170{
173
176
177
179 {
182 {
183 Print(
"DayZPlayerCamera1stPerson: main bone not found");
184 }
185
187 }
188
189
190
192 {
193 super.OnActivate(pPrevCamera, pPrevCameraResult);
194
195 if (pPrevCamera)
196 {
197 vector baseAngles = pPrevCamera.GetBaseAngles();
200
201 vector addAngles = pPrevCamera.GetAdditiveAngles();
204 }
205 }
206
207
209 {
213
217
219 pOutResult.m_iDirectBoneMode = 1;
220 pOutResult.m_fUseHeading = 1.0;
221 pOutResult.m_fInsideCamera = 1.0;
222
223 pOutResult.m_fNearPlane = 0.04;
224
226
230 }
231
233 {
237 a[2] = 0;
238 return a;
239 }
240
242 {
246 a[2] = 0;
247 return a;
248 }
249
251 {
252 return "DayZPlayerCamera1stPerson";
253 }
254
257
262}
263
264
265
266
268{
270 {
272 }
273
275 {
276 super.OnUpdate(pDt, pOutResult);
277
279 pOutResult.m_iDirectBoneMode = 4;
280 pOutResult.m_fUseHeading = 0.0;
281
282 vector rot;
283 rot[0] = 0;
284 rot[1] = 90;
285 rot[2] = 0;
286
287 Math3D.YawPitchRollMatrix(rot, pOutResult.m_CameraTM);
288 }
289}
void DayZPlayerCamera1stPerson(DayZPlayer pPlayer, HumanInputController pInput)
int m_iBoneIndex
main bone
float m_fLeftRightAngle
left right angle in rad (in freelook only)
float m_fUpDownAngle
up down angle in rad
static const float CONST_UD_MAX
up limit
float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
float m_fUpDownAngleAdd
up down angle in rad
static const float CONST_LR_MIN
down limit
override vector GetBaseAngles()
static const float CONST_LR_MAX
up limit
static const float CONST_UD_MIN
down limit
override vector GetAdditiveAngles()
class DayZPlayerCamera1stPerson extends DayZPlayerCameraBase DayZPlayerCamera1stPersonUnconscious(DayZPlayer pPlayer, HumanInputController pInput)
vector m_OffsetLS
position offset
override string GetCameraName()
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
float m_CurrentCameraPitch
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
void InitCameraOnPlayer(bool force=false)
void UpdateCameraNV(PlayerBase player)
void ProcessCameraShake(float delta, out float leftRight, out float upDown)
void DayZPlayerCameraResult()
cannot be instanced from script (always created from C++)
class DayZPlayerCameraResult DayZPlayerCamera(DayZPlayer pPlayer, HumanInputController pInput)
vector GetCurrentOrientation()
proto void Print(void var)
Prints content of variable to console/log.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.