Dayz 1.25
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Класс HumanItemBehaviorCfg

Закрытые члены

void SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
 
void SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm)
 
void SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm)
 
void SetIKAll (bool pAim, bool pRArm, bool pLArm)
 
void DayzPlayerItemBehaviorCfg ()
 
void SetIKTwoHanded ()
 
void SetIKPoleArms ()
 
void SetPistols ()
 
void SetFirearms ()
 
void SetEmptyHanded ()
 
void SetTwoHanded ()
 
void SetToolsOneHanded ()
 
void SetRestrained ()
 
void SetSurrender ()
 
void SetHeavyItems ()
 
void SetPoleArms ()
 

Закрытые данные

int m_iType
 
int m_iStanceMask
 combinations of STANCEMASK_
 
int m_StanceMovements [6]
 
int m_StanceRotation [6]
 6 stances -> all has movement mask, STANCEIDX_ ... is index
 
int m_IKSettings [24]
 
int m_IKSettingsMelee [2]
 [stance][movement] mask for ik
 
int m_iPerItemCameraUserData
 [inpact type] mask for ik (0 - light/1 - heavy)
 
float m_fMoveHeadingFilterSpan
 per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
 
float m_fMoveHeadingSprintFilterSpan
 default delay of alignment when moving
 
float m_fMoveHeadingProneFilterSpan
 delay of alignment when sprintinh
 
float m_fMoveHeadingFilterSpeed
 delay of alignment when moving in prone stance
 
float m_fMeleeEvadeHeadingFilterSpan
 max speed of alignment when moving
 
float m_fMeleeEvadeHeadingFilterSpeed
 delay of alignment when evading
 
bool m_bAttackLean
 max speed of alignment when evading
 
bool m_bJumpAllowed
 default false
 
bool m_bPlaceholder
 default true
 

Закрытые статические данные

static int IKSETTING_AIMING = 0x1
 bit mask of ik settings
 
static int IKSETTING_RHAND = 0x2
 
static int IKSETTING_LHAND = 0x4
 

Подробное описание

Методы

◆ DayzPlayerItemBehaviorCfg()

void DayzPlayerItemBehaviorCfg ( )
inlineprivate

per item camera user data to be uninitialized

rotational delay to camera direction in move only (filter)

108 {
109 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ALL;
110
111 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN | DayZPlayerConstants.MOVEMENT_SPRINT;
112 m_StanceMovements[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_SPRINT;
113 m_StanceMovements[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
114 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN | DayZPlayerConstants.MOVEMENT_SPRINT;
115 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDCROUCH] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
116 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDPRONE] = DayZPlayerConstants.MOVEMENT_IDLE;
117
118 m_StanceRotation[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.ROTATION_ENABLE;
119 m_StanceRotation[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.ROTATION_ENABLE;
120 m_StanceRotation[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.ROTATION_ENABLE;
121 m_StanceRotation[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.ROTATION_ENABLE;
122 m_StanceRotation[DayZPlayerConstants.STANCEIDX_RAISEDCROUCH] = DayZPlayerConstants.ROTATION_ENABLE;
123 m_StanceRotation[DayZPlayerConstants.STANCEIDX_RAISEDPRONE] = DayZPlayerConstants.ROTATION_ENABLE;
124
125
132 m_fMoveHeadingFilterSpeed = Math.DEG2RAD * 360; // 720 deg / sec
133
135 m_fMeleeEvadeHeadingFilterSpeed = Math.DEG2RAD * 1440; // 720 deg / sec
136
137 m_bAttackLean = false;
138 m_bJumpAllowed = true;
139 }
Definition CfgGameplayHandler.c:2
static float GetMovementRotationSpeedJog()
Definition CfgGameplayHandler.c:252
static float GetMovementRotationSpeedSprint()
Definition CfgGameplayHandler.c:257
Definition DayZPlayerCameras.c:2
static const int PERITEMUD_INVALID
Definition DayZPlayerCameras.c:21
float m_fMeleeEvadeHeadingFilterSpeed
delay of alignment when evading
Definition humanitems.c:32
bool m_bJumpAllowed
default false
Definition humanitems.c:39
int m_StanceMovements[6]
Definition humanitems.c:18
float m_fMoveHeadingFilterSpeed
delay of alignment when moving in prone stance
Definition humanitems.c:28
float m_fMeleeEvadeHeadingFilterSpan
max speed of alignment when moving
Definition humanitems.c:31
int m_iPerItemCameraUserData
[inpact type] mask for ik (0 - light/1 - heavy)
Definition humanitems.c:22
float m_fMoveHeadingFilterSpan
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
Definition humanitems.c:25
int m_iStanceMask
combinations of STANCEMASK_
Definition humanitems.c:17
int m_StanceRotation[6]
6 stances -> all has movement mask, STANCEIDX_ ... is index
Definition humanitems.c:19
bool m_bAttackLean
max speed of alignment when evading
Definition humanitems.c:36
float m_fMoveHeadingSprintFilterSpan
default delay of alignment when moving
Definition humanitems.c:26
float m_fMoveHeadingProneFilterSpan
delay of alignment when sprintinh
Definition humanitems.c:27
Definition EnMath.c:7
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
static const float DEG2RAD
Definition EnMath.c:17

