DayZ 1.24
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DayZPlayerImplementAiming Class Reference
Collaboration diagram for DayZPlayerImplementAiming:
[legend]

Protected Member Functions

void DayZPlayerImplementAiming (DayZPlayerImplement player)
 
void SetRecoil (Weapon_Base weapon)
 
void RequestKuruShake (float amount)
 
void OnRaiseBegin (DayZPlayerImplement player)
 
void OnFinisherBegin (float currentAimY)
 
void OnSwayStateChange (int state)
 
float GetSwayWeight ()
 
void SetAimNoiseAllowed (bool state)
 
bool IsAimNoiseAllowed ()
 
void SetProceduralRecoilEnabled (bool state)
 
bool IsProceduralRecoilEnabled ()
 
void SetCamShakeValues (float x_axis, float y_axis)
 
bool ProcessStealthFilters (float pDt, SDayZPlayerAimingModel pModel)
 
bool ProcessAimFilters (float pDt, SDayZPlayerAimingModel pModel, int stance_index)
 
float CalculateSwayMultiplier ()
 
float CalculateSpeedMultiplier (float stamina)
 
bool UpdateSwayState (int state)
 
int GetCurrentSwayState ()
 
void ApplyBreathingPattern (out float x_axis, out float y_axis, float pAmplitude, float pTotalTime, float weight)
 
void ApplyHorizontalNoise (out float x_axis, out float y_axis, float smooth_time, float max_velocity_low, float max_velocity_high, float velocity_modifier, float max_distance, float weight, float pDt)
 
void ApplyShakes (out float x_axis, out float y_axis, int level)
 
float CalculateWeight (int stance_index, float current_stamina, float camera_sway_modifier, bool holding_breath)
 
void DbgPrintAimingImplement (string val)
 

Protected Attributes

const float SWAY_WEIGHT_SCALER = 1
 
float m_HorizontalNoise
 
float m_HorizontalTargetValue
 
float m_HorizontalNoiseVelocity [1] = {0}
 
DayZPlayerImplement m_PlayerDpi
 
PlayerBase m_PlayerPb
 
float m_TotalTime
 
float m_ReferenceTime = 0
 
float m_SwayStateStartTime
 
float m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT
 
float m_StateStartSwayMultiplier
 
float m_HorizontalNoiseXAxisOffset
 
float m_BreathingXAxisOffset
 
float m_BreathingYAxisOffset
 
bool m_HoldingBreathSet
 
bool m_AimNoiseAllowed = true
 
bool m_ProceduralRecoilEnabled = true
 
ref RecoilBase m_CurrentRecoil
 
int m_ShakeCount
 
float m_SwayWeight
 
float m_MaxVelocity
 
ref KuruShake m_KuruShake
 
float m_CamShakeX
 
float m_CamShakeY
 
vector m_SwayModifier = "1 1 1"
 
int m_SwayState = -1
 
float m_StealthAimY_Last
 
float m_FilterVelocityStealthAimY [1] = {0}
 

Static Protected Attributes

static float m_AimXClampRanges [] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 }
 

Detailed Description

Definition at line 31 of file DayZPlayerImplementAiming.c.

Constructor & Destructor Documentation

◆ DayZPlayerImplementAiming()

void DayZPlayerImplementAiming::DayZPlayerImplementAiming ( DayZPlayerImplement player)
inlineprotected

Definition at line 72 of file DayZPlayerImplementAiming.c.

73 {
77 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

References Class::CastTo(), m_PlayerDpi, m_PlayerPb, and UpdateSwayState().

Member Function Documentation

◆ ApplyBreathingPattern()

void DayZPlayerImplementAiming::ApplyBreathingPattern ( out float x_axis,
out float y_axis,
float pAmplitude,
float pTotalTime,
float weight )
inlineprotected

Definition at line 346 of file DayZPlayerImplementAiming.c.

