18 Print(
"DayZPlayerCamera1stPerson: main bone not found");
28 super.OnActivate(pPrevCamera, pPrevCameraResult);
32 vector baseAngles = pPrevCamera.GetBaseAngles();
36 vector addAngles = pPrevCamera.GetAdditiveAngles();
54 pOutResult.m_iDirectBoneMode = 1;
55 pOutResult.m_fUseHeading = 1.0;
56 pOutResult.m_fInsideCamera = 1.0;
58 pOutResult.m_fNearPlane = 0.04;
87 return "DayZPlayerCamera1stPerson";
111 super.OnUpdate(pDt, pOutResult);
114 pOutResult.m_iDirectBoneMode = 4;
115 pOutResult.m_fUseHeading = 0.0;
int m_iBoneIndex
main bone
class DayZPlayerCamera1stPerson extends DayZPlayerCameraBase DayZPlayerCamera1stPersonUnconscious(DayZPlayer pPlayer, HumanInputController pInput)
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)
float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
override vector GetAdditiveAngles()
override vector GetBaseAngles()
override void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)
override string GetCameraName()
void DayZPlayerCamera1stPerson(DayZPlayer pPlayer, HumanInputController pInput)
int m_iBoneIndex
main bone
static const float CONST_LR_MIN
down limit
static const float CONST_UD_MAX
up limit
static const float CONST_UD_MIN
down limit
override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
float m_fUpDownAngleAdd
up down angle in rad
float m_fLeftRightAngle
left right angle in rad (in freelook only)
static const float CONST_LR_MAX
up limit
float m_fUpDownAngle
up down angle in rad
vector m_OffsetLS
position offset
this is main camera class
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.