DayZ 1.24
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WeaponDebug Class Reference
Collaboration diagram for WeaponDebug:
[legend]

Private Member Functions

Weapon GetWeaponInHands ()
 
void WeaponDebug ()
 
void ~WeaponDebug ()
 
void RemoveAllShapes (bool is_exit=false)
 
void OnCommandHandlerUpdate ()
 
void OnKeyDown (KeyCode key)
 
void CycleDebugMode ()
 
void OnPostFrameUpdate ()
 
void DrawBarrelMemoryPoints (vector begin_point, vector end_point)
 
void DrawLineOfFire (vector begin_point, vector end_point)
 
void AddPosToCyclicBuffer (vector pos)
 
void OrderTrailArray ()
 
void DrawEyePoint (Weapon weapon)
 
vector GetEyePointPosition (Weapon weapon)
 
void DisplayGeneralInfo ()
 
void DisplayTargetInfo ()
 
void DrawLineOfFireMuzzleToHit (vector begin_point, vector camera_dir, vector camera_pos)
 
void DrawLineOfFireCameraHybrid (vector usti_hlavne_position, vector camera_dir, vector camera_pos, vector konec_hlavne_position)
 

Private Attributes

const int BUFFER_SIZE = 1000
 
const float COLLISIONS_DISTANCE_TOLERANCE = 0.01
 
const float MAX_MUZZLE_DISTANCE_TOLERANCE = 20
 
const float CAMERA_BULLET_ORIGIN_OFFSET = 1
 
const float CAMERA_TRACE_MIN_DISTANCE_TOLERANCE = 0.3
 
Weapon m_WeaponInHands
 
int m_BufferIndex
 
bool m_IsDrawKeyHeldDown
 
bool m_IsLMBPressed
 
bool m_IsToggleKeyPressed
 
bool m_IsFireKeyPressed
 
float m_TargetDistance
 
eDebugMode m_CurrentMode
 
vector m_AimTrailCyclic [BUFFER_SIZE]
 
vector m_AimTrailOrdered [BUFFER_SIZE]
 
ref map< int, stringm_DebugModesNames = new map<int, string>
 
Shape m_Shape_usti
 
Shape m_Shape_konec
 
Shape m_ShapeFireDirection1
 
Shape m_ShapeFireDirection2
 
Shape m_HitShape
 
Shape m_ShapeEye
 
Shape m_ShapeTrailLines
 
Shape m_ShapeFireDirCamera
 
Shape m_HitShape2
 
Shape m_HitShape3
 
Shape m_HitShape4
 
Shape m_PermanentLine1
 
Shape m_PermanentLine2
 
Shape m_PermanentShape1
 
Shape m_PermanentShape2
 

Detailed Description

Definition at line 10 of file WeaponDebug.c.

Constructor & Destructor Documentation

◆ WeaponDebug()

void WeaponDebug::WeaponDebug ( )
inlineprivate

Definition at line 60 of file WeaponDebug.c.

61 {
62 m_DebugModesNames.Insert(eDebugMode.NORMAL, "Mode " + eDebugMode.NORMAL.ToString() + ": shoot along the weapon barrel");
63 m_DebugModesNames.Insert(eDebugMode.MUZZLE_FIRE, "Mode " + eDebugMode.MUZZLE_FIRE.ToString() + ": shoot from muzzle end to camera trace hit point");
64 m_DebugModesNames.Insert(eDebugMode.CAMERA_MUZZLE_HYBRID, "Mode " + eDebugMode.CAMERA_MUZZLE_HYBRID.ToString() + ": shoot either from camera lens or from muzzle \n depending on the situation");
65 }
eDebugMode
Definition WeaponDebug.c:2
ref map< int, string > m_DebugModesNames
Definition WeaponDebug.c:29

References m_DebugModesNames.

◆ ~WeaponDebug()

void WeaponDebug::~WeaponDebug ( )
inlineprivate

Definition at line 67 of file WeaponDebug.c.

68 {
69 RemoveAllShapes(true);
70
71 }
void RemoveAllShapes(bool is_exit=false)
Definition WeaponDebug.c:73

References RemoveAllShapes().

Member Function Documentation

◆ AddPosToCyclicBuffer()

void WeaponDebug::AddPosToCyclicBuffer ( vector pos)
inlineprivate

Definition at line 226 of file WeaponDebug.c.

227 {
231 m_BufferIndex = 0;
232 }
vector m_AimTrailCyclic[BUFFER_SIZE]
Definition WeaponDebug.c:26
int m_BufferIndex
Definition WeaponDebug.c:19
const int BUFFER_SIZE
Definition WeaponDebug.c:12

References BUFFER_SIZE, m_AimTrailCyclic, and m_BufferIndex.

Referenced by OnPostFrameUpdate().

◆ CycleDebugMode()

void WeaponDebug::CycleDebugMode ( )
inlineprivate

Definition at line 141 of file WeaponDebug.c.

142 {
144 if (m_CurrentMode == eDebugMode.COUNT)
145 m_CurrentMode = 0;
146
147 }
eDebugMode m_CurrentMode
Definition WeaponDebug.c:25

References m_CurrentMode.

Referenced by OnCommandHandlerUpdate().

◆ DisplayGeneralInfo()

void WeaponDebug::DisplayGeneralInfo ( )
inlineprivate

Definition at line 266 of file WeaponDebug.c.

267 {
268 DbgUI.Begin("sway weight", 50, 50);
270 float sway_weight = player.GetAimingModel().GetSwayWeight();
271 DbgUI.Text("value: " + sway_weight.ToString());
272 DbgUI.Text("Hold LWIN to draw debug line");
273 DbgUI.Text("Press X to simulate fire");
274 DbgUI.Text("Press Z to cycle debug modes");
275 DbgUI.Text("Debug " + m_DebugModesNames.Get(m_CurrentMode));
276 DbgUI.Text("");
277 DbgUI.End();
278 }
PlayerBase GetPlayer()
Definition DbgUI.c:60
proto native CGame GetGame()
static proto native void End()
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto native void Text(string label)

References DbgUI::Begin(), DbgUI::End(), GetGame(), GetPlayer(), m_CurrentMode, m_DebugModesNames, and DbgUI::Text().

Referenced by OnPostFrameUpdate().

◆ DisplayTargetInfo()

void WeaponDebug::DisplayTargetInfo ( )
inlineprivate

Definition at line 280 of file WeaponDebug.c.

281 {
282 DbgUI.Begin("target distance", 50, 200);
283 DbgUI.Text("value: " + m_TargetDistance.ToString());
284 DbgUI.End();
285 }
float m_TargetDistance
Definition WeaponDebug.c:24
proto string ToString()

References DbgUI::Begin(), DbgUI::End(), m_TargetDistance, DbgUI::Text(), and float::ToString().

Referenced by OnPostFrameUpdate().

◆ DrawBarrelMemoryPoints()

void WeaponDebug::DrawBarrelMemoryPoints ( vector begin_point,
vector end_point )
inlineprivate

Definition at line 193 of file WeaponDebug.c.

194 {
196 {
197 m_Shape_usti = Debug.DrawSphere(end_point, 0.011, Colors.GREEN, ShapeFlags.TRANSP | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER);
198 m_Shape_konec = Debug.DrawSphere(begin_point, 0.011, Colors.GREEN, ShapeFlags.TRANSP | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER);
199 }
200 }
Definition Colors.c:4
const int GREEN
Definition Colors.c:8
Definition Debug.c:14
static Shape DrawSphere(vector pos, float size=1, int color=0x1fff7f7f, ShapeFlags flags=ShapeFlags.TRANSP|ShapeFlags.NOOUTLINE)
Definition Debug.c:434
Shape m_Shape_konec
Definition WeaponDebug.c:34
Shape m_Shape_usti
Definition WeaponDebug.c:33
bool m_IsDrawKeyHeldDown
Definition WeaponDebug.c:20
ShapeFlags
Definition EnDebug.c:126

References Debug::DrawSphere(), Colors::GREEN, m_IsDrawKeyHeldDown, m_Shape_konec, and m_Shape_usti.