347 {
348
349 float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT, 0, m_LastSwayMultiplier); //TODO revise
350#ifdef DEVELOPER
351 DbgPrintAimingImplement("m_LastSwayMultiplier: " + m_LastSwayMultiplier);
352 DbgPrintAimingImplement("pAmplitude: " + pAmplitude);
353 DbgPrintAimingImplement("pTotalTime: " + pTotalTime);
354 DbgPrintAimingImplement("weight: " + weight);
355 DbgPrintAimingImplement("multiplier: " + multiplier);
356#endif
357
359 y_axis = (Math.Sin((pTotalTime) * 0.8 + 0.6) * pAmplitude) * weight;
360#ifdef DEVELOPER
361 DbgPrintAimingImplement("y_axis_midproduct: " + y_axis);
362#endif
365 }
Definition EnMath.c:7
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float Sin(float angle)
Returns sinus of angle in radians.

References DbgPrintAimingImplement(), Math::Lerp(), m_BreathingXAxisOffset, m_BreathingYAxisOffset, m_LastSwayMultiplier, and Math::Sin().

Referenced by ProcessAimFilters().

◆ ApplyHorizontalNoise()

void DayZPlayerImplementAiming::ApplyHorizontalNoise ( out float x_axis,
out float y_axis,
float smooth_time,
float max_velocity_low,
float max_velocity_high,
float velocity_modifier,
float max_distance,
float weight,
float pDt )
inlineprotected

Definition at line 367 of file DayZPlayerImplementAiming.c.

368 {
370 {
371 //acquire new target
372 m_MaxVelocity = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, max_velocity_low, max_velocity_high);
373
374 float r = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
375 m_HorizontalTargetValue = (r - 0.5) * 2 * max_distance;
377 }
378
381 float multiplier = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT, 0, m_LastSwayMultiplier); //TODO revise
383 }
static proto float AbsFloat(float f)
Returns absolute value.
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.

References Math::AbsFloat(), Math::Lerp(), m_HorizontalNoise, m_HorizontalNoiseVelocity, m_HorizontalNoiseXAxisOffset, m_HorizontalTargetValue, m_LastSwayMultiplier, m_MaxVelocity, m_PlayerPb, and Math::SmoothCD().

Referenced by ProcessAimFilters().

◆ ApplyShakes()

void DayZPlayerImplementAiming::ApplyShakes ( out float x_axis,
out float y_axis,
int level )
inlineprotected

Definition at line 385 of file DayZPlayerImplementAiming.c.

386 {
387 float weight = level / PlayerBase.SHAKE_LEVEL_MAX;
388 m_ShakeCount++;
389 int shakes_threshold = Math.Round(m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 2, 4));
391 {
392 m_ShakeCount = 0;
393
394 float modifier = m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0.45, 0.9);
395 x_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
396 y_axis = modifier * weight * m_PlayerPb.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSAimingModel, 0, 1);
397 }
398 }
static proto float Round(float f)
Returns mathematical round of value.

References m_PlayerPb, m_ShakeCount, and Math::Round().

Referenced by ProcessAimFilters().

◆ CalculateSpeedMultiplier()

float DayZPlayerImplementAiming::CalculateSpeedMultiplier ( float stamina)
inlineprotected

Definition at line 322 of file DayZPlayerImplementAiming.c.

323 {
324 return (((1.0 - stamina) * 3.0) + 1.0) * m_SwayModifier[2]; // just 'm_SwayModifier[2]' for HoldBreath
325 }

References m_SwayModifier.

Referenced by ProcessAimFilters().

◆ CalculateSwayMultiplier()

float DayZPlayerImplementAiming::CalculateSwayMultiplier ( )
inlineprotected

Definition at line 281 of file DayZPlayerImplementAiming.c.

