DayZ 1.26
DayZ Explorer by KGB
|
Закрытые члены | |
proto native void | SetDisabled (bool pState) |
disables input controller | |
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 float | GetHeadingAngle () |
returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera) | |
proto native vector | GetAimChange () |
returns per tick aim change (in radians) | |
proto native vector | GetAimDelta (float dt) |
returns aim change (in radians) | |
proto native vector | GetTracking () |
returns absolute tracking change (in radians) | |
proto native bool | CameraViewChanged () |
1st/3rd person camera view | |
proto native bool | CameraIsFreeLook () |
returns true if freelook is active | |
proto native void | ResetFreeLookToggle () |
reset freelook toggle | |
proto native bool | CameraIsTracking () |
returns if camera is tracking (using IR device) | |
proto native bool | Camera3rdIsRightShoulder () |
returns true if camera is on right/ false-left shoulder | |
proto native bool | IsStanceChange () |
stance change button was pressed | |
proto native bool | IsJumpClimb () |
jump/climb action was pressed | |
proto native bool | IsMeleeEvade () |
returns pressed SHIFT (melee evade) | |
proto native bool | IsMeleeFastAttackModifier () |
returns SHIFT down (melee fast/heavy) attack modifier | |
proto native int | IsMeleeLREvade () |
returns 0,1,2 = none,left,right | |
proto native bool | IsMeleeWeaponAttack () |
return weapon melee attack modifier | |
proto native bool | WeaponWasRaiseClick () |
returns true if weapon click perfomed recently (before raise specifically) | |
proto native bool | IsWeaponRaised () |
returns true if weapon is raised | |
proto native bool | WeaponADS () |
returns true if weapon ADS mode | |
proto native void | ResetADS () |
resets ADS mode to default | |
proto native bool | IsThrowingModeChange () |
returns true if change of throwing mode has been requested | |
proto native void | ResetThrowingMode () |
resets Throwing mode | |
proto native bool | IsWalkToggled () |
returns true if Walk set to toggle | |
proto native bool | IsUseButton () |
Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced. | |
proto native bool | IsUseButtonDown () |
Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced. | |
proto native bool | IsUseItemButton () |
returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced. | |
proto native bool | IsUseItemButtonDown () |
returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced. | |
proto native bool | IsAttackButton () |
returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced. | |
proto native bool | IsAttackButtonDown () |
returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced. | |
proto native bool | IsSingleUse () |
single 'UADefaultAction' (== true for 1 tick only) + not raised | |
proto native bool | IsContinuousUse () |
Long click 'UADefaultAction' (== true for multiple ticks) + not raised. | |
proto native bool | IsContinuousUseStart () |
is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised | |
proto native bool | IsContinuousUseEnd () |
is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised | |
proto native bool | IsImmediateAction () |
proto native bool | IsReloadOrMechanismSingleUse () |
weapon handling | |
proto native bool | IsReloadOrMechanismContinuousUse () |
R - reloading / bolting - long press (== true for multiple ticks) | |
proto native bool | IsReloadOrMechanismContinuousUseStart () |
R - reloading / bolting (== true for 1 tick only) | |
proto native bool | IsReloadOrMechanismContinuousUseEnd () |
R - reloading / bolting - long press (== true for multiple ticks) | |
proto native bool | IsZoom () |
zooming | |
proto native bool | IsZoomToggle () |
zooming toggle | |
proto native void | ResetZoomToggle () |
reset zoom toggle | |
proto native bool | IsSightChange () |
sight has been changed (in/out ironsights) | |
proto native bool | IsZoomIn () |
proto native bool | IsZoomOut () |
proto native bool | IsFireModeChange () |
fire mode has changed | |
proto native bool | IsZeroingUp () |
zeroing up | |
proto native bool | IsZeroingDown () |
zeroing down | |
proto native bool | IsHoldBreath () |
holding breath | |
proto native void | ResetHoldBreath () |
reset hold breath toggle | |
proto native int | IsGestureSlot () |
proto native bool | IsOtherController () |
returns true, if player controls other entity (vehicle for example) | |
proto native int | IsQuickBarSlot () |
returns 1..10 if some quickbar slot is used, 0 otherwise | |
proto native bool | IsQuickBarSingleUse () |
proto native bool | IsQuickBarContinuousUse () |
proto native bool | IsQuickBarContinuousUseStart () |
proto native bool | IsQuickBarContinuousUseEnd () |
proto native void | LimitsDisableSprint (bool pDisable) |
this disables sprint | |
proto native bool | LimitsIsSprintDisabled () |
is sprint disabled | |
proto native void | OverrideMovementSpeed (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideMovementAngle (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideAimChangeX (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideAimChangeY (HumanInputControllerOverrideType overrideType, float value) |
proto native void | OverrideMeleeEvade (HumanInputControllerOverrideType overrideType, bool value) |
proto native void | OverrideRaise (HumanInputControllerOverrideType overrideType, bool value) |
proto native void | Override3rdIsRightShoulder (HumanInputControllerOverrideType overrideType, bool value) |
proto native void | OverrideFreeLook (HumanInputControllerOverrideType overrideType, bool value) |
void | HumanInputController () |
never created by script | |
void | ~HumanInputController () |
never created by script | |
|
inlineprivate |
never created by script
|
inlineprivate |
never created by script
returns true if camera is on right/ false-left shoulder
Используется в DayZPlayerCameraBase::OnUpdate().
returns true if freelook is active
Используется в UpdateLRAngle(), UpdateLRAngleLookAt(), UpdateLRAngleUnlocked(), UpdateUDAngle() и UpdateUDAngleUnlocked().
returns if camera is tracking (using IR device)
Используется в UpdateLRAngle(), UpdateLRAngleUnlocked(), UpdateUDAngle() и UpdateUDAngleUnlocked().
returns per tick aim change (in radians)
Используется в UpdateLRAngle(), UpdateLRAngleLookAt() и UpdateUDAngle().
returns aim change (in radians)
Используется в DayZPlayerCameraBase::OnUpdate(), UpdateLRAngleUnlocked() и UpdateUDAngleUnlocked().
returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera)
returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector
returns absolute tracking change (in radians)
Используется в UpdateLRAngle(), UpdateLRAngleUnlocked(), UpdateUDAngle() и UpdateUDAngleUnlocked().
returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.
returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.
Long click 'UADefaultAction' (== true for multiple ticks) + not raised.
is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
Используется в Update().
returns 1..12 if F1 - F12 us pressed, 0 otherwise Deprecated; slots no longer used, bindable input actions instead
is immediate action triggered - 1 tick only Middle Button + not raised !
returns SHIFT down (melee fast/heavy) attack modifier
returns true, if player controls other entity (vehicle for example)
Long click use (== true for multiple ticks) long quickbar + not raised !
is end of cont use (== true for 1 tick only) long quickbar + not raised !
is start of cont use (== true for 1 tick only) long quickbar + not raised !
single use (== true for 1 tick only) quickbar + not raised !
returns 1..10 if some quickbar slot is used, 0 otherwise
R - reloading / bolting - long press (== true for multiple ticks)
R - reloading / bolting - long press (== true for multiple ticks)
R - reloading / bolting (== true for 1 tick only)
weapon handling
R - reloading / bolting (== true for 1 tick only)
single 'UADefaultAction' (== true for 1 tick only) + not raised
Используется в Update().
returns true if change of throwing mode has been requested
Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced.
Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced.
returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.
returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced.
returns true if weapon is raised
Используется в CanPlayEmote() и Update().
|
private |
Используется в HandleShoulderCameraOverride().
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
|
private |
returns true if weapon click perfomed recently (before raise specifically)