Referenced by OnPostFrameUpdate().

◆ DrawEyePoint()

void WeaponDebug::DrawEyePoint ( Weapon weapon)
inlineprivate

Definition at line 247 of file WeaponDebug.c.

248 {
250 m_ShapeEye = Debug.DrawSphere(position, 0.009, COLOR_BLUE, ShapeFlags.TRANSP | ShapeFlags.NOOUTLINE | ShapeFlags.NOZBUFFER);
251 }
vector GetEyePointPosition(Weapon weapon)
Shape m_ShapeEye
Definition WeaponDebug.c:38
const int COLOR_BLUE
Definition constants.c:66

References COLOR_BLUE, Debug::DrawSphere(), GetEyePointPosition(), and m_ShapeEye.

Referenced by OnPostFrameUpdate().

◆ DrawLineOfFire()

void WeaponDebug::DrawLineOfFire ( vector begin_point,
vector end_point )
inlineprivate

Definition at line 203 of file WeaponDebug.c.

204 {
209
210 aim_point = aim_point.Normalized() * 100;
212
215
218
220 {
223 }
224 }
const int RED
Definition Colors.c:5
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
static void RemoveShape(out Shape shape)
Definition Debug.c:107
static Shape DrawLine(vector from, vector to, int color=0xFFFFFFFF, int flags=0)
Definition Debug.c:489
bool m_IsFireKeyPressed
Definition WeaponDebug.c:23
Shape m_PermanentLine1
Definition WeaponDebug.c:45
Shape m_ShapeFireDirection2
Definition WeaponDebug.c:36
Shape m_ShapeFireDirection1
Definition WeaponDebug.c:35
Shape m_HitShape
Definition WeaponDebug.c:37
const int COLOR_RED
Definition constants.c:64

References COLOR_RED, Debug::DrawLine(), Debug::DrawSphere(), m_HitShape, m_IsFireKeyPressed, m_PermanentLine1, m_ShapeFireDirection1, m_ShapeFireDirection2, DayZPhysics::RaycastRV(), Colors::RED, and Debug::RemoveShape().

Referenced by OnPostFrameUpdate().

◆ DrawLineOfFireCameraHybrid()

void WeaponDebug::DrawLineOfFireCameraHybrid ( vector usti_hlavne_position,
vector camera_dir,
vector camera_pos,
vector konec_hlavne_position )
inlineprivate

Definition at line 333 of file WeaponDebug.c.

334 {
335 bool muzzle_shot;
338
340
343
345
348
349 float distance_to_aim_at;
353 weapon_aim_direction.Normalize();
354
355 Man player = GetGame().GetPlayer();
358
360 {
363
365 {
368
370 {
371 muzzle_shot = true;
373 }
374 }
375 }
376
377
379
381 {
385
387
388 if (muzzle_shot)
389 {
392 PrintString("muzle shot");
393 }
394 else
395 {
397 dir.Normalize();
398 dir = dir * 100;
401
402 //m_PermanentShape1 = Debug.DrawSphere(start_point, 0.015,Colors.GREEN);
404 PrintString("camera shot");
405 }
406 }
407
410 float hit_sphere_size = Math.Lerp(0.025, 0.75, distance_normalized);
411
416
417 }
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition EnMath.c:7
const float CAMERA_TRACE_MIN_DISTANCE_TOLERANCE
Definition WeaponDebug.c:16
Shape m_HitShape4
Definition WeaponDebug.c:43
const float MAX_MUZZLE_DISTANCE_TOLERANCE
Definition WeaponDebug.c:14
Shape m_PermanentLine2
Definition WeaponDebug.c:46
const float CAMERA_BULLET_ORIGIN_OFFSET
Definition WeaponDebug.c:15
Shape m_PermanentShape1
Definition WeaponDebug.c:48
proto float Normalize()
Normalizes vector. Returns length.
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
void PrintString(string s)
Helper for printing out string expression. Example: PrintString("Hello " + var);.
Definition EnScript.c:344
static proto float Lerp(float a, float b, float time)
Linearly interpolates between 'a' and 'b' given 'time'.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...

References CAMERA_BULLET_ORIGIN_OFFSET, CAMERA_TRACE_MIN_DISTANCE_TOLERANCE, Class::CastTo(), Math::Clamp(), vector::Distance(), Debug::DrawLine(), Debug::DrawSphere(), GetGame(), Colors::GREEN, Math::InverseLerp(), Math::Lerp(), m_HitShape, m_HitShape4, m_IsFireKeyPressed, m_PermanentLine1, m_PermanentLine2, m_PermanentShape1, m_TargetDistance, MAX_MUZZLE_DISTANCE_TOLERANCE, vector::Normalize(), PrintString(), DayZPhysics::RaycastRV(), Colors::RED, and Debug::RemoveShape().

Referenced by OnPostFrameUpdate().

◆ DrawLineOfFireMuzzleToHit()

void WeaponDebug::DrawLineOfFireMuzzleToHit ( vector begin_point,
vector camera_dir,
vector camera_pos )
inlineprivate

Definition at line 288 of file WeaponDebug.c.

289 {
292
295
298
301
303 Man player = GetGame().GetPlayer();
306
308 {
312
314 {
319 }
320
321 }
322
323 else
324 {
326 m_TargetDistance = -1;
327 }
328
331 }
Shape m_HitShape2
Definition WeaponDebug.c:41
Shape m_HitShape3
Definition WeaponDebug.c:42
Shape m_ShapeFireDirCamera
Definition WeaponDebug.c:40

References Class::CastTo(), COLOR_RED, vector::Distance(), Debug::DrawLine(), Debug::DrawSphere(), GetGame(), Colors::GREEN, m_HitShape2, m_HitShape3, m_IsFireKeyPressed, m_PermanentLine1, m_PermanentLine2, m_ShapeFireDirCamera, m_TargetDistance, DayZPhysics::RaycastRV(), Colors::RED, and Debug::RemoveShape().

Referenced by OnPostFrameUpdate().

◆ GetEyePointPosition()

vector WeaponDebug::GetEyePointPosition ( Weapon weapon)
inlineprivate

Definition at line 253 of file WeaponDebug.c.

254 {
255 string memory_point_name = weapon.ConfigGetString("memoryPointCamera");
256 ItemBase optics = weapon.GetAttachedOptics();
257 if (optics)
258 {
259 memory_point_name = optics.ConfigGetString("memoryPointCamera");
260 return optics.ModelToWorld(optics.GetSelectionPositionLS(memory_point_name));
261 }
262 return weapon.ModelToWorld(weapon.GetSelectionPositionLS(memory_point_name));
263
264 }

Referenced by DrawEyePoint().

◆ GetWeaponInHands()

Weapon WeaponDebug::GetWeaponInHands ( )
inlineprivate

Definition at line 51 of file WeaponDebug.c.

52 {
55 if (player && player.GetItemInHands()) Class.CastTo(weapon_in_hands, player.GetItemInHands());
56
57 return weapon_in_hands;
58 }
script counterpart to engine's class Weapon

References Class::CastTo(), GetGame(), and GetPlayer().

Referenced by OnPostFrameUpdate().

◆ OnCommandHandlerUpdate()

void WeaponDebug::OnCommandHandlerUpdate ( )
inlineprivate

Definition at line 97 of file WeaponDebug.c.

