74 {
76 vector playerTransformWS[4];
77 m_pPlayer.GetTransform(playerTransformWS);
78
81 pOutResult.m_CollisionIgnoreEntity = vehicle;
82
85 if ( vehicle )
86 {
90 }
91
96
101
102 if (vehicle)
103 {
106
109
111 }
112
117
121
127
129
131 {
135
137
138 }
139 else
141
144
146 pOutResult.m_fDistance = distance;
147 pOutResult.m_fUseHeading = 0.0;
148 pOutResult.m_fInsideCamera = 0.0;
149 pOutResult.m_fIgnoreParentRoll = 1.0;
150 pOutResult.m_fIgnoreParentPitch = 1.0;
152
154
155 super.OnUpdate(pDt, pOutResult);
156 }
float m_fLeftRightAngle
left right angle in rad (in freelook only)
float m_fUpDownAngle
up down angle in rad
static const float CONST_UD_MAX
up limit
float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
float m_fUpDownAngleAdd
up down angle in rad
static const float CONST_LR_MIN
down limit
static const float CONST_LR_MAX
up limit
static const float CONST_UD_MIN
down limit
vector m_CameraOffsetMS
model space offset
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
float m_CurrentCameraPitch
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)
float m_CurrentCameraRoll
vector m_LagOffsetOrientation
const float CONST_ANGULAR_LAG_ROLL_STRENGTH
const float CONST_ANGULAR_VELOCITY_STRENGTH
float m_fLagOffsetVelocityYaw[1]
const float CONST_ANGULAR_LAG_PITCH_STRENGTH
vector m_LagOffsetPosition
lag offsets
float m_fLagOffsetVelocityPitch[1]
float m_fLagOffsetVelocityY[1]
float m_fLagOffsetVelocityRoll[1]
float m_fLagOffsetVelocityX[1]
const float CONST_ANGULAR_LAG_YAW_STRENGTH
Transport m_Transport
cache
float m_fLagOffsetVelocityZ[1]
const float CONST_LINEAR_VELOCITY_STRENGTH
proto native bool IsPhysicsExtrapolationEnabled()
If physics extrapolation is enabled, always true on retail release builds.
proto vector InvMultiply4(vector mat[4])
Invert-transforms position.
proto vector InvMultiply3(vector mat[3])
Invert-transforms vector.
float m_fDistance
camera distance (external cameras only)
vector GetCurrentOrientation()
proto native CGame GetGame()
proto native external vector GetOrigin()
Returns origin of Entity.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
static float SmoothCDPI2PI(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static const float RAD2DEG
static const float DEG2RAD
static proto float SmoothCD(float val, float target, inout float velocity[], float smoothTime, float maxVelocity, float dt)
Does the CD smoothing function - easy in | easy out / S shaped smoothing.
proto native vector GetVelocity(notnull IEntity ent)
Returns linear velocity.
proto vector dBodyGetAngularVelocity(notnull IEntity body)
Gets angular velocity for a rigidbody.