1969 {
1970 if (!IsAlive())
1971 {
1973 {
1975 }
1976 return;
1977 }
1978
1979 HumanInputController hic = GetInputController();
1980
1982
1984 {
1986 {
1987 camChange = false;
1988 }
1989 }
1990
1992 if (
GetGame().GetWorld().Is3rdPersonDisabled())
1993 {
1995 }
1996 else if (camChange)
1997 {
1999 }
2000
2001
2004
2006 {
2009 }
2011 {
2014 }
2015
2017 {
2020 {
2022 }
2024 {
2025 float pSpeed;
2026 vector pLocalDirection;
2028
2030 {
2032 }
2033 }
2034 }
2035 else
2036 {
2038 }
2039
2041 {
2042 float headingAngle = MiscGameplayFunctions.GetHeadingAngle(this);
2045 float headingAngleDiff = 0.0;
2046
2048 {
2050 }
2051 else
2052 {
2054 }
2055
2056 if (headingAngleDiff > 0.2)
2057 {
2059
2060 float timefilterconstant = 400 - (headingAngleDiff * 100);
2061
2063 {
2064 float volume = headingAngleDiff / 0.5;
2065 if (volume > 1)
2066 {
2067 volume = 1;
2068 }
2069 if (volume < 0.25)
2070 {
2071 volume = 0.25;
2072 }
2073
2076 {
2078 }
2079
2080 string soundSetName = "Cloth_Body_longmove_TShirt_Soundset";
2081
2082 string bodyClothName = "";
2083 EntityAI attachment = GetInventory().FindAttachment(InventorySlots.BODY);
2084 if (attachment)
2085 {
2086 bodyClothName = attachment.GetAttachmentSoundType();
2087 }
2088
2089 if (bodyClothName != "")
2090 {
2091 string path =
"CfgSoundTables CfgAttachmentSoundTables Cloth_Body_Longmove_LookupTable";
2093
2094 for (int i = 0; i < soundCount; i++)
2095 {
2098
2099 if (
name == bodyClothName)
2100 {
2103 soundSetName = stringArray.Get(0);
2104
2105 delete stringArray;
2106 }
2107 }
2108 }
2109
2112
2113 if (soundObjectBuilder != NULL)
2114 {
2115 SoundObject soundObject = soundObjectBuilder.BuildSoundObject();
2116
2117 if (soundObject != NULL)
2118 {
2120
2123 wave.SetVolumeRelative(volume);
2124
2127 }
2128 }
2129 }
2130
2132 {
2133 float volume2 = headingAngleDiff * 2;
2134 if (volume2 > 1)
2135 {
2136 volume2 = 1;
2137 }
2138
2141 {
2143 }
2145 {
2147 }
2148
2149 string soundSetName2 = "walkProne_noHS_asphalt_ext_Char_SoundSet";
2151
2152 if (surfaceType != "")
2153 {
2154 string movementSurfaceType = "walkProne_" + surfaceType;
2155
2156 string path2 = "CfgSoundTables CfgStepSoundTables walkProne_noHS_Char_LookupTable";
2158
2159 for (int i2 = 0; i2 < soundCount2; i2++)
2160 {
2161 string name2 = "";
2163
2164 if (name2 == movementSurfaceType)
2165 {
2168 soundSetName2 = stringArray2.Get(0);
2169
2170 delete stringArray2;
2171 }
2172 }
2173 }
2174
2177
2178 if (soundObjectBuilder2 != NULL)
2179 {
2180 SoundObject soundObject2 = soundObjectBuilder2.BuildSoundObject();
2181
2182 if (soundObject2 != NULL)
2183 {
2185
2188 wave2.SetVolumeRelative(volume2);
2189
2192 }
2193 }
2194 }
2195
2197 }
2198 }
2199 }
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto bool ConfigGetChildName(string path, int index, out string name)
Get name of subclass in config class on path.
proto native AbstractSoundScene GetSoundScene()
proto native void ConfigGetTextArray(string path, out TStringArray values)
Get array of strings from config on path.
proto int GetTime()
returns mission time in milliseconds
proto native int ConfigGetChildrenCount(string path)
Get count of subclasses in config class on path.
bool m_CameraOpticsAimOverride
bool IsWeaponObstructionBlockingADS()
string GetSurfaceType(SurfaceAnimationBone limbType)
float m_LastHeadingAngleBlock
float m_LastHeadingAngleBlock2
ref HumanMovementState m_MovementState
time step for gradual update of dead screen visibilibty up to full visbility [s]
ECameraZoomType m_CameraEyeZoomLevel
proto native void SetVerticalMinimumAimLimit(float value)
sets vertical minimum aim limit for a player
DayZPlayerConstants
defined in C++
proto native bool IsPlayerInStance(int pStanceMask)
-------------— camera additiona functions ----------------------—
proto native CGame GetGame()
array< string > TStringArray
proto native AbstractWave Play3D(SoundObject soundObject, SoundObjectBuilder soundBuilder)
class AbstractSoundScene SoundObjectBuilder(SoundParams soundParams)
void SoundObject(SoundParams soundParams)
class JsonUndergroundAreaTriggerData GetPosition
class SoundObject SoundParams(string name)
proto native void SetPosition(vector position)
Note: Sets the position locally if parented, retrieves globally with the sound offset.