98 {
99
100 m_IsLMBPressed = false;
101 m_IsFireKeyPressed = false;
102
103 if (KeyState(KeyCode.KC_LWIN) == 1)
104 {
106 OnKeyDown(KeyCode.KC_LWIN);
107 m_IsDrawKeyHeldDown = true;
108 }
109 else
110 {
112 {
113 //OnKeyUp();
114 }
115 m_IsDrawKeyHeldDown = false;
116 }
117
118 if (KeyState(KeyCode.KC_Z) == 1)
119 {
120 ClearKey(KeyCode.KC_Z);
122 }
123
124 if (KeyState(KeyCode.KC_X) == 1)
125 {
126 m_IsFireKeyPressed = true;
127 ClearKey(KeyCode.KC_X);
128 }
129
131 m_IsLMBPressed = true;
132 }
bool m_IsLMBPressed
Definition WeaponDebug.c:21
void OnKeyDown(KeyCode key)
void CycleDebugMode()
proto native void ClearKey(KeyCode key)
KeyCode
Definition EnSystem.c:157
proto native int KeyState(KeyCode key)
MouseState
Definition EnSystem.c:311
proto native int GetMouseState(MouseState index)

References ClearKey(), CycleDebugMode(), GetMouseState(), KeyState(), m_IsDrawKeyHeldDown, m_IsFireKeyPressed, m_IsLMBPressed, and OnKeyDown().

◆ OnKeyDown()

void WeaponDebug::OnKeyDown ( KeyCode key)
inlineprivate

Definition at line 134 of file WeaponDebug.c.

135 {
136 if (key == KeyCode.KC_X)
137 {
138 }
139 }

Referenced by OnCommandHandlerUpdate().

◆ OnPostFrameUpdate()

void WeaponDebug::OnPostFrameUpdate ( )
inlineprivate

Definition at line 149 of file WeaponDebug.c.

150 {
151 if (GetWeaponInHands())
152 {
155 vector cameraDirection = GetGame().GetCurrentCameraDirection();
156 vector cameraPosition = GetGame().GetCurrentCameraPosition();
157 vector usti_hlavne_position = weapon.GetSelectionPositionMS("usti hlavne"); //usti hlavne
158 vector konec_hlavne_position = weapon.GetSelectionPositionMS("konec hlavne"); //konec hlavne
161
162 if (m_CurrentMode == eDebugMode.NORMAL)
164
165 if (m_CurrentMode == eDebugMode.MUZZLE_FIRE)
167
168 if (m_CurrentMode == eDebugMode.CAMERA_MUZZLE_HYBRID)
170
172 {
175 }
176
178
179
184 /*
185 vector pos;
186 weapon.GetProjectedCursorPos3d(pos);
187 Debug.RemoveShape(temp_shape);
188 temp_shape = Debug.DrawSphere(pos, 0.1, Colors.GREEN);
189 */
190 }
191 }
static Shape DrawLines(vector[] positions, int count, int color=0xFFFFFFFF, int flags=0)
Definition Debug.c:502
Shape m_ShapeTrailLines
Definition WeaponDebug.c:39
void DrawBarrelMemoryPoints(vector begin_point, vector end_point)
vector m_AimTrailOrdered[BUFFER_SIZE]
Definition WeaponDebug.c:27
void DisplayGeneralInfo()
void DrawLineOfFire(vector begin_point, vector end_point)
void DisplayTargetInfo()
void DrawLineOfFireMuzzleToHit(vector begin_point, vector camera_dir, vector camera_pos)
Weapon GetWeaponInHands()
Definition WeaponDebug.c:51
void AddPosToCyclicBuffer(vector pos)
void OrderTrailArray()
void DrawLineOfFireCameraHybrid(vector usti_hlavne_position, vector camera_dir, vector camera_pos, vector konec_hlavne_position)
void DrawEyePoint(Weapon weapon)
const int COLOR_YELLOW
Definition constants.c:67

