This is main camera selection logic
ironsights
get movement state
VKOSTIK: v ostatnich commandech mimo COMMANDID_MOVE je m_MovementState.m_iStanceIdx - DayZPlayerConstants.STANCEIDX_ERECT m_MovementState.m_iMovement = 0 (idle)
COMMANDID_ACTION returns stance right - ERECT/CROUCH
melee camera - not melee - stays in stance camera
special handling to allow the camera to fully blend before transitioning to the raised one
См. определение в файле DayZPlayerImplement.c строка 2711
Перекрестные ссылки Class::CastTo(), DayZPlayerCameras::DAYZCAMERA_1ST, DayZPlayerCameras::DAYZCAMERA_1ST_UNCONSCIOUS, DayZPlayerCameras::DAYZCAMERA_1ST_VEHICLE, DayZPlayerCameras::DAYZCAMERA_3RD_CLIMB, DayZPlayerCameras::DAYZCAMERA_3RD_CRO, DayZPlayerCameras::DAYZCAMERA_3RD_CRO_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_RAISED_MELEE, DayZPlayerCameras::DAYZCAMERA_3RD_ERC_SPR, DayZPlayerCameras::DAYZCAMERA_3RD_JUMP, DayZPlayerCameras::DAYZCAMERA_3RD_PRO, DayZPlayerCameras::DAYZCAMERA_3RD_PRO_RAISED, DayZPlayerCameras::DAYZCAMERA_IRONSIGHTS, DayZPlayerCameras::DAYZCAMERA_OPTICS, GetParent(), HumanCommandVehicle::GetTransport(), HumanCommandMove::IsChangingStance(), m_Camera3rdPerson, m_CameraIronsight, m_CameraOptics, m_IsRaised, m_IsWeapon, m_JumpClimb, m_LiftWeapon_player, m_MovementState и HumanInputController::WeaponADS().