DayZ 1.30
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human.c
См. документацию.
6
8{
12};
13
14// *************************************************************************************
15// ! HumanInputController - what we know about the input - human.GetInputController()
16// *************************************************************************************
18{
19 //--------------------------------------------------------------
20
22 proto native void SetDisabled(bool pState);
23
25 proto void GetMovement(out float pSpeed, out vector pLocalDirection);
26
28 proto native float GetHeadingAngle();
29
31 proto native vector GetAimChange();
32
34 proto native vector GetAimDelta(float dt);
35
37 proto native vector GetTracking();
38
40 proto native bool CameraViewChanged();
41
43 proto native bool CameraIsFreeLook();
44
46 proto native void ResetFreeLookToggle();
47
49 proto native bool CameraIsTracking();
50
52 proto native bool Camera3rdIsRightShoulder();
53
54 //--------------------------------------------------------------
55
57 proto native bool IsStanceChange();
58
60 proto native bool IsJumpClimb();
61
62
63 //--------------------------------------------------------------
64
66 proto native bool IsMeleeEvade();
67
69 proto native bool IsMeleeFastAttackModifier();
70
72 proto native int IsMeleeLREvade();
73
75 proto native bool IsMeleeWeaponAttack();
76
77 //--------------------------------------------------------------
78
80 proto native bool WeaponWasRaiseClick();
81
83 proto native bool IsWeaponRaised();
84
86 proto native bool WeaponADS();
87
89 proto native void ResetADS();
90
92 proto native bool IsThrowingModeChange();
93
95 proto native void ResetThrowingMode();
96
98 proto native bool IsWalkToggled();
99
100 //--------------------------------------------------------------
101
106 proto native bool IsUseButton();
107
112 proto native bool IsUseButtonDown();
113
115 proto native bool IsUseItemButton();
117 proto native bool IsUseItemButtonDown();
118
120 proto native bool IsAttackButton();
122 proto native bool IsAttackButtonDown();
123
125 proto native bool IsSingleUse();
126
128 proto native bool IsContinuousUse();
129
131 proto native bool IsContinuousUseStart();
132
134 proto native bool IsContinuousUseEnd();
135
138 proto native bool IsImmediateAction(); //TODO: revise, may be obsolete
139
140 //--------------------------------------------------------------
142
144 proto native bool IsReloadOrMechanismSingleUse();
145
148
151
154
156 proto native bool IsZoom();
157
159 proto native bool IsZoomToggle();
160
162 proto native void ResetZoomToggle();
163
165 proto native bool IsSightChange();
166
168 proto native bool IsZoomIn();
169
171 proto native bool IsZoomOut();
172
174 proto native bool IsFireModeChange();
175
177 proto native bool IsZeroingUp();
178
180 proto native bool IsZeroingDown();
181
183 proto native bool IsHoldBreath();
184
186 proto native void ResetHoldBreath();
187
188 //--------------------------------------------------------------
189
192 proto native int IsGestureSlot();
193
195 proto native bool IsOtherController();
196
197 //--------------------------------------------------------------
198
200 proto native int IsQuickBarSlot();
201
204 proto native bool IsQuickBarSingleUse();
205
208 proto native bool IsQuickBarContinuousUse();
209
212 proto native bool IsQuickBarContinuousUseStart();
213
216 proto native bool IsQuickBarContinuousUseEnd();
217
218
219
220 //--------------------------------------------------------------
221 // LIMITS
222
224 proto native void LimitsDisableSprint(bool pDisable);
225
227 proto native bool LimitsIsSprintDisabled();
228
230 proto native void SetErectSpeedLimit(bool bShouldDisable, int pMaxErectSpeed = DayZPlayerConstants.MOVEMENTIDX_SPRINT);
231 proto native void SetCrouchSpeedLimit(bool bShouldDisable, int pMaxErectSpeed = DayZPlayerConstants.MOVEMENTIDX_SPRINT);
232 proto native void SetProneSpeedLimit(bool bShouldDisable, int pMaxErectSpeed = DayZPlayerConstants.MOVEMENTIDX_SPRINT);
233
235 proto native int GetErectSpeedLimit();
236 proto native int GetCrouchSpeedLimit();
237 proto native int GetProneSpeedLimit();
238
240 proto native void DisableErectCameratHorizontalRotation(bool pDisable);
241 proto native void DisableCrouchCameratHorizontalRotation(bool pDisable);
242 proto native void DisableProneCameraHorizontalRotation(bool pDisable);
243
248
249 //--------------------------------------------------------------
250 // overrides
251
253 proto native void OverrideMovementSpeed(HumanInputControllerOverrideType overrideType, float value);
254
256 proto native void OverrideMovementAngle(HumanInputControllerOverrideType overrideType, float value);
257
259 proto native void OverrideAimChangeX(HumanInputControllerOverrideType overrideType, float value);
260
262 proto native void OverrideAimChangeY(HumanInputControllerOverrideType overrideType, float value);
263
265 proto native void OverrideMeleeEvade(HumanInputControllerOverrideType overrideType, bool value);
266
268 proto native void OverrideRaise(HumanInputControllerOverrideType overrideType, bool value);
269
271 proto native void Override3rdIsRightShoulder(HumanInputControllerOverrideType overrideType, bool value);
272
274 proto native void OverrideFreeLook(HumanInputControllerOverrideType overrideType, bool value);
275
276
277 //--------------------------------------------------------------
278
280 private void HumanInputController()
281 {
282 }
283
286 {
287 }
288}
289
290
291// *************************************************************************************
292// ! HumanInputController - what we know about the input - human.GetInputController()
293// *************************************************************************************
294
297typedef int TAnimGraphTag;
298typedef int TAnimGraphEvent;
299
302{
303 private void HumanAnimInterface();
304 private void ~HumanAnimInterface();
305
306 //-----------------------------------------------------
307 // Binds, returns -1 when error, otherwise if ok
308
310 proto native TAnimGraphCommand BindCommand(string pCommandName);
311
313 proto native TAnimGraphVariable BindVariableFloat(string pVariable);
314 proto native TAnimGraphVariable BindVariableInt(string pVariable);
315 proto native TAnimGraphVariable BindVariableBool(string pVariable);
316
318 proto native TAnimGraphTag BindTag(string pTagName);
319 proto native bool IsTag(TAnimGraphTag iTag);
320
322 proto native TAnimGraphEvent BindEvent(string pEventName);
323}
324
325
326// *************************************************************************************
327// ! HumanCommandActionCallback - called as action callback
328// *************************************************************************************
330{
331 private void HumanCommandActionCallback();
333
335 proto native Human GetHuman();
336
338 proto native void Cancel();
339
342 proto native void InternalCommand(int pInternalCommandId);
343
345 proto native void SetAligning(vector pPositionWS, vector pDirectionWS);
346
348 proto native void ResetAligning();
349
353 proto native void EnableCancelCondition(bool pEnable);
354
356 proto native bool DefaultCancelCondition();
357
359 proto native void RegisterAnimationEvent(string pAnimationEventStr, int pId);
360
362 proto native void EnableStateChangeCallback();
363
366 // bool CancelCondition() { return false; }
367
369 static const int STATE_NONE = 0;
370
372 static const int STATE_LOOP_IN = 1;
373 static const int STATE_LOOP_LOOP = 2;
374 static const int STATE_LOOP_END = 3;
375 static const int STATE_LOOP_END2 = 4;
376 static const int STATE_LOOP_LOOP2 = 5;
377 static const int STATE_LOOP_ACTION = 6;
378
380 static const int STATE_NORMAL = 7;
381
383 proto native int GetState();
384
385
386 //----------------------------------
387 // debug helper
388
390 static string GetStateString(int pState)
391 {
392 switch (pState)
393 {
394 case STATE_NONE: return "NONE";
395
396 case STATE_LOOP_IN: return "LOOP_IN";
397 case STATE_LOOP_LOOP: return "LOOP_LOOP";
398 case STATE_LOOP_END: return "LOOP_END";
399 case STATE_LOOP_END2: return "LOOP_END2";
400 case STATE_LOOP_LOOP2: return "LOOP_LOOP2";
401 case STATE_LOOP_ACTION: return "LOOP_ACTION";
402
404 case STATE_NORMAL: return "ONE TIME";
405 }
406
407 return "Undef";
408 }
409
410
413 {
414 return GetStateString(GetState());
415 }
416
417
418
419 //----------------------------------
420 // callbacks
421
423 void OnAnimationEvent(int pEventID) {};
424
426 void OnFinish(bool pCanceled) {};
427
429 void OnStateChange(int pOldState, int pCurrentState) {};
430
431
432 // helps identify type of callback
434 {
435 return false;
436 }
437
439 {
440 return false;
441 }
442
444 {
445 return false;
446 }
447}
448
449
450// *************************************************************************************
451// ! HumanCommandMove
452// *************************************************************************************
454{
455 private void HumanCommandMove() {}
456 private void ~HumanCommandMove() {}
457
460 proto native float GetCurrentMovementAngle();
461
465 proto bool GetCurrentInputAngle(out float pAngle);
466
468 proto native float GetCurrentMovementSpeed();
469
471 proto native bool IsChangingStance();
472
474 proto native bool IsOnBack();
475
477 proto native bool IsInRoll();
478
480 proto native bool IsLeavingUncon();
481
483 proto native bool IsStandingFromBack();
484
486 proto native void StartMeleeEvade();
487
489 proto native void StartMeleeEvadeA(float pDirAngle);
490
492 proto native bool IsMeleeEvade();
493
495 proto native void SetMeleeBlock(bool pBlock);
496
499 proto native void ForceStance(int pStanceIdx);
500
501
504 proto native void ForceStanceUp(int pStanceIdx);
505
506
508 proto native void SetRunSprintFilterModifier(float value);
509
511 proto native void SetDirectionFilterModifier(float value);
512
514 proto native void SetDirectionSprintFilterModifier(float value);
515
517 proto native void SetTurnSpanModifier(float value);
518
520 proto native void SetTurnSpanSprintModifier(float value);
521
523 proto native void SetCurrentWaterLevel(float value);
524}
525
526
527
528// *************************************************************************************
529// ! HumanCommandMelee - actual command melee running on
530// *************************************************************************************
532{
533 private void HumanCommandMelee() {}
534 private void ~HumanCommandMelee() {}
537 proto native void ContinueCombo();
538
540 proto native bool IsInComboRange();
541
543 proto native bool WasHit();
546 proto native void Cancel();
549 proto native bool IsOnBack();
551
552
553// *************************************************************************************
554// ! HumanCommandMelee2 - actual command melee running on - Heavy/Light version
555// *************************************************************************************
557{
558 private void HumanCommandMelee2() {}
559 private void ~HumanCommandMelee2() {}
560
561 static const int HIT_TYPE_LIGHT = 0;
562 static const int HIT_TYPE_HEAVY = 1;
563 static const int HIT_TYPE_FINISHER = 2; //liver stab
564 static const int HIT_TYPE_FINISHER_NECK = 3;
567 proto native void ContinueCombo(bool pHeavyHit, float pComboValue, EntityAI target = null, vector hitPos = vector.Zero);
570 proto native bool IsInComboRange();
573 proto native bool WasHit();
576 proto native void Cancel();
577
579 proto native bool IsOnBack();
580
581 proto native int GetComboCount();
582
583 proto native int GetCurrentHitType();
584
585 proto native bool IsFinisher();
586}
588
589// *************************************************************************************
590// ! HumanCommandFall - actually falling
591// *************************************************************************************
594 private void HumanCommandFall() {}
595 private void ~HumanCommandFall() {}
597 static const int LANDTYPE_NONE = 0;
598 static const int LANDTYPE_LIGHT = 1;
599 static const int LANDTYPE_MEDIUM = 2;
600 static const int LANDTYPE_HEAVY = 3;
603 proto native bool PhysicsLanded();
606 proto native void Land(int pLandType);
607
609 proto native bool IsLanding();
610}
611
612// *************************************************************************************
613// ! HumanCommandDeathCallback - called as action callback
614// *************************************************************************************
616{
617 //----------------------------------
618 // callbacks
619
620 void OnSimulationEnd() {};
621
623 bool ShouldSimulationBeDisabled() { return true; };
624}
625
626// *************************************************************************************
627// ! HumanCommandDeath - actually dying
628// *************************************************************************************
630{
631 private void HumanCommandDeath() {}
632 private void ~HumanCommandDeath() {}
633}
634
636// *************************************************************************************
637// ! HumanCommandUnconscious - actually not dying
638// *************************************************************************************
640{
641 private void HumanCommandUnconscious() {}
642 private void ~HumanCommandUnconscious() {}
643
644 proto native void WakeUp(int targetStance = -1);
645 proto native bool IsWakingUp();
646
647 proto native bool IsRagdoll();
648
649 proto native bool IsOnLand();
650 proto native bool IsInWater();
651}
652
653
654// *************************************************************************************
655// ! HumanCommandDamage - additional damage
656// *************************************************************************************
658{
659 private void HumanCommandDamage() {}
660 private void ~HumanCommandDamage() {}
662
663// *************************************************************************************
664// ! HumanCommandLadder ladder
665// *************************************************************************************
667{
668 private void HumanCommandLadder() {}
669 private void ~HumanCommandLadder() {}
670
672 proto native bool CanExit();
673
675 proto native void Exit();
676
678 proto native static bool DebugDrawLadder(Building pBuilding, int pLadderIndex);
679
681 proto native static int DebugGetLadderIndex(string pComponentName);
682
685 proto native vector GetLogoutPosition();
686}
687
688
689
690// *************************************************************************************
691// ! HumanCommandLadder ladder
692// *************************************************************************************
694{
695 private void HumanCommandSwim() {}
696 private void ~HumanCommandSwim() {}
699 proto native void StopSwimming();
703 proto native static vector WaterLevelCheck(Human pHuman, vector pPosition);
704}
705
707
708// *************************************************************************************
709// ! HumanCommandVehicle vehicle
710// *************************************************************************************
712{
713 private void HumanCommandVehicle() {}
714 private void ~HumanCommandVehicle() {}
715
716 proto native Transport GetTransport();
717 proto native int GetVehicleClass();
718 proto native int GetVehicleSeat();
719 proto native void SetVehicleType(int pVehicleType);
720 proto native int GetVehicleType();
721
722 proto native void GetOutVehicle();
723 proto native void KnockedOutVehicle();
724 proto native bool ShouldBeKnockedOut();
725 proto native void JumpOutVehicle();
726 proto native void SwitchSeat(int pTransportPositionIndex, int pVehicleSeat);
727 proto native bool IsGettingIn();
728 proto native bool IsGettingOut();
729 proto native bool IsSwitchSeat();
730 proto native bool WasGearChange();
731 proto native void SetClutchState(bool pState);
732 proto native void KeepInVehicleSpaceAfterLeave(bool pState);
733 proto native void ProcessLeaveEvents();
734
736 {
737 return IsGettingIn() || IsGettingOut() || IsSwitchSeat();
738 }
739
741 {
743 if (!Class.CastTo(object, entity))
744 {
745 return true;
746 }
747
748 Transport transport = GetTransport();
749 if (!transport)
750 {
751 return true;
752 }
753
754 if (object == transport || object.GetParent() == transport)
755 {
756 return true;
757 }
758
759 return transport.IsIgnoredObject(object);
760 }
761}
762
763// *************************************************************************************
764// ! HumanCommandClimb
765// *************************************************************************************
766
768class SHumanCommandClimbResult
769{
774
776
781
785};
786
787
797
800{
801 private void HumanCommandClimb() {}
802 private void ~HumanCommandClimb() {}
803
805 proto native int GetState();
806
808 proto native vector GetGrabPointWS();
809
812
816 proto native static bool DoClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel);
817
821 proto native static bool DoPerformClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel);
822
825 proto native static bool DebugDrawClimb(Human pHuman, int pLevel);
826}
827
828
829
830
831// *************************************************************************************
832// ! HumanCommandFullBodyDamage - full body damages
833// *************************************************************************************
835{
836 private void HumanCommandFullBodyDamage() {}
839
840
856
886
892
893enum WeaponActionMechanismTypes
894{
896 MECHANISM_OPENED = 0, // CMD_Reload_BoltAction
898 MECHANISM_SPECIAL = 2, // crossbow, magnum ... special mechanism action apropriate for custom weapons
900};
901
903{
906 CHAMBERING_ONEBULLET_OPENED = 0, // CMD_Reload_Chambering
911 CHAMBERING_TWOBULLETS_START = 6, // plays one bullet, then second, then ends, when CHAMBERING_TWOBULLETS_END arise, it's canceled
