DayZ 1.27
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Файл human.c

См. исходные тексты.

Структуры данных

class  HumanInputController
 
class  HumanAnimInterface
 
class  HumanCommandMove
 
class  HumanCommandMelee2
 
class  HumanCommandDeathCallback
 
class  HumanCommandUnconscious
 
class  HumanCommandLadder
 
class  HumanCommandVehicle
 
class  HumanCommandClimb
 command itself Подробнее...
 
class  HumanCommandWeapons
 
class  HumanMovementState
 
class  HumanCommandScript
 HumanCommandScript fully scriptable command. Подробнее...
 

Определения типов

typedef int TAnimGraphVariable
 
typedef int TAnimGraphTag
 
typedef int TAnimGraphEvent
 

Перечисления

enum  HumanInputControllerOverrideType { DISABLED , ENABLED , ONE_FRAME }
 
enum  ClimbStates {
  STATE_MOVE , STATE_TAKEOFF , STATE_ONTOP , STATE_FALLING ,
  STATE_FINISH
}
 state of climb command Подробнее...
 
enum  WeaponActions {
  INTERRUPT = 15 , NONE = -1 , RELOAD = 0 , MECHANISM = 1 ,
  CHAMBERING = 2 , CHAMBERING_LOADER = 3 , UNJAMMING = 4 , FIRE = 5 ,
  HIDE = 6 , SHOW = 7 , RELOAD_CLIP = 8
}
 actions Подробнее...
 
enum  WeaponActionReloadTypes {
  RELOADRIFLE_MAGAZINE_BULLET = 0 , RELOADRIFLE_NOMAGAZINE_BULLET = 1 , RELOADRIFLE_MAGAZINE_NOBULLET = 2 , RELOADRIFLE_NOMAGAZINE_NOBULLET = 3 ,
  RELOADRIFLE_MAGAZINE_NOBULLET_OPEN = 4 , RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN = 5 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED = 9 ,
  RELOADPISTOL_MAGAZINE_BULLET_CLOSED = 10 , RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED = 11 , RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED = 12 , RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED = 13 ,
  RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED = 14 , RELOADPISTOL_MAGAZINE_NOBULLET_OPENED = 15 , RELOAD_MAGAZINE_DETACH = 16 , RELOADRIFLE_MAGAZINE_DETACH = 17 ,
  RELOADSRIFLE_MAGAZINE_BULLET = 20 , RELOADSRIFLE_NOMAGAZINE_BULLET = 21 , RELOADSRIFLE_MAGAZINE_NOBULLET = 22 , RELOADSRIFLE_NOMAGAZINE_NOBULLET = 23
}
 
enum  WeaponActionReloadClipTypes { RELOADRIFLE_CLIP_NOBULLET = 0 , RELOADRIFLE_CLIP_BULLET = 1 }
 
enum  WeaponActionChamberingTypes {
  CHAMBERING_END = -1 , CHAMBERING_ONEBULLET_OPENED = 0 , CHAMBERING_ONEBULLET_CLOSED = 1 , CHAMBERING_ONEBULLET_CLOSED_UNCOCKED = 2 ,
  CHAMBERING_ONEBULLET_UNIQUE_OPENED = 3 , CHAMBERING_ONEBULLET_UNIQUE_CLOSED = 4 , CHAMBERING_TWOBULLETS_START = 6 , CHAMBERING_TWOBULLETS_END = 7 ,
  CHAMBERING_STARTLOOPABLE_CLOSED = 10 , CHAMBERING_ENDLOOPABLE = 11 , CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12 , CHAMBERING_STARTLOOPABLE_OPENED = 13 ,
  CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED = 15 , CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED = 16 , CHAMBERING_DOUBLE_1 = 17 , CHAMBERING_DOUBLE_2 = 18 ,
  CHAMBERING_DOUBLE_3 = 19 , CHAMBERING_DOUBLE_4 = 20 , CHAMBERING_CROSSBOW_OPENED = 21 , CHAMBERING_CROSSBOW_CLOSED = 22 ,
  CHAMBERING_CROSSBOW_FULL = 23
}
 
enum  WeaponActionChamberingLoaderTypes { CHAMBERINGLOADER_OPENED = 0 , CHAMBERINGLOADER_CLOSED = 1 }
 
enum  WeaponActionUnjammingTypes { UNJAMMING_START = 1 , UNJAMMING_END = 0 , UNJAMMING_INTERRUPT = -1 }
 
