DayZ 1.26
DayZ Explorer by KGB
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Перечисления | |
enum | EMeleeHitType { NONE = -1 , LIGHT , HEAVY , SPRINT , KICK , FINISHER_LIVERSTAB , FINISHER_NECKSTAB , FINISHER_GENERIC , WPN_HIT , WPN_HIT_BUTTSTOCK , WPN_STAB , WPN_STAB_FINISHER } |
Переменные | |
enum EMeleeHitType | TARGETING_ANGLE_NORMAL = 30.0 |
Target selection settings. | |
const float | TARGETING_ANGLE_SPRINT = 15.0 |
Second Pass: Half angle of cone during sprint. | |
const float | TARGETING_MIN_HEIGHT = -2.0 |
Second Pass: How deep the cone goes in meters from player position. | |
const float | TARGETING_MAX_HEIGHT = 2.0 |
Second Pass: How high the cone goes in meters from player position. | |
const float | TARGETING_RAY_RADIUS_EX = 0.5 |
Second Pass: Max distance from ray projected from player looking direction. | |
const float | TARGETING_RAY_RADIUS = 0.25 |
DEPRECATED: "HitZoneSelection". | |
const float | TARGETING_RAY_DIST = 5.0 |
DEPRECATED: "HitZoneSelection". | |
const float | TARGETING_RAY_DIST_SHORT = 2.0 |
DEPRECATED: "HitZoneSelection". | |
const float | RANGE_EXTENDER_NORMAL = 0.65 |
General range extension. | |
const float | RANGE_EXTENDER_SPRINT = 1.35 |
General range extension while in sprint. | |
const string | DEFAULT_HIT_ZONE = "Torso" |
DEPRECATED: "HitZoneSelection". | |
ref MeleeTargeting | m_MeleeTargeting |
Target selecting "component". | |
Object | m_TargetObject |
Targets - types. | |
EMeleeTargetType | m_TargetType |
DEPRECATED: Was added but never used..? | |
ref array< Object > | m_AllTargetObjects |
All potential targets found during most recent TargetSelection. | |
ref array< typename > | m_TargetableObjects |
Typenames of all directly/preferred targetable objects (1st Pass + 2nd Pass) | |
ref array< typename > | m_NonAlignableObjects |
Typenames of objects that can be targeted, but are not a priority (3rd Pass) | |
ref array< string > | m_BlacklistedDamageZones |
List of blacklisted damage zone names (cannot use indices due to the possible changes when p3d components are recalculated) | |
DayZPlayerImplement | m_DZPlayer |
Parent. | |
InventoryItem | m_Weapon |
Weapons - cache. | |
int | m_WeaponMode |
WeaponMode used during most recent Update. | |
float | m_WeaponRange |
WeaponRange used during most recent Update. | |
bool | m_ForceUntargetable |
Misc - cache. | |
bool | m_SprintAttack |
If most recent attack was a sprint attack. | |
bool | m_WasHit |
If most recent attack was. | |
vector | m_RayStart |
Start position of most recent HitZoneSelectionRaycast. | |
vector | m_RayEnd |
End position of most recent HitZoneSelectionRaycast. | |
vector | m_RayEndShort |
DEPRECATED: "HitZoneSelection". | |
EMeleeHitType | m_HitType |
Hit type of the most recent attack. | |
int | m_HitZoneIdx |
Hit result - cache. | |
int | m_FinisherType |
string | m_HitZoneName |
Most recent target HitZone name. | |
vector | m_HitPositionWS |
Most recent target position. | |
int | m_DebugForcedFinisherType |
Перекрестные ссылки m_NonAlignableObjects и m_TargetableObjects.
Используется в TargetSelection().
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Перекрестные ссылки GetWeaponMode() и m_Weapon.
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Перекрестные ссылки Init().
Используется в DayZPlayer::DayZPlayerImplement().
Перекрестные ссылки Math::Lerp(), m_DebugForcedFinisherType, m_DZPlayer и Math::Round().
Используется в TrySelectFinisherType().
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Перекрестные ссылки m_SprintAttack, TARGETING_ANGLE_NORMAL и TARGETING_ANGLE_SPRINT.
Используется в TargetSelection().
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Перекрестные ссылки m_HitPositionWS.
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Перекрестные ссылки m_WeaponRange и RANGE_EXTENDER_NORMAL.
Используется в HitZoneSelectionRaycast() и TargetSelection().
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Перекрестные ссылки m_TargetObject.
Используется в PluginBase::ShowDebug() и Update().
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Перекрестные ссылки m_WeaponMode.
Используется в CheckMeleeItem() и HitZoneSelection().