282 {
283 float max;
284 float time;
285 float time_clamped;
286 float ret;
287
288 if (m_PlayerPb.IsHoldingBreath())
289 {
291
292 if (time < PlayerSwayConstants.SWAY_TIME_IN)
293 {
294 UpdateSwayState(eSwayStates.HOLDBREATH_IN);
295 max = PlayerSwayConstants.SWAY_TIME_IN;
298 }
299 else if (time >= PlayerSwayConstants.SWAY_TIME_IN && time < (PlayerSwayConstants.SWAY_TIME_IN + PlayerSwayConstants.SWAY_TIME_STABLE))
300 {
301 UpdateSwayState(eSwayStates.HOLDBREATH_STABLE);
302 ret = PlayerSwayConstants.SWAY_MULTIPLIER_STABLE;
303 }
304 else
305 {
306 UpdateSwayState(eSwayStates.HOLDBREATH_EXHAUSTED);
307 max = PlayerSwayConstants.SWAY_TIME_EXHAUSTED;
309 ret = Math.Lerp(PlayerSwayConstants.SWAY_MULTIPLIER_STABLE, PlayerSwayConstants.SWAY_MULTIPLIER_EXHAUSTED, (time_clamped / max));
310 }
311 }
312 else
313 {
315 max = PlayerSwayConstants.SWAY_TIME_OUT;
318 }
319 return ret;
320 }
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.

References Math::Clamp(), Math::Lerp(), m_LastSwayMultiplier, m_PlayerPb, m_ReferenceTime, m_SwayStateStartTime, m_TotalTime, and UpdateSwayState().

Referenced by ProcessAimFilters().

◆ CalculateWeight()

float DayZPlayerImplementAiming::CalculateWeight ( int stance_index,
float current_stamina,
float camera_sway_modifier,
bool holding_breath )
inlineprotected

Definition at line 400 of file DayZPlayerImplementAiming.c.

401 {
402 if (m_PlayerDpi.GetCommand_Move() && m_PlayerDpi.GetCommand_Move().IsInRoll())//when the player is rolling, set a constant and disregard everything else
403 return PlayerSwayConstants.SWAY_ROLL;
404 float stance_modifier;
405 switch (stance_index)
406 {
407 case DayZPlayerConstants.STANCEIDX_RAISEDERECT:
408 stance_modifier = 0.5;
409 break;
410 case DayZPlayerConstants.STANCEIDX_RAISEDCROUCH:
411 stance_modifier = 0.75;
412 break;
413 case DayZPlayerConstants.STANCEIDX_RAISEDPRONE:
414 stance_modifier = 0.9;
415 break;
416 default:
417 stance_modifier = 0.75;
418 //Debug.LogError("stance mask out of definition");
419 break;
420 }
421
422#ifdef DEVELOPER
423 DbgPrintAimingImplement("current_stamina: " + current_stamina);
424 DbgPrintAimingImplement("camera_sway_modifier: " + camera_sway_modifier);
425 DbgPrintAimingImplement("holding_breath: " + holding_breath);
426#endif
427
429 }
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:597

References DbgPrintAimingImplement(), m_AimNoiseAllowed, m_PlayerDpi, and SWAY_WEIGHT_SCALER.

Referenced by ProcessAimFilters().

◆ DbgPrintAimingImplement()

void DayZPlayerImplementAiming::DbgPrintAimingImplement ( string val)
inlineprotected

Definition at line 431 of file DayZPlayerImplementAiming.c.

432 {
433#ifdef DEVELOPER
434 if (GetDayZGame().IsAimLogEnabled())
435 Print("DayZPlayerImplementAiming | " + val);
436#endif
437 }
DayZGame GetDayZGame()
Definition DayZGame.c:3530
proto void Print(void var)
Prints content of variable to console/log.

References GetDayZGame(), and Print().

Referenced by ApplyBreathingPattern(), CalculateWeight(), and ProcessAimFilters().

◆ GetCurrentSwayState()

int DayZPlayerImplementAiming::GetCurrentSwayState ( )
inlineprotected

Definition at line 341 of file DayZPlayerImplementAiming.c.

342 {
343 return m_SwayState;
344 }

References m_SwayState.

◆ GetSwayWeight()

float DayZPlayerImplementAiming::GetSwayWeight ( )
inlineprotected

Definition at line 117 of file DayZPlayerImplementAiming.c.

118 {
119 return m_SwayWeight;
120 }

References m_SwayWeight.

◆ IsAimNoiseAllowed()

bool DayZPlayerImplementAiming::IsAimNoiseAllowed ( )
inlineprotected

Definition at line 127 of file DayZPlayerImplementAiming.c.

