DayZ 1.24
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Private Member Functions | |
proto native void | SetDisabled (bool pState) |
disables input controller | |
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 float | GetHeadingAngle () |
returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera) | |
proto native vector | GetAimChange () |
returns per tick aim change (in radians) | |
proto native vector | GetAimDelta (float dt) |
returns aim change (in radians) | |
proto native vector | GetTracking () |
returns absolute tracking change (in radians) | |
proto native bool | CameraViewChanged () |
1st/3rd person camera view | |
proto native bool | CameraIsFreeLook () |
returns true if freelook is active | |
proto native void | ResetFreeLookToggle () |
reset freelook toggle | |
proto native bool | CameraIsTracking () |
returns if camera is tracking (using IR device) | |
proto native bool | Camera3rdIsRightShoulder () |
returns true if camera is on right/ false-left shoulder | |
proto native bool | IsStanceChange () |
stance change button was pressed | |
proto native bool | IsJumpClimb () |
jump/climb action was pressed | |
proto native bool | IsMeleeEvade () |
returns pressed SHIFT (melee evade) | |
proto native bool | IsMeleeFastAttackModifier () |
returns SHIFT down (melee fast/heavy) attack modifier | |
proto native int | IsMeleeLREvade () |
returns 0,1,2 = none,left,right | |
proto native bool | IsMeleeWeaponAttack () |
return weapon melee attack modifier | |
proto native bool | WeaponWasRaiseClick () |
returns true if weapon click perfomed recently (before raise specifically) | |
proto native bool | IsWeaponRaised () |
returns true if weapon is raised | |
proto native bool | WeaponADS () |
returns true if weapon ADS mode | |
proto native void | ResetADS () |
resets ADS mode to default | |
proto native bool | IsThrowingModeChange () |
returns true if change of throwing mode has been requested | |
proto native void | ResetThrowingMode () |
resets Throwing mode | |
proto native bool | IsWalkToggled () |
returns true if Walk set to toggle | |
proto native bool | IsUseButton () |
Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced. | |
proto native bool | IsUseButtonDown () |
Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced. | |
proto native bool | IsUseItemButton () |
returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced. | |
proto native bool | IsUseItemButtonDown () |
returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced. | |
proto native bool | IsAttackButton () |
returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced. | |
proto native bool | IsAttackButtonDown () |
returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced. | |
proto native bool | IsSingleUse () |
single 'UADefaultAction' (== true for 1 tick only) + not raised | |
proto native bool | IsContinuousUse () |
Long click 'UADefaultAction' (== true for multiple ticks) + not raised. | |
proto native bool | IsContinuousUseStart () |
is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised | |
proto native bool | IsContinuousUseEnd () |
is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised | |
proto native bool | IsImmediateAction () |
proto native bool | IsReloadOrMechanismSingleUse () |
weapon handling | |
proto native bool | IsReloadOrMechanismContinuousUse () |
R - reloading / bolting - long press (== true for multiple ticks) | |
proto native bool | IsReloadOrMechanismContinuousUseStart () |
R - reloading / bolting (== true for 1 tick only) | |
proto native bool | IsReloadOrMechanismContinuousUseEnd () |
R - reloading / bolting - long press (== true for multiple ticks) | |
proto native bool | IsZoom () |
zooming | |
proto native bool | IsZoomToggle () |
zooming toggle | |
proto native void | ResetZoomToggle () |
reset zoom toggle | |
proto native bool | IsSightChange () |
sight has been changed (in/out ironsights) | |
proto native bool | IsZoomIn () |
proto native bool | IsZoomOut () |
proto native bool | IsFireModeChange () |
fire mode has changed | |
proto native bool | IsZeroingUp () |
zeroing up | |
proto native bool | IsZeroingDown () |
zeroing down | |
proto native bool | IsHoldBreath () |
holding breath | |
proto native void | ResetHoldBreath () |
reset hold breath toggle | |
proto native int | IsGestureSlot () |
proto native bool | IsOtherController () |