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DEPRECATED.
make sure we are in range of the current weapon;
2d only
just for building and transports (big objects)
if no object in cone, set this object from raycast for these special cases
Перекрестные ссылки DEFAULT_HIT_ZONE, vector::Distance(), GetGame(), GetWeaponMode(), GetWeaponRange(), m_DZPlayer, m_HitPositionWS, m_HitZoneIdx, m_HitZoneName, m_NonAlignableObjects, m_RayEnd, m_RayEndShort, m_RayStart, m_TargetObject, m_Weapon, DayZPhysics::RaycastRV(), TARGETING_RAY_DIST, TARGETING_RAY_DIST_SHORT и TARGETING_RAY_RADIUS.
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Prevents targeting of objects behind player
Opponent is inside car - targeting range is shorter in that case
Перекрестные ссылки vector::DistanceSq(), vector::Dot(), GetGame(), GetRange(), m_DZPlayer, m_ForceUntargetable, m_RayEnd, m_RayStart, DayZPhysics::RaycastRV(), Math::SqrFloat() и vector::Zero.
Используется в HitZoneSelectionRaycastHelper().
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Перекрестные ссылки HitZoneSelectionRaycast().
Используется в TargetSelection().
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Перекрестные ссылки m_AllTargetObjects, m_BlacklistedDamageZones, m_DebugForcedFinisherType, m_DZPlayer, m_FinisherType, m_HitPositionWS, m_HitZoneIdx, m_HitZoneName, m_MeleeTargeting, m_NonAlignableObjects, m_SprintAttack, m_TargetableObjects, m_TargetObject, m_TargetType, m_WasHit и vector::Zero.
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Перекрестные ссылки m_HitPositionWS, m_HitZoneIdx, m_HitZoneName, m_TargetObject, SetFinisherType() и vector::Zero.
Используется в ResetTarget() и TargetSelection().
Перекрестные ссылки Math::Acos(), Class::CastTo(), vector::Dot(), Math::RAD2DEG и Vector().
Используется в TrySelectFinisherType().
DEPRECATED - New function in MeleeTargeting.
not possible to trace when this happens (zero length raycast)
Перекрестные ссылки vector::Distance(), m_DZPlayer и DayZPhysics::RayCastBullet().
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Перекрестные ссылки GetWeaponRange(), m_AllTargetObjects, m_HitType, m_SprintAttack, m_TargetType, m_WasHit, m_Weapon, m_WeaponMode, m_WeaponRange и SelectWeaponMode().
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Перекрестные ссылки InternalResetTarget(), m_HitPositionWS, m_HitZoneIdx, m_HitZoneName и m_TargetObject.
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melee with firearm
melee weapon attacks - gets mode from the item
bare hand melee mode selection
default bare-hand light attack
Перекрестные ссылки m_HitType.
Используется в Reset().
Перекрестные ссылки m_FinisherType.
Используется в InternalResetTarget() и Update().
Перекрестные ссылки m_HitPositionWS.
Перекрестные ссылки m_HitZoneIdx.
Перекрестные ссылки m_HitPositionWS, m_HitZoneIdx, m_HitZoneName и m_TargetObject.
Используется в TargetSelection().
Перекрестные ссылки m_TargetObject.
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Перекрестные ссылки CanObjectBeTargeted(), vector::DistanceSq(), GetAngle(), GetFinisherType(), GetRange(), HitZoneSelectionRaycastHelper(), InternalResetTarget(), m_AllTargetObjects, m_BlacklistedDamageZones, m_DZPlayer, m_ForceUntargetable, m_HitZoneName, m_MeleeTargeting, m_TargetableObjects, m_TargetObject, m_WasHit, MeleeTargetSettings(), SetTarget(), Math::SqrFloat(), TARGETING_MAX_HEIGHT, TARGETING_MIN_HEIGHT и TARGETING_RAY_RADIUS_EX.
Используется в Update().
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General condition for finisher attacks.
weapon | Weapon used in the attack |
target | Target entity |
int
- type of finisher (-1 == no finisher) perform only for finisher suitable weapons
check if attacker is in right pos and angle against victim
Check if the infected is aware of the player
prone checks
firearm
Перекрестные ссылки DetermineSpecificFinisherType(), IsEntityBehindEntityInAngle(), m_DebugForcedFinisherType, m_DZPlayer, m_HitType, m_WasHit и vector::Zero.
Используется в Update().
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Store target into input packet
Перекрестные ссылки ScriptInputUserData::CanStoreInputUserData(), GetGame(), GetTargetEntity(), INPUT_UDT_MELEE_TARGET, m_FinisherType, m_HitPositionWS, m_HitZoneIdx, m_TargetObject, Reset(), SetFinisherType(), TargetSelection() и TrySelectFinisherType().
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DEPRECATED: "HitZoneSelection".
Используется в HitZoneSelection().
All potential targets found during most recent TargetSelection.
Используется в DayZInfected::ChaseAttackLogic(), DayZInfected::FightAttackLogic(), DayZInfected::Init(), Init(), Reset() и TargetSelection().
List of blacklisted damage zone names (cannot use indices due to the possible changes when p3d components are recalculated)
Используется в Init() и TargetSelection().
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Используется в DetermineSpecificFinisherType(), Init() и TrySelectFinisherType().
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Parent.
Player executing the melee
Используется в DetermineSpecificFinisherType(), GetWeaponRange(), HitZoneSelection(), HitZoneSelectionRaycast(), Init(), IsObstructed(), TargetSelection() и TrySelectFinisherType().
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Используется в GetFinisherType(), Init(), SetFinisherType() и Update().
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Misc - cache.
Forcing current target as untargetable
Используется в HitZoneSelectionRaycast() и TargetSelection().
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Most recent target position.
Используется в GetHitPos(), HitZoneSelection(), Init(), InternalResetTarget(), ResetTarget(), SetHitPos(), SetTarget() и Update().
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Hit type of the most recent attack.
Используется в DamageHands(), EvaluateHit_Common(), GetCurrentHitType(), GetHitType(), HandleComboHit(), HandleHitEvent(), HandleInitialFirearmMelee(), HandleInitialMeleeErc(), HandleProneKick(), HandleSprintAttack(), Init(), Reset(), SelectWeaponMode() и TrySelectFinisherType().
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Hit result - cache.
Most recent target HitZone index
Используется в GetHitZoneIdx(), HitZoneSelection(), Init(), InternalResetTarget(), ResetTarget(), SetHitZoneIdx(), SetTarget() и Update().
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Most recent target HitZone name.
Используется в HitZoneSelection(), Init(), InternalResetTarget(), ResetTarget(), SetTarget() и TargetSelection().
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Target selecting "component".
Contains logic for Second Pass
Используется в Init() и TargetSelection().
Typenames of objects that can be targeted, but are not a priority (3rd Pass)
Используется в CanObjectBeTargeted(), HitZoneSelection() и Init().
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End position of most recent HitZoneSelectionRaycast.
Используется в HitZoneSelection() и HitZoneSelectionRaycast().
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DEPRECATED: "HitZoneSelection".
Используется в HitZoneSelection().
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Start position of most recent HitZoneSelectionRaycast.
Используется в HitZoneSelection() и HitZoneSelectionRaycast().
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If most recent attack was a sprint attack.
Используется в GetAngle(), Init() и Reset().
Typenames of all directly/preferred targetable objects (1st Pass + 2nd Pass)
Используется в CanObjectBeTargeted(), DayZInfected::ChaseAttackLogic(), DayZInfected::FightAttackLogic(), DayZInfected::Init(), Init() и TargetSelection().
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Targets - types.
Main target found during most recent TargetSelection
Используется в ScriptedWidgetEventHandler::GetOnScreenPosition(), GetTargetEntity(), HitZoneSelection(), Init(), InternalResetTarget(), ResetTarget(), ScriptedWidgetEventHandler::SetTarget(), SetTarget(), SetTargetObject(), TargetSelection(), ScriptedWidgetEventHandler::Update() и Update().
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If most recent attack was.
Используется в Init(), Reset(), TargetSelection() и TrySelectFinisherType().
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Weapons - cache.
Weapon used during most recent Update
Используется в CheckMeleeItem(), ScriptedWidgetEventHandler::GetCrosshairPosition(), HitZoneSelection(), ScriptedWidgetEventHandler::ProjectedCrosshair() и Reset().
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WeaponMode used during most recent Update.
Используется в GetWeaponMode() и Reset().
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WeaponRange used during most recent Update.
Используется в GetRange() и Reset().
General range extension.
Используется в GetRange().
enum EMeleeHitType TARGETING_ANGLE_NORMAL = 30.0 |
Second Pass: Half angle of cone during sprint.
Используется в GetAngle().
Second Pass: How high the cone goes in meters from player position.
Используется в TargetSelection().
Second Pass: How deep the cone goes in meters from player position.
Используется в TargetSelection().
DEPRECATED: "HitZoneSelection".
Используется в HitZoneSelection().
DEPRECATED: "HitZoneSelection".
Используется в HitZoneSelection().
DEPRECATED: "HitZoneSelection".
Используется в HitZoneSelection().
Second Pass: Max distance from ray projected from player looking direction.
Используется в TargetSelection().