enum  WeaponActionFireTypes {
  FIRE_NORMAL = 0 , FIRE_LAST = 1 , FIRE_COCKED = 2 , FIRE_UNCOCKED = 3 ,
  FIRE_DRY = 4 , FIRE_JAM = 5
}
 
enum  WeaponHideShowTypes {
  HIDESHOW_SLOT_2HDLEFTBACK = 0 , HIDESHOW_SLOT_RFLLEFTBACK = 1 , HIDESHOW_SLOT_1HDLEFTBACK = 2 , HIDESHOW_SLOT_2HDRIGHTBACK = 3 ,
  HIDESHOW_SLOT_RFLRIGHTBACK = 4 , HIDESHOW_SLOT_1HDRIGHTBACK = 5 , HIDESHOW_SLOT_PISTOLBELT = 6 , HIDESHOW_SLOT_PISTOLCHEST = 7 ,
  HIDESHOW_SLOT_KNIFEBACK = 8 , HIDESHOW_SLOT_INVENTORY = 9
}
 
enum  WeaponEvents {
  ATTACHMENT_HIDE , ATTACHMENT_SHOW , BULLET_EJECT , BULLET_HIDE ,
  BULLET_HIDE2 , BULLET_IN_CHAMBER , BULLET_IN_MAGAZINE , BULLET_SHOW ,
  BULLET_SHOW2 , CANUNJAM_END , CANUNJAM_START , COCKED ,
  MAGAZINE_ATTACHED , MAGAZINE_DETACHED , MAGAZINE_HIDE , MAGAZINE_SHOW ,
  SLIDER_OPEN , UNJAMMED , HAMMER_UNCOCKED , CHANGE_HIDE ,
  CHANGE_SHOW , CYLINDER_ROTATE
}
 events Подробнее...
 

Функции

class HumanAnimInterface HumanCommandActionCallback ()
 
void HumanAnimInterface ()
 
void ~HumanAnimInterface ()
 
proto native TAnimGraphCommand BindCommand (string pCommandName)
 returns command index -
 
proto native TAnimGraphVariable BindVariableFloat (string pVariable)
 
proto native TAnimGraphVariable BindVariableInt (string pVariable)
 
proto native TAnimGraphVariable BindVariableBool (string pVariable)
 
proto native TAnimGraphTag BindTag (string pTagName)
 
proto native TAnimGraphEvent BindEvent (string pEventName)
 
void ~HumanCommandActionCallback ()
 
proto native Human GetHuman ()
 get the human this cb belongs to
 
proto native void Cancel ()
 cancels action
 
proto native void InternalCommand (int pInternalCommandId)
 
proto native void SetAligning (vector pPositionWS, vector pDirectionWS)
 enables character aligning to desired position and direction in world space
 
proto native void ResetAligning ()
 disables character aligning
 
proto native void EnableCancelCondition (bool pEnable)
 
proto native bool DefaultCancelCondition ()
 system implemented cancel condition (now raise or sprint cancels action)
 
proto native void RegisterAnimationEvent (string pAnimationEventStr, int pId)
 registers animation event, when event registered and received - it sends OnAnimationEvent with registered id
 
proto native void EnableStateChangeCallback ()
 enables state change callback OnStateChange
 
proto native int GetState ()
 returns one of STATE_...
 
static string GetStateString (int pState)
 returns debug string of current state
 
string GetStateString ()
 returns debug string of current state
 
void OnAnimationEvent (int pEventID)
 calls animation event -> must be registered with RegisterAnimationEvent
 
void OnFinish (bool pCanceled)
 called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)
 
void OnStateChange (int pOldState, int pCurrentState)
 called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state
 
bool IsUserActionCallback ()
 
bool IsGestureCallback ()
 
bool IsSymptomCallback ()
 
class HumanCommandMove HumanCommandMelee ()
 
void HumanCommandMove ()
 
void ~HumanCommandMove ()
 
proto native float GetCurrentMovementAngle ()
 
proto bool GetCurrentInputAngle (out float pAngle)
 
proto native float GetCurrentMovementSpeed ()
 0,1,2..3 idle, walk, run, sprint
 
proto native bool IsChangingStance ()
 returns true if character is changing stance
 
proto native bool IsOnBack ()
 return true if prone is on back
 
proto native bool IsInRoll ()
 return true if character barrel rolling
 
proto native bool IsLeavingUncon ()
 return true if character transitions out of uncon
 