912 CHAMBERING_TWOBULLETS_END = 7, // - one bullet reload with closed mechanism
913
915 CHAMBERING_STARTLOOPABLE_CLOSED = 10, // start loop chambering
916 CHAMBERING_ENDLOOPABLE = 11, // end loop chambering
917 CHAMBERING_STARTLOOPABLE_CLOSED_KEEP = 12, // start loop chambering and keep last bullet
919
921
924
929
930
931 CHAMBERING_CROSSBOW_OPENED = 21, // chambering crossbow
932 CHAMBERING_CROSSBOW_CLOSED = 22, // chambering crossbow
933 CHAMBERING_CROSSBOW_FULL = 23, // chambering crossbow
934
935 CHAMBERING_DOUBLE_FIREOUT_EJECT = 24, // For manual ejecting during reload
936};
937
939{
940 CHAMBERINGLOADER_OPENED = 0, // CMD_Reload_ChamberingFast - one bullet reload with open mechanism
941 CHAMBERINGLOADER_CLOSED = 1, // - one bullet reload with closed mechanism
942};
943
945{
947 UNJAMMING_START = 1, // CMD_Weapon_Jam - 0
950};
951
961
975
976string WeaponActionTypeToString (int A, int AT)
977{
978 switch (A)
979 {
980 case WeaponActions.INTERRUPT: return "Weapon interrupt";
981 case WeaponActions.NONE: return "---";
982 case WeaponActions.RELOAD: return typename.EnumToString(WeaponActionReloadTypes, AT);
983 case WeaponActions.MECHANISM: return typename.EnumToString(WeaponActionMechanismTypes, AT);
984 case WeaponActions.CHAMBERING: return typename.EnumToString(WeaponActionChamberingTypes, AT);
985 case WeaponActions.CHAMBERING_LOADER: return typename.EnumToString(WeaponActionChamberingLoaderTypes, AT);
986 case WeaponActions.UNJAMMING: return typename.EnumToString(WeaponActionUnjammingTypes, AT);
987 case WeaponActions.FIRE: return typename.EnumToString(WeaponActionFireTypes, AT);
988 case WeaponActions.HIDE: return typename.EnumToString(WeaponHideShowTypes, AT);
989 case WeaponActions.SHOW: return typename.EnumToString(WeaponHideShowTypes, AT);
990 }
991 return "---";
992}
993
1021
1022
1023// *************************************************************************************
1024// ! HumanCommandWeapons - weapon handling
1025// *************************************************************************************
1027{
1028 private void HumanCommandWeapons() {}
1029 private void ~HumanCommandWeapons() {}
1030
1032 proto native bool IsActionFinished();
1033
1035 proto native int GetRunningAction();
1036
1038 proto native int GetRunningActionType();
1039
1041 proto native void SetActionProgressParams(float pStart, float pEnd);
1042
1044 proto native bool StartAction(WeaponActions pAction, int pActionType);
1045
1047 proto native void RegisterEvent(string pName, int pId);
1048
1050 proto native int IsEvent();
1051
1054
1056 proto native void SetADS(bool pState);
1057
1059 proto native void LiftWeapon(bool pState);
1060
1062 proto native bool IsWeaponLifted();
1063
1065 proto native void ObstructWeapon(float pState01);
1066
1068 proto native float GetWeaponObstruction();
1069
1071 proto native float GetAimingHandsOffsetUD();
1072
1074 proto native float GetAimingHandsOffsetLR();
1075
1078 {
1079 RegisterEvent("Weapon_AttachmentHide", WeaponEvents.ATTACHMENT_HIDE);
1080 RegisterEvent("Weapon_AttachmentShow", WeaponEvents.ATTACHMENT_SHOW);
1081 RegisterEvent("Weapon_BulletEject", WeaponEvents.BULLET_EJECT);
1082 RegisterEvent("Weapon_BulletHide", WeaponEvents.BULLET_HIDE);
1083 RegisterEvent("Weapon_BulletHide2", WeaponEvents.BULLET_HIDE2);
1084 RegisterEvent("Weapon_BulletInChamber", WeaponEvents.BULLET_IN_CHAMBER);
1085 RegisterEvent("Weapon_BulletInMagazine", WeaponEvents.BULLET_IN_MAGAZINE);
1086 RegisterEvent("Weapon_BulletShow", WeaponEvents.BULLET_SHOW);
1087 RegisterEvent("Weapon_BulletShow2", WeaponEvents.BULLET_SHOW2);
1088 RegisterEvent("Weapon_CanUnjam_End", WeaponEvents.CANUNJAM_END);
1089 RegisterEvent("Weapon_CanUnjam_Start", WeaponEvents.CANUNJAM_START);
1090 RegisterEvent("Weapon_Cocked", WeaponEvents.COCKED);
1091 RegisterEvent("Weapon_MagazineAttached", WeaponEvents.MAGAZINE_ATTACHED);
1092 RegisterEvent("Weapon_MagazineDetached", WeaponEvents.MAGAZINE_DETACHED);
1093 RegisterEvent("Weapon_MagazineHide", WeaponEvents.MAGAZINE_HIDE);
1094 RegisterEvent("Weapon_MagazineShow", WeaponEvents.MAGAZINE_SHOW);
1095 RegisterEvent("Weapon_SliderOpen", WeaponEvents.SLIDER_OPEN);
1096 RegisterEvent("Weapon_Unjammed", WeaponEvents.UNJAMMED);
1097 RegisterEvent("Weapon_Hammer_Uncocked", WeaponEvents.HAMMER_UNCOCKED);
1098 RegisterEvent("Weapon_Hammer_Cocked", WeaponEvents.HAMMER_COCKED);
1099 RegisterEvent("Weapon_Change_Hide", WeaponEvents.CHANGE_HIDE);
1100 RegisterEvent("Weapon_Change_Show", WeaponEvents.CHANGE_SHOW);
1101 RegisterEvent("Weapon_CylinderRotate", WeaponEvents.CYLINDER_ROTATE);
1102 }
1103
1104 //----------------------------------------------------
1105 // weapon init states
1106
1107
1112 proto native void SetInitState(int pFrameIndex);
1113
1115 proto native static void StaticSetInitState(Human pHuman, int pFrameIdx);
1116
1117
1118 //----------------------------------------------------
1119 //
1120
1122 proto native float GetBaseAimingAngleUD();
1123
1125 proto native float GetBaseAimingAngleLR();
1126
1127
1128 //----------------------------------------------------
1129 // throwing
1130 proto native void SetThrowingMode(bool pState);
1131
1132 proto native bool IsThrowingMode();
1133
1134 proto native void ThrowItem(int throwType);
1135
1136 proto native bool WasItemLeaveHandsEvent();
1137
1138 //----------------------------------------------------
1139 // debug copy
1140
1142 proto native int DebugIsEvent();
1143
1145 proto native void DebugResetEvents();
1146}
1147
1148
1149// *************************************************************************************
1150// ! HumanCommandAdditives - additional damage
1151// *************************************************************************************
1153{
1154 private void HumanCommandAdditives() {}
1155 private void ~HumanCommandAdditives() {}
1158 proto native void SetInjured(float pValue, bool pInterpolate);
1161 proto native void SetExhaustion(float pValue, bool pInterpolate);
1162
1164 proto native void SetTalking(bool pValue);
1167 proto native void StartModifier(int pType);
1170 proto native void CancelModifier();
1173 proto native bool IsModifierActive();
1175
1176
1177// *************************************************************************************
1178// ! HumanMovementState - movement state, command, stance, movement, human.GetMovementState(movementState)
1179// *************************************************************************************
1181{
1188
1191 {
1192 return m_iStanceIdx >= DayZPlayerConstants.STANCEIDX_RAISEDERECT;
1193 }
1194
1197 {
1198 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1199 }
1200
1203 {
1204 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_PRONE;
1205 }
1206
1209 {
1210 return m_iStanceIdx == DayZPlayerConstants.STANCEIDX_RAISEDPRONE;
1211 }
1212
1215 {
1216 return m_fLeaning != 0;
1217 }
1218}
1219
1220enum HumanRelativeHeadingMode
1221{
1224
1227};
1228
1230
1237{
1239 // HumanCommandScript(Human pHuman);
1240
1243 void OnActivate() { };
1244
1246 void OnDeactivate() { };
1247
1248
1249 //---------------------------------------------------------------
1250 // usable everywhere
1251
1253 proto native void SetFlagFinished(bool pFinished);
1254
1255#ifdef FEATURE_NETWORK_RECONCILIATION
1257 proto native void OverrideCorrectionType(AnimPhysCorrectionType correctionType);
1258#endif
1261 proto native void SetHeading(float yawAngle, float filterDt = -1, float maxYawSpeed = FLT_MAX);
1262 proto native void AddHeadingRelativeTo(HumanRelativeHeadingMode mode, float yawAngle, float filterDt = -1, float maxYawSpeed = FLT_MAX);
1266 {
1267 return DayZPlayerConstants.STANCEIDX_ERECT;
1268 }
1273 return DayZPlayerConstants.MOVEMENT_IDLE;
1274 }
1275
1278 {
1279 return 0.0;
1280 }
1281
1282 //---------------------------------------------------------------
1283 // PreAnim Update
1284
1288 void PreAnimUpdate(float pDt);
1289
1291 proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat);
1292 proto native void PreAnim_SetFloat(int pVar, float pFlt);
1293 proto native void PreAnim_SetInt(int pVar, int pInt);
1294 proto native void PreAnim_SetBool(int pVar, bool pBool);
1295
1296 void PreAnim_SetFilteredHeading(float pYawAngle, float pFilterDt, float pMaxYawSpeed)
1297 {
1298 SetHeading(pYawAngle, pFilterDt, pMaxYawSpeed);
1299 }
1300
1301 //---------------------------------------------------------------
1302 // PrePhys Update
1303
1306 void PrePhysUpdate(float pDt);
1307
1309 proto native bool PrePhys_IsEvent(int pEvent);
1310 proto native bool PrePhys_IsTag(int pTag);
1311 proto native bool PrePhys_GetTranslation(out vector pOutTransl); // vec3 in local space !
1312 proto native bool PrePhys_GetRotation(out float pOutRot[4]); // quaternion in local space !
1313 proto native void PrePhys_SetTranslation(vector pInTransl); // vec3 in local space !