128 {
129 return m_AimNoiseAllowed;
130 }

References m_AimNoiseAllowed.

◆ IsProceduralRecoilEnabled()

bool DayZPlayerImplementAiming::IsProceduralRecoilEnabled ( )
inlineprotected

Definition at line 137 of file DayZPlayerImplementAiming.c.

References m_ProceduralRecoilEnabled.

◆ OnFinisherBegin()

void DayZPlayerImplementAiming::OnFinisherBegin ( float currentAimY)
inlineprotected

◆ OnRaiseBegin()

void DayZPlayerImplementAiming::OnRaiseBegin ( DayZPlayerImplement player)
inlineprotected

Definition at line 91 of file DayZPlayerImplementAiming.c.

92 {
93 Weapon_Base weapon = Weapon_Base.Cast(player.GetHumanInventory().GetEntityInHands());
94 if (weapon)
95 m_SwayModifier = weapon.GetPropertyModifierObject().m_SwayModifiers;
96 }

References m_SwayModifier.

◆ OnSwayStateChange()

void DayZPlayerImplementAiming::OnSwayStateChange ( int state)
inlineprotected

Definition at line 104 of file DayZPlayerImplementAiming.c.

105 {
106 switch (state)
107 {
108 case eSwayStates.HOLDBREATH_EXHAUSTED:
109 m_PlayerPb.OnHoldBreathExhausted();
110 break;
111
112 default:
113 break;
114 }
115 }

References m_PlayerPb.

Referenced by UpdateSwayState().

◆ ProcessAimFilters()

bool DayZPlayerImplementAiming::ProcessAimFilters ( float pDt,
SDayZPlayerAimingModel pModel,
int stance_index )
inlineprotected

get sway

get recoil

hands offset

cam offset

clamp aim ranges

mouse offset

Definition at line 155 of file DayZPlayerImplementAiming.c.

