58                aimOrientation[0] = aimOrientation[0] + lr;
 
   61                aimOrientation[1] = aimOrientation[1] + ud + 5;
 
   65                pEntityInHands.GetInventory().GetCurrentInventoryLocation(loc);
 
   66                m_Player.GetInventory().ClearInventoryReservationEx(pEntityInHands, loc);
 
   98                        itemCfg = 
m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
 
  103                                case ItemBehaviorType.TWOHANDED:
 
  104                                case ItemBehaviorType.POLEARMS:
 
  107                                case ItemBehaviorType.FIREARMS:
 
 
  135            m_Player.OnThrowingModeChange(enable);
 
 
  169        if( itemCfg && itemCfg.
m_iType == ItemBehaviorType.HEAVY )
 
  180            if( playerPB.GetEmoteManager().IsEmotePlaying() )
 
  183            if( playerPB.GetActionManager().GetRunningAction() != NULL )
 
  186            if( playerPB.IsRestrained() || playerPB.IsItemsToDelete())
 
  189            if( playerPB.GetDayZPlayerInventory().IsProcessing() )
 
  192            if( playerPB.GetWeaponManager().IsRunning() )
 
 
  207        if(input_interface && input_interface.
SyncedPress(
"UAGear"))
 
  211        if( boo || pHic.
IsWeaponRaised() || (itemInHandsCfg && itemInHandsCfg.
m_iType == ItemBehaviorType.HEAVY) )
 
 
  224        if ( pEntityInHands == null )
 
 
 
void DayZPlayerImplementThrowing(DayZPlayer pPlayer)
 
bool m_bThrowingInProgress
 
bool CanContinueThrowing(HumanInputController pHic)
 
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)
 
void SetThrowingModeEnabled(bool enable)
 
const float c_fThrowingForceCoef
 
const float c_fThrowingForceMin
 
bool CanChangeThrowingStance(HumanInputController pHic)
 
void HandleThrowing(HumanInputController pHic, HumanCommandWeapons pHcw, EntityAI pEntityInHands, float pDt)
 
const float c_fThrowingForceMax
 
bool IsThrowingModeEnabled()
 
bool m_bThrowingAnimationPlaying
 
bool IsThrowingInProgress()
Throwing wind-up only (button hold)
 
bool IsThrowingAnimationPlaying()
Throwing animation after button release.
 
bool m_bThrowingModeEnabled
 
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
 
proto native bool WasItemLeaveHandsEvent()
 
proto native void SetThrowingMode(bool pState)
 
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
 
proto native bool IsThrowingMode()
 
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
 
proto native void ThrowItem(int throwType)
 
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
 
proto native bool SyncedPress(string action, bool check_focus=true)
 
static const vector Forward
 
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.