1314 proto native void PrePhys_SetRotation(float pInRot[4]); // quaternion in local space !
1315
1316 //---------------------------------------------------------------
1317 // PostPhys Update
1318
1322 bool PostPhysUpdate(float pDt);
1323
1325 proto native void PostPhys_GetPosition(out vector pOutTransl);
1326 proto native void PostPhys_GetRotation(out float pOutRot[4]);
1327 proto native void PostPhys_SetPosition(vector pInTransl);
1328 proto native void PostPhys_SetRotation(float pInRot[4]);
1329 proto native void PostPhys_LockRotation();
1330}
1331
1333enum HumanMoveCommandID
1334{
1335 None = 0,
1350}
1351
1352class HumanType : ManType
1353{
1355
1356// *************************************************************************************
1357// ! Human - human script interface
1358// *************************************************************************************
1359class Human : Man
1360{
1362
1364 proto native void GetTransformWS(out vector pTm[4]);
1365
1368 proto native void PhysicsGetTransformWS(out vector pTm[4]);
1369
1371 proto native void PhysicsGetTransformLS(out vector pTm[4]);
1372
1376
1379
1381 proto native bool CheckFreeSpace(vector localDir, float distance, bool useHeading, vector posOffset = vector.Zero, float xzScale = 1.0);
1382
1384 proto native void SetAnimationInstanceByName(string animationInstanceName, float blendingTime);
1385
1387 proto float CollisionMoveTest(vector dir, vector offset, float xzScale, IEntity ignoreEntity, out IEntity hitEntity, out vector hitPosition, out vector hitNormal);
1388
1389 //---------------------------------------------------------
1390 // link/unlink to/from local space (enfusion hierachy)
1391 proto native void LinkToLocalSpaceOf(notnull IEntity child, vector pLocalSpaceMatrix[4]);
1392 proto native void UnlinkFromLocalSpace();
1393
1394 //---------------------------------------------------------
1395 // heading component
1396
1398 proto native void AlignPositionWS(vector position);
1399
1401 proto native void AlignTranslationWS(vector translation);
1402
1404 proto native void AlignTranslationLS(vector translation);
1405
1407 proto native void AlignDirectionWS(vector direction);
1408
1411 void OnPhysMove(float dt, vector transform[4]) {}
1412
1413 //---------------------------------------------------------
1414 // bone transforms
1415
1417 proto native int GetBoneIndexByName(string pBoneName);
1418
1419
1422
1423 //---------------------------------------------------------
1424 // physic props
1425
1428 proto native bool PhysicsIsFalling(bool pValidate);
1429
1432
1435
1439
1441 proto native void PhysicsGetVelocity(out vector pVelocity);
1442
1443 proto native void PhysicsEnableGravity(bool pEnable);
1444
1445 proto native bool PhysicsIsSolid();
1446 proto native void PhysicsSetSolid(bool pSolid);
1447
1449 proto native void PhysicsSetSimpleDeath(bool pEnable);
1450
1451 proto native void PhysicsSetRagdoll(bool pEnable);
1452 proto native bool PhysicsIsRagdoll();
1453
1454 //---------------------------------------------------------
1455 // controller
1456
1459
1460 //---------------------------------------------------------
1461 // item accessor
1462
1464
1465
1466 //---------------------------------------------------------
1467 // commands
1468
1470 proto native void GetMovementState(HumanMovementState pState);
1471
1473 proto native int GetCurrentCommandID();
1474
1475
1477
1480
1482
1484
1487
1489
1491 proto native HumanCommandMelee2 StartCommand_Melee2(EntityAI pTarget, int pHitType, float pComboValue, vector hitPos = vector.Zero);
1492
1494
1495
1497
1501 proto native HumanCommandFall StartCommand_Fall(float pYVelocity);
1502
1505
1506
1508
1510 proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex);
1511
1513
1514
1516
1519
1521
1522
1524
1526 proto native HumanCommandVehicle StartCommand_Vehicle(Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious = false);
1527
1529
1530
1532
1534 proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult, int pType);
1535
1537
1539
1541 proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave = false);
1542
1544
1545
1548
1550
1551
1553
1555 // -> of type 0,...
1556 // -> from direction (lback -180,left -90,0,righ 90,rightback 180)
1557 proto native HumanCommandFullBodyDamage StartCommand_Damage(int pType, float pDirection);
1558
1560
1561
1562
1564
1567 proto native HumanCommandActionCallback StartCommand_Action(int pActionID, typename pCallbackClass, int pStanceMask);
1568
1571
1572
1573 //---------------------------------------------------------
1574 // command modifiers
1575
1577 proto native int GetCommandModifierCount();
1578
1580 proto native int GetCommandModifierID(int pIndex);
1581
1582
1584
1587
1590
1591
1592
1593
1594 // --- modifier/additive actions - played on COMMANDID_MOVE command
1595
1597 proto native HumanCommandActionCallback AddCommandModifier_Action(int pActionID, typename pCallbackClass);
1598
1601
1604
1605
1606
1608
1610 // -> of type 0,...
1611 // -> from direction (lback -180,left -90,0,righ 90,rightback 180)
1612 proto native HumanCommandDamage AddCommandModifier_Damage(int pType, float pDirection);
1613
1615
1617
1618
1620
1624 proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass);
1625
1628
1629
1630
1631 //---------------------------------------------------------
1632 // debug info for Item Accessor
1633
1634
1636 proto native owned string DebugGetItemClass();
1637
1639 proto native owned string DebugGetItemSuperClass();
1640
1642 proto native owned string DebugGetItemAnimInstance();
1643
1644
1645 //---------------------------------------------------------
1646 // helper functions for disabling simulation upon death
1647 proto native void StartDeath();
1648 proto native void ResetDeath();
1649
1650 proto native void ResetDeathCooldown();
1651 proto native bool IsDeathProcessed();
1652 proto native bool IsDeathConditionMet();
1653
1654
1655 //--------------------------------------------------------
1656 // commands start/finish events
1657
1660
1663
1666
1669
1672
1675
1678
1681
1684
1687
1690
1693
1696
1699
1701 void OnStanceChange(int previousStance, int newStance);
1702
1704 bool CanChangeStance(int previousStance, int newStance);
1705
1706 //--------------------------------------------------------
1707 // rolling API
1708
1709 bool CanRoll();
1710 void OnRollStart(bool isToTheRight);
1712
1713 //--------------------------------------------------------
1714 // vehicle API
1715
1718
1719 proto native bool IsControllingVehicle();
1720
1721}
ENABLED
Определения CfgGameplayDataJson.c:386
class DayZCreatureAnimInterface RegisterAnimationEvent(string event_name, string function_name)
Object object
Определения DustKickupEffects.c:18
vector position
Определения DustKickupEffects.c:20
Super root of all classes in Enforce script.
Определения EnScript.c:11
void OnCommandUnconsciousFinish()
proto native bool PhysicsIsRagdoll()
proto native HumanCommandFullBodyDamage GetCommand_Damage()
proto native void ResetDeath()
proto native void UnlinkFromLocalSpace()
proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false)
--— Death --—
proto native HumanCommandActionCallback GetCommandModifier_Action()
returns callback for action if any is active, null if nothing runs
proto native void StartDeath()
void OnCommandFallStart()
proto native HumanCommandMelee2 StartCommand_Melee2(EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero)
starts command - melee2
void OnCommandMelee2Start()
proto native int GetCurrentCommandID()
returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native IEntity PhysicsGetLinkedEntity()
entity we are linked to (not valid when IEntity.GetParent() returns some entity)
proto native owned string DebugGetItemClass()
returns current item's class name
proto native owned string DebugGetItemAnimInstance()
returns current item's animation instance
void OnCommandDamageFullbodyFinish()
proto native void DeleteCommandModifier_Action(HumanCommandActionCallback pCallback)
force remove - normally if action is ended or interrupted - this is not needed to call
proto native IEntity PhysicsGetFloorEntity()
entity below us
void OnCommandClimbStart()
proto native HumanCommandActionCallback StartCommand_Action(int pActionID, typename pCallbackClass, int pStanceMask)
--— ACTIONS --—
void OnCommandVehicleFinish()
proto native void AlignTranslationLS(vector translation)
adds the translation to the current position in heading space and then calls AlignPositionWS - do not...
proto native void GetTransformWS(out vector pTm[4])
world space - local space - heading space
void OnCommandActionAdditiveStart()
void OnCommandSwimFinish()
proto native void PhysicsSetSolid(bool pSolid)
void OnCommandClimbFinish()
bool CanRoll()
proto native HumanCommandDamage AddCommandModifier_Damage(int pType, float pDirection)
— modifier for light Damages
void OnStanceChange(int previousStance, int newStance)
gets called on stance change
proto native bool PhysicsWasSlidingOffLinkedEntity()
proto native HumanCommandScript GetCommand_Script()
is human is in command action - returns its callback, if current command is action
proto native HumanCommandSwim GetCommand_Swim()
proto native HumanCommandFall StartCommand_Fall(float pYVelocity)
--— FALL --—
proto native int GetCommandModifierID(int pIndex)
returns COMMANDID_ .. type id of command modifier on index pIndex
void OnCommandActionFullbodyFinish()
proto native bool CheckFreeSpace(vector localDir, float distance, bool useHeading, vector posOffset=vector.Zero, float xzScale=1.0)
makes test if there's enough space for character's collider assuming that character can be pushed awa...