Перекрестные ссылки m_iStanceMask, m_StanceMovements и m_StanceRotation.

◆ SetEmptyHanded()

void SetEmptyHanded ( )
inlineprivate
200 {
201 m_iType = ItemBehaviorType.EMPTYHANDED;
202
203 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
205
206 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
207
208 SetIKAll(false, false, false);
209
210 m_bAttackLean = true;
211 }
static const int PERITEMUD_EMPTYHANDED
uninitialized / invalid per item camera user data
Definition DayZPlayerCameras.c:22
void SetIKAll(bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:84
int m_iType
Definition humanitems.c:15
Definition EntityAI.c:95

Перекрестные ссылки m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_EMPTYHANDED и SetIKAll().

◆ SetFirearms()

void SetFirearms ( )
inlineprivate
185 {
186 m_iType = ItemBehaviorType.FIREARMS;
187
188 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, true);
189 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, true);
190 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, true);
191 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, true, true, true);
192 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, true, true, true);
193 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, true, true, true);
194
195 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, true, true);
196 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, true, true);
197 }
void SetIKMelee(int pHitType, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:74
void SetIKStance(int pStance, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:59

Перекрестные ссылки m_iType, SetIKMelee() и SetIKStance().

◆ SetHeavyItems()

void SetHeavyItems ( )
inlineprivate
276 {
278
279 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
280 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
282
283 SetIKAll(false, true, true);
284
285 m_bAttackLean = true;
286 m_bJumpAllowed = false;
287 }
static const int PERITEMUD_TWOHANDED
for empty hands
Definition DayZPlayerCameras.c:24

Перекрестные ссылки m_bAttackLean, m_bJumpAllowed, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_TWOHANDED и SetIKAll().

◆ SetIK()

void SetIK ( int pStance,
int pMovement,
bool pAim,
bool pRArm,
bool pLArm )
inlineprivate
45 {
46 int val = 0;
50
51 // Print("Setting ik " + pStance.ToString() + "," + pMovement.ToString() );
52 pStance = pStance * 4;
54
55 // Print("Setting ik " + pStance.ToString() + " to value " + val.ToString() );
57 }
static int IKSETTING_AIMING
bit mask of ik settings
Definition humanitems.c:11
int m_IKSettings[24]
Definition humanitems.c:20
static int IKSETTING_RHAND
Definition humanitems.c:12
static int IKSETTING_LHAND
Definition humanitems.c:13

Перекрестные ссылки IKSETTING_AIMING, IKSETTING_LHAND и IKSETTING_RHAND.

Используется в SetHeavyItems().

◆ SetIKAll()

void SetIKAll ( bool pAim,
bool pRArm,
bool pLArm )
inlineprivate
85 {
86 int val = 0;
90
91 int i;
92 for (i = 0; i < 24; i++)
93 {
95 }
96
97 for (i = 0; i < 2; i++)
98 {
100 }
101 }
int m_IKSettingsMelee[2]
[stance][movement] mask for ik
Definition humanitems.c:21

Перекрестные ссылки IKSETTING_AIMING, IKSETTING_LHAND, IKSETTING_RHAND, m_IKSettings и m_IKSettingsMelee.

