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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

Типы

◆ TAnimGraphEvent

◆ TAnimGraphTag

◆ TAnimGraphVariable

Перечисления

◆ ClimbStates

enum ClimbStates
private

state of climb command

Элементы перечислений
STATE_MOVE 
STATE_TAKEOFF 
STATE_ONTOP 
STATE_FALLING 
STATE_FINISH 
763{
769};
@ STATE_FINISH
Definition human.c:768
@ STATE_MOVE
Definition human.c:764
@ STATE_TAKEOFF
Definition human.c:765
@ STATE_ONTOP
Definition human.c:766
@ STATE_FALLING
Definition human.c:767

◆ HumanInputControllerOverrideType

Элементы перечислений
DISABLED 
ENABLED 
ONE_FRAME 

Permenantly active until DISABLED is passed.

8{
10 ENABLED,
11 ONE_FRAME,
12};
@ DISABLED
Definition human.c:9
@ ENABLED
Definition human.c:10
@ ONE_FRAME
Permenantly active until DISABLED is passed.
Definition human.c:11

◆ WeaponActionChamberingLoaderTypes

Элементы перечислений
CHAMBERINGLOADER_OPENED 
CHAMBERINGLOADER_CLOSED 
906{
907 CHAMBERINGLOADER_OPENED = 0, // CMD_Reload_ChamberingFast - one bullet reload with open mechanism
908 CHAMBERINGLOADER_CLOSED = 1, // - one bullet reload with closed mechanism
909};
@ CHAMBERINGLOADER_CLOSED
Definition human.c:908
@ CHAMBERINGLOADER_OPENED
Definition human.c:907

◆ WeaponActionChamberingTypes

Элементы перечислений
CHAMBERING_END 
CHAMBERING_ONEBULLET_OPENED 

chambering action types

CHAMBERING_ONEBULLET_CLOSED 
CHAMBERING_ONEBULLET_CLOSED_UNCOCKED 
CHAMBERING_ONEBULLET_UNIQUE_OPENED 
CHAMBERING_ONEBULLET_UNIQUE_CLOSED 
CHAMBERING_TWOBULLETS_START 
CHAMBERING_TWOBULLETS_END 
CHAMBERING_STARTLOOPABLE_CLOSED 
CHAMBERING_ENDLOOPABLE 
CHAMBERING_STARTLOOPABLE_CLOSED_KEEP 
CHAMBERING_STARTLOOPABLE_OPENED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED 
CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED 
CHAMBERING_DOUBLE_1 
CHAMBERING_DOUBLE_2 
CHAMBERING_DOUBLE_3 
CHAMBERING_DOUBLE_4 
CHAMBERING_CROSSBOW_OPENED 
CHAMBERING_CROSSBOW_CLOSED 
CHAMBERING_CROSSBOW_FULL 
876{
877 CHAMBERING_END = -1,
879 CHAMBERING_ONEBULLET_OPENED = 0, // CMD_Reload_Chambering
884 CHAMBERING_TWOBULLETS_START = 6, // plays one bullet, then second, then ends, when CHAMBERING_TWOBULLETS_END arise, it's canceled
885 CHAMBERING_TWOBULLETS_END = 7, // - one bullet reload with closed mechanism
886 CHAMBERING_STARTLOOPABLE_CLOSED = 10, // start loop chambering
887 CHAMBERING_ENDLOOPABLE = 11, // end loop chambering
888 CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12, // start loop chambering and keep last bullet
890
893
898
899
900 CHAMBERING_CROSSBOW_OPENED = 21, // chambering crossbow
901 CHAMBERING_CROSSBOW_CLOSED = 22, // chambering crossbow
902 CHAMBERING_CROSSBOW_FULL = 23, // chambering crossbow
903};
@ CHAMBERING_DOUBLE_4
Definition human.c:897
@ CHAMBERING_ONEBULLET_CLOSED
Definition human.c:880
@ CHAMBERING_TWOBULLETS_END
Definition human.c:885
@ CHAMBERING_CROSSBOW_CLOSED
Definition human.c:901
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED
Definition human.c:891
@ CHAMBERING_END
Definition human.c:877
@ CHAMBERING_DOUBLE_2
Definition human.c:895
@ CHAMBERING_ENDLOOPABLE
Definition human.c:887
@ CHAMBERING_ONEBULLET_UNIQUE_OPENED
Definition human.c:882
@ CHAMBERING_CROSSBOW_OPENED
Definition human.c:900
@ CHAMBERING_ONEBULLET_OPENED
chambering action types
Definition human.c:879
@ CHAMBERING_STARTLOOPABLE_CLOSED_KEEP
Definition human.c:888
@ CHAMBERING_CROSSBOW_FULL
Definition human.c:902
@ CHAMBERING_STARTLOOPABLE_OPENED
Definition human.c:889
@ CHAMBERING_STARTLOOPABLE_CLOSED
Definition human.c:886
@ CHAMBERING_ONEBULLET_UNIQUE_CLOSED
Definition human.c:883
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED
Definition human.c:892
@ CHAMBERING_DOUBLE_1
Definition human.c:894
@ CHAMBERING_DOUBLE_3
Definition human.c:896
@ CHAMBERING_ONEBULLET_CLOSED_UNCOCKED
Definition human.c:881
@ CHAMBERING_TWOBULLETS_START
Definition human.c:884

