52 aimOrientation[0] = aimOrientation[0] + lr;
55 aimOrientation[1] = aimOrientation[1] + ud + 5;
59 pEntityInHands.GetInventory().GetCurrentInventoryLocation(loc);
60 m_Player.GetInventory().ClearInventoryReservationEx(pEntityInHands, loc);
99 itemCfg =
m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
104 case ItemBehaviorType.TWOHANDED:
105 case ItemBehaviorType.POLEARMS:
108 case ItemBehaviorType.FIREARMS:
153 m_Player.OnThrowingModeChange(enable);
187 if( itemCfg && itemCfg.
m_iType == ItemBehaviorType.HEAVY )
198 if( playerPB.GetEmoteManager().IsEmotePlaying() )
201 if( playerPB.GetActionManager().GetRunningAction() != NULL )
204 if( playerPB.IsRestrained() || playerPB.IsItemsToDelete())
207 if( playerPB.GetDayZPlayerInventory().IsProcessing() )
210 if( playerPB.GetWeaponManager().IsRunning() )
226 if(input_interface && input_interface.
SyncedPress(
"UAGear"))
244 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)
void CancelThrowing(HumanInputController pHic, HumanCommandWeapons pHcw)
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 IsChangingStance()
returns true if character is changing stance
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.