void OnCommandActionAdditiveFinish()
proto native bool IsDeathProcessed()
void OnPhysMove(float dt, vector transform[4])
Определения human.c:1411
void OnRollFinish()
proto native HumanInputController GetInputController()
returns human input controller
void OnRollStart(bool isToTheRight)
void OnCommandDamageFullbodyStart()
void OnCommandMeleeFinish()
proto native owned string DebugGetItemSuperClass()
returns current item's class that is found in config
proto native HumanCommandMelee GetCommand_Melee()
proto native HumanCommandDamage GetCommandModifier_Damage()
void OnCommandFallFinish()
proto native void DeleteCommandModifier_Damage(HumanCommandDamage pDamage)
proto native bool IsControllingVehicle()
proto native HumanCommandAdditives GetCommandModifier_Additives()
default (always-on modifiers)
proto native void GetMovementState(HumanMovementState pState)
returns movement state (current command id, )
void OnCommandDamageAdditiveStart()
proto native void LinkToLocalSpaceOf(notnull IEntity child, vector pLocalSpaceMatrix[4])
proto native bool PhysicsIsSolid()
void OnCommandVehicleStart()
void OnCommandLadderFinish()
proto native void AlignPositionWS(vector position)
smoothly move the player to the target position - do not handle replay, performed internally
void OnVehicleSeatDriverEnter()
void OnCommandMeleeStart()
proto native int GetCommandModifierCount()
proto native HumanCommandVehicle GetCommand_Vehicle()
proto native HumanCommandMove StartCommand_Move()
--— MOVE --—
proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
proto native void SetAnimationInstanceByName(string animationInstanceName, float blendingTime)
sets the animation instance of the player character - careful when using, could create desync if not ...
proto native bool IsDeathConditionMet()
proto native void PhysicsEnableGravity(bool pEnable)
proto native void PhysicsGetTransformWS(out vector pTm[4])
void OnCommandSwimStart()
proto native void ResetDeathCooldown()
proto native void PhysicsGetVelocity(out vector pVelocity)
outs pVelocity - linear velocity of PHYSICS CONTROLLER
void OnCommandMoveStart()
proto native HumanCommandUnconscious StartCommand_Unconscious(float pType)
starts command - unconscious
proto native HumanCommandDeathCallback GetCommand_Death()
proto native HumanCommandLadder GetCommand_Ladder()
proto native HumanCommandActionCallback AddCommandModifier_Action(int pActionID, typename pCallbackClass)
adds action command modifier, creates callback instance for you
void OnCommandDeathStart()
proto native HumanItemAccessor GetItemAccessor()
proto native void PhysicsSetRagdoll(bool pEnable)
proto native vector PhysicsGetPositionWS()
void OnCommandMoveFinish()
proto native HumanCommandMelee StartCommand_Melee(EntityAI pTarget)
--— MELEE --—
proto native void AlignDirectionWS(vector direction)
smoothly move the player to face the target direction - do not handle replay, performed internally
proto native HumanCommandSwim StartCommand_Swim()
--— LADDER --—
void OnCommandDeathFinish()
void OnCommandMelee2Finish()
proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult, int pType)
--— CLIMB --—
proto native int GetBoneIndexByName(string pBoneName)
returns bone index for a name (-1 if pBoneName doesn't exist)
proto native vector PhysicsGetPositionLS()
gets human position in local space to parent/linked
proto native HumanCommandMove GetCommand_Move()
bool CanChangeStance(int previousStance, int newStance)
Called by code to see if it can.
proto native HumanCommandActionCallback GetCommand_Action()
is human is in command action - returns its callback, if current command is action
proto native void AlignTranslationWS(vector translation)
adds the translation to the current position and then calls AlignPositionWS - do not handle replay,...
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)
— SCRIPTED COMMANDS
proto native HumanCommandFullBodyDamage StartCommand_Damage(int pType, float pDirection)
--— FullBody Damages --—
proto native HumanCommandWeapons GetCommandModifier_Weapons()
returns interface for handling weapons
proto native bool PhysicsIsFalling(bool pValidate)
void OnCommandActionFullbodyStart()
void OnCommandUnconsciousStart()
proto native HumanCommandUnconscious GetCommand_Unconscious()
void OnCommandDamageAdditiveFinish()
void OnVehicleSeatDriverLeft()
proto float CollisionMoveTest(vector dir, vector offset, float xzScale, IEntity ignoreEntity, out IEntity hitEntity, out vector hitPosition, out vector hitNormal)
makes test if character can physically move in given world space direction - length of dir means dist...
proto native HumanCommandClimb GetCommand_Climb()
proto native HumanCommandFall GetCommand_Fall()
proto native HumanAnimInterface GetAnimInterface()
returns animation interface - usable in HumanCommandScript implementations
void OnCommandLadderStart()
proto native void PhysicsGetTransformLS(out vector pTm[4])
gets human transform in local space to parent/linked
proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex)
--— LADDER --—
proto native void PhysicsSetSimpleDeath(bool pEnable)
Old system for handling player death state, was previously handled by PhysicsSetRagdoll.
proto native HumanCommandMelee2 GetCommand_Melee2()
proto native HumanCommandVehicle StartCommand_Vehicle(Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false)
--— VEHICLE --—
proto native bool IsTag(TAnimGraphTag iTag)
proto native TAnimGraphTag BindTag(string pTagName)
proto native TAnimGraphEvent BindEvent(string pEventName)
void ~HumanAnimInterface()
proto native TAnimGraphVariable BindVariableInt(string pVariable)
proto native TAnimGraphVariable BindVariableFloat(string pVariable)
proto native TAnimGraphCommand BindCommand(string pCommandName)
returns command index -
proto native TAnimGraphVariable BindVariableBool(string pVariable)
Определения human.c:302
override void OnStateChange(int pOldState, int pCurrentState)
Определения PluginDayzPlayerDebug.c:158
override void OnFinish(bool pCanceled)
Определения StateCB.c:8
override bool IsSymptomCallback()
Определения StateCB.c:35
override void OnAnimationEvent(int pEventID)
Определения PluginDayzPlayerDebug.c:143
void HumanCommandClimb()
Определения human.c:801
proto static native bool DoClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
proto native int GetState()
returns the state of climb (enum value of ClimbStates);
proto static native bool DebugDrawClimb(Human pHuman, int pLevel)
void ~HumanCommandClimb()
Определения human.c:802
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 DoPerformClimbTest(Human pHuman, SHumanCommandClimbResult pResult, int pDebugDrawLevel)
command itself
Определения human.c:800
bool ShouldSimulationBeDisabled()
'OnSimulationEnd' is called before this
Определения human.c:623
void OnSimulationEnd()
Определения human.c:620
proto native vector GetLogoutPosition()
proto static native bool DebugDrawLadder(Building pBuilding, int pLadderIndex)
debug draws any ladder
void HumanCommandLadder()
Определения human.c:668
proto native void Exit()
void ~HumanCommandLadder()
Определения human.c:669
proto static native int DebugGetLadderIndex(string pComponentName)
proto native bool CanExit()
returns true if on exiting point
Определения human.c:667
proto native bool IsFinisher()
proto native int GetComboCount()
proto native bool WasHit()
is true only once after hit event
static const int HIT_TYPE_FINISHER
Определения human.c:563
static const int HIT_TYPE_HEAVY
Определения human.c:562
static const int HIT_TYPE_LIGHT
Определения human.c:561
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
void ~HumanCommandMelee2()
Определения human.c:559
proto native int GetCurrentHitType()
void HumanCommandMelee2()
Определения human.c:558
proto native void ContinueCombo(bool pHeavyHit, float pComboValue, EntityAI target=null, vector hitPos=vector.Zero)
marks command to continue to combo
proto native void Cancel()
cancels command melee and goes to HumanCommandMove
proto native bool IsOnBack()
is on back in prone stance?
static const int HIT_TYPE_FINISHER_NECK
Определения human.c:564
Определения human.c:557
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 float GetCurrentMovementSpeed()
0,1,2..3 idle, walk, run, sprint
proto native void SetTurnSpanModifier(float value)
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingFilterSpan
proto native bool IsInRoll()
return true if character barrel rolling
proto native void SetTurnSpanSprintModifier(float value)
sets the multiplier for HumanItemBehaviorCfg::m_fMoveHeadingSprintFilterSpan
proto native void SetDirectionFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterTimeout
proto native bool IsLeavingUncon()
return true if character transitions out of uncon
proto native void ForceStance(int pStanceIdx)
proto native void SetRunSprintFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fRunSpringTimeout
proto bool GetCurrentInputAngle(out float pAngle)
proto native bool IsOnBack()
return true if prone is on back
proto native void SetDirectionSprintFilterModifier(float value)
sets the multiplier for SHumanCommandMoveSettings::m_fDirFilterSprintTimeout
void ~HumanCommandMove()
Определения human.c:456
proto native float GetCurrentMovementAngle()
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native void SetCurrentWaterLevel(float value)
sets water level (depth)
proto native void StartMeleeEvade()
marks command to continue to combo
proto native void SetMeleeBlock(bool pBlock)
this enables/disables block
void HumanCommandMove()
Определения human.c:455
proto native void ForceStanceUp(int pStanceIdx)
proto native bool IsChangingStance()
returns true if character is changing stance
Определения human.c:454
bool PostPhysUpdate(float pDt)
void PreAnimUpdate(float pDt)
proto native void PreAnim_SetFloat(int pVar, float pFlt)
void OnActivate()
constructor must have 1st parameter to be Human
Определения human.c:1243
proto native void SetFlagFinished(bool pFinished)
this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
proto native void PostPhys_GetRotation(out float pOutRot[4])
vec3 in world space
int GetCurrentStance()
Override this to return the current stance of the human.
Определения human.c:1265
proto native void PostPhys_LockRotation()
quaternion in world space
proto native void SetHeading(float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX)
sets character rotation (heading) (PreAnim/PrePhys only!)
proto native void PreAnim_SetBool(int pVar, bool pBool)
int GetCurrentMovement()
Override this to return the current movement state of the human.
Определения human.c:1271
proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat)
function usable in PreAnimUpdate or in !!! OnActivate !!!
proto native void PrePhys_SetTranslation(vector pInTransl)
proto native bool PrePhys_IsTag(int pTag)
float GetCurrentLeaning()
Override this to return the current leaning state of the human. <-1, 1>
Определения human.c:1277
proto native void PrePhys_SetRotation(float pInRot[4])
proto native void PostPhys_SetRotation(float pInRot[4])
vec3 in world space
proto native bool PrePhys_GetTranslation(out vector pOutTransl)
proto native bool PrePhys_IsEvent(int pEvent)
script function usable in PrePhysUpdate
proto native void PostPhys_GetPosition(out vector pOutTransl)
script function usable in PostPhysUpdate
void PrePhysUpdate(float pDt)
proto native void PostPhys_SetPosition(vector pInTransl)
quaternion in world space
proto native void PreAnim_SetInt(int pVar, int pInt)
void PreAnim_SetFilteredHeading(float pYawAngle, float pFilterDt, float pMaxYawSpeed)
Определения human.c:1296
void OnDeactivate()
called when command ends
Определения human.c:1246
proto native bool PrePhys_GetRotation(out float pOutRot[4])
proto native void AddHeadingRelativeTo(HumanRelativeHeadingMode mode, float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX)
HumanCommandScript fully scriptable command.
Определения human.c:1237
void HumanCommandUnconscious()
Определения human.c:641
proto native bool IsWakingUp()
proto native bool IsRagdoll()
proto native bool IsInWater()
proto native void WakeUp(int targetStance=-1)
void ~HumanCommandUnconscious()
Определения human.c:642
proto native bool IsOnLand()
Определения human.c:640
proto native int GetVehicleType()
proto native Transport GetTransport()
proto native bool IsGettingIn()
void HumanCommandVehicle()
Определения human.c:713
proto native void ProcessLeaveEvents()
bool IsObjectIgnoredOnGettingOut(IEntity entity)
Определения human.c:740
bool IsTransitioning()
Определения human.c:735
proto native bool WasGearChange()
void ~HumanCommandVehicle()
Определения human.c:714
proto native int GetVehicleSeat()
proto native void KeepInVehicleSpaceAfterLeave(bool pState)
proto native int GetVehicleClass()
proto native void GetOutVehicle()
proto native void SetVehicleType(int pVehicleType)
proto native bool IsSwitchSeat()
proto native bool ShouldBeKnockedOut()
proto native void JumpOutVehicle()
proto native bool IsGettingOut()
proto native void SwitchSeat(int pTransportPositionIndex, int pVehicleSeat)
proto native void KnockedOutVehicle()
proto native void SetClutchState(bool pState)
Определения human.c:712
proto native bool IsActionFinished()
void ~HumanCommandWeapons()
Определения human.c:1029
proto native void DebugResetEvents()
proto native bool WasItemLeaveHandsEvent()
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....
proto static native void StaticSetInitState(Human pHuman, int pFrameIdx)
just static version of SetInitState
proto native void SetThrowingMode(bool pState)
proto native void LiftWeapon(bool pState)
command for lifting weapon near obstacles (works only when weapon is raised)
proto native void ObstructWeapon(float pState01)
command for obstruction weapon near obstacles
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native float GetAimingHandsOffsetUD()
returns aiming hands up/down (y) offset angle
proto native bool IsInWeaponReloadBulletSwitchState()
returns true when clip visual change is needed for reload clip action
proto native float GetWeaponObstruction()
return obstruction value
proto native bool IsWeaponLifted()
return if lifting weapon is active
proto native bool IsThrowingMode()
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
proto native bool StartAction(WeaponActions pAction, int pActionType)
start reload,mechanism,chambering,unjam ...
proto native void SetADS(bool pState)
sets head tilt to optics
proto native int IsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native float GetAimingHandsOffsetLR()
returns aiming hands left/right (x) offset angle
void RegisterDefaultEvents()
Определения human.c:1077
proto native int DebugIsEvent()
return -1 when there is no event, otherwise it returns pId of event from animation
proto native void ThrowItem(int throwType)
proto native void SetInitState(int pFrameIndex)
proto native int GetRunningActionType()
returns -1 when no action is running or appropriate action type
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
proto native void RegisterEvent(string pName, int pId)
register events
void HumanCommandWeapons()
Определения human.c:1028
Определения human.c:1027
Определения human.c:1360
proto native int IsGestureSlot()
proto native void OverrideMovementAngle(HumanInputControllerOverrideType overrideType, float value)
proto native bool IsZoomIn()
proto native bool IsUseItemButtonDown()
returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only)....
proto native bool WeaponADS()
returns true if weapon ADS mode
proto native bool IsQuickBarContinuousUse()
void ~HumanInputController()
never created by script
Определения human.c:285
proto native int IsMeleeLREvade()
returns 0,1,2 = none,left,right
proto native bool LimitsIsSprintDisabled()
is sprint disabled
proto native bool IsUseItemButton()
returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.
proto native bool CameraIsFreeLook()
returns true if freelook is active
proto native void OverrideAimChangeX(HumanInputControllerOverrideType overrideType, float value)
proto native int GetProneSpeedLimit()
proto native void SetDisabled(bool pState)
disables input controller
proto native bool IsZeroingDown()
zeroing down
proto native void OverrideMovementSpeed(HumanInputControllerOverrideType overrideType, float value)
proto native bool IsReloadOrMechanismSingleUse()
weapon handling
proto native void LimitsDisableSprint(bool pDisable)
this disables sprint
proto void GetMovement(out float pSpeed, out vector pLocalDirection)
returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector
proto native bool WeaponWasRaiseClick()
returns true if weapon click perfomed recently (before raise specifically)
proto native void ResetFreeLookToggle()
reset freelook toggle
proto native void DisableProneCameraHorizontalRotation(bool pDisable)
proto native bool IsUseButton()
Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks)....
proto native bool IsImmediateAction()
proto native void DisableCrouchCameratHorizontalRotation(bool pDisable)
proto native void OverrideFreeLook(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsReloadOrMechanismContinuousUseStart()
R - reloading / bolting (== true for 1 tick only)
proto native bool IsAttackButton()
returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.
proto native bool IsHoldBreath()
holding breath
proto native void ResetHoldBreath()
reset hold breath toggle
proto native vector GetAimChange()
returns per tick aim change (in radians)
proto native bool IsOtherController()
returns true, if player controls other entity (vehicle for example)
proto native bool IsThrowingModeChange()
returns true if change of throwing mode has been requested
proto native bool CameraViewChanged()
1st/3rd person camera view
proto native bool IsCrouchCameraHorizontalRotationDisabled()
proto native bool IsMeleeEvade()
returns pressed SHIFT (melee evade)
proto native bool IsWalkToggled()
returns true if Walk set to toggle
proto native void OverrideRaise(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsContinuousUse()
Long click 'UADefaultAction' (== true for multiple ticks) + not raised.
proto native bool Camera3rdIsRightShoulder()
returns true if camera is on right/ false-left shoulder
proto native bool CameraIsTracking()
returns if camera is tracking (using IR device)
proto native bool IsFireModeChange()
fire mode has changed
proto native void Override3rdIsRightShoulder(HumanInputControllerOverrideType overrideType, bool value)
proto native void DisableErectCameratHorizontalRotation(bool pDisable)
disable horizontal camera rotation
proto native bool IsContinuousUseEnd()
is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
proto native vector GetTracking()
returns absolute tracking change (in radians)
proto native int GetErectSpeedLimit()
get maximum speed (0 - Idle, 1 - Walk, 2 - Run, 3 - Sprint)
proto native bool IsQuickBarContinuousUseStart()
proto native bool IsWeaponRaised()
returns true if weapon is raised
proto native bool IsZoomToggle()
zooming toggle
proto native void ResetThrowingMode()
resets Throwing mode
proto native bool IsSingleUse()
single 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsZoom()
zooming
proto native void SetCrouchSpeedLimit(bool bShouldDisable, int pMaxErectSpeed=DayZPlayerConstants.MOVEMENTIDX_SPRINT)
proto native bool IsZoomOut()
proto native bool IsStanceChange()
stance change button was pressed
proto native bool IsMeleeWeaponAttack()
return weapon melee attack modifier
proto native void OverrideAimChangeY(HumanInputControllerOverrideType overrideType, float value)
proto native bool IsSightChange()
sight has been changed (in/out ironsights)
proto native bool IsProneCameraHorizontalRotationDisabled()
proto native int GetCrouchSpeedLimit()
proto native bool IsJumpClimb()
jump/climb action was pressed
proto native bool IsErectCameraHorizontalRotationDisabled()
is horizontal rotation disabled in stance
proto native void ResetADS()
resets ADS mode to default
proto native bool IsReloadOrMechanismContinuousUseEnd()
R - reloading / bolting - long press (== true for multiple ticks)
proto native void ResetZoomToggle()
reset zoom toggle
proto native void SetErectSpeedLimit(bool bShouldDisable, int pMaxErectSpeed=DayZPlayerConstants.MOVEMENTIDX_SPRINT)
set maximum speed (0 - Idle, 1 - Walk, 2 - Run, 3 - Sprint)
proto native void OverrideMeleeEvade(HumanInputControllerOverrideType overrideType, bool value)
proto native bool IsZeroingUp()
zeroing up
proto native void SetProneSpeedLimit(bool bShouldDisable, int pMaxErectSpeed=DayZPlayerConstants.MOVEMENTIDX_SPRINT)
proto native vector GetAimDelta(float dt)
returns aim change (in radians)
proto native int IsQuickBarSlot()
returns 1..10 if some quickbar slot is used, 0 otherwise
proto native float GetHeadingAngle()
returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing t...
proto native bool IsQuickBarSingleUse()
proto native bool IsUseButtonDown()
Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only)....
void HumanInputController()
never created by script
Определения human.c:280
proto native bool IsQuickBarContinuousUseEnd()
proto native bool IsContinuousUseStart()
is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsAttackButtonDown()
returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.
proto native bool IsReloadOrMechanismContinuousUse()
R - reloading / bolting - long press (== true for multiple ticks)
proto native bool IsMeleeFastAttackModifier()
returns SHIFT down (melee fast/heavy) attack modifier
Определения human.c:18
int m_iMovement
current stance (DayZPlayerConstants.STANCEIDX_ERECT, ...), only if the command has a stance
Определения human.c:1184
int m_iStanceIdx
current command's id
Определения human.c:1183
int m_LocalMovement
leaning state (not all commands need to have all movements)
Определения human.c:1187
int m_CommandTypeId
Определения human.c:1182
float m_fLeaning
current movement (0 idle, 1 walk, 2-run, 3-sprint), only if the command has a movement
Определения human.c:1185
bool IsRaisedInProne()
Определения human.c:1196
bool IsLeaning()
Определения human.c:1214
bool IsInProne()
Определения human.c:1202
bool IsInRaisedProne()
Определения human.c:1208
bool IsRaised()
Определения human.c:1190
Определения human.c:1181
Определения EnEntity.c:165
Определения ObjectTyped.c:2
Native class for boats - handles physics simulation.
Определения Boat.c:29
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
@ None
Определения EnWorld.c:73
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
@ A
Определения EnSystem.c:345
@ NONE
body is not in simulation, nor in collision world
Определения SimulationState.c:15
proto native Widget GetParent()
Get parent of the Effect.
Определения Effect.c:422
@ DISABLED
Определения EnWidgets.c:79
enum WeaponActions HumanCommandFullBodyDamage
Определения human.c:836
class HumanCommandScript CommandSwim
class HumanCommandScript CommandVehicle
int TAnimGraphVariable
Определения human.c:296
proto static native vector WaterLevelCheck(Human pHuman, vector pPosition)
static const int STATE_NONE
undef state - not running anymore
Определения human.c:369
class HumanCommandScript CommandLadder
static const int STATE_LOOP_END2
Определения human.c:375
proto native void CancelModifier()
cancels modifier
proto native bool IsModifierActive()
is modifier active
enum WeaponActionReloadClipTypes MECHANISM_CLOSED_UNCOCKED
IEntity m_ClimbOverStandPointParent
Определения human.c:784
class HumanCommandMove HumanCommandMelee()
Определения human.c:533
static const int STATE_NORMAL
one time state
Определения human.c:380
proto native bool WasHit()
is true only once after hit event
void ~HumanCommandMelee()
Определения human.c:534
class HumanCommandScript CommandActionAdditive
static const int STATE_LOOP_IN
looped state
Определения human.c:372
class HumanCommandVehicle m_bIsClimb
result from static test
float m_fClimbHeight
Определения human.c:775
class HumanCommandLadder HumanCommandSwim()
Определения human.c:695
proto native void SetTalking(bool pValue)
sets talking
vector m_ClimbGrabPointNormal
grab point for climb && climb over (in local space of it's parent)
Определения human.c:778
proto native void StopSwimming()
static const int LANDTYPE_NONE
Определения human.c:597
static const int LANDTYPE_LIGHT
Определения human.c:598
WeaponActionReloadClipTypes
Определения human.c:888
@ RELOADRIFLE_CLIP_NOBULLET
Определения human.c:889
@ RELOADRIFLE_CLIP_BULLET
Определения human.c:890
static const int STATE_LOOP_END
Определения human.c:374
proto native void SetInjured(float pValue, bool pInterpolate)
sets injury level 0..1, interpolate == false -> resets the value, otherwise it's interpolating toward...
class HumanCommandUnconscious HumanCommandDamage()
Определения human.c:659
class HumanCommandScript CommandDamageFullbody
bool IsGestureCallback()
Определения human.c:438
proto native void SetExhaustion(float pValue, bool pInterpolate)
sets exhaustion level 0..1, interpolate == false -> resets the value, otherwise it's interpolating to...
void ~HumanCommandDamage()
Определения human.c:660
static const int LANDTYPE_MEDIUM
Определения human.c:599
proto native void SetAligning(vector pPositionWS, vector pDirectionWS)
enables character aligning to desired position and direction in world space
WeaponActionChamberingTypes
Определения human.c:903
@ CHAMBERING_DOUBLE_4
Определения human.c:928
@ CHAMBERING_ONEBULLET_CLOSED
Определения human.c:907
@ CHAMBERING_STARTLOOPABLE_CLOSED_EXTRA
Определения human.c:914
@ CHAMBERING_TWOBULLETS_END
Определения human.c:912
@ CHAMBERING_CROSSBOW_CLOSED
Определения human.c:932
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_UNCOCKED
Определения human.c:922
@ CHAMBERING_END
Определения human.c:904
@ CHAMBERING_DOUBLE_2
Определения human.c:926
@ CHAMBERING_ENDLOOPABLE
Определения human.c:916
@ CHAMBERING_ONEBULLET_UNIQUE_OPENED
Определения human.c:909
@ CHAMBERING_CROSSBOW_OPENED
Определения human.c:931
@ CHAMBERING_ONEBULLET_OPENED
chambering action types
Определения human.c:906
@ CHAMBERING_STARTLOOPABLE_CLOSED_KEEP
Определения human.c:917
@ CHAMBERING_CROSSBOW_FULL
Определения human.c:933
@ CHAMBERING_STARTLOOPABLE_OPENED
Определения human.c:918
@ CHAMBERING_STARTLOOPABLE_CLOSED
Определения human.c:915
@ CHAMBERING_ONEBULLET_UNIQUE_CLOSED
Определения human.c:910
@ CHAMBERING_DOUBLE_FIREOUT_EJECT