proto native bool IsStandingFromBack ()
 return true if prone on back is chaning to crounch/stand
 
proto native void StartMeleeEvade ()
 marks command to continue to combo
 
proto native void StartMeleeEvadeA (float pDirAngle)
 marks command to continue to combo, pDirAngle specifies angle
 
proto native bool IsMeleeEvade ()
 this is true when in melee evade
 
proto native void SetMeleeBlock (bool pBlock)
 this enables/disables block
 
proto native void ForceStance (int pStanceIdx)
 
proto native void ForceStanceUp (int pStanceIdx)
 
proto native void SetRunSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
 
proto native void SetDirectionFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
 
proto native void SetDirectionSprintFilterModifier (float value)
 sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
 
proto native void SetTurnSpanModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
 
proto native void SetTurnSpanSprintModifier (float value)
 sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
 
proto native void SetCurrentWaterLevel (float value)
 sets water level (depth)
 
void ~HumanCommandMelee ()
 
proto native void ContinueCombo ()
 marks command to continue to combo
 
proto native bool IsInComboRange ()
 returns true if hit is in range, where person can continue to combo
 
proto native bool WasHit ()
 is true only once after hit event
 
class HumanCommandMelee2 HumanCommandFall ()
 
void HumanCommandMelee2 ()
 
void ~HumanCommandMelee2 ()
 
proto native void ContinueCombo (bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
 marks command to continue to combo
 
proto native int GetComboCount ()
 
proto native int GetCurrentHitType ()
 
proto native bool IsFinisher ()
 
void ~HumanCommandFall ()
 
proto native bool PhysicsLanded ()
 this is true when fall has physically landed - need to call Land after this is true
 
proto native void Land (int pLandType)
 end fall with land
 
proto native bool IsLanding ()
 returns true if fall is in landing state
 
class HumanCommandDeathCallback HumanCommandDeath ()
 
void OnSimulationEnd ()
 
bool ShouldSimulationBeDisabled ()
 'OnSimulationEnd' is called before this
 
void ~HumanCommandDeath ()
 
class HumanCommandUnconscious HumanCommandDamage ()
 
void HumanCommandUnconscious ()
 
void ~HumanCommandUnconscious ()
 
proto native void WakeUp (int targetStance=-1)
 
proto native bool IsWakingUp ()
 
proto native bool IsOnLand ()
 
proto native bool IsInWater ()
 
void ~HumanCommandDamage ()
 
class HumanCommandLadder HumanCommandSwim ()
 
void HumanCommandLadder ()
 
void ~HumanCommandLadder ()
 
proto native bool CanExit ()
 returns true if on exiting point
 
proto native void Exit ()
 
proto static native bool DebugDrawLadder (Building pBuilding, int pLadderIndex)
 debug draws any ladder
 
proto static native int DebugGetLadderIndex (string pComponentName)
 
proto native vector GetLogoutPosition ()
 
void ~HumanCommandSwim ()
 
proto native void StopSwimming ()
 
proto static native vector WaterLevelCheck (Human pHuman, vector pPosition)
 
void HumanCommandClimb ()
 
void ~HumanCommandClimb ()
 
proto native vector GetGrabPointWS ()
 returns world space position of climbing grab point
 
proto native vector GetClimbOverStandPointWS ()
 returns world space position of landspot after climbing over
 
proto static native bool DoClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
 
proto static native bool DoPerformClimbTest (Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
 
proto static native bool DebugDrawClimb (Human pHuman, int pLevel)
 
void ~HumanCommandFullBodyDamage ()
 
string WeaponActionTypeToString (int A, int AT)
 
class HumanCommandWeapons HumanCommandAdditives ()
 
void HumanCommandWeapons ()
 
void ~HumanCommandWeapons ()
 
proto native bool IsActionFinished ()
 
proto native int GetRunningAction ()
 returns -1 when no action is running or RELOAD,MECHANISM, ....
 
proto native int GetRunningActionType ()
 returns -1 when no action is running or appropriate action type
 
proto native void SetActionProgressParams (float pStart, float pEnd)
 sets start and end animation position - f.e. for reload clip action
 
proto native bool StartAction (WeaponActions pAction, int pActionType)
 start reload,mechanism,chambering,unjam ...
 