156 {
157 float breathing_offset_x;
158 float breathing_offset_y;
159
160 float noise_offset_x;
161 float noise_offset_y;
162
163 float shake_offset_x;
164 float shake_offset_y;
165
168
171
172 float kuru_offset_x;
173 float kuru_offset_y;
174
175 float player_stamina = m_PlayerPb.GetStaminaHandler().GetSyncedStaminaNormalized();
176
177#ifdef DEVELOPER
178 DbgPrintAimingImplement("Player: " + m_PlayerPb + " | ProcessAimFilters | timestamp: " + m_PlayerPb.GetSimulationTimeStamp());
179#endif
180
181 //negates stamina effect during hold breath
182 if (m_PlayerPb.IsHoldingBreath())
183 player_stamina = 1;
185 m_TotalTime += pDt * speed;
186
187 if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet)
189 else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet)
191
194
195 m_SwayWeight = CalculateWeight(stance_index, player_stamina, 0.5/*m_PlayerPb.m_CameraSwayModifier*/, m_PlayerPb.IsHoldingBreath()) * adjusted_sway_multiplier;
196
200
201 int shake_level = m_PlayerPb.GetShakeLevel();
202 if (shake_level != 0)
204
206 if (m_CurrentRecoil)
208
209 if (m_KuruShake)
211
215
216#ifdef DEVELOPER
217 DbgPrintAimingImplement("breathing_offset_y: " + breathing_offset_y);
218 DbgPrintAimingImplement("noise_offset_y: " + noise_offset_y);
219 DbgPrintAimingImplement("recoil_offset_hands_y: " + recoil_offset_hands_y);
220 DbgPrintAimingImplement("shake_offset_y: " + shake_offset_y);
221 DbgPrintAimingImplement("kuru_offset_y: " + kuru_offset_y);
222 DbgPrintAimingImplement("pModel.m_fAimYHandsOffset: " + pModel.m_fAimYHandsOffset);
223#endif
227
228
229#ifdef DEVELOPER
230 DbgPrintAimingImplement("m_CamShakeY: " + m_CamShakeY);
231 DbgPrintAimingImplement("pModel.m_fAimYCamOffset: " + pModel.m_fAimYCamOffset);
232#endif
233
235 if (stance_index == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
236 {
237 float newVal = DayZPlayerUtils.LinearRangeClamp(pModel.m_fCurrentAimX, pModel.m_fCurrentAimY, m_AimXClampRanges);
238 pModel.m_fAimYHandsOffset += newVal - pModel.m_fCurrentAimY;
239 }
240 float absAimY = Math.AbsFloat(pModel.m_fCurrentAimY);
241 pModel.m_fAimYHandsOffset = Math.Clamp(pModel.m_fAimYHandsOffset, absAimY - 89.9, 89.9 - absAimY); //'90' leads to rounding errors down the line
242
243 if (m_PlayerDpi.IsInOptics() && m_KuruShake)
244 {
245 //TODO - do not offset mouse
246 }
248 pModel.m_fAimXMouseShift = recoil_offset_mouse_x - kuru_offset_x / 10;
249 pModel.m_fAimYMouseShift = recoil_offset_mouse_y + kuru_offset_y / 10;
250
251#ifdef DEVELOPER
252 DbgPrintAimingImplement("recoil_offset_mouse_y: " + recoil_offset_mouse_y);
253 DbgPrintAimingImplement("pModel.m_fAimYMouseShift: " + pModel.m_fAimYMouseShift);
254#endif
255
256 if (m_PlayerPb.IsHoldingBreath() && !m_HoldingBreathSet)
257 {
258 m_HoldingBreathSet = true;
262 }
263 else if (!m_PlayerPb.IsHoldingBreath() && m_HoldingBreathSet)
264 m_HoldingBreathSet = false;
265
266 if (!m_PlayerPb.IsHoldingBreath() && m_LastSwayMultiplier == PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT && m_HorizontalNoiseXAxisOffset != 0)
267 {
271 }
272
273 if (m_PlayerPb.IsHoldingBreath())
274 m_PlayerPb.DepleteStamina(EStaminaModifiers.HOLD_BREATH, pDt * speed);
275#ifdef DEVELOPER
276 DbgPrintAimingImplement("----------------------------");
277#endif
278 return true;
279 }
void DayZPlayerUtils()
cannot be instantiated
EStaminaModifiers
float CalculateWeight(int stance_index, float current_stamina, float camera_sway_modifier, bool holding_breath)
float CalculateSpeedMultiplier(float stamina)
void ApplyShakes(out float x_axis, out float y_axis, int level)
void ApplyBreathingPattern(out float x_axis, out float y_axis, float pAmplitude, float pTotalTime, float weight)
void ApplyHorizontalNoise(out float x_axis, out float y_axis, float smooth_time, float max_velocity_low, float max_velocity_high, float velocity_modifier, float max_distance, float weight, float pDt)

References Math::AbsFloat(), ApplyBreathingPattern(), ApplyHorizontalNoise(), ApplyShakes(), CalculateSpeedMultiplier(), CalculateSwayMultiplier(), CalculateWeight(), Math::Clamp(), DayZPlayerUtils(), DbgPrintAimingImplement(), m_AimXClampRanges, m_BreathingXAxisOffset, m_BreathingYAxisOffset, m_CamShakeX, m_CamShakeY, m_CurrentRecoil, m_HoldingBreathSet, m_HorizontalNoiseXAxisOffset, m_KuruShake, m_LastSwayMultiplier, m_PlayerDpi, m_PlayerPb, m_ReferenceTime, m_SwayModifier, m_SwayWeight, and m_TotalTime.

◆ ProcessStealthFilters()

bool DayZPlayerImplementAiming::ProcessStealthFilters ( float pDt,
SDayZPlayerAimingModel pModel )
inlineprotected

Definition at line 148 of file DayZPlayerImplementAiming.c.

149 {
151 pModel.m_fAimYMouseShift = -(pModel.m_fCurrentAimY - m_StealthAimY_Last);
152 return true;
153 }

References m_FilterVelocityStealthAimY, m_StealthAimY_Last, and Math::SmoothCD().

◆ RequestKuruShake()

void DayZPlayerImplementAiming::RequestKuruShake ( float amount)
inlineprotected

Definition at line 85 of file DayZPlayerImplementAiming.c.