returns true, if player controls other entity (vehicle for example) | |
proto native int | IsQuickBarSlot () |
returns 1..10 if some quickbar slot is used, 0 otherwise | |
proto native bool | IsQuickBarSingleUse () |
proto native bool | IsQuickBarContinuousUse () |
proto native bool | IsQuickBarContinuousUseStart () |
proto native bool | IsQuickBarContinuousUseEnd () |
proto native void | LimitsDisableSprint (bool pDisable) |
this disables sprint | |
proto native bool | LimitsIsSprintDisabled () |
is sprint disabled | |
proto native void | OverrideMovementSpeed (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideMovementAngle (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideAimChangeX (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideAimChangeY (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideMeleeEvade (HumanInputControllerOverrideType overrideType, bool value) |
proto native void | OverrideRaise (HumanInputControllerOverrideType overrideType, bool value) |
proto native void | Override3rdIsRightShoulder (HumanInputControllerOverrideType overrideType, bool value) |
proto native void | OverrideFreeLook (HumanInputControllerOverrideType overrideType, bool value) |
void | HumanInputController () |
never created by script | |
void | ~HumanInputController () |
never created by script | |
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returns true if camera is on right/ false-left shoulder
Referenced by DayZPlayerCameraBase::OnUpdate().
returns true if freelook is active
Referenced by UpdateLRAngle(), UpdateLRAngleLookAt(), UpdateLRAngleUnlocked(), UpdateUDAngle(), and UpdateUDAngleUnlocked().
returns if camera is tracking (using IR device)
Referenced by UpdateLRAngle(), UpdateLRAngleUnlocked(), UpdateUDAngle(), and UpdateUDAngleUnlocked().
returns per tick aim change (in radians)
Referenced by UpdateLRAngle(), UpdateLRAngleLookAt(), and UpdateUDAngle().
returns aim change (in radians)
Referenced by DayZPlayerCameraBase::OnUpdate(), UpdateLRAngleUnlocked(), and UpdateUDAngleUnlocked().
returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera)
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returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector
returns absolute tracking change (in radians)
Referenced by UpdateLRAngle(), UpdateLRAngleUnlocked(), UpdateUDAngle(), and UpdateUDAngleUnlocked().
returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.
returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.
Long click 'UADefaultAction' (== true for multiple ticks) + not raised.
is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
Referenced by Update().
returns 1..12 if F1 - F12 us pressed, 0 otherwise Deprecated; slots no longer used, bindable input actions instead
is immediate action triggered - 1 tick only Middle Button + not raised !
returns pressed SHIFT (melee evade)
returns SHIFT down (melee fast/heavy) attack modifier
return weapon melee attack modifier
returns true, if player controls other entity (vehicle for example)
Long click use (== true for multiple ticks) long quickbar + not raised !
is end of cont use (== true for 1 tick only) long quickbar + not raised !
is start of cont use (== true for 1 tick only) long quickbar + not raised !
single use (== true for 1 tick only) quickbar + not raised !
returns 1..10 if some quickbar slot is used, 0 otherwise
R - reloading / bolting - long press (== true for multiple ticks)
R - reloading / bolting - long press (== true for multiple ticks)
R - reloading / bolting (== true for 1 tick only)
weapon handling
R - reloading / bolting (== true for 1 tick only)
sight has been changed (in/out ironsights)
single 'UADefaultAction' (== true for 1 tick only) + not raised
Referenced by Update().
returns true if change of throwing mode has been requested
Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced.
Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced.
returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.
returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced.
returns true if Walk set to toggle
returns true if weapon is raised
Referenced by CanPlayEmote(), and Update().
this disables sprint
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Referenced by HandleShoulderCameraOverride().
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disables input controller
returns true if weapon click perfomed recently (before raise specifically)