proto native void RegisterEvent (string pName, int pId)
 register events
 
proto native int IsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native bool IsInWeaponReloadBulletSwitchState ()
 returns true when clip visual change is needed for reload clip action
 
proto native void SetADS (bool pState)
 sets head tilt to optics
 
proto native void LiftWeapon (bool pState)
 command for lifting weapon near obstacled (works only when weapon is raised)
 
proto native float GetAimingHandsOffsetUD ()
 returns aiming hands up/down (y) offset angle
 
proto native float GetAimingHandsOffsetLR ()
 returns aiming hands left/right (x) offset angle
 
void RegisterDefaultEvents ()
 
proto native void SetInitState (int pFrameIndex)
 
proto static native void StaticSetInitState (Human pHuman, int pFrameIdx)
 just static version of SetInitState
 
proto native float GetBaseAimingAngleUD ()
 returns base aiming angle UD - without sway/offsets/...
 
proto native float GetBaseAimingAngleLR ()
 returns base aiming angle LR - without sway/offsets/...
 
proto native void SetThrowingMode (bool pState)
 
proto native bool IsThrowingMode ()
 
proto native void ThrowItem (int throwType)
 
proto native bool WasItemLeaveHandsEvent ()
 
proto native int DebugIsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native void DebugResetEvents ()
 
void ~HumanCommandAdditives ()
 
proto native void SetInjured (float pValue, bool pInterpolate)
 sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
 
proto native void SetExhaustion (float pValue, bool pInterpolate)
 sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value
 
proto native void SetTalking (bool pValue)
 sets talking
 
proto native void StartModifier (int pType)
 starts modifier
 
proto native void CancelModifier ()
 cancels modifier
 
proto native bool IsModifierActive ()
 is modifier active
 

Переменные

class HumanInputController TAnimGraphCommand
 
static const int STATE_NONE = 0
 undef state - not running anymore
 
static const int STATE_LOOP_IN = 1
 looped state
 
static const int STATE_LOOP_LOOP = 2
 
static const int STATE_LOOP_END = 3
 
static const int STATE_LOOP_END2 = 4
 
static const int STATE_LOOP_LOOP2 = 5
 
static const int STATE_LOOP_ACTION = 6
 
static const int STATE_NORMAL = 7
 one time state
 
static const int HIT_TYPE_LIGHT = 0
 
static const int HIT_TYPE_HEAVY = 1
 
static const int HIT_TYPE_FINISHER = 2
 
static const int HIT_TYPE_FINISHER_NECK = 3
 
static const int LANDTYPE_NONE = 0
 
static const int LANDTYPE_LIGHT = 1
 
static const int LANDTYPE_MEDIUM = 2
 
static const int LANDTYPE_HEAVY = 3
 
class HumanCommandVehicle m_bIsClimb
 result from static test
 
bool m_bIsClimbOver
 
bool m_bFinishWithFall
 
bool m_bHasParent
 
float m_fClimbHeight
 
vector m_ClimbGrabPoint
 
vector m_ClimbGrabPointNormal
 grab point for climb && climb over (in local space of it's parent)
 
vector m_ClimbStandPoint
 normal to grabpoint position (used for character orientation)
 
vector m_ClimbOverStandPoint
 where climb ends (in local space of it's parent)
 
IEntity m_GrabPointParent
 where climb over ends (in local space of it's parent)
 
IEntity m_ClimbStandPointParent
 parent of grabpoint
 
IEntity m_ClimbOverStandPointParent
 
enum WeaponActions HumanCommandFullBodyDamage
 
enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0
 mechanism action types
 
enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1
 
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2
 
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3
 
class HumanMovementState CURRENT
 From the last value that was set.
 
class HumanMovementState INPUT
 Actual input value.
 
class HumanCommandScript None = 0
 used in script-side identification of animation commands on human (swim, fall, move...)
 
class HumanCommandScript CommandMove = 1
 
class HumanCommandScript CommandMelee = 2
 
class HumanCommandScript CommandMelee2 = 4
 
class HumanCommandScript CommandFall = 8
 
class HumanCommandScript CommandClimb = 16
 
class HumanCommandScript CommandDeath = 32
 
class HumanCommandScript CommandUnconscious = 64
 
class HumanCommandScript CommandDamageFullbody = 128
 
class HumanCommandScript CommandDamageAdditive = 256
 
class HumanCommandScript CommandLadder = 512
 
class HumanCommandScript CommandSwim = 1024
 
class HumanCommandScript CommandVehicle = 2048
 
class HumanCommandScript CommandActionFullbody = 4096
 

Подробное описание

this file is interface to Human

См. определение в файле human.c