DayZ 1.24
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HumanInputController Class Reference

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
 

Detailed Description

Definition at line 17 of file human.c.

Constructor & Destructor Documentation

◆ HumanInputController()

void HumanInputController::HumanInputController ( )
inlineprivate

never created by script

Definition at line 260 of file human.c.

261 {
262 }

◆ ~HumanInputController()

void HumanInputController::~HumanInputController ( )
inlineprivate

never created by script

Definition at line 265 of file human.c.

266 {
267 }

Member Function Documentation

◆ Camera3rdIsRightShoulder()

proto native bool HumanInputController::Camera3rdIsRightShoulder ( )
private

returns true if camera is on right/ false-left shoulder

Referenced by DayZPlayerCameraBase::OnUpdate().

◆ CameraIsFreeLook()

proto native bool HumanInputController::CameraIsFreeLook ( )
private

◆ CameraIsTracking()

proto native bool HumanInputController::CameraIsTracking ( )
private

returns if camera is tracking (using IR device)

Referenced by UpdateLRAngle(), UpdateLRAngleUnlocked(), UpdateUDAngle(), and UpdateUDAngleUnlocked().

◆ CameraViewChanged()

proto native bool HumanInputController::CameraViewChanged ( )
private

1st/3rd person camera view

◆ GetAimChange()

proto native vector HumanInputController::GetAimChange ( )
private

returns per tick aim change (in radians)

Referenced by UpdateLRAngle(), UpdateLRAngleLookAt(), and UpdateUDAngle().

◆ GetAimDelta()

proto native vector HumanInputController::GetAimDelta ( float dt)
private

returns aim change (in radians)

Referenced by DayZPlayerCameraBase::OnUpdate(), UpdateLRAngleUnlocked(), and UpdateUDAngleUnlocked().

◆ GetHeadingAngle()

proto native float HumanInputController::GetHeadingAngle ( )
private

returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera)

◆ GetMovement()

proto void HumanInputController::GetMovement ( out float pSpeed,
out vector pLocalDirection )
private

returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector

◆ GetTracking()

proto native vector HumanInputController::GetTracking ( )
private

returns absolute tracking change (in radians)

Referenced by UpdateLRAngle(), UpdateLRAngleUnlocked(), UpdateUDAngle(), and UpdateUDAngleUnlocked().

◆ IsAttackButton()

proto native bool HumanInputController::IsAttackButton ( )
private

returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.

◆ IsAttackButtonDown()

proto native bool HumanInputController::IsAttackButtonDown ( )
private

returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.

◆ IsContinuousUse()

proto native bool HumanInputController::IsContinuousUse ( )
private

Long click 'UADefaultAction' (== true for multiple ticks) + not raised.

◆ IsContinuousUseEnd()

proto native bool HumanInputController::IsContinuousUseEnd ( )
private

is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised

◆ IsContinuousUseStart()

proto native bool HumanInputController::IsContinuousUseStart ( )
private

is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised

Referenced by Update().

◆ IsFireModeChange()

proto native bool HumanInputController::IsFireModeChange ( )
private

fire mode has changed

◆ IsGestureSlot()

proto native int HumanInputController::IsGestureSlot ( )
private

returns 1..12 if F1 - F12 us pressed, 0 otherwise Deprecated; slots no longer used, bindable input actions instead

◆ IsHoldBreath()

proto native bool HumanInputController::IsHoldBreath ( )
private

holding breath

◆ IsImmediateAction()

proto native bool HumanInputController::IsImmediateAction ( )
private

is immediate action triggered - 1 tick only Middle Button + not raised !

◆ IsJumpClimb()

proto native bool HumanInputController::IsJumpClimb ( )
private

jump/climb action was pressed

◆ IsMeleeEvade()

proto native bool HumanInputController::IsMeleeEvade ( )
private

returns pressed SHIFT (melee evade)

◆ IsMeleeFastAttackModifier()

proto native bool HumanInputController::IsMeleeFastAttackModifier ( )
private

returns SHIFT down (melee fast/heavy) attack modifier

◆ IsMeleeLREvade()

proto native int HumanInputController::IsMeleeLREvade ( )
private

returns 0,1,2 = none,left,right

◆ IsMeleeWeaponAttack()

proto native bool HumanInputController::IsMeleeWeaponAttack ( )
private

return weapon melee attack modifier

◆ IsOtherController()

proto native bool HumanInputController::IsOtherController ( )
private

returns true, if player controls other entity (vehicle for example)

◆ IsQuickBarContinuousUse()

proto native bool HumanInputController::IsQuickBarContinuousUse ( )
private

Long click use (== true for multiple ticks) long quickbar + not raised !

◆ IsQuickBarContinuousUseEnd()

proto native bool HumanInputController::IsQuickBarContinuousUseEnd ( )
private

is end of cont use (== true for 1 tick only) long quickbar + not raised !

◆ IsQuickBarContinuousUseStart()

proto native bool HumanInputController::IsQuickBarContinuousUseStart ( )
private

is start of cont use (== true for 1 tick only) long quickbar + not raised !

◆ IsQuickBarSingleUse()

proto native bool HumanInputController::IsQuickBarSingleUse ( )
private

single use (== true for 1 tick only) quickbar + not raised !