86 {
87 if (!m_KuruShake)
88 m_KuruShake = new KuruShake(m_PlayerPb, amount);
89 }

References m_KuruShake, and m_PlayerPb.

◆ SetAimNoiseAllowed()

void DayZPlayerImplementAiming::SetAimNoiseAllowed ( bool state)
inlineprotected

Definition at line 122 of file DayZPlayerImplementAiming.c.

123 {
125 }

References m_AimNoiseAllowed.

◆ SetCamShakeValues()

void DayZPlayerImplementAiming::SetCamShakeValues ( float x_axis,
float y_axis )
inlineprotected

Definition at line 142 of file DayZPlayerImplementAiming.c.

143 {
146 }

References m_CamShakeX, and m_CamShakeY.

◆ SetProceduralRecoilEnabled()

void DayZPlayerImplementAiming::SetProceduralRecoilEnabled ( bool state)
inlineprotected

Definition at line 132 of file DayZPlayerImplementAiming.c.

133 {
135 }

References m_ProceduralRecoilEnabled.

◆ SetRecoil()

void DayZPlayerImplementAiming::SetRecoil ( Weapon_Base weapon)
inlineprotected

Definition at line 79 of file DayZPlayerImplementAiming.c.

80 {
82 m_CurrentRecoil = weapon.SpawnRecoilObject();
83 }

References m_CurrentRecoil, and m_ProceduralRecoilEnabled.

◆ UpdateSwayState()

bool DayZPlayerImplementAiming::UpdateSwayState ( int state)
inlineprotected

Member Data Documentation

◆ m_AimNoiseAllowed

bool DayZPlayerImplementAiming::m_AimNoiseAllowed = true
protected

◆ m_AimXClampRanges

float DayZPlayerImplementAiming::m_AimXClampRanges[] = { -180, -20, 90, 0, -50, 90, 180, -20, 90 }
staticprotected

Definition at line 70 of file DayZPlayerImplementAiming.c.

70{ -180, -20, 90, 0, -50, 90, 180, -20, 90 };

Referenced by ProcessAimFilters().

◆ m_BreathingXAxisOffset

float DayZPlayerImplementAiming::m_BreathingXAxisOffset
protected

Definition at line 52 of file DayZPlayerImplementAiming.c.

Referenced by ApplyBreathingPattern(), and ProcessAimFilters().

◆ m_BreathingYAxisOffset

float DayZPlayerImplementAiming::m_BreathingYAxisOffset
protected

Definition at line 53 of file DayZPlayerImplementAiming.c.

Referenced by ApplyBreathingPattern(), and ProcessAimFilters().

◆ m_CamShakeX

float DayZPlayerImplementAiming::m_CamShakeX
protected

Definition at line 62 of file DayZPlayerImplementAiming.c.

Referenced by ProcessAimFilters(), and SetCamShakeValues().

◆ m_CamShakeY

float DayZPlayerImplementAiming::m_CamShakeY
protected

Definition at line 63 of file DayZPlayerImplementAiming.c.

Referenced by ProcessAimFilters(), and SetCamShakeValues().

◆ m_CurrentRecoil

ref RecoilBase DayZPlayerImplementAiming::m_CurrentRecoil
protected

Definition at line 57 of file DayZPlayerImplementAiming.c.

Referenced by ProcessAimFilters(), and SetRecoil().

◆ m_FilterVelocityStealthAimY

float DayZPlayerImplementAiming::m_FilterVelocityStealthAimY[1] = {0}
protected

Definition at line 68 of file DayZPlayerImplementAiming.c.

68{0};

Referenced by OnFinisherBegin(), and ProcessStealthFilters().

◆ m_HoldingBreathSet

bool DayZPlayerImplementAiming::m_HoldingBreathSet
protected

Definition at line 54 of file DayZPlayerImplementAiming.c.

Referenced by ProcessAimFilters().

◆ m_HorizontalNoise

float DayZPlayerImplementAiming::m_HorizontalNoise
protected

Definition at line 40 of file DayZPlayerImplementAiming.c.

