68 for (
int i = 0;
i < 4;
i++)
90 for (
i = 0;
i < 24;
i++)
93 for (
i = 0;
i < 2;
i++)
bool m_bPlaceholder
default true
void SetIKMelee(int pHitType, bool pAim, bool pRArm, bool pLArm)
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
int m_iStanceMask
combinations of STANCEMASK_
float m_fMeleeEvadeHeadingFilterSpan
max speed of alignment when moving
void SetIKStance(int pStance, bool pAim, bool pRArm, bool pLArm)
bool m_bJumpAllowed
default false
float m_fMoveHeadingSprintFilterSpan
default delay of alignment when moving
bool m_bAttackLean
max speed of alignment when evading
float m_fMoveHeadingFilterSpeed
delay of alignment when moving in prone stance
static int IKSETTING_RHAND
static int IKSETTING_AIMING
bit mask of ik settings
void SetIK(int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
float m_fMoveHeadingProneFilterSpan
delay of alignment when sprintinh
float m_fMoveHeadingFilterSpan
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
float m_fMeleeEvadeHeadingFilterSpeed
delay of alignment when evading
static int IKSETTING_LHAND
void SetIKAll(bool pAim, bool pRArm, bool pLArm)
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
int m_iPerItemCameraUserData
[inpact type] mask for ik (0 - light/1 - heavy)
proto native void ResetWeaponInHands()
reset weapon anim override in case of premature death
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg()
proto native bool IsItemInHandsHidden()
returns if item in hands is hidden visually
proto native bool WeaponGetCameraPointBoneRelative(notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, int pBoneIndex, out vector pTm[4])
returns true if weapon is item and it has camera point - model space matrix -
proto native bool WeaponGetCameraPoint(out vector pPos, out vector pRot)
returns true if weapon is item and it has camera point - local pos, dir in weapon space
proto native bool WeaponGetAimingModelDirTm(out vector pTm[4])
return current aiming point from aiming model (additive swaying applied - no recoil points)
proto native bool WeaponGetCameraPointMSTransform(notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, out vector pTm[4])
returns true if weapon is item and it has camera point - model space matrix -
class HumanItemBehaviorCfg OnItemInHandsChanged(bool pInstant=false)
signalization from script to engine that item in hands changed
void ~HumanItemAccessor()
proto native bool IsItemInHandsWeapon()
returns true if item in hands is a weapon