DayZ 1.24
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AUGRecoil Class Reference
Inheritance diagram for AUGRecoil:
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Collaboration diagram for AUGRecoil:
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Private Member Functions

override void Init ()
 
- Private Member Functions inherited from RecoilBase
void RecoilBase (Weapon_Base weapon)
 
void Init ()
 
Weapon_Base GetWeapon ()
 
void PostInit (Weapon_Base weapon)
 
void Destroy ()
 Destroys this object next update tick.
 
void Update (SDayZPlayerAimingModel pModel, out float axis_mouse_x, out float axis_mouse_y, out float axis_hands_x, out float axis_hands_y, float pDt)
 
void ApplyCamOffset (SDayZPlayerAimingModel pModel)
 
void ApplyHandsOffset (float pDt, out float pRecResultX, out float pRecResultY)
 
void ApplyMouseOffset (float pDt, out float pRecResultX, out float pRecResultY)
 
vector GetRecoilModifier (Weapon_Base weapon)
 
vector GetPositionOnCurve (array< vector > points, float time)
 

Additional Inherited Members

- Private Attributes inherited from RecoilBase
bool m_DeleteRequested
 
float m_Time
 
float m_ReloadTime
 
vector m_RecoilModifier
 
bool m_IsClient
 
float m_MouseOffsetRangeMin
 
float m_MouseOffsetRangeMax
 
float m_MouseOffsetRelativeTime = 1
 
float m_HandsOffsetRelativeTime = 1
 
float m_CamOffsetRelativeTime = 1
 
float m_CamOffsetDistance = 0.05
 
float m_MouseOffsetDistance
 
float m_TimeNormalized
 
vector m_MouseOffsetTarget
 
vector m_MouseOffsetTargetAccum
 
float m_Angle
 
ref array< vectorm_HandsCurvePoints
 

Detailed Description

Definition at line 1 of file AUGRecoil.c.

Member Function Documentation

◆ Init()

override void AUGRecoil::Init ( )
inlineprivate

Definition at line 3 of file AUGRecoil.c.

4 {
9 point_1[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, 0.25, 0.5); point_1[1] = 1.2; point_1[2] = 0;
10 point_2[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, -0.4, 0.35); point_2[1] = 1.5; point_2[2] = 0;
11 point_3[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, -0.65, -1.15); point_3[1] = 1.1; point_3[2] = 0;
12 point_4[0] = m_Player.GetRandomGeneratorSyncManager().GetRandomInRange(RandomGeneratorSyncUsage.RGSRecoil, -0.35, -0.15); point_4[1] = 0.75; point_4[2] = 0;
13 m_HandsCurvePoints.Insert(point_1);//forms a 2 dimensional spline(z is ignored)
17 m_HandsCurvePoints.Insert("0 0 0");
19
20 m_MouseOffsetRangeMin = 75;//in degrees min
21 m_MouseOffsetRangeMax = 125;//in degrees max
22 m_MouseOffsetDistance = 1.05;//how far should the mouse travel
23 m_MouseOffsetRelativeTime = 0.1;//[0..1] a time it takes to move the mouse the required distance relative to the reload time of the weapon(firing mode)
24
27 }
float m_CamOffsetRelativeTime
Definition RecoilBase.c:17
float m_CamOffsetDistance
Definition RecoilBase.c:18
float m_MouseOffsetDistance
Definition RecoilBase.c:19
PlayerBase m_Player
Definition RecoilBase.c:6
float m_MouseOffsetRangeMax
Definition RecoilBase.c:14
float m_MouseOffsetRelativeTime
Definition RecoilBase.c:15
float m_HandsOffsetRelativeTime
Definition RecoilBase.c:16
float m_MouseOffsetRangeMin
Definition RecoilBase.c:13
ref array< vector > m_HandsCurvePoints
Definition RecoilBase.c:27

References RecoilBase::m_CamOffsetDistance, RecoilBase::m_CamOffsetRelativeTime, RecoilBase::m_HandsCurvePoints, RecoilBase::m_HandsOffsetRelativeTime, RecoilBase::m_MouseOffsetDistance, RecoilBase::m_MouseOffsetRangeMax, RecoilBase::m_MouseOffsetRangeMin, RecoilBase::m_MouseOffsetRelativeTime, and RecoilBase::m_Player.


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