12 {
14 {
16 {
19 }
20
21 return;
22 }
23
26
29 {
31
34 }
35
38 {
40
42 {
45
48
49 return;
50 }
51
54 {
57 vector aimOrientation =
m_Player.GetOrientation();
58 aimOrientation[0] = aimOrientation[0] + lr;
59
60
61 aimOrientation[1] = aimOrientation[1] + ud + 5;
62
63
64 InventoryLocation loc = new InventoryLocation;
65 pEntityInHands.GetInventory().GetCurrentInventoryLocation(loc);
66 m_Player.GetInventory().ClearInventoryReservationEx(pEntityInHands, loc);
67
69 return;
70 }
71
74 {
76 {
79
83
85 }
86 else
87 {
90
92 {
94
95 int throwType = 1;
96
97 HumanItemBehaviorCfg itemCfg =
m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
98 itemCfg =
m_Player.GetItemAccessor().GetItemInHandsBehaviourCfg();
99 if ( itemCfg )
100 {
102 {
103 case ItemBehaviorType.TWOHANDED:
104 case ItemBehaviorType.POLEARMS:
105 throwType = 2;
106 break;
107 case ItemBehaviorType.FIREARMS:
108 throwType = 3;
109 }
110 }
111
114 }
115 }
116 }
117 }
118 else
119 {
121 }
122 }
bool m_bThrowingInProgress
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)
void SetThrowingModeEnabled(bool enable)
const float c_fThrowingForceCoef
const float c_fThrowingForceMin
bool CanChangeThrowingStance(HumanInputController pHic)
const float c_fThrowingForceMax
bool m_bThrowingAnimationPlaying
bool m_bThrowingModeEnabled
proto native bool IsStandingFromBack()
return true if prone on back is chaning to crounch/stand
proto native bool WasItemLeaveHandsEvent()
proto native void SetThrowingMode(bool pState)
proto native void SetActionProgressParams(float pStart, float pEnd)
sets start and end animation position - f.e. for reload clip action
proto native bool IsThrowingMode()
proto native float GetBaseAimingAngleLR()
returns base aiming angle LR - without sway/offsets/...
proto native void ThrowItem(int throwType)
proto native float GetBaseAimingAngleUD()
returns base aiming angle UD - without sway/offsets/...
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.