Dayz 1.25
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Класс HumanCommandWeapons

Закрытые члены

void HumanCommandWeapons ()
 
void ~HumanCommandWeapons ()
 
proto native bool IsActionFinished ()
 
proto native int GetRunningAction ()
 returns -1 when no action is running or RELOAD,MECHANISM, ....
 
proto native int GetRunningActionType ()
 returns -1 when no action is running or appropriate action type
 
proto native void SetActionProgressParams (float pStart, float pEnd)
 sets start and end animation position - f.e. for reload clip action
 
proto native bool StartAction (WeaponActions pAction, int pActionType)
 start reload,mechanism,chambering,unjam ...
 
proto native void RegisterEvent (string pName, int pId)
 register events
 
proto native int IsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native bool IsInWeaponReloadBulletSwitchState ()
 returns true when clip visual change is needed for reload clip action
 
proto native void SetADS (bool pState)
 sets head tilt to optics
 
proto native void LiftWeapon (bool pState)
 command for lifting weapon near obstacled (works only when weapon is raised)
 
void RegisterDefaultEvents ()
 
proto native void SetInitState (int pFrameIndex)
 
proto native float GetBaseAimingAngleUD ()
 returns base aiming angle UD - without sway/offsets/...
 
proto native float GetBaseAimingAngleLR ()
 returns base aiming angle LR - without sway/offsets/...
 
proto native void SetThrowingMode (bool pState)
 
proto native bool IsThrowingMode ()
 
proto native void ThrowItem (int throwType)
 
proto native bool WasItemLeaveHandsEvent ()
 
proto native int DebugIsEvent ()
 return -1 when there is no event, otherwise it returns pId of event from animation
 
proto native void DebugResetEvents ()
 

Закрытые статические члены

proto static native void StaticSetInitState (Human pHuman, int pFrameIdx)
 just static version of SetInitState
 

Подробное описание

Конструктор(ы)

◆ HumanCommandWeapons()

void HumanCommandWeapons ( )
inlineprivate
988{}

◆ ~HumanCommandWeapons()

void ~HumanCommandWeapons ( )
inlineprivate
989{}

Методы

◆ DebugIsEvent()

proto native int DebugIsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ DebugResetEvents()

proto native void DebugResetEvents ( )
private

◆ GetBaseAimingAngleLR()

proto native float GetBaseAimingAngleLR ( )
private

returns base aiming angle LR - without sway/offsets/...

◆ GetBaseAimingAngleUD()

proto native float GetBaseAimingAngleUD ( )
private

returns base aiming angle UD - without sway/offsets/...

Используется в UpdateUDAngle() и UpdateUDAngleUnlocked().

◆ GetRunningAction()

proto native int GetRunningAction ( )
private

returns -1 when no action is running or RELOAD,MECHANISM, ....

◆ GetRunningActionType()

proto native int GetRunningActionType ( )
private

returns -1 when no action is running or appropriate action type

◆ IsActionFinished()

proto native bool IsActionFinished ( )
private

◆ IsEvent()

proto native int IsEvent ( )
private

return -1 when there is no event, otherwise it returns pId of event from animation

◆ IsInWeaponReloadBulletSwitchState()

proto native bool IsInWeaponReloadBulletSwitchState ( )
private

returns true when clip visual change is needed for reload clip action

◆ IsThrowingMode()

proto native bool IsThrowingMode ( )
private

◆ LiftWeapon()

proto native void LiftWeapon ( bool pState)
private

command for lifting weapon near obstacled (works only when weapon is raised)

◆ RegisterDefaultEvents()

void RegisterDefaultEvents ( )
inlineprivate
1023 {
1024 RegisterEvent("Weapon_AttachmentHide", WeaponEvents.ATTACHMENT_HIDE);
1025 RegisterEvent("Weapon_AttachmentShow", WeaponEvents.ATTACHMENT_SHOW);
1026 RegisterEvent("Weapon_BulletEject", WeaponEvents.BULLET_EJECT);
1027 RegisterEvent("Weapon_BulletHide", WeaponEvents.BULLET_HIDE);
1028 RegisterEvent("Weapon_BulletHide2", WeaponEvents.BULLET_HIDE2);
1029 RegisterEvent("Weapon_BulletInChamber", WeaponEvents.BULLET_IN_CHAMBER);
1030 RegisterEvent("Weapon_BulletInMagazine", WeaponEvents.BULLET_IN_MAGAZINE);
1031 RegisterEvent("Weapon_BulletShow", WeaponEvents.BULLET_SHOW);
1032 RegisterEvent("Weapon_BulletShow2", WeaponEvents.BULLET_SHOW2);
1033 RegisterEvent("Weapon_CanUnjam_End", WeaponEvents.CANUNJAM_END);
1034 RegisterEvent("Weapon_CanUnjam_Start", WeaponEvents.CANUNJAM_START);
1035 RegisterEvent("Weapon_Cocked", WeaponEvents.COCKED);
1036 RegisterEvent("Weapon_MagazineAttached", WeaponEvents.MAGAZINE_ATTACHED);
1037 RegisterEvent("Weapon_MagazineDetached", WeaponEvents.MAGAZINE_DETACHED);
1038 RegisterEvent("Weapon_MagazineHide", WeaponEvents.MAGAZINE_HIDE);
1039 RegisterEvent("Weapon_MagazineShow", WeaponEvents.MAGAZINE_SHOW);
1040 RegisterEvent("Weapon_SliderOpen", WeaponEvents.SLIDER_OPEN);
1041 RegisterEvent("Weapon_Unjammed", WeaponEvents.UNJAMMED);
1042 RegisterEvent("Weapon_Hammer_Uncocked", WeaponEvents.HAMMER_UNCOCKED);
1043 RegisterEvent("Weapon_Hammer_Cocked", WeaponEvents.HAMMER_COCKED);
1044 RegisterEvent("Weapon_Change_Hide", WeaponEvents.CHANGE_HIDE);
1045 RegisterEvent("Weapon_Change_Show", WeaponEvents.CHANGE_SHOW);
1046 RegisterEvent("Weapon_CylinderRotate", WeaponEvents.CYLINDER_ROTATE);
1047 }
proto native void RegisterEvent(string pName, int pId)
register events
WeaponEvents
events
Definition human.c:956

Перекрестные ссылки RegisterEvent().

◆ RegisterEvent()

proto native void RegisterEvent ( string pName,
int pId )
private

register events

Используется в RegisterDefaultEvents().

◆ SetActionProgressParams()

proto native void SetActionProgressParams ( float pStart,
float pEnd )
private

sets start and end animation position - f.e. for reload clip action

◆ SetADS()

proto native void SetADS ( bool pState)
private

sets head tilt to optics

◆ SetInitState()

proto native void SetInitState ( int pFrameIndex)
private

this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state

◆ SetThrowingMode()

proto native void SetThrowingMode ( bool pState)
private

◆ StartAction()

proto native bool StartAction ( WeaponActions pAction,
int pActionType )
private

start reload,mechanism,chambering,unjam ...

◆ StaticSetInitState()

proto static native void StaticSetInitState ( Human pHuman,
int pFrameIdx )
staticprivate

just static version of SetInitState

Используется в SyncAnimState().

◆ ThrowItem()

proto native void ThrowItem ( int throwType)
private

◆ WasItemLeaveHandsEvent()

proto native bool WasItemLeaveHandsEvent ( )
private

Объявления и описания членов класса находятся в файле: