DayZ 1.24
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humanitems.c
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2// *************************************************************************************
3// ! HumanItemBehaviorCfg - per item config of stances / movements
4// *************************************************************************************
7
8 // static int DEFMOVEMENT = MOVEMENT_IDLE | MOVEMENT_WALK | MOVEMENT_RUN | SPRINT;
9
11 static int IKSETTING_AIMING = 0x1;
12 static int IKSETTING_RHAND = 0x2;
13 static int IKSETTING_LHAND = 0x4;
16
20 int m_IKSettings[24];
23
33
40
41 private bool m_bPlaceholder;
42
43
44 void SetIK(int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
45 {
46 int val = 0;
50
51 // Print("Setting ik " + pStance.ToString() + "," + pMovement.ToString() );
54
55 // Print("Setting ik " + pStance.ToString() + " to value " + val.ToString() );
57 }
58
59 void SetIKStance(int pStance, bool pAim, bool pRArm, bool pLArm)
60 {
61 int val = 0;
66 int bo = pStance * 4;
67
68 for (int i = 0; i < 4; i++)
69 m_IKSettings[bo + i] = val;
70 }
71
72 void SetIKMelee(int pHitType, bool pAim, bool pRArm, bool pLArm)
73 {
74 int val = 0;
78
80 }
81
82 void SetIKAll(bool pAim, bool pRArm, bool pLArm)
83 {
84 int val = 0;
88
89 int i;
90 for (i = 0; i < 24; i++)
92
93 for (i = 0; i < 2; i++)
95 }
96
97
98}
99
100// *************************************************************************************
101// ! HumanItemAccessor - item helpers
102// *************************************************************************************
104{
106 proto native void OnItemInHandsChanged(bool pInstant = false);
107
110
113
116
119
122
125
128
131
134
135 private void HumanItemAccessor()
136 {
137 }
138
139 private void ~HumanItemAccessor()
140 {
141 }
142}
void HideItemInHands()
bool m_bPlaceholder
default true
Definition humanitems.c:41
void SetIKMelee(int pHitType, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:72
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
Definition humanitems.c:21
int m_iStanceMask
combinations of STANCEMASK_
Definition humanitems.c:17
float m_fMeleeEvadeHeadingFilterSpan
max speed of alignment when moving
Definition humanitems.c:31
void SetIKStance(int pStance, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:59
bool m_bJumpAllowed
default false
Definition humanitems.c:39
float m_fMoveHeadingSprintFilterSpan
default delay of alignment when moving
Definition humanitems.c:26
bool m_bAttackLean
max speed of alignment when evading
Definition humanitems.c:36
float m_fMoveHeadingFilterSpeed
delay of alignment when moving in prone stance
Definition humanitems.c:28
static int IKSETTING_RHAND
Definition humanitems.c:12
static int IKSETTING_AIMING
bit mask of ik settings
Definition humanitems.c:11
void SetIK(int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:44
float m_fMoveHeadingProneFilterSpan
delay of alignment when sprintinh
Definition humanitems.c:27
float m_fMoveHeadingFilterSpan
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
Definition humanitems.c:25
float m_fMeleeEvadeHeadingFilterSpeed
delay of alignment when evading
Definition humanitems.c:32
static int IKSETTING_LHAND
Definition humanitems.c:13
void SetIKAll(bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:82
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
Definition humanitems.c:19
int m_iPerItemCameraUserData
[inpact type] mask for ik (0 - light/1 - heavy)
Definition humanitems.c:22
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 -
void HumanItemAccessor()
Definition humanitems.c:135
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()
Definition humanitems.c:139
proto native bool IsItemInHandsWeapon()
returns true if item in hands is a weapon