Используется в SetEmptyHanded(), SetHeavyItems(), SetRestrained() и SetToolsOneHanded().

◆ SetIKMelee()

void SetIKMelee ( int pHitType,
bool pAim,
bool pRArm,
bool pLArm )
inlineprivate
75 {
76 int val = 0;
80
82 }

Используется в SetFirearms(), SetHeavyItems(), SetIKPoleArms() и SetIKTwoHanded().

◆ SetIKPoleArms()

void SetIKPoleArms ( )
inlineprivate
155 {
156 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, true);
157 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, true);
158 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, true);
159 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, false, true, true);
160 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, false, false, false);
161 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, false, true, true);
162
163 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, false, false);
164 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, false, false);
165 }

Перекрестные ссылки SetIKMelee() и SetIKStance().

Используется в SetPoleArms().

◆ SetIKStance()

void SetIKStance ( int pStance,
bool pAim,
bool pRArm,
bool pLArm )
inlineprivate
60 {
61 int val = 0;
65
66 int bo = pStance * 4;
67
68 for (int i = 0; i < 4; i++)
69 {
71 }
72 }

Перекрестные ссылки IKSETTING_AIMING, IKSETTING_LHAND и IKSETTING_RHAND.

Используется в SetFirearms(), SetHeavyItems(), SetIKPoleArms() и SetIKTwoHanded().

◆ SetIKTwoHanded()

void SetIKTwoHanded ( )
inlineprivate
142 {
143 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, true);
144 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, true);
145 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, true);
146 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, false, true, true);
147 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, false, false, false);
148 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, false, true, true);
149
150 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, true, true);
151 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, true, true);
152 }

Перекрестные ссылки SetIKMelee() и SetIKStance().

Используется в SetTwoHanded().

◆ SetPistols()

void SetPistols ( )
inlineprivate
168 {
169 m_iType = ItemBehaviorType.PISTOLS;
170
171 SetIKStance(DayZPlayerConstants.STANCEIDX_ERECT, false, true, false);
172 SetIKStance(DayZPlayerConstants.STANCEIDX_CROUCH, false, true, false);
173 SetIKStance(DayZPlayerConstants.STANCEIDX_PRONE, false, true, false);
174 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDERECT, true, true, true);
175 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDCROUCH, true, true, true);
176 SetIKStance(DayZPlayerConstants.STANCEIDX_RAISEDPRONE, true, true, true);
177
178 SetIK(DayZPlayerConstants.STANCEIDX_RAISEDERECT, DayZPlayerConstants.MOVEMENTIDX_SPRINT, false, true, false);
179
180 SetIKMelee(DayZPlayerConstants.MELEE_LIGHT, false, true, true);
181 SetIKMelee(DayZPlayerConstants.MELEE_HEAVY, false, true, true);
182 }
void SetIK(int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm)
Definition humanitems.c:44

◆ SetPoleArms()

void SetPoleArms ( )
inlineprivate
290 {
291 m_iType = ItemBehaviorType.POLEARMS;
292
293 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
295
296 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
297
299
300 m_bAttackLean = true;
301 }
void SetIKPoleArms()
Definition DayZPlayerCfgBase.c:154

Перекрестные ссылки m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_TWOHANDED и SetIKPoleArms().

◆ SetRestrained()

void SetRestrained ( )
inlineprivate
242 {
243 m_iType = ItemBehaviorType.EMPTYHANDED;
244
245 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE;
247
248 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_SPRINT;
249 m_StanceMovements[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
250 m_StanceMovements[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.MOVEMENT_IDLE;
251
252 m_StanceRotation[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.ROTATION_DISABLE;
253
254 SetIKAll(false, true, true);
255
256 m_bAttackLean = false;
257 }
static const int PERITEMUD_ONEHANDED
for empty hands
Definition DayZPlayerCameras.c:23

Перекрестные ссылки m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, m_StanceRotation, DayZPlayerCameras::PERITEMUD_ONEHANDED и SetIKAll().

