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| proto native void | GetTransformWS (out vector pTm[4]) |
| | world space - local space - heading space
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| proto native void | PhysicsGetTransformWS (out vector pTm[4]) |
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| proto native void | PhysicsGetTransformLS (out vector pTm[4]) |
| | gets human transform in local space to parent/linked
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| proto native vector | PhysicsGetPositionWS () |
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| proto native vector | PhysicsGetPositionLS () |
| | gets human position in local space to parent/linked
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| 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
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| 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
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| proto native void | LinkToLocalSpaceOf (notnull IEntity child, vector pLocalSpaceMatrix[4]) |
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| proto native void | UnlinkFromLocalSpace () |
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| proto native void | AlignPositionWS (vector position) |
| | smoothly move the player to the target position - do not handle replay, performed internally
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| proto native void | AlignTranslationWS (vector translation) |
| | adds the translation to the current position and then calls AlignPositionWS - do not handle replay, performed internally
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| 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
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| proto native void | AlignDirectionWS (vector direction) |
| | smoothly move the player to face the target direction - do not handle replay, performed internally
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| void | OnPhysMove (float dt, vector transform[4]) |
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| proto native int | GetBoneIndexByName (string pBoneName) |
| | returns bone index for a name (-1 if pBoneName doesn't exist)
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| proto native HumanAnimInterface | GetAnimInterface () |
| | returns animation interface - usable in HumanCommandScript implementations
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| proto native bool | PhysicsIsFalling (bool pValidate) |
| | returns true if physics controller is falling
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| proto native IEntity | PhysicsGetFloorEntity () |
| | entity below us
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| proto native IEntity | PhysicsGetLinkedEntity () |
| | entity we are linked to (not valid when IEntity.GetParent() returns some entity)
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| proto native bool | PhysicsWasSlidingOffLinkedEntity () |
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| proto native void | PhysicsGetVelocity (out vector pVelocity) |
| | outs pVelocity - linear velocity of PHYSICS CONTROLLER
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| proto native void | PhysicsEnableGravity (bool pEnable) |
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| proto native bool | PhysicsIsSolid () |
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| proto native void | PhysicsSetSolid (bool pSolid) |
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| 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.
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| proto native HumanInputController | GetInputController () |
| | returns human input controller
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| proto native HumanItemAccessor | GetItemAccessor () |
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| proto native void | GetMovementState (HumanMovementState pState) |
| | returns movement state (current command id, )
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| proto native int | GetCurrentCommandID () |
| | returns current command ID (see DayZPlayerConstants.COMMANDID_...)
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| proto native HumanCommandMove | StartCommand_Move () |
| | --— MOVE --—
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| proto native HumanCommandMove | GetCommand_Move () |
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| proto native HumanCommandMelee | StartCommand_Melee (EntityAI pTarget) |
| | --— MELEE --—
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| proto native HumanCommandMelee | GetCommand_Melee () |
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| proto native HumanCommandMelee2 | StartCommand_Melee2 (EntityAI pTarget, int pHitType, float pComboValue, vector hitPos=vector.Zero) |
| | starts command - melee2
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| proto native HumanCommandMelee2 | GetCommand_Melee2 () |
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| proto native HumanCommandFall | StartCommand_Fall (float pYVelocity) |
| | --— FALL --—
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| proto native HumanCommandFall | GetCommand_Fall () |
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| proto native HumanCommandLadder | StartCommand_Ladder (Building pBuilding, int pLadderIndex) |
| | --— LADDER --—
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| proto native HumanCommandLadder | GetCommand_Ladder () |
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| proto native HumanCommandSwim | StartCommand_Swim () |
| | --— LADDER --—
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| proto native HumanCommandSwim | GetCommand_Swim () |
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| proto native HumanCommandVehicle | StartCommand_Vehicle (Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious=false) |
| | --— VEHICLE --—
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| proto native HumanCommandVehicle | GetCommand_Vehicle () |
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| proto native HumanCommandClimb | StartCommand_Climb (SHumanCommandClimbResult pClimbResult, int pType) |
| | --— CLIMB --—
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| proto native HumanCommandClimb | GetCommand_Climb () |
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| proto native HumanCommandDeathCallback | StartCommand_Death (int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave=false) |
| | --— Death --—
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| proto native HumanCommandDeathCallback | GetCommand_Death () |
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| proto native HumanCommandUnconscious | StartCommand_Unconscious (float pType) |
| | starts command - unconscious
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| proto native HumanCommandUnconscious | GetCommand_Unconscious () |
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| proto native HumanCommandFullBodyDamage | StartCommand_Damage (int pType, float pDirection) |
| | --— FullBody Damages --—
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| proto native HumanCommandFullBodyDamage | GetCommand_Damage () |
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| proto native HumanCommandActionCallback | StartCommand_Action (int pActionID, typename pCallbackClass, int pStanceMask) |
| | --— ACTIONS --—
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| proto native HumanCommandActionCallback | GetCommand_Action () |
| | is human is in command action - returns its callback, if current command is action
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| proto native int | GetCommandModifierCount () |
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| proto native int | GetCommandModifierID (int pIndex) |
| | returns COMMANDID_ .. type id of command modifier on index pIndex
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| proto native HumanCommandAdditives | GetCommandModifier_Additives () |
| | default (always-on modifiers)
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| proto native HumanCommandWeapons | GetCommandModifier_Weapons () |
| | returns interface for handling weapons
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| proto native HumanCommandActionCallback | AddCommandModifier_Action (int pActionID, typename pCallbackClass) |
| | adds action command modifier, creates callback instance for you
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| proto native void | DeleteCommandModifier_Action (HumanCommandActionCallback pCallback) |
| | force remove - normally if action is ended or interrupted - this is not needed to call
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| proto native HumanCommandActionCallback | GetCommandModifier_Action () |
| | returns callback for action if any is active, null if nothing runs
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| proto native HumanCommandDamage | AddCommandModifier_Damage (int pType, float pDirection) |
| | — modifier for light Damages
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| proto native void | DeleteCommandModifier_Damage (HumanCommandDamage pDamage) |
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| proto native HumanCommandDamage | GetCommandModifier_Damage () |
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| proto native HumanCommandScript | StartCommand_Script (HumanCommandScript pHumanCommand) |
| | — SCRIPTED COMMANDS
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| proto native HumanCommandScript | StartCommand_ScriptInst (typename pCallbackClass) |
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| proto native HumanCommandScript | GetCommand_Script () |
| | is human is in command action - returns its callback, if current command is action
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| proto native owned string | DebugGetItemClass () |
| | returns current item's class name
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| proto native owned string | DebugGetItemSuperClass () |
| | returns current item's class that is found in config
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| proto native owned string | DebugGetItemAnimInstance () |
| | returns current item's animation instance
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| proto native void | StartDeath () |
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| proto native void | ResetDeath () |
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| proto native void | ResetDeathCooldown () |
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| proto native bool | IsDeathProcessed () |
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| proto native bool | IsDeathConditionMet () |
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| void | OnCommandMoveStart () |
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| void | OnCommandMoveFinish () |
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| void | OnCommandMeleeStart () |
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| void | OnCommandMeleeFinish () |
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| void | OnCommandMelee2Start () |
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| void | OnCommandMelee2Finish () |
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| void | OnCommandFallStart () |
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| void | OnCommandFallFinish () |
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| void | OnCommandClimbStart () |
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| void | OnCommandClimbFinish () |
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| void | OnCommandDeathStart () |
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| void | OnCommandDeathFinish () |
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| void | OnCommandUnconsciousStart () |
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| void | OnCommandUnconsciousFinish () |
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| void | OnCommandDamageFullbodyStart () |
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| void | OnCommandDamageFullbodyFinish () |
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| void | OnCommandDamageAdditiveStart () |
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| void | OnCommandDamageAdditiveFinish () |
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| void | OnCommandLadderStart () |
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| void | OnCommandLadderFinish () |
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| void | OnCommandSwimStart () |
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| void | OnCommandSwimFinish () |
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| void | OnCommandVehicleStart () |
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| void | OnCommandVehicleFinish () |
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| void | OnCommandActionFullbodyStart () |
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| void | OnCommandActionFullbodyFinish () |
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| void | OnCommandActionAdditiveStart () |
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| void | OnCommandActionAdditiveFinish () |
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| void | OnStanceChange (int previousStance, int newStance) |
| | gets called on stance change
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| bool | CanChangeStance (int previousStance, int newStance) |
| | Called by code to see if it can.
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| bool | CanRoll () |
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| void | OnRollStart (bool isToTheRight) |
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| void | OnRollFinish () |
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| void | OnVehicleSeatDriverEnter () |
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| void | OnVehicleSeatDriverLeft () |
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| proto native bool | IsControllingVehicle () |
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См. определение в файле human.c строка 1332