DayZ 1.24
Loading...
Searching...
No Matches
HumanCommandWeapons Class Reference

Private Member Functions

void HumanCommandWeapons ()
 
void ~HumanCommandWeapons ()
 
proto native bool IsActionFinished ()
 
proto native int GetRunningAction ()
 returns -1 when no action is running or RELOAD,MECHANISM, ....
 
proto native int GetRunningActionType ()
 returns -1 when no action is running or appropriate action type
 
proto native void SetActionProgressParams (float pStart, float pEnd)
 sets start and end animation position - f.e. for reload clip action
 
proto native bool StartAction (WeaponActions pAction, int pActionType)
 start reload,mechanism,chambering,unjam ...
 
proto native void RegisterEvent (string pName, int pId)
 register events
 
proto native int IsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native bool IsInWeaponReloadBulletSwitchState ()
 returns true when clip visual change is needed for reload clip action
 
proto native void SetADS (bool pState)
 sets head tilt to optics
 
proto native void LiftWeapon (bool pState)
 command for lifting weapon near obstacled (works only when weapon is raised)
 
void RegisterDefaultEvents ()
 
proto native void SetInitState (int pFrameIndex)
 
proto native float GetBaseAimingAngleUD ()
 returns base aiming angle UD - without sway/offsets/...
 
proto native float GetBaseAimingAngleLR ()
 returns base aiming angle LR - without sway/offsets/...
 
proto native void SetThrowingMode (bool pState)
 
proto native bool IsThrowingMode ()
 
proto native void ThrowItem (int throwType)
 
proto native bool WasItemLeaveHandsEvent ()
 
proto native int DebugIsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native void DebugResetEvents ()
 

Static Private Member Functions

proto static native void StaticSetInitState (Human pHuman, int pFrameIdx)
 just static version of SetInitState
 

Detailed Description

Definition at line 973 of file human.c.

Constructor & Destructor Documentation

◆ HumanCommandWeapons()

void HumanCommandWeapons::HumanCommandWeapons ( )
inlineprivate

Definition at line 975 of file human.c.

975{}

◆ ~HumanCommandWeapons()

void HumanCommandWeapons::~HumanCommandWeapons ( )
inlineprivate

Definition at line 976 of file human.c.

976{}

Member Function Documentation

◆ DebugIsEvent()

proto native int HumanCommandWeapons::DebugIsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ DebugResetEvents()

proto native void HumanCommandWeapons::DebugResetEvents ( )
private

◆ GetBaseAimingAngleLR()

proto native float HumanCommandWeapons::GetBaseAimingAngleLR ( )
private

returns base aiming angle LR - without sway/offsets/...

◆ GetBaseAimingAngleUD()

proto native float HumanCommandWeapons::GetBaseAimingAngleUD ( )
private

returns base aiming angle UD - without sway/offsets/...

Referenced by UpdateUDAngle(), and UpdateUDAngleUnlocked().

◆ GetRunningAction()

proto native int HumanCommandWeapons::GetRunningAction ( )
private

returns -1 when no action is running or RELOAD,MECHANISM, ....

◆ GetRunningActionType()

proto native int HumanCommandWeapons::GetRunningActionType ( )
private

returns -1 when no action is running or appropriate action type

◆ IsActionFinished()

proto native bool HumanCommandWeapons::IsActionFinished ( )
private

◆ IsEvent()

proto native int HumanCommandWeapons::IsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ IsInWeaponReloadBulletSwitchState()

proto native bool HumanCommandWeapons::IsInWeaponReloadBulletSwitchState ( )
private

returns true when clip visual change is needed for reload clip action

◆ IsThrowingMode()

proto native bool HumanCommandWeapons::IsThrowingMode ( )
private

◆ LiftWeapon()

proto native void HumanCommandWeapons::LiftWeapon ( bool pState)
private

command for lifting weapon near obstacled (works only when weapon is raised)

◆ RegisterDefaultEvents()

void HumanCommandWeapons::RegisterDefaultEvents ( )
inlineprivate

Definition at line 1009 of file human.c.

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 }
proto native void RegisterEvent(string pName, int pId)
register events
WeaponEvents
events
Definition human.c:943

References RegisterEvent().

◆ RegisterEvent()

proto native void HumanCommandWeapons::RegisterEvent ( string pName,
int pId )
private

register events

Referenced by RegisterDefaultEvents().

◆ SetActionProgressParams()

proto native void HumanCommandWeapons::SetActionProgressParams ( float pStart,
float pEnd )
private

sets start and end animation position - f.e. for reload clip action

◆ SetADS()

proto native void HumanCommandWeapons::SetADS ( bool pState)
private

sets head tilt to optics

◆ SetInitState()

proto native void HumanCommandWeapons::SetInitState ( int pFrameIndex)
private

this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state

◆ SetThrowingMode()

proto native void HumanCommandWeapons::SetThrowingMode ( bool pState)
private

◆ StartAction()

proto native bool HumanCommandWeapons::StartAction ( WeaponActions pAction,
int pActionType )
private

start reload,mechanism,chambering,unjam ...

◆ StaticSetInitState()

proto static native void HumanCommandWeapons::StaticSetInitState ( Human pHuman,
int pFrameIdx )
staticprivate

just static version of SetInitState

Referenced by SyncAnimState().

◆ ThrowItem()

proto native void HumanCommandWeapons::ThrowItem ( int throwType)
private

◆ WasItemLeaveHandsEvent()

proto native bool HumanCommandWeapons::WasItemLeaveHandsEvent ( )
private

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