1906 {
1907 if (!IsAlive())
1908 {
1910 {
1912 }
1913 return;
1914 }
1915
1916 HumanInputController hic = GetInputController();
1917
1919
1921 {
1923 {
1924 camChange = false;
1925 }
1926 }
1927
1929 if (
GetGame().GetWorld().Is3rdPersonDisabled())
1930 {
1932 }
1933 else if (camChange)
1934 {
1936 }
1937
1938
1941
1943 {
1946 }
1948 {
1951 }
1952
1954 {
1957 {
1959 }
1961 {
1962 float pSpeed;
1963 vector pLocalDirection;
1965
1967 {
1969 }
1970 }
1971 }
1972 else
1973 {
1975 }
1976
1978 {
1979 float headingAngle = MiscGameplayFunctions.GetHeadingAngle(this);
1982 float headingAngleDiff = 0.0;
1983
1985 {
1987 }
1988 else
1989 {
1991 }
1992
1993 if (headingAngleDiff > 0.2)
1994 {
1996
1997 float timefilterconstant = 400 - (headingAngleDiff * 100);
1998
2000 {
2001 float volume = headingAngleDiff / 0.5;
2002 if (volume > 1)
2003 {
2004 volume = 1;
2005 }
2006 if (volume < 0.25)
2007 {
2008 volume = 0.25;
2009 }
2010
2013 {
2015 }
2016
2017 string soundSetName = "Cloth_Body_longmove_TShirt_Soundset";
2018
2019 string bodyClothName = "";
2020 EntityAI attachment = GetInventory().FindAttachment(InventorySlots.BODY);
2021 if (attachment)
2022 {
2023 bodyClothName = attachment.GetAttachmentSoundType();
2024 }
2025
2026 if (bodyClothName != "")
2027 {
2028 string path =
"CfgSoundTables CfgAttachmentSoundTables Cloth_Body_Longmove_LookupTable";
2030
2031 for (int i = 0; i < soundCount; i++)
2032 {
2035
2036 if (
name == bodyClothName)
2037 {
2040 soundSetName = stringArray.Get(0);
2041
2042 delete stringArray;
2043 }
2044 }
2045 }
2046
2049
2050 if (soundObjectBuilder != NULL)
2051 {
2052 SoundObject soundObject = soundObjectBuilder.BuildSoundObject();
2053
2054 if (soundObject != NULL)
2055 {
2057
2060 wave.SetVolumeRelative(volume);
2061
2064 }
2065 }
2066 }
2067
2069 {
2070 float volume2 = headingAngleDiff * 2;
2071 if (volume2 > 1)
2072 {
2073 volume2 = 1;
2074 }
2075
2078 {
2080 }
2082 {
2084 }
2085
2086 string soundSetName2 = "walkProne_noHS_asphalt_ext_Char_SoundSet";
2088
2089 if (surfaceType != "")
2090 {
2091 string movementSurfaceType = "walkProne_" + surfaceType;
2092
2093 string path2 = "CfgSoundTables CfgStepSoundTables walkProne_noHS_Char_LookupTable";
2095
2096 for (int i2 = 0; i2 < soundCount2; i2++)
2097 {
2098 string name2 = "";
2100
2101 if (name2 == movementSurfaceType)
2102 {
2105 soundSetName2 = stringArray2.Get(0);
2106
2107 delete stringArray2;
2108 }
2109 }
2110 }
2111
2114
2115 if (soundObjectBuilder2 != NULL)
2116 {
2117 SoundObject soundObject2 = soundObjectBuilder2.BuildSoundObject();
2118
2119 if (soundObject2 != NULL)
2120 {
2122
2125 wave2.SetVolumeRelative(volume2);
2126
2129 }
2130 }
2131 }
2132
2134 }
2135 }
2136 }
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
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.