◆ SetSurrender()

void SetSurrender ( )
inlineprivate
260 {
261 m_iType = ItemBehaviorType.EMPTYHANDED;
262
263 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE;
265
266 m_StanceMovements[DayZPlayerConstants.STANCEIDX_ERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK;
267 m_StanceMovements[DayZPlayerConstants.STANCEIDX_CROUCH] = DayZPlayerConstants.MOVEMENT_IDLE;
268 m_StanceMovements[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.MOVEMENT_IDLE;
269
270 m_StanceRotation[DayZPlayerConstants.STANCEIDX_PRONE] = DayZPlayerConstants.ROTATION_DISABLE;
271
272 m_bAttackLean = false;
273 }

Перекрестные ссылки m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, m_StanceRotation и DayZPlayerCameras::PERITEMUD_EMPTYHANDED.

◆ SetToolsOneHanded()

void SetToolsOneHanded ( )
inlineprivate
228 {
229 m_iType = ItemBehaviorType.ONEHANDED;
230
231 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
233
234 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
235
236 SetIKAll(false, true, false);
237
238 m_bAttackLean = true;
239 }

Перекрестные ссылки m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_ONEHANDED и SetIKAll().

◆ SetTwoHanded()

void SetTwoHanded ( )
inlineprivate
214 {
215 m_iType = ItemBehaviorType.TWOHANDED;
216
217 m_iStanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE | DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDPRONE;
219
220 m_StanceMovements[DayZPlayerConstants.STANCEIDX_RAISEDERECT] = DayZPlayerConstants.MOVEMENT_IDLE | DayZPlayerConstants.MOVEMENT_WALK | DayZPlayerConstants.MOVEMENT_RUN;
221
223
224 m_bAttackLean = true;
225 }
void SetIKTwoHanded()
Definition DayZPlayerCfgBase.c:141

Перекрестные ссылки m_bAttackLean, m_iPerItemCameraUserData, m_iStanceMask, m_iType, m_StanceMovements, DayZPlayerCameras::PERITEMUD_TWOHANDED и SetIKTwoHanded().

Поля

◆ IKSETTING_AIMING

int IKSETTING_AIMING = 0x1
staticprivate

bit mask of ik settings

Используется в SetIK(), SetIKAll() и SetIKStance().

◆ IKSETTING_LHAND

int IKSETTING_LHAND = 0x4
staticprivate

Используется в SetIK(), SetIKAll() и SetIKStance().

◆ IKSETTING_RHAND

int IKSETTING_RHAND = 0x2
staticprivate

Используется в SetIK(), SetIKAll() и SetIKStance().

◆ m_bAttackLean

bool m_bAttackLean
private

max speed of alignment when evading

per weapon lean forward

◆ m_bJumpAllowed

bool m_bJumpAllowed
private

default false

per weapon lean forward

◆ m_bPlaceholder

bool m_bPlaceholder
private

default true

◆ m_fMeleeEvadeHeadingFilterSpan

float m_fMeleeEvadeHeadingFilterSpan
private

max speed of alignment when moving

evade caps

◆ m_fMeleeEvadeHeadingFilterSpeed

float m_fMeleeEvadeHeadingFilterSpeed
private

delay of alignment when evading

◆ m_fMoveHeadingFilterSpan

float m_fMoveHeadingFilterSpan
private

per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()

movement caps

◆ m_fMoveHeadingFilterSpeed

float m_fMoveHeadingFilterSpeed
private

delay of alignment when moving in prone stance

◆ m_fMoveHeadingProneFilterSpan

float m_fMoveHeadingProneFilterSpan
private

delay of alignment when sprintinh

◆ m_fMoveHeadingSprintFilterSpan

float m_fMoveHeadingSprintFilterSpan
private

default delay of alignment when moving

◆ m_IKSettings

int m_IKSettings[24]
private

Используется в SetIKAll() и SetIKMelee().

◆ m_IKSettingsMelee

int m_IKSettingsMelee[2]
private

[stance][movement] mask for ik

Используется в SetIKAll().

◆ m_iPerItemCameraUserData

int m_iPerItemCameraUserData
private

[inpact type] mask for ik (0 - light/1 - heavy)

◆ m_iStanceMask

int m_iStanceMask
private

combinations of STANCEMASK_

◆ m_iType

int m_iType
private

◆ m_StanceMovements

int m_StanceMovements[6]
private

◆ m_StanceRotation

int m_StanceRotation[6]
private

6 stances -> all has movement mask, STANCEIDX_ ... is index


Объявления и описания членов классов находятся в файлах: