89 child = child.GetSibling();
171 bool firearmInHands =
m_Player.GetItemInHands() &&
m_Player.GetItemInHands().IsWeapon();
181 int actionState =
m_AM.GetActionState(action);
192 else if (
m_Player.GetCommand_Unconscious() )
256 vector resAngle = aimAngles + plrAngles;
259 MiscGameplayFunctions.GetHeadBonePos(
m_Player, start);
263 int layer = ObjIntersectView;
269 layer = ObjIntersectFire;
272 vector usti_hlavne_position = weapon.GetSelectionPositionMS(
"usti hlavne" );
273 vector konec_hlavne_position = weapon.GetSelectionPositionMS(
"konec hlavne" );
274 usti_hlavne_position =
m_Player.ModelToWorld(usti_hlavne_position);
275 konec_hlavne_position =
m_Player.ModelToWorld(konec_hlavne_position);
278 int contact_component;
280 direction = konec_hlavne_position - usti_hlavne_position;
283 start = konec_hlavne_position;
315 vector end = start + (direction * range);
318 DayZPhysics.
RaycastRV(start, end, position, contact_dir, contact_component, null,
m_Player,
m_Player,
false,
false, layer);
333 widget.GetScreenSize(sx, sy);
334 screenSpace[0] = screenSpace[0] - (sx * 0.5);
335 screenSpace[1] = screenSpace[1] - (sy * 0.5);
337 widget.SetScreenPos(screenSpace[0], screenSpace[1]);
void ActionManagerBase(PlayerBase player)
vector m_PreviousDirection
Floating crosshair.
CrossHair GetCrossHairByName(string widgetName)
void FloatingCrossHair(Widget widget)
Highly WIP, do not use.
void ShowCrossHair(CrossHair crossHair)
CrossHair GetCurrentCrossHair()
bool m_PreviousDirectionSet
ref set< ref CrossHair > m_CrossHairs
void ~CrossHairSelector()
proto native vector GetScreenPos(vector world_pos)
Transforms position in world to position in screen in pixels as x, y component of vector,...
override ScriptInvoker GetPostUpdateQueue(int call_category)
Super root of all classes in Enforce script.
static proto bool RaycastRV(vector begPos, vector endPos, out vector contactPos, out vector contactDir, out int contactComponent, set< Object > results=NULL, Object with=NULL, Object ignore=NULL, bool sorted=false, bool ground_only=false, int iType=ObjIntersectView, float radius=0.0, CollisionFlags flags=CollisionFlags.NEARESTCONTACT)
Raycasts world by given parameters.
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
proto bool Remove(func fn, int flags=EScriptInvokerRemoveFlags.ALL)
remove specific call from list
proto bool Insert(func fn, int flags=EScriptInvokerInsertFlags.IMMEDIATE)
insert method to list
proto float Normalize()
Normalizes vector. Returns length.
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto void QuatToMatrix(float q[4], out vector mat[3])
Converts quaternion to rotation matrix.
static proto vector MatrixToAngles(vector mat[3])
Returns angles of rotation matrix.
static proto void QuatLerp(out float qout[4], float q1[4], float q2[4], float frac)
Linear interpolation between q1 and q2 with weight 'frac' (0...1)
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void DirectionAndUpMatrix(vector dir, vector up, out vector mat[4])
Creates rotation matrix from direction and up vector.
static const float RAD2DEG