◆ WeaponActionFireTypes

Элементы перечислений
FIRE_NORMAL 
FIRE_LAST 
FIRE_COCKED 
FIRE_UNCOCKED 
FIRE_DRY 
FIRE_JAM 
920{
921 FIRE_NORMAL = 0,
922 FIRE_LAST = 1,
923 FIRE_COCKED = 2,
924 FIRE_UNCOCKED = 3,
925 FIRE_DRY = 4,
926 FIRE_JAM = 5
927};
@ FIRE_NORMAL
Definition human.c:921
@ FIRE_JAM
Definition human.c:926
@ FIRE_LAST
Definition human.c:922
@ FIRE_COCKED
Definition human.c:923
@ FIRE_UNCOCKED
Definition human.c:924
@ FIRE_DRY
Definition human.c:925

◆ WeaponActionReloadClipTypes

Элементы перечислений
RELOADRIFLE_CLIP_NOBULLET 
RELOADRIFLE_CLIP_BULLET 
861{
864}
@ RELOADRIFLE_CLIP_NOBULLET
Definition human.c:862
@ RELOADRIFLE_CLIP_BULLET
Definition human.c:863

◆ WeaponActionReloadTypes

action types reload action types

Элементы перечислений
RELOADRIFLE_MAGAZINE_BULLET 

reload action types - rifles

RELOADRIFLE_NOMAGAZINE_BULLET 
RELOADRIFLE_MAGAZINE_NOBULLET 
RELOADRIFLE_NOMAGAZINE_NOBULLET 
RELOADRIFLE_MAGAZINE_NOBULLET_OPEN 
RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED 
RELOADPISTOL_MAGAZINE_BULLET_CLOSED 
RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED 
RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED 
RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED 
RELOADPISTOL_MAGAZINE_NOBULLET_OPENED 
RELOAD_MAGAZINE_DETACH 
RELOADRIFLE_MAGAZINE_DETACH 
RELOADSRIFLE_MAGAZINE_BULLET 
RELOADSRIFLE_NOMAGAZINE_BULLET 
RELOADSRIFLE_MAGAZINE_NOBULLET 
RELOADSRIFLE_NOMAGAZINE_NOBULLET 
832{
834 RELOADRIFLE_MAGAZINE_BULLET = 0, // CMD_Reload_Magazine
840
841 // reload action types - pistols
842 RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED = 8, // CMD_Reload_Magazine
850
852 RELOADRIFLE_MAGAZINE_DETACH = 17, // CMD_Reload_Magazine
853
854 RELOADSRIFLE_MAGAZINE_BULLET = 20, // CMD_Reload_Magazine
858};
@ RELOAD_MAGAZINE_DETACH
Definition human.c:851
@ RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN
Definition human.c:839
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED
Definition human.c:847
@ RELOADRIFLE_MAGAZINE_DETACH
Definition human.c:852
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED
Definition human.c:842
@ RELOADRIFLE_MAGAZINE_NOBULLET
Definition human.c:836
@ RELOADSRIFLE_MAGAZINE_NOBULLET
Definition human.c:856
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED
Definition human.c:848
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED
Definition human.c:846
@ RELOADSRIFLE_NOMAGAZINE_NOBULLET
Definition human.c:857
@ RELOADPISTOL_MAGAZINE_NOBULLET_OPENED
Definition human.c:849
@ RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED
Definition human.c:845
@ RELOADRIFLE_NOMAGAZINE_NOBULLET
Definition human.c:837
@ RELOADSRIFLE_MAGAZINE_BULLET
Definition human.c:854
@ RELOADRIFLE_NOMAGAZINE_BULLET
Definition human.c:835
@ RELOADPISTOL_MAGAZINE_BULLET_CLOSED
Definition human.c:844
@ RELOADRIFLE_MAGAZINE_NOBULLET_OPEN
Definition human.c:838
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED
Definition human.c:843
@ RELOADRIFLE_MAGAZINE_BULLET
reload action types - rifles
Definition human.c:834
@ RELOADSRIFLE_NOMAGAZINE_BULLET
Definition human.c:855