Определения human.c:935
@ CHAMBERING_STARTLOOPABLE_SHOTGUN_COCKED
Определения human.c:923
@ CHAMBERING_DOUBLE_1
Определения human.c:925
@ CHAMBERING_DOUBLE_3
Определения human.c:927
@ CHAMBERING_STARTLOOPABLE_CLOSED_WITHCHAMBER
Определения human.c:920
@ CHAMBERING_ONEBULLET_CLOSED_UNCOCKED
Определения human.c:908
@ CHAMBERING_TWOBULLETS_START
Определения human.c:911
WeaponHideShowTypes
Определения human.c:963
@ HIDESHOW_SLOT_RFLRIGHTBACK
Определения human.c:968
@ HIDESHOW_SLOT_INVENTORY
Определения human.c:973
@ HIDESHOW_SLOT_2HDRIGHTBACK
Определения human.c:967
@ HIDESHOW_SLOT_RFLLEFTBACK
Определения human.c:965
@ HIDESHOW_SLOT_PISTOLCHEST
Определения human.c:971
@ HIDESHOW_SLOT_1HDRIGHTBACK
Определения human.c:969
@ HIDESHOW_SLOT_KNIFEBACK
Определения human.c:972
@ HIDESHOW_SLOT_PISTOLBELT
Определения human.c:970
@ HIDESHOW_SLOT_2HDLEFTBACK
Определения human.c:964
@ HIDESHOW_SLOT_1HDLEFTBACK
Определения human.c:966
class HumanCommandScript CommandUnconscious
bool m_bFinishWithFall
Определения human.c:772
bool m_bHasParent
Определения human.c:773
WeaponActions
actions
Определения human.c:843
@ UNJAMMING
Определения human.c:850
@ RELOAD_CLIP
Определения human.c:854
@ MECHANISM
Определения human.c:847
@ FIRE
Определения human.c:851
@ CHAMBERING
Определения human.c:848
@ HIDE
Определения human.c:852
@ CHAMBERING_LOADER
Определения human.c:849
@ INTERRUPT
Определения human.c:844
@ SHOW
Определения human.c:853
@ RELOAD
Определения human.c:846
class HumanCommandScript CommandDeath
proto native bool PhysicsLanded()
this is true when fall has physically landed - need to call Land after this is true
proto native void EnableCancelCondition(bool pEnable)
class HumanCommandDeathCallback HumanCommandDeath()
Определения human.c:631
WeaponEvents
events
Определения human.c:996
@ CHANGE_SHOW
Определения human.c:1018
@ BULLET_SHOW
Определения human.c:1004
@ ATTACHMENT_SHOW
Определения human.c:998
@ ATTACHMENT_HIDE
Определения human.c:997
@ MAGAZINE_SHOW
Определения human.c:1012
@ CHANGE_HIDE
Определения human.c:1017
@ BULLET_EJECT
Определения human.c:999
@ CYLINDER_ROTATE
Определения human.c:1019
@ MAGAZINE_ATTACHED
Определения human.c:1009
@ HAMMER_COCKED
Определения human.c:1016
@ BULLET_IN_MAGAZINE
Определения human.c:1003
@ UNJAMMED
Определения human.c:1014
@ BULLET_SHOW2
Определения human.c:1005
@ CANUNJAM_END
Определения human.c:1006
@ CANUNJAM_START
Определения human.c:1007
@ BULLET_HIDE
Определения human.c:1000
@ HAMMER_UNCOCKED
Определения human.c:1015
@ MAGAZINE_HIDE
Определения human.c:1011
@ COCKED
Определения human.c:1008
@ SLIDER_OPEN
Определения human.c:1013
@ BULLET_IN_CHAMBER
Определения human.c:1002
@ MAGAZINE_DETACHED
Определения human.c:1010
@ BULLET_HIDE2
Определения human.c:1001
bool IsUserActionCallback()
Определения human.c:433
vector m_ClimbGrabPoint
Определения human.c:777
string WeaponActionTypeToString(int A, int AT)
Определения human.c:976
void ~HumanCommandActionCallback()
class HumanMovementState INPUT
Actual input value.
int TAnimGraphTag
Определения human.c:297
class HumanCommandScript CommandClimb
static const int STATE_LOOP_ACTION
Определения human.c:377
enum WeaponActionReloadClipTypes MECHANISM_OPENED
mechanism action types
proto native void InternalCommand(int pInternalCommandId)
class HumanCommandScript CommandMove
WeaponActionChamberingLoaderTypes
Определения human.c:939
@ CHAMBERINGLOADER_CLOSED
Определения human.c:941
@ CHAMBERINGLOADER_OPENED
Определения human.c:940
proto native void EnableStateChangeCallback()
enables state change callback OnStateChange
enum WeaponActionReloadClipTypes MECHANISM_CLOSED
class HumanAnimInterface HumanCommandActionCallback()
proto native void ContinueCombo()
marks command to continue to combo
class HumanCommandScript CommandActionFullbody
class HumanCommandScript CommandFall
string GetStateString()
returns debug string of current state
Определения human.c:412
void ~HumanCommandDeath()
Определения human.c:632
proto native void ResetAligning()
disables character aligning
proto native void Cancel()
cancels action
class HumanCommandScript CommandMelee2
proto native bool IsLanding()
returns true if fall is in landing state
void ~HumanCommandFullBodyDamage()
Определения human.c:837
static const int LANDTYPE_HEAVY
Определения human.c:600
enum WeaponActionReloadClipTypes MECHANISM_SPECIAL
static const int STATE_LOOP_LOOP
Определения human.c:373
void ~HumanCommandAdditives()
Определения human.c:1155
proto native void Land(int pLandType)
end fall with land
class HumanInputController TAnimGraphCommand
WeaponActionReloadTypes
Определения human.c:859
@ RELOAD_MAGAZINE_DETACH
Определения human.c:878
@ RELOADRIFLE_NOMAGAZINE_NOBULLET_OPEN
Определения human.c:866
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_COCKED
Определения human.c:874
@ RELOADRIFLE_MAGAZINE_DETACH
Определения human.c:879
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_CLOSED_UNCOCKED
Определения human.c:869
@ RELOADRIFLE_MAGAZINE_NOBULLET
Определения human.c:863
@ RELOADSRIFLE_MAGAZINE_NOBULLET
Определения human.c:883
@ RELOADPISTOL_NOMAGAZINE_NOBULLET_OPENED
Определения human.c:875
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_COCKED
Определения human.c:873
@ RELOADSRIFLE_NOMAGAZINE_NOBULLET
Определения human.c:884
@ RELOADPISTOL_MAGAZINE_NOBULLET_OPENED
Определения human.c:876
@ RELOADPISTOL_NOMAGAZINE_BULLET_CLOSED
Определения human.c:872
@ RELOADRIFLE_NOMAGAZINE_NOBULLET
Определения human.c:864
@ RELOADSRIFLE_MAGAZINE_BULLET
Определения human.c:881
@ RELOADRIFLE_NOMAGAZINE_BULLET
Определения human.c:862
@ RELOADPISTOL_MAGAZINE_BULLET_CLOSED
Определения human.c:871
@ RELOADRIFLE_MAGAZINE_NOBULLET_OPEN
Определения human.c:865
@ RELOADPISTOL_MAGAZINE_NOBULLET_CLOSED_UNCOCKED
Определения human.c:870
@ RELOADRIFLE_MAGAZINE_BULLET
reload action types - rifles
Определения human.c:861
@ RELOADSRIFLE_NOMAGAZINE_BULLET
Определения human.c:882
proto native int GetState()
returns one of STATE_...
Определения StaminaHandler.c:31
proto native void StartModifier(int pType)
starts modifier
static const int STATE_LOOP_LOOP2
Определения human.c:376
HumanInputControllerOverrideType
Определения human.c:8
@ ONE_FRAME
Permenantly active until DISABLED is passed.
Определения human.c:11
proto native Human GetHuman()
get the human this cb belongs to
class HumanCommandScript CommandDamageAdditive
IEntity m_ClimbStandPointParent
parent of grabpoint
Определения human.c:783
class HumanCommandMelee2 HumanCommandFall()
Определения human.c:594
vector m_ClimbStandPoint
normal to grabpoint position (used for character orientation)
Определения human.c:779
ClimbStates
state of climb command
Определения human.c:790
@ STATE_FINISH
Определения human.c:795
@ STATE_MOVE
Определения human.c:791
@ STATE_TAKEOFF
Определения human.c:792
@ STATE_ONTOP
Определения human.c:793
@ STATE_FALLING
Определения human.c:794
void ~HumanCommandFall()
Определения human.c:595
proto native bool IsInComboRange()
returns true if hit is in range, where person can continue to combo
bool m_bIsClimbOver
Определения human.c:771
WeaponActionUnjammingTypes
Определения human.c:945
@ UNJAMMING_INTERRUPT
Определения human.c:949
@ UNJAMMING_END
Определения human.c:948
@ UNJAMMING_START
unjam action types
Определения human.c:947
void ~HumanCommandSwim()
Определения human.c:696
int TAnimGraphEvent
Определения human.c:298
proto native bool IsOnBack()
return true if prone is on back
vector m_ClimbOverStandPoint
where climb ends (in local space of it's parent)
Определения human.c:780
IEntity m_GrabPointParent
where climb over ends (in local space of it's parent)
Определения human.c:782
proto native bool DefaultCancelCondition()
system implemented cancel condition (now raise or sprint cancels action)
class HumanCommandScript CommandMelee
WeaponActionFireTypes
Определения human.c:953
@ FIRE_NORMAL
Определения human.c:954
@ FIRE_JAM
Определения human.c:959
@ FIRE_LAST
Определения human.c:955
@ FIRE_COCKED
Определения human.c:956
@ FIRE_UNCOCKED
Определения human.c:957
@ FIRE_DRY
Определения human.c:958
class HumanMovementState CURRENT
From the last value that was set.
class HumanCommandWeapons HumanCommandAdditives()
Определения human.c:1154
void HumanItemAccessor()
Определения humanitems.c:147