References AddPosToCyclicBuffer(), BUFFER_SIZE, COLOR_YELLOW, DisplayGeneralInfo(), DisplayTargetInfo(), DrawBarrelMemoryPoints(), DrawEyePoint(), DrawLineOfFire(), DrawLineOfFireCameraHybrid(), DrawLineOfFireMuzzleToHit(), Debug::DrawLines(), GetGame(), GetWeaponInHands(), m_AimTrailOrdered, m_CurrentMode, m_IsDrawKeyHeldDown, m_ShapeTrailLines, OrderTrailArray(), and RemoveAllShapes().

◆ OrderTrailArray()

void WeaponDebug::OrderTrailArray ( )
inlineprivate

Definition at line 234 of file WeaponDebug.c.

235 {
236 int unordered_index;
237
238 for (int i = 0; i < BUFFER_SIZE; i++)
239 {
244 }
245 }

References BUFFER_SIZE, m_AimTrailCyclic, m_AimTrailOrdered, and m_BufferIndex.

Referenced by OnPostFrameUpdate().

◆ RemoveAllShapes()

Member Data Documentation

◆ BUFFER_SIZE

const int WeaponDebug::BUFFER_SIZE = 1000
private

Definition at line 12 of file WeaponDebug.c.

Referenced by AddPosToCyclicBuffer(), OnPostFrameUpdate(), and OrderTrailArray().

◆ CAMERA_BULLET_ORIGIN_OFFSET

const float WeaponDebug::CAMERA_BULLET_ORIGIN_OFFSET = 1
private

Definition at line 15 of file WeaponDebug.c.

Referenced by DrawLineOfFireCameraHybrid().

◆ CAMERA_TRACE_MIN_DISTANCE_TOLERANCE

const float WeaponDebug::CAMERA_TRACE_MIN_DISTANCE_TOLERANCE = 0.3
private

Definition at line 16 of file WeaponDebug.c.

Referenced by DrawLineOfFireCameraHybrid().

◆ COLLISIONS_DISTANCE_TOLERANCE

const float WeaponDebug::COLLISIONS_DISTANCE_TOLERANCE = 0.01
private

Definition at line 13 of file WeaponDebug.c.

◆ m_AimTrailCyclic

vector WeaponDebug::m_AimTrailCyclic[BUFFER_SIZE]
private

Definition at line 26 of file WeaponDebug.c.

Referenced by AddPosToCyclicBuffer(), and OrderTrailArray().

◆ m_AimTrailOrdered

vector WeaponDebug::m_AimTrailOrdered[BUFFER_SIZE]
private

Definition at line 27 of file WeaponDebug.c.

Referenced by OnPostFrameUpdate(), and OrderTrailArray().

◆ m_BufferIndex

int WeaponDebug::m_BufferIndex
private

Definition at line 19 of file WeaponDebug.c.

Referenced by AddPosToCyclicBuffer(), and OrderTrailArray().

◆ m_CurrentMode

eDebugMode WeaponDebug::m_CurrentMode
private

Definition at line 25 of file WeaponDebug.c.

Referenced by CycleDebugMode(), DisplayGeneralInfo(), and OnPostFrameUpdate().

◆ m_DebugModesNames

ref map<int, string> WeaponDebug::m_DebugModesNames = new map<int, string>
private

Definition at line 29 of file WeaponDebug.c.

Referenced by DisplayGeneralInfo(), and WeaponDebug().

◆ m_HitShape

Shape WeaponDebug::m_HitShape
private

Definition at line 37 of file WeaponDebug.c.

Referenced by DrawLineOfFire(), DrawLineOfFireCameraHybrid(), and RemoveAllShapes().

◆ m_HitShape2

Shape WeaponDebug::m_HitShape2
private

Definition at line 41 of file WeaponDebug.c.

Referenced by DrawLineOfFireMuzzleToHit(), and RemoveAllShapes().