◆ WeaponActions

actions

Элементы перечислений
INTERRUPT 
NONE 
RELOAD 
MECHANISM 
CHAMBERING 
CHAMBERING_LOADER 
UNJAMMING 
FIRE 
HIDE 
SHOW 
RELOAD_CLIP 
816{
817 INTERRUPT = 15,
818 NONE = -1,
819 RELOAD = 0,
820 MECHANISM = 1,
821 CHAMBERING = 2,
823 UNJAMMING = 4,
824 FIRE = 5,
825 HIDE = 6,
826 SHOW = 7,
827 RELOAD_CLIP = 8,
828};
@ UNJAMMING
Definition human.c:823
@ RELOAD_CLIP
Definition human.c:827
@ MECHANISM
Definition human.c:820
@ FIRE
Definition human.c:824
@ CHAMBERING
Definition human.c:821
@ HIDE
Definition human.c:825
@ CHAMBERING_LOADER
Definition human.c:822
@ NONE
Definition human.c:818
@ INTERRUPT
Definition human.c:817
@ SHOW
Definition human.c:826
@ RELOAD
Definition human.c:819

◆ WeaponActionUnjammingTypes

Элементы перечислений
UNJAMMING_START 

unjam action types

UNJAMMING_END 
UNJAMMING_INTERRUPT 
912{
914 UNJAMMING_START = 1, // CMD_Weapon_Jam - 0
915 UNJAMMING_END = 0, // 1
917};
@ UNJAMMING_INTERRUPT
Definition human.c:916
@ UNJAMMING_END
Definition human.c:915
@ UNJAMMING_START
unjam action types
Definition human.c:914

◆ WeaponEvents

enum WeaponEvents
private

events

Элементы перечислений
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 
963{
975 COCKED,
981 UNJAMMED,
987};
Definition EntityAI.c:95
@ CHANGE_SHOW
Definition human.c:985
@ BULLET_SHOW
Definition human.c:971
@ ATTACHMENT_SHOW
Definition human.c:965
@ ATTACHMENT_HIDE
Definition human.c:964
@ MAGAZINE_SHOW
Definition human.c:979
@ CHANGE_HIDE
Definition human.c:984
@ BULLET_EJECT
Definition human.c:966
@ CYLINDER_ROTATE
Definition human.c:986
@ MAGAZINE_ATTACHED
Definition human.c:976
@ BULLET_IN_MAGAZINE
Definition human.c:970
@ UNJAMMED
Definition human.c:981
@ BULLET_SHOW2
Definition human.c:972
@ CANUNJAM_END
Definition human.c:973
@ CANUNJAM_START
Definition human.c:974
@ BULLET_HIDE
Definition human.c:967
@ HAMMER_UNCOCKED
Definition human.c:982
@ MAGAZINE_HIDE
Definition human.c:978
@ COCKED
Definition human.c:975
@ SLIDER_OPEN
Definition human.c:980
@ BULLET_IN_CHAMBER
Definition human.c:969
@ MAGAZINE_DETACHED
Definition human.c:977
@ BULLET_HIDE2
Definition human.c:968

◆ WeaponHideShowTypes

Элементы перечислений
HIDESHOW_SLOT_2HDLEFTBACK 
HIDESHOW_SLOT_RFLLEFTBACK 
HIDESHOW_SLOT_1HDLEFTBACK 
HIDESHOW_SLOT_2HDRIGHTBACK 
HIDESHOW_SLOT_RFLRIGHTBACK 
HIDESHOW_SLOT_1HDRIGHTBACK 
HIDESHOW_SLOT_PISTOLBELT 
HIDESHOW_SLOT_PISTOLCHEST 
HIDESHOW_SLOT_KNIFEBACK 
HIDESHOW_SLOT_INVENTORY 
930{
941};
@ HIDESHOW_SLOT_RFLRIGHTBACK
Definition human.c:935
@ HIDESHOW_SLOT_INVENTORY
Definition human.c:940
@ HIDESHOW_SLOT_2HDRIGHTBACK
Definition human.c:934
@ HIDESHOW_SLOT_RFLLEFTBACK
Definition human.c:932
@ HIDESHOW_SLOT_PISTOLCHEST
Definition human.c:938
@ HIDESHOW_SLOT_1HDRIGHTBACK
Definition human.c:936
@ HIDESHOW_SLOT_KNIFEBACK
Definition human.c:939
@ HIDESHOW_SLOT_PISTOLBELT
Definition human.c:937
@ HIDESHOW_SLOT_2HDLEFTBACK
Definition human.c:931
@ HIDESHOW_SLOT_1HDLEFTBACK
Definition human.c:933

Функции

◆ BindCommand()

proto native TAnimGraphCommand BindCommand ( string pCommandName)
private

returns command index -

◆ BindEvent()

proto native TAnimGraphEvent BindEvent ( string pEventName)
private

◆ BindTag()

proto native TAnimGraphTag BindTag ( string pTagName)
private

◆ BindVariableBool()

proto native TAnimGraphVariable BindVariableBool ( string pVariable)
private

◆ BindVariableFloat()

proto native TAnimGraphVariable BindVariableFloat ( string pVariable)
private

◆ BindVariableInt()

proto native TAnimGraphVariable BindVariableInt ( string pVariable)
private

◆ Cancel()

proto native void Cancel ( )
private

cancels action

cancels command melee and goes to HumanCommandMove

Используется в CABase::Interrupt().