Referenced by ApplyHorizontalNoise().

◆ m_HorizontalNoiseVelocity

float DayZPlayerImplementAiming::m_HorizontalNoiseVelocity[1] = {0}
protected

Definition at line 42 of file DayZPlayerImplementAiming.c.

42{0};

Referenced by ApplyHorizontalNoise().

◆ m_HorizontalNoiseXAxisOffset

float DayZPlayerImplementAiming::m_HorizontalNoiseXAxisOffset
protected

Definition at line 51 of file DayZPlayerImplementAiming.c.

Referenced by ApplyHorizontalNoise(), and ProcessAimFilters().

◆ m_HorizontalTargetValue

float DayZPlayerImplementAiming::m_HorizontalTargetValue
protected

Definition at line 41 of file DayZPlayerImplementAiming.c.

Referenced by ApplyHorizontalNoise().

◆ m_KuruShake

ref KuruShake DayZPlayerImplementAiming::m_KuruShake
protected

Definition at line 61 of file DayZPlayerImplementAiming.c.

Referenced by ProcessAimFilters(), and RequestKuruShake().

◆ m_LastSwayMultiplier

float DayZPlayerImplementAiming::m_LastSwayMultiplier = PlayerSwayConstants.SWAY_MULTIPLIER_DEFAULT
protected

◆ m_MaxVelocity

float DayZPlayerImplementAiming::m_MaxVelocity
protected

Definition at line 60 of file DayZPlayerImplementAiming.c.

Referenced by ApplyHorizontalNoise().

◆ m_PlayerDpi

DayZPlayerImplement DayZPlayerImplementAiming::m_PlayerDpi
protected

◆ m_PlayerPb

◆ m_ProceduralRecoilEnabled

bool DayZPlayerImplementAiming::m_ProceduralRecoilEnabled = true
protected

◆ m_ReferenceTime

float DayZPlayerImplementAiming::m_ReferenceTime = 0
protected

Definition at line 46 of file DayZPlayerImplementAiming.c.

Referenced by CalculateSwayMultiplier(), and ProcessAimFilters().

◆ m_ShakeCount

int DayZPlayerImplementAiming::m_ShakeCount
protected

Definition at line 58 of file DayZPlayerImplementAiming.c.

Referenced by ApplyShakes().

◆ m_StateStartSwayMultiplier

float DayZPlayerImplementAiming::m_StateStartSwayMultiplier
protected

Definition at line 50 of file DayZPlayerImplementAiming.c.

Referenced by UpdateSwayState().

◆ m_StealthAimY_Last

float DayZPlayerImplementAiming::m_StealthAimY_Last
protected

Definition at line 67 of file DayZPlayerImplementAiming.c.

Referenced by OnFinisherBegin(), and ProcessStealthFilters().

◆ m_SwayModifier

vector DayZPlayerImplementAiming::m_SwayModifier = "1 1 1"
protected

◆ m_SwayState

int DayZPlayerImplementAiming::m_SwayState = -1
protected

Definition at line 65 of file DayZPlayerImplementAiming.c.

Referenced by GetCurrentSwayState(), and UpdateSwayState().

◆ m_SwayStateStartTime

float DayZPlayerImplementAiming::m_SwayStateStartTime
protected

Definition at line 47 of file DayZPlayerImplementAiming.c.

Referenced by CalculateSwayMultiplier(), and UpdateSwayState().

◆ m_SwayWeight

float DayZPlayerImplementAiming::m_SwayWeight
protected

Definition at line 59 of file DayZPlayerImplementAiming.c.

Referenced by GetSwayWeight(), and ProcessAimFilters().

◆ m_TotalTime

float DayZPlayerImplementAiming::m_TotalTime
protected

◆ SWAY_WEIGHT_SCALER

const float DayZPlayerImplementAiming::SWAY_WEIGHT_SCALER = 1
protected

This HeadingModel - Clamps heading

Definition at line 39 of file DayZPlayerImplementAiming.c.

Referenced by CalculateWeight().


The documentation for this class was generated from the following file: