137 {
139 float min;
140 DayZPlayerImplement player = DayZPlayerImplement.Cast(
GetGame().
GetPlayer());
143 else
145
148
149
150 vector matTM[4];
154
155
156 vector aimChangeYPR;
159
161 if (hcm)
162 {
164
165 if( speed > 0 )
167 else
169
172 }
173
176 aimChangeYPR[2] = 0;
177
178 vector dynamics[4];
179 Math3D.YawPitchRollMatrix(aimChangeYPR, dynamics);
180 dynamics[3] = vector.
Zero;
181
182
183 vector aimingMatTM[4];
184 hia.WeaponGetAimingModelDirTm(aimingMatTM);
185
186
187 Math3D.MatrixMultiply4(dynamics, aimingMatTM, dynamics);
188 Math3D.MatrixMultiply4(dynamics, matTM, pOutResult.m_CameraTM);
189
193
195 {
198 DayZPlayerImplement.Cast(
m_pPlayer).GetAimingModel().SetCamShakeValues(
x,
y);
199 }
200 }
float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
ref CameraShake m_CameraShake
float m_CurrentCameraPitch
float UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)
void UpdateCameraNV(PlayerBase player)
void Update(float delta_time, out float x_axis, out float y_axis)
EntityAI GetCurrentSightEntity()
float m_movementFrequencyY
float m_fLeftRightAngleAdd
left right angle in rad (in freelook only)
float m_movementFrequencyX
float m_dynamicsSmoothTime
float m_movementAmplitudeY
static const float CONST_UD_MIN_BACK
down limit on back
float m_movementAmplitudeX
int m_iBoneIndex
main bone
void AdjustCameraParameters(float pDt, inout DayZPlayerCameraResult pOutResult)
static const float CONST_LR_MIN
down limit
static const float CONST_UD_MAX
up limit
static const float CONST_UD_MIN
down limit
float m_velocityYaw[1]
camera dynamics
float m_fUpDownAngleAdd
up down angle in rad
float m_fLeftRightAngle
left right angle in rad (in freelook only)
static const float CONST_LR_MAX
up limit
void UpdateBatteryOptics(EntityAI entity)
float m_fUpDownAngle
up down angle in rad
proto native float GetCurrentMovementSpeed()
0,1,2..3 idle, walk, run, sprint
DayZPlayerConstants
defined in C++
HumanInputController m_pInput
human input
proto native CGame GetGame()