◆ CancelModifier()

proto native void CancelModifier ( )
private

cancels modifier

◆ CanExit()

proto native bool CanExit ( )
private

returns true if on exiting point

◆ ContinueCombo() [1/2]

proto native void ContinueCombo ( )
private

marks command to continue to combo

◆ ContinueCombo() [2/2]

proto native void ContinueCombo ( bool pHeavyHit,
float pComboValue,
EntityAI target = null,
vector hitPos = vector.Zero )
private

marks command to continue to combo

◆ DebugDrawClimb()

proto static native bool DebugDrawClimb ( Human pHuman,
int pLevel )
staticprivate

debug draws climb heauristics int pLevel = 1 result, 2 - capsules (3 - all)

◆ DebugDrawLadder()

proto static native bool DebugDrawLadder ( Building pBuilding,
int pLadderIndex )
staticprivate

debug draws any ladder

◆ DebugGetLadderIndex()

proto static native int DebugGetLadderIndex ( string pComponentName)
staticprivate

◆ DebugIsEvent()

proto native int DebugIsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ DebugResetEvents()

proto native void DebugResetEvents ( )
private

◆ DefaultCancelCondition()

proto native bool DefaultCancelCondition ( )
private

system implemented cancel condition (now raise or sprint cancels action)

Используется в ActionContinuousBaseCB::CancelCondition(), ActionInteractLoopBaseCB::CancelCondition() и HumanCommandActionCallback::CancelCondition().

◆ DoClimbTest()

proto static native bool DoClimbTest ( Human pHuman,
SHumanCommandClimbResult pResult,
int pDebugDrawLevel )
staticprivate

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use for performing arbitrary climb tests

◆ DoPerformClimbTest()

proto static native bool DoPerformClimbTest ( Human pHuman,
SHumanCommandClimbResult pResult,
int pDebugDrawLevel )
staticprivate

debug draws climb heauristics pDebugDrawLevel viz DebugDrawClimb use this test before performing the climb command instead of DoClimbTest

◆ EnableCancelCondition()

proto native void EnableCancelCondition ( bool pEnable)
private

enables calling cancel condition default is disabled when enabled - there must be a function "bool CancelCondition()" implemented

Используется в ActionUnfoldMapCB::ActionUnfoldMapCB(), HumanCommandActionCallback::Init(), ActionContinuousBaseCB::InitActionComponent() и ActionInteractLoopBaseCB::InitActionComponent().

◆ EnableStateChangeCallback()

proto native void EnableStateChangeCallback ( )
private

◆ Exit()

proto native void Exit ( )
private

Используется в UIScriptedMenu::OnClick() и UIScriptedMenu::Update().

◆ ForceStance()

proto native void ForceStance ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH,STANCEIDX_PRONE,STANCEIDX_RAISEDERECT,STANCEIDX_RAISEDCROUCH,STANCEIDX_RAISEDPRONE, or -1 when release the stance lock

◆ ForceStanceUp()

proto native void ForceStanceUp ( int pStanceIdx)
private

pStanceIds is one of STANCEIDX_ERECT,STANCEIDX_CROUCH this forces to stand up to required stance

◆ GetAimingHandsOffsetLR()

proto native float GetAimingHandsOffsetLR ( )
private

returns aiming hands left/right (x) offset angle

◆ GetAimingHandsOffsetUD()

proto native float GetAimingHandsOffsetUD ( )
private

returns aiming hands up/down (y) offset angle

◆ GetBaseAimingAngleLR()

proto native float GetBaseAimingAngleLR ( )
private

returns base aiming angle LR - without sway/offsets/...

◆ GetBaseAimingAngleUD()

proto native float GetBaseAimingAngleUD ( )
private

returns base aiming angle UD - without sway/offsets/...

◆ GetClimbOverStandPointWS()

proto native vector GetClimbOverStandPointWS ( )
private

returns world space position of landspot after climbing over

◆ GetComboCount()

proto native int GetComboCount ( )
private

◆ GetCurrentHitType()

proto native int GetCurrentHitType ( )
private
69 {
70 return m_HitType;
71 }
EMeleeHitType m_HitType
Definition DayZPlayerMeleeFightLogic_LightHeavy.c:21

Перекрестные ссылки m_HitType.

◆ GetCurrentInputAngle()

proto bool GetCurrentInputAngle ( out float pAngle)
private

direction held on keyboard/controller -180 -90 0 90 180 angles of input movement (no filtering, no postprocesses) return false in idle states

◆ GetCurrentMovementAngle()

proto native float GetCurrentMovementAngle ( )
private

marks command to continue to combo -180 -90 0 90 180 angles of current movement

◆ GetCurrentMovementSpeed()

proto native float GetCurrentMovementSpeed ( )
private

0,1,2..3 idle, walk, run, sprint

◆ GetGrabPointWS()

proto native vector GetGrabPointWS ( )
private

returns world space position of climbing grab point

◆ GetHuman()

proto native Human GetHuman ( )
private

get the human this cb belongs to

Используется в GearChangeActionCallback::OnFinish().

◆ GetLogoutPosition()

proto native vector GetLogoutPosition ( )
private

returns the safe logout position in worldspace the position is closest to the last possible exit point the player passed

◆ GetRunningAction()

proto native int GetRunningAction ( )
private

returns -1 when no action is running or RELOAD,MECHANISM, ....

92 {
94 return m_CurrentActionData.m_Action;
95
96 return null;
97 }
ref ActionData m_CurrentActionData
Definition ActionManagerBase.c:61

Перекрестные ссылки m_CurrentActionData.

Используется в ManBase::CanBeRestrained(), ActionManagerClient::FindContextualUserActions(), ManBase::HeadingModel() и ManBase::OnQuickBarSingleUse().

◆ GetRunningActionType()

proto native int GetRunningActionType ( )
private

returns -1 when no action is running or appropriate action type

◆ GetState()

◆ GetStateString() [1/2]

string GetStateString ( )
private

returns debug string of current state

393 {
394 return GetStateString(GetState());
395 }
string GetStateString()
returns debug string of current state
Definition human.c:392
proto native int GetState()
returns one of STATE_...
Definition StaminaHandler.c:31

Перекрестные ссылки GetState() и GetStateString().

Используется в GetStateString() и HumanCommandActionCallback::OnStateChange().

◆ GetStateString() [2/2]

static string GetStateString ( int pState)
staticprivate

returns debug string of current state

one time state

371 {
372 switch (pState)
373 {
374 case STATE_NONE: return "NONE";
375
376 case STATE_LOOP_IN: return "LOOP_IN";
377 case STATE_LOOP_LOOP: return "LOOP_LOOP";
378 case STATE_LOOP_END: return "LOOP_END";
379 case STATE_LOOP_END2: return "LOOP_END2";
380 case STATE_LOOP_LOOP2: return "LOOP_LOOP2";
381 case STATE_LOOP_ACTION: return "LOOP_ACTION";
382
384 case STATE_NORMAL: return "ONE TIME";
385 }
386
387 return "Undef";
388 }
static const int STATE_NONE
undef state - not running anymore
Definition human.c:349
static const int STATE_LOOP_END2
Definition human.c:355
static const int STATE_NORMAL
one time state
Definition human.c:360
static const int STATE_LOOP_IN
looped state
Definition human.c:352
static const int STATE_LOOP_END
Definition human.c:354
static const int STATE_LOOP_ACTION
Definition human.c:357
static const int STATE_LOOP_LOOP
Definition human.c:353
static const int STATE_LOOP_LOOP2
Definition human.c:356

Перекрестные ссылки STATE_LOOP_ACTION, STATE_LOOP_END, STATE_LOOP_END2, STATE_LOOP_IN, STATE_LOOP_LOOP, STATE_LOOP_LOOP2, STATE_NONE и STATE_NORMAL.

◆ HumanAnimInterface()

void HumanAnimInterface ( )
private

◆ HumanCommandActionCallback()

class HumanAnimInterface HumanCommandActionCallback ( )

◆ HumanCommandAdditives()

◆ HumanCommandClimb()

void HumanCommandClimb ( )
private
810{}

◆ HumanCommandDamage()

class HumanCommandUnconscious HumanCommandDamage ( )
private
637{}

◆ HumanCommandDeath()

class HumanCommandDeathCallback HumanCommandDeath ( )
private
611{}

◆ HumanCommandFall()

◆ HumanCommandLadder()

void HumanCommandLadder ( )
private
674{}

◆ HumanCommandMelee()

class HumanCommandMove HumanCommandMelee ( )
private
513{}

◆ HumanCommandMelee2()

void HumanCommandMelee2 ( )
private
575{}

◆ HumanCommandMove()

void HumanCommandMove ( )
private
514{}

◆ HumanCommandSwim()

◆ HumanCommandUnconscious()

void HumanCommandUnconscious ( )
private
638{}

◆ HumanCommandWeapons()

void HumanCommandWeapons ( )
private
1113{}

◆ InternalCommand()

proto native void InternalCommand ( int pInternalCommandId)
private

calls internal command pInternalCommandId is one of CMD_ACTIONINT_ ...

Используется в ActionBaseCB::SetCommand().

◆ IsActionFinished()

proto native bool IsActionFinished ( )
private

◆ IsChangingStance()

proto native bool IsChangingStance ( )
private

returns true if character is changing stance

◆ IsEvent()

proto native int IsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ IsFinisher()

proto native bool IsFinisher ( )
private

◆ IsGestureCallback()

bool IsGestureCallback ( )
private
419 {
420 return false;
421 }

◆ IsInComboRange()

proto native bool IsInComboRange ( )
private

returns true if hit is in range, where person can continue to combo

◆ IsInRoll()

proto native bool IsInRoll ( )
private

return true if character barrel rolling

◆ IsInWater()

proto native bool IsInWater ( )
private

Используется в ManBase::BrokenLegForceProne().

◆ IsInWeaponReloadBulletSwitchState()

proto native bool IsInWeaponReloadBulletSwitchState ( )
private

returns true when clip visual change is needed for reload clip action

◆ IsLanding()

proto native bool IsLanding ( )
private

returns true if fall is in landing state

◆ IsLeavingUncon()

proto native bool IsLeavingUncon ( )
private

return true if character transitions out of uncon

Используется в DayZPlayer::HeadingModel().

◆ IsMeleeEvade()

proto native bool IsMeleeEvade ( )
private

this is true when in melee evade

◆ IsModifierActive()

proto native bool IsModifierActive ( )
private

is modifier active

Используется в ManBase::EEHitBy(), ResetAll() и ManBase::SaveAreaPersistenceFlag().

◆ IsOnBack()

proto native bool IsOnBack ( )
private

return true if prone is on back

is on back in prone stance?

◆ IsOnLand()

proto native bool IsOnLand ( )
private

◆ IsStandingFromBack()

proto native bool IsStandingFromBack ( )
private

return true if prone on back is chaning to crounch/stand

◆ IsSymptomCallback()

bool IsSymptomCallback ( )
private
424 {
425 return false;
426 }

◆ IsThrowingMode()

proto native bool IsThrowingMode ( )
private

◆ IsUserActionCallback()

bool IsUserActionCallback ( )
private
414 {
415 return false;
416 }

◆ IsWakingUp()

proto native bool IsWakingUp ( )
private

◆ Land()

proto native void Land ( int pLandType)
private

end fall with land

◆ LiftWeapon()

proto native void LiftWeapon ( bool pState)
private

command for lifting weapon near obstacled (works only when weapon is raised)

◆ OnAnimationEvent()

void OnAnimationEvent ( int pEventID)
private

calls animation event -> must be registered with RegisterAnimationEvent

403{};

◆ OnFinish()

void OnFinish ( bool pCanceled)
private

called ALWAYS! when action is finished (normal finish or cancel -> pCanceled)

406{};

◆ OnSimulationEnd()

void OnSimulationEnd ( )

◆ OnStateChange()

void OnStateChange ( int pOldState,
int pCurrentState )
private

called when enabled by EnableStateChangeCallback and state changes, call GetState() to get actual state

409{};

◆ PhysicsLanded()

proto native bool PhysicsLanded ( )
private

this is true when fall has physically landed - need to call Land after this is true

◆ RegisterAnimationEvent()

proto native void RegisterAnimationEvent ( string pAnimationEventStr,
int pId )
private

registers animation event, when event registered and received - it sends OnAnimationEvent with registered id

◆ RegisterDefaultEvents()

void RegisterDefaultEvents ( )
private
1155 {
1156 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1157 }
1158
1160 bool IsInProne()
1161 {
1162 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE;
1163 }
1164
1166 bool IsInRaisedProne()
1167 {
1168 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1169 }
1170
1172 bool IsLeaning()
1173 {
1174 return m_fLeaning != 0;
1175 }
1176}
1177
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

◆ RegisterEvent()

proto native void RegisterEvent ( string pName,
int pId )
private

register events

Используется в ReplaceSoundEventHandler().

◆ ResetAligning()

proto native void ResetAligning ( )
private

disables character aligning

◆ SetActionProgressParams()

proto native void SetActionProgressParams ( float pStart,
float pEnd )
private

sets start and end animation position - f.e. for reload clip action

◆ SetADS()

proto native void SetADS ( bool pState)
private

sets head tilt to optics

◆ SetAligning()

proto native void SetAligning ( vector pPositionWS,
vector pDirectionWS )
private

enables character aligning to desired position and direction in world space

◆ SetCurrentWaterLevel()

proto native void SetCurrentWaterLevel ( float value)
private

sets water level (depth)

◆ SetDirectionFilterModifier()

proto native void SetDirectionFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout

◆ SetDirectionSprintFilterModifier()

proto native void SetDirectionSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout

Перекрестные ссылки HumanCommandFall().

◆ SetExhaustion()

proto native void SetExhaustion ( float pValue,
bool pInterpolate )
private

sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetInitState()

proto native void SetInitState ( int pFrameIndex)
private

this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state

◆ SetInjured()

proto native void SetInjured ( float pValue,
bool pInterpolate )
private

sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating towards the new value

◆ SetMeleeBlock()

proto native void SetMeleeBlock ( bool pBlock)
private

this enables/disables block

◆ SetRunSprintFilterModifier()

proto native void SetRunSprintFilterModifier ( float value)
private

sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout

◆ SetTalking()

proto native void SetTalking ( bool pValue)
private

sets talking

◆ SetThrowingMode()

proto native void SetThrowingMode ( bool pState)
private

◆ SetTurnSpanModifier()

proto native void SetTurnSpanModifier ( float value)
private

◆ SetTurnSpanSprintModifier()

proto native void SetTurnSpanSprintModifier ( float value)
private

◆ ShouldSimulationBeDisabled()

bool ShouldSimulationBeDisabled ( )

'OnSimulationEnd' is called before this

◆ StartAction()

proto native bool StartAction ( WeaponActions pAction,
int pActionType )
private

start reload,mechanism,chambering,unjam ...

◆ StartMeleeEvade()

proto native void StartMeleeEvade ( )
private

marks command to continue to combo

◆ StartMeleeEvadeA()

proto native void StartMeleeEvadeA ( float pDirAngle)
private

marks command to continue to combo, pDirAngle specifies angle

◆ StartModifier()

proto native void StartModifier ( int pType)
private

starts modifier

◆ StaticSetInitState()

proto static native void StaticSetInitState ( Human pHuman,
int pFrameIdx )
staticprivate

just static version of SetInitState

◆ StopSwimming()

proto native void StopSwimming ( )
private

◆ ThrowItem()

proto native void ThrowItem ( int throwType)
private

◆ WakeUp()

proto native void WakeUp ( int targetStance = -1)
private

◆ WasHit()

proto native bool WasHit ( )
private

is true only once after hit event

◆ WasItemLeaveHandsEvent()

proto native bool WasItemLeaveHandsEvent ( )
private

◆ WaterLevelCheck()

proto static native vector WaterLevelCheck ( Human pHuman,
vector pPosition )
staticprivate

returns water level from entity position returns in format (totalWaterDepth, characterDepht, 0)

◆ WeaponActionTypeToString()

string WeaponActionTypeToString ( int A,
int AT )
private
944{
945 switch (A)
946 {
947 case WeaponActions.INTERRUPT: return "Weapon interrupt";
948 case WeaponActions.NONE: return "---";
949 case WeaponActions.RELOAD: return typename.EnumToString(WeaponActionReloadTypes, AT);
950 case WeaponActions.MECHANISM: return typename.EnumToString(WeaponActionMechanismTypes, AT);
951 case WeaponActions.CHAMBERING: return typename.EnumToString(WeaponActionChamberingTypes, AT);
952 case WeaponActions.CHAMBERING_LOADER: return typename.EnumToString(WeaponActionChamberingLoaderTypes, AT);
953 case WeaponActions.UNJAMMING: return typename.EnumToString(WeaponActionUnjammingTypes, AT);
954 case WeaponActions.FIRE: return typename.EnumToString(WeaponActionFireTypes, AT);
955 case WeaponActions.HIDE: return typename.EnumToString(WeaponHideShowTypes, AT);
956 case WeaponActions.SHOW: return typename.EnumToString(WeaponHideShowTypes, AT);
957 }
958 return "---";
959}
@ A
Definition EnSystem.c:345
WeaponActionChamberingTypes
Definition human.c:876
WeaponHideShowTypes
Definition human.c:930
WeaponActions
actions
Definition human.c:816
WeaponActionChamberingLoaderTypes
Definition human.c:906
WeaponActionReloadTypes
Definition human.c:832
WeaponActionUnjammingTypes
Definition human.c:912
WeaponActionFireTypes
Definition human.c:920

Используется в HandleInventory(), HandleWeaponEvents(), HandStateBase::OnEntry() и WeaponStateBase::OnEntry().

◆ ~HumanAnimInterface()

void ~HumanAnimInterface ( )
private

◆ ~HumanCommandActionCallback()

◆ ~HumanCommandAdditives()

1113{}

◆ ~HumanCommandClimb()

void ~HumanCommandClimb ( )
private

◆ ~HumanCommandDamage()

void ~HumanCommandDamage ( )
private
638{}

◆ ~HumanCommandDeath()

void ~HumanCommandDeath ( )
private
612{}

◆ ~HumanCommandFall()

void ~HumanCommandFall ( )
private
575{}

◆ ~HumanCommandFullBodyDamage()

810{}

◆ ~HumanCommandLadder()

void ~HumanCommandLadder ( )
private

◆ ~HumanCommandMelee()

void ~HumanCommandMelee ( )
private
514{}

◆ ~HumanCommandMelee2()

void ~HumanCommandMelee2 ( )
private

◆ ~HumanCommandMove()

void ~HumanCommandMove ( )
private

◆ ~HumanCommandSwim()

void ~HumanCommandSwim ( )
private
674{}

◆ ~HumanCommandUnconscious()

◆ ~HumanCommandWeapons()

void ~HumanCommandWeapons ( )
private

Переменные

◆ CommandActionFullbody

class HumanCommandScript CommandActionFullbody = 4096
private

◆ CommandClimb

class HumanCommandScript CommandClimb = 16
private

◆ CommandDamageAdditive

class HumanCommandScript CommandDamageAdditive = 256
private

◆ CommandDamageFullbody

class HumanCommandScript CommandDamageFullbody = 128
private

◆ CommandDeath

class HumanCommandScript CommandDeath = 32
private

◆ CommandFall

class HumanCommandScript CommandFall = 8
private

◆ CommandLadder

class HumanCommandScript CommandLadder = 512
private

◆ CommandMelee

class HumanCommandScript CommandMelee = 2
private

◆ CommandMelee2

class HumanCommandScript CommandMelee2 = 4
private

◆ CommandMove

class HumanCommandScript CommandMove = 1
private

◆ CommandSwim

class HumanCommandScript CommandSwim = 1024
private

◆ CommandUnconscious

class HumanCommandScript CommandUnconscious = 64
private

◆ CommandVehicle

class HumanCommandScript CommandVehicle = 2048
private

◆ CURRENT

class HumanMovementState CURRENT
private

From the last value that was set.

◆ HIT_TYPE_FINISHER

const int HIT_TYPE_FINISHER = 2
staticprivate

◆ HIT_TYPE_FINISHER_NECK

const int HIT_TYPE_FINISHER_NECK = 3
staticprivate

◆ HIT_TYPE_HEAVY

const int HIT_TYPE_HEAVY = 1
staticprivate

◆ HIT_TYPE_LIGHT

const int HIT_TYPE_LIGHT = 0
staticprivate

◆ HumanCommandFullBodyDamage

class HumanCommandClimb HumanCommandFullBodyDamage
private
809{}

◆ INPUT

class HumanMovementState INPUT
private

Actual input value.

◆ LANDTYPE_HEAVY

const int LANDTYPE_HEAVY = 3
staticprivate

◆ LANDTYPE_LIGHT

const int LANDTYPE_LIGHT = 1
staticprivate

◆ LANDTYPE_MEDIUM

const int LANDTYPE_MEDIUM = 2
staticprivate

◆ LANDTYPE_NONE

const int LANDTYPE_NONE = 0
staticprivate

◆ m_bFinishWithFall

bool m_bFinishWithFall
private

◆ m_bHasParent

bool m_bHasParent
private

◆ m_bIsClimb

class HumanCommandVehicle m_bIsClimb
private

result from static test

◆ m_bIsClimbOver

bool m_bIsClimbOver
private

◆ m_ClimbGrabPoint

vector m_ClimbGrabPoint
private

◆ m_ClimbGrabPointNormal

vector m_ClimbGrabPointNormal
private

grab point for climb && climb over (in local space of it's parent)

◆ m_ClimbOverStandPoint

vector m_ClimbOverStandPoint
private

where climb ends (in local space of it's parent)

◆ m_ClimbOverStandPointParent

IEntity m_ClimbOverStandPointParent
private

◆ m_ClimbStandPoint

vector m_ClimbStandPoint
private

normal to grabpoint position (used for character orientation)

◆ m_ClimbStandPointParent

IEntity m_ClimbStandPointParent
private

parent of grabpoint

◆ m_fClimbHeight

float m_fClimbHeight
private

◆ m_GrabPointParent

IEntity m_GrabPointParent
private

where climb over ends (in local space of it's parent)

◆ MECHANISM_CLOSED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED = 1
private

◆ MECHANISM_CLOSED_UNCOCKED

enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED = 3
private

◆ MECHANISM_OPENED

enum WeaponActionReloadClipTypes MECHANISM_OPENED = 0
private

mechanism action types

◆ MECHANISM_SPECIAL

enum WeaponActionReloadClipTypes MECHANISM_SPECIAL = 2
private

◆ None

class HumanCommandScript None = 0
private

used in script-side identification of animation commands on human (swim, fall, move...)

◆ STATE_LOOP_ACTION

const int STATE_LOOP_ACTION = 6
staticprivate

Используется в GetStateString().

◆ STATE_LOOP_END

const int STATE_LOOP_END = 3
staticprivate

Используется в GetStateString().

◆ STATE_LOOP_END2

const int STATE_LOOP_END2 = 4
staticprivate

Используется в GetStateString().

◆ STATE_LOOP_IN

const int STATE_LOOP_IN = 1
staticprivate

◆ STATE_LOOP_LOOP

◆ STATE_LOOP_LOOP2

◆ STATE_NONE

const int STATE_NONE = 0
staticprivate

undef state - not running anymore

example of implement of CancelCondition returns true it it should CANCEL the action

Используется в GetStateString(), ActionFishingNewCB::OnStateChange(), ActionReadPaperCB::OnStateChange() и ActionWritePaperCB::OnStateChange().

◆ STATE_NORMAL

const int STATE_NORMAL = 7
staticprivate

one time state

Используется в GetStateString().

◆ TAnimGraphCommand

class HumanInputController TAnimGraphCommand