◆ IsQuickBarSlot()

proto native int HumanInputController::IsQuickBarSlot ( )
private

returns 1..10 if some quickbar slot is used, 0 otherwise

◆ IsReloadOrMechanismContinuousUse()

proto native bool HumanInputController::IsReloadOrMechanismContinuousUse ( )
private

R - reloading / bolting - long press (== true for multiple ticks)

◆ IsReloadOrMechanismContinuousUseEnd()

proto native bool HumanInputController::IsReloadOrMechanismContinuousUseEnd ( )
private

R - reloading / bolting - long press (== true for multiple ticks)

◆ IsReloadOrMechanismContinuousUseStart()

proto native bool HumanInputController::IsReloadOrMechanismContinuousUseStart ( )
private

R - reloading / bolting (== true for 1 tick only)

◆ IsReloadOrMechanismSingleUse()

proto native bool HumanInputController::IsReloadOrMechanismSingleUse ( )
private

weapon handling

R - reloading / bolting (== true for 1 tick only)

◆ IsSightChange()

proto native bool HumanInputController::IsSightChange ( )
private

sight has been changed (in/out ironsights)

◆ IsSingleUse()

proto native bool HumanInputController::IsSingleUse ( )
private

single 'UADefaultAction' (== true for 1 tick only) + not raised

Referenced by Update().

◆ IsStanceChange()

proto native bool HumanInputController::IsStanceChange ( )
private

stance change button was pressed

◆ IsThrowingModeChange()

proto native bool HumanInputController::IsThrowingModeChange ( )
private

returns true if change of throwing mode has been requested

◆ IsUseButton()

proto native bool HumanInputController::IsUseButton ( )
private

Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced.

Note
Returns state of both 'UADefaultAction' and 'UAFire' input actions. Those are now separated in the methods below.

◆ IsUseButtonDown()

proto native bool HumanInputController::IsUseButtonDown ( )
private

Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced.

Note
Returns state of both 'UADefaultAction' and 'UAFire' input actions. Those are now separated in the methods below.

◆ IsUseItemButton()

proto native bool HumanInputController::IsUseItemButton ( )
private

returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.

◆ IsUseItemButtonDown()

proto native bool HumanInputController::IsUseItemButtonDown ( )
private

returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced.

◆ IsWalkToggled()

proto native bool HumanInputController::IsWalkToggled ( )
private

returns true if Walk set to toggle

◆ IsWeaponRaised()

proto native bool HumanInputController::IsWeaponRaised ( )
private

returns true if weapon is raised

Referenced by CanPlayEmote(), and Update().

◆ IsZeroingDown()

proto native bool HumanInputController::IsZeroingDown ( )
private

zeroing down

◆ IsZeroingUp()

proto native bool HumanInputController::IsZeroingUp ( )
private

zeroing up

◆ IsZoom()

proto native bool HumanInputController::IsZoom ( )
private

zooming

◆ IsZoomIn()

proto native bool HumanInputController::IsZoomIn ( )
private

◆ IsZoomOut()

proto native bool HumanInputController::IsZoomOut ( )
private

◆ IsZoomToggle()

proto native bool HumanInputController::IsZoomToggle ( )
private

zooming toggle

◆ LimitsDisableSprint()

proto native void HumanInputController::LimitsDisableSprint ( bool pDisable)
private

this disables sprint

◆ LimitsIsSprintDisabled()

proto native bool HumanInputController::LimitsIsSprintDisabled ( )
private

is sprint disabled

◆ Override3rdIsRightShoulder()

proto native void HumanInputController::Override3rdIsRightShoulder ( HumanInputControllerOverrideType overrideType,
bool value )
private

◆ OverrideAimChangeX()

proto native void HumanInputController::OverrideAimChangeX ( HumanInputControllerOverrideType overrideType,
float value )
private

◆ OverrideAimChangeY()

proto native void HumanInputController::OverrideAimChangeY ( HumanInputControllerOverrideType overrideType,
float value )
private

◆ OverrideFreeLook()

proto native void HumanInputController::OverrideFreeLook ( HumanInputControllerOverrideType overrideType,
bool value )
private

◆ OverrideMeleeEvade()

proto native void HumanInputController::OverrideMeleeEvade ( HumanInputControllerOverrideType overrideType,
bool value )
private

◆ OverrideMovementAngle()

proto native void HumanInputController::OverrideMovementAngle ( HumanInputControllerOverrideType overrideType,
float value )
private

◆ OverrideMovementSpeed()

proto native void HumanInputController::OverrideMovementSpeed ( HumanInputControllerOverrideType overrideType,
float value )
private

◆ OverrideRaise()

proto native void HumanInputController::OverrideRaise ( HumanInputControllerOverrideType overrideType,
bool value )
private

◆ ResetADS()

proto native void HumanInputController::ResetADS ( )
private

resets ADS mode to default

◆ ResetFreeLookToggle()

proto native void HumanInputController::ResetFreeLookToggle ( )
private

reset freelook toggle

◆ ResetHoldBreath()

proto native void HumanInputController::ResetHoldBreath ( )
private

reset hold breath toggle

◆ ResetThrowingMode()

proto native void HumanInputController::ResetThrowingMode ( )
private

resets Throwing mode

◆ ResetZoomToggle()

proto native void HumanInputController::ResetZoomToggle ( )
private

reset zoom toggle

◆ SetDisabled()

proto native void HumanInputController::SetDisabled ( bool pState)
private

disables input controller

◆ WeaponADS()

proto native bool HumanInputController::WeaponADS ( )
private

returns true if weapon ADS mode

◆ WeaponWasRaiseClick()

proto native bool HumanInputController::WeaponWasRaiseClick ( )
private

returns true if weapon click perfomed recently (before raise specifically)


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