DayZ 1.29
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено
Класс Human
+ Граф наследования:Human:

Закрытые члены

proto native void GetTransformWS (out vector pTm[4])
 world space - local space - heading space
 
proto native void PhysicsGetTransformWS (out vector pTm[4])
 
proto native void PhysicsGetTransformLS (out vector pTm[4])
 gets human transform in local space to parent/linked
 
proto native vector PhysicsGetPositionWS ()
 
proto native vector PhysicsGetPositionLS ()
 gets human position in local space to parent/linked
 
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 away from obstacle - usable for checking if character is in some tight space
 
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 distance, returns distance fraction
 
proto native void LinkToLocalSpaceOf (notnull IEntity child, vector pLocalSpaceMatrix[4])
 
proto native void UnlinkFromLocalSpace ()
 
proto native void AlignPositionWS (vector position)
 smoothly move the player to the target position - do not handle replay, performed internally
 
proto native void AlignTranslationWS (vector translation)
 adds the translation to the current position and then calls AlignPositionWS - do not handle replay, performed internally
 
proto native void AlignTranslationLS (vector translation)
 adds the translation to the current position in heading space and then calls AlignPositionWS - do not handle replay, performed internally
 
proto native void AlignDirectionWS (vector direction)
 smoothly move the player to face the target direction - do not handle replay, performed internally
 
void OnPhysMove (float dt, vector transform[4])
 
proto native int GetBoneIndexByName (string pBoneName)
 returns bone index for a name (-1 if pBoneName doesn't exist)
 
proto native HumanAnimInterface GetAnimInterface ()
 returns animation interface - usable in HumanCommandScript implementations
 
proto native bool PhysicsIsFalling (bool pValidate)
 returns true if physics controller is falling
 
proto native IEntity PhysicsGetFloorEntity ()
 entity below us
 
proto native IEntity PhysicsGetLinkedEntity ()
 entity we are linked to (not valid when IEntity.GetParent() returns some entity)
 
proto native bool PhysicsWasSlidingOffLinkedEntity ()
 
proto native void PhysicsGetVelocity (out vector pVelocity)
 outs pVelocity - linear velocity of PHYSICS CONTROLLER
 
proto native void PhysicsEnableGravity (bool pEnable)
 
proto native bool PhysicsIsSolid ()
 
proto native void PhysicsSetSolid (bool pSolid)
 
proto native void PhysicsSetRagdoll (bool pEnable)
 Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures.
 
proto native HumanInputController GetInputController ()
 returns human input controller
 
proto native HumanItemAccessor GetItemAccessor ()
 
proto native void GetMovementState (HumanMovementState pState)
 returns movement state (current command id, )
 
proto native int GetCurrentCommandID ()
 returns current command ID (see DayZPlayerConstants.COMMANDID_...)
 
proto native HumanCommandMove StartCommand_Move ()
 --— MOVE --—
 
proto native HumanCommandMove GetCommand_Move ()
 
proto native HumanCommandMelee StartCommand_Melee (EntityAI pTarget)
 --— MELEE --—
 
proto native HumanCommandMelee GetCommand_Melee ()
 
proto native HumanCommandMelee2 StartCommand_Melee2 (EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero)
 starts command - melee2
 
proto native HumanCommandMelee2 GetCommand_Melee2 ()
 
proto native HumanCommandFall StartCommand_Fall (float pYVelocity)
 --— FALL --—
 
proto native HumanCommandFall GetCommand_Fall ()
 
proto native HumanCommandLadder StartCommand_Ladder (Building pBuilding, int pLadderIndex)
 --— LADDER --—
 
proto native HumanCommandLadder GetCommand_Ladder ()
 
proto native HumanCommandSwim StartCommand_Swim ()
 --— LADDER --—
 
proto native HumanCommandSwim GetCommand_Swim ()
 
proto native HumanCommandVehicle StartCommand_Vehicle (Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false)
 --— VEHICLE --—
 
proto native HumanCommandVehicle GetCommand_Vehicle ()
 
proto native HumanCommandClimb StartCommand_Climb (SHumanCommandClimbResult pClimbResult, int pType)
 --— CLIMB --—
 
proto native HumanCommandClimb GetCommand_Climb ()
 
proto native HumanCommandDeathCallback StartCommand_Death (int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false)
 --— Death --—
 
proto native HumanCommandDeathCallback GetCommand_Death ()
 
proto native HumanCommandUnconscious StartCommand_Unconscious (float pType)
 starts command - unconscious
 
proto native HumanCommandUnconscious GetCommand_Unconscious ()
 
proto native HumanCommandFullBodyDamage StartCommand_Damage (int pType, float pDirection)
 --— FullBody Damages --—
 
proto native HumanCommandFullBodyDamage GetCommand_Damage ()
 
proto native HumanCommandActionCallback StartCommand_Action (int pActionID, typename pCallbackClass, int pStanceMask)
 --— ACTIONS --—
 
proto native HumanCommandActionCallback GetCommand_Action ()
 is human is in command action - returns its callback, if current command is action
 
proto native int GetCommandModifierCount ()
 
proto native int GetCommandModifierID (int pIndex)
 returns COMMANDID_ .. type id of command modifier on index pIndex
 
proto native HumanCommandAdditives GetCommandModifier_Additives ()
 default (always-on modifiers)
 
proto native HumanCommandWeapons GetCommandModifier_Weapons ()
 returns interface for handling weapons
 
proto native HumanCommandActionCallback AddCommandModifier_Action (int pActionID, typename pCallbackClass)
 adds action command modifier, creates callback instance for you
 
proto native void DeleteCommandModifier_Action (HumanCommandActionCallback pCallback)
 force remove - normally if action is ended or interrupted - this is not needed to call
 
proto native HumanCommandActionCallback GetCommandModifier_Action ()
 returns callback for action if any is active, null if nothing runs
 
proto native HumanCommandDamage AddCommandModifier_Damage (int pType, float pDirection)
 — modifier for light Damages
 
proto native void DeleteCommandModifier_Damage (HumanCommandDamage pDamage)
 
proto native HumanCommandDamage GetCommandModifier_Damage ()
 
proto native HumanCommandScript StartCommand_Script (HumanCommandScript pHumanCommand)
 — SCRIPTED COMMANDS
 
proto native HumanCommandScript StartCommand_ScriptInst (typename pCallbackClass)
 
proto native HumanCommandScript GetCommand_Script ()
 is human is in command action - returns its callback, if current command is action
 
proto native owned string DebugGetItemClass ()
 returns current item's class name
 
proto native owned string DebugGetItemSuperClass ()
 returns current item's class that is found in config
 
proto native owned string DebugGetItemAnimInstance ()
 returns current item's animation instance
 
proto native void StartDeath ()
 
proto native void ResetDeath ()
 
proto native void ResetDeathCooldown ()
 
proto native bool IsDeathProcessed ()
 
proto native bool IsDeathConditionMet ()
 
void OnCommandMoveStart ()
 
void OnCommandMoveFinish ()
 
void OnCommandMeleeStart ()
 
void OnCommandMeleeFinish ()
 
void OnCommandMelee2Start ()
 
void OnCommandMelee2Finish ()
 
void OnCommandFallStart ()
 
void OnCommandFallFinish ()
 
void OnCommandClimbStart ()
 
void OnCommandClimbFinish ()
 
void OnCommandDeathStart ()
 
void OnCommandDeathFinish ()
 
void OnCommandUnconsciousStart ()
 
void OnCommandUnconsciousFinish ()
 
void OnCommandDamageFullbodyStart ()
 
void OnCommandDamageFullbodyFinish ()
 
void OnCommandDamageAdditiveStart ()
 
void OnCommandDamageAdditiveFinish ()
 
void OnCommandLadderStart ()
 
void OnCommandLadderFinish ()
 
void OnCommandSwimStart ()
 
void OnCommandSwimFinish ()
 
void OnCommandVehicleStart ()
 
void OnCommandVehicleFinish ()
 
void OnCommandActionFullbodyStart ()
 
void OnCommandActionFullbodyFinish ()
 
void OnCommandActionAdditiveStart ()
 
void OnCommandActionAdditiveFinish ()
 
void OnStanceChange (int previousStance, int newStance)
 gets called on stance change
 
bool CanChangeStance (int previousStance, int newStance)
 Called by code to see if it can.
 
bool CanRoll ()
 
void OnRollStart (bool isToTheRight)
 
void OnRollFinish ()
 
void OnVehicleSeatDriverEnter ()
 
void OnVehicleSeatDriverLeft ()
 
proto native bool IsControllingVehicle ()
 

Подробное описание

См. определение в файле human.c строка 1332