179{
182
185
186
188 {
191 {
192 Print(
"DayZPlayerCamera1stPerson: main bone not found");
193 }
194
196 }
197
198
199
201 {
202 super.OnActivate(pPrevCamera, pPrevCameraResult);
203
204 if (pPrevCamera)
205 {
206 vector baseAngles = pPrevCamera.GetBaseAngles();
209
210 vector addAngles = pPrevCamera.GetAdditiveAngles();
213 }
214 }
215
216
218 {
222
226
228 pOutResult.m_iDirectBoneMode = 1;
229 pOutResult.m_fUseHeading = 1.0;
230 pOutResult.m_fInsideCamera = 1.0;
231
232 pOutResult.m_fNearPlane = 0.04;
233
235
239 }
240
242 {
246 a[2] = 0;
247 return a;
248 }
249
251 {
255 a[2] = 0;
256 return a;
257 }
258
260 {
261 return "DayZPlayerCamera1stPerson";
262 }
263
266
271}
272
273
274
275
277{
279 {
281 }
282
284 {
285 super.OnUpdate(pDt, pOutResult);
286
288 pOutResult.m_iDirectBoneMode = 4;
289 pOutResult.m_fUseHeading = 0.0;
290
291 vector rot;
292 rot[0] = 0;
293 rot[1] = 90;
294 rot[2] = 0;
295
296 Math3D.YawPitchRollMatrix(rot, pOutResult.m_CameraTM);
297 }
298}
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.