parent)
Definition human.c:739
proto native HumanCommandMove GetCommand_Move()
CommandDeath
Definition human.c:6
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()
CommandVehicle
Definition human.c:12
proto native void StopSwimming()
proto native HumanCommandMelee StartCommand_Melee(EntityAI pTarget)
--— MELEE --—
static const int LANDTYPE_NONE
Definition human.c:574
static const int LANDTYPE_LIGHT
Definition human.c:575
proto native HumanCommandMelee GetCommand_Melee()
proto native HumanCommandFall StartCommand_Fall(float pYVelocity)
--— FALL --—
proto native HumanCommandMove StartCommand_Move()
--— MOVE --—
WeaponActionReloadClipTypes
Definition human.c:841
@ RELOADRIFLE_CLIP_NOBULLET
Definition human.c:842
@ RELOADRIFLE_CLIP_BULLET
Definition human.c:843
static const int STATE_LOOP_END
Definition human.c:353
void OnRollFinish()
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()
Definition human.c:634
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 --—
bool IsGestureCallback()
Definition human.c:416
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()
Definition human.c:635
static const int LANDTYPE_MEDIUM
Definition human.c:576
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
Definition human.c:856
@ 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
WeaponHideShowTypes
Definition human.c:910
@ 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
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)
bool m_bFinishWithFall
Definition human.c:733
proto native HumanCommandActionCallback StartCommand_Action(int pActionID, typename pCallbackClass, int pStanceMask)
--— ACTIONS --—
bool m_bHasParent
Definition human.c:734
proto native HumanCommandSwim GetCommand_Swim()
WeaponActions
actions
Definition human.c:796
@ 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
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()
Definition human.c:608
WeaponEvents
events
Definition human.c:943
@ 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
bool IsUserActionCallback()
Definition human.c:411
CommandLadder
Definition human.c:10
proto native owned string DebugGetItemSuperClass()
returns current item's class that is found in config
vector m_ClimbGrabPoint
Definition human.c:738
string WeaponActionTypeToString(int A, int AT)
Definition human.c:923
void ~HumanCommandActionCallback()
proto native void DeleteCommandModifier_Damage(HumanCommandDamage pDamage)
proto native HumanCommandFall GetCommand_Fall()
int TAnimGraphTag
Definition human.c:277
static const int STATE_LOOP_ACTION
Definition human.c:356
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
Definition human.c:886
@ CHAMBERINGLOADER_CLOSED
Definition human.c:888
@ CHAMBERINGLOADER_OPENED
Definition human.c:887
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
Definition human.c:391
bool CanRoll()
void PrePhysUpdate(float pDt)
void ~HumanCommandDeath()
Definition human.c:609
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
CommandActionAdditive
Definition human.c:14
proto native HumanCommandLadder GetCommand_Ladder()
CommandSwim
Definition human.c:11
proto native bool IsLanding()
returns true if fall is in landing state
void ~HumanCommandFullBodyDamage()
Definition human.c:790
proto native void UnlinkFromLocalSpace()
proto native int GetCommandModifierCount()
static const int LANDTYPE_HEAVY
Definition human.c:577
void OnCommandDamageFullbodyFinish()
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL
static const int STATE_LOOP_LOOP
Definition human.c:352
proto native HumanCommandFullBodyDamage GetCommand_Damage()
void ~HumanCommandAdditives()
Definition human.c:1087
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...
WeaponActionReloadTypes
Definition human.c:812
@ 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
None
Definition human.c:0
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
Definition human.c:355
HumanInputControllerOverrideType
Definition human.c:8
@ DISABLED
Definition human.c:9
@ ENABLED
Definition human.c:10
@ ONE_FRAME
Permenantly active until DISABLED is passed.
Definition human.c:11
proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult, int pType)
--— CLIMB --—
CommandUnconscious
Definition human.c:7
proto native Human GetHuman()
get the human this cb belongs to
void OnCommandMoveFinish()
void OnCommandDeathFinish()
IEntity m_ClimbStandPointParent
parent of grabpoint
Definition human.c:744
class HumanMovementState OnActivate()
HumanCommandScript fully scriptable command.
Definition human.c:1167
class HumanCommandMelee2 HumanCommandFall()
Definition human.c:571
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)
Definition human.c:740
void OnStanceChange(int previousStance, int newStance)
gets called on stance change
ClimbStates
state of climb command
Definition human.c:751
@ 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
void ~HumanCommandFall()
Definition human.c:572
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
proto native HumanItemAccessor GetItemAccessor()
void OnCommandDamageFullbodyStart()
CommandDamageAdditive
Definition human.c:9
bool m_bIsClimbOver
Definition human.c:732
proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex)
--— LADDER --—
void OnCommandSwimStart()
CommandDamageFullbody
Definition human.c:8
proto native HumanCommandAdditives GetCommandModifier_Additives()
default (always-on modifiers)
WeaponActionUnjammingTypes
Definition human.c:892
@ UNJAMMING_INTERRUPT
Definition human.c:896
@ UNJAMMING_END
Definition human.c:895
@ UNJAMMING_START
unjam action types
Definition human.c:894
void OnCommandUnconsciousFinish()
void ~HumanCommandSwim()
Definition human.c:670
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...
CommandFall
Definition human.c:4
int TAnimGraphEvent
Definition human.c:278
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)
Definition human.c:741
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)
Definition human.c:743
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)
— SCRIPTED COMMANDS
WeaponActionFireTypes
Definition human.c:900
@ 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
void OnCommandActionFullbodyFinish()
void OnCommandActionFullbodyStart()
class HumanCommandWeapons HumanCommandAdditives()
Definition human.c:1086
void HumanItemAccessor()
Definition humanitems.c:135