57 protected ActionManagerBase
m_AM;
184 else if (
m_Player.GetCommand_Unconscious())
222 if (!
hic.CameraIsTracking())
306 DayZPhysics.
RaycastRV(
start,
end,
position,
contact_dir,
contact_component,
null,
m_Player,
m_Player,
false,
false,
layer);
vector m_PreviousDirection
Floating crosshair.
CrossHair GetCrossHairByName(string widgetName)
void FloatingCrossHair(Widget widget)
Highly WIP, do not use.
void ShowCrossHair(CrossHair crossHair)
CrossHair GetCurrentCrossHair()
bool m_PreviousDirectionSet
ref set< ref CrossHair > m_CrossHairs
void ~CrossHairSelector()
Super root of all classes in Enforce script.
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto void QuatToMatrix(float q[4], out vector mat[3])
Converts quaternion to rotation matrix.
static proto vector MatrixToAngles(vector mat[3])
Returns angles of rotation matrix.
static proto void QuatLerp(out float qout[4], float q1[4], float q2[4], float frac)
Linear interpolation between q1 and q2 with weight 'frac' (0...1)
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.
static const float RAD2DEG