◆ m_HitShape3

Shape WeaponDebug::m_HitShape3
private

Definition at line 42 of file WeaponDebug.c.

Referenced by DrawLineOfFireMuzzleToHit(), and RemoveAllShapes().

◆ m_HitShape4

Shape WeaponDebug::m_HitShape4
private

Definition at line 43 of file WeaponDebug.c.

Referenced by DrawLineOfFireCameraHybrid(), and RemoveAllShapes().

◆ m_IsDrawKeyHeldDown

bool WeaponDebug::m_IsDrawKeyHeldDown
private

Definition at line 20 of file WeaponDebug.c.

Referenced by DrawBarrelMemoryPoints(), OnCommandHandlerUpdate(), and OnPostFrameUpdate().

◆ m_IsFireKeyPressed

bool WeaponDebug::m_IsFireKeyPressed
private

◆ m_IsLMBPressed

bool WeaponDebug::m_IsLMBPressed
private

Definition at line 21 of file WeaponDebug.c.

Referenced by OnCommandHandlerUpdate().

◆ m_IsToggleKeyPressed

bool WeaponDebug::m_IsToggleKeyPressed
private

Definition at line 22 of file WeaponDebug.c.

◆ m_PermanentLine1

Shape WeaponDebug::m_PermanentLine1
private

◆ m_PermanentLine2

Shape WeaponDebug::m_PermanentLine2
private

◆ m_PermanentShape1

Shape WeaponDebug::m_PermanentShape1
private

Definition at line 48 of file WeaponDebug.c.

Referenced by DrawLineOfFireCameraHybrid(), and RemoveAllShapes().

◆ m_PermanentShape2

Shape WeaponDebug::m_PermanentShape2
private

Definition at line 49 of file WeaponDebug.c.

Referenced by RemoveAllShapes().

◆ m_Shape_konec

Shape WeaponDebug::m_Shape_konec
private

Definition at line 34 of file WeaponDebug.c.

Referenced by DrawBarrelMemoryPoints(), and RemoveAllShapes().

◆ m_Shape_usti

Shape WeaponDebug::m_Shape_usti
private

Definition at line 33 of file WeaponDebug.c.

Referenced by DrawBarrelMemoryPoints(), and RemoveAllShapes().

◆ m_ShapeEye

Shape WeaponDebug::m_ShapeEye
private

Definition at line 38 of file WeaponDebug.c.

Referenced by DrawEyePoint(), and RemoveAllShapes().

◆ m_ShapeFireDirCamera

Shape WeaponDebug::m_ShapeFireDirCamera
private

Definition at line 40 of file WeaponDebug.c.

Referenced by DrawLineOfFireMuzzleToHit(), and RemoveAllShapes().

◆ m_ShapeFireDirection1

Shape WeaponDebug::m_ShapeFireDirection1
private

Definition at line 35 of file WeaponDebug.c.

Referenced by DrawLineOfFire(), and RemoveAllShapes().

◆ m_ShapeFireDirection2

Shape WeaponDebug::m_ShapeFireDirection2
private

Definition at line 36 of file WeaponDebug.c.

Referenced by DrawLineOfFire(), and RemoveAllShapes().

◆ m_ShapeTrailLines

Shape WeaponDebug::m_ShapeTrailLines
private

Definition at line 39 of file WeaponDebug.c.

Referenced by OnPostFrameUpdate(), and RemoveAllShapes().

◆ m_TargetDistance

float WeaponDebug::m_TargetDistance
private

◆ m_WeaponInHands

Weapon WeaponDebug::m_WeaponInHands
private

Definition at line 18 of file WeaponDebug.c.

◆ MAX_MUZZLE_DISTANCE_TOLERANCE

const float WeaponDebug::MAX_MUZZLE_DISTANCE_TOLERANCE = 20
private

Definition at line 14 of file WeaponDebug.c.

Referenced by DrawLineOfFireCameraHybrid().


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