DayZ 1.24
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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 | |
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inlineprivate |
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inlineprivate |
return -1 when there is no event, otherwise it returns pId of event from animation
returns base aiming angle LR - without sway/offsets/...
returns base aiming angle UD - without sway/offsets/...
Referenced by UpdateUDAngle(), and UpdateUDAngleUnlocked().
returns -1 when no action is running or RELOAD,MECHANISM, ....
returns -1 when no action is running or appropriate action type
return -1 when there is no event, otherwise it returns pId of event from animation
returns true when clip visual change is needed for reload clip action
command for lifting weapon near obstacled (works only when weapon is raised)
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inlineprivate |
Definition at line 1009 of file human.c.
References RegisterEvent().
register events
Referenced by RegisterDefaultEvents().
sets start and end animation position - f.e. for reload clip action
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
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private |
start reload,mechanism,chambering,unjam ...
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staticprivate |
just static version of SetInitState
Referenced by SyncAnimState().