DayZ 1.24
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HumanCommandMove Class Reference

Private Member Functions

void HumanCommandMove ()
 
void ~HumanCommandMove ()
 
proto native float GetCurrentMovementAngle ()
 
proto bool GetCurrentInputAngle (out float pAngle)
 
proto native float GetCurrentMovementSpeed ()
 0,1,2..3 idle, walk, run, sprint
 
proto native bool IsChangingStance ()
 returns true if character is changing stance
 
proto native bool IsOnBack ()
 return true if prone is on back
 
proto native bool IsInRoll ()
 return true if character barrel rolling
 
proto native bool IsLeavingUncon ()
 return true if character transitions out of uncon
 
proto native bool IsStandingFromBack ()
 return true if prone on back is chaning to crounch/stand
 
proto native void StartMeleeEvade ()
 marks command to continue to combo
 
proto native void StartMeleeEvadeA (float pDirAngle)
 marks command to continue to combo, pDirAngle specifies angle
 
proto native bool IsMeleeEvade ()
 this is true when in melee evade
 
proto native void SetMeleeBlock (bool pBlock)
 this enables/disables block
 
proto native void ForceStance (int pStanceIdx)
 
proto native void ForceStanceUp (int pStanceIdx)
 
proto native void SetRunSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
 
proto native void SetDirectionFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
 
proto native void SetDirectionSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
 
proto native void SetTurnSpanModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
 
proto native void SetTurnSpanSprintModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
 
proto native void SetCurrentWaterLevel (float value)
 sets water level (depth)
 

Detailed Description

Definition at line 431 of file human.c.

Constructor & Destructor Documentation

◆ HumanCommandMove()

void HumanCommandMove::HumanCommandMove ( )
inlineprivate

Definition at line 433 of file human.c.

433{}

◆ ~HumanCommandMove()

void HumanCommandMove::~HumanCommandMove ( )
inlineprivate

Definition at line 434 of file human.c.

434{}

Member Function Documentation

◆ ForceStance()

proto native void HumanCommandMove::ForceStance ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

◆ ForceStanceUp()

proto native void HumanCommandMove::ForceStanceUp ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

◆ GetCurrentInputAngle()

proto bool HumanCommandMove::GetCurrentInputAngle ( out float pAngle)
private

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

◆ GetCurrentMovementAngle()

proto native float HumanCommandMove::GetCurrentMovementAngle ( )
private

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float HumanCommandMove::GetCurrentMovementSpeed ( )
private

0,1,2..3 idle, walk, run, sprint

◆ IsChangingStance()

proto native bool HumanCommandMove::IsChangingStance ( )
private

returns true if character is changing stance

◆ IsInRoll()

proto native bool HumanCommandMove::IsInRoll ( )
private

return true if character barrel rolling

◆ IsLeavingUncon()

proto native bool HumanCommandMove::IsLeavingUncon ( )
private

return true if character transitions out of uncon

◆ IsMeleeEvade()

proto native bool HumanCommandMove::IsMeleeEvade ( )
private

this is true when in melee evade

◆ IsOnBack()

proto native bool HumanCommandMove::IsOnBack ( )
private

return true if prone is on back

◆ IsStandingFromBack()

proto native bool HumanCommandMove::IsStandingFromBack ( )
private

return true if prone on back is chaning to crounch/stand

◆ SetCurrentWaterLevel()

proto native void HumanCommandMove::SetCurrentWaterLevel ( float value)
private

sets water level (depth)

◆ SetDirectionFilterModifier()

proto native void HumanCommandMove::SetDirectionFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

◆ SetDirectionSprintFilterModifier()

proto native void HumanCommandMove::SetDirectionSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

◆ SetMeleeBlock()

proto native void HumanCommandMove::SetMeleeBlock ( bool pBlock)
private

this enables/disables block

◆ SetRunSprintFilterModifier()

proto native void HumanCommandMove::SetRunSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

◆ SetTurnSpanModifier()

proto native void HumanCommandMove::SetTurnSpanModifier ( float value)
private

◆ SetTurnSpanSprintModifier()

proto native void HumanCommandMove::SetTurnSpanSprintModifier ( float value)
private

◆ StartMeleeEvade()

proto native void HumanCommandMove::StartMeleeEvade ( )
private

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void HumanCommandMove::StartMeleeEvadeA ( float pDirAngle)
private

marks command to continue to combo, pDirAngle specifies angle


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