1285 {
1293
1296
1298
1299 if ( HasSelection("Usti hlavne") )
1300 return false;
1301
1303 {
1304 Print(
"Error: No weapon owner, returning");
1305 return false;
1306 }
1307
1308
1312 return false;
1313
1314
1316 {
1317 return false;
1318 }
1319
1320
1321
1322
1325 {
1327 hcw.GetBaseAimingAngleLR() +
player.GetOrientation()[0],
1328 hcw.GetBaseAimingAngleUD(),
1329 0.0);
1330
1333
1336
1338 }
1339 else
1340 {
1341
1342 if (
player.GetInputController().CameraIsFreeLook())
1343 {
1345 {
1347 }
1348
1349 else
1350 {
1352 }
1353 }
1354 else
1355 {
1357 }
1358 }
1359
1360 idx =
player.GetBoneIndexByName(
"Neck");
1363 else
1365
1366
1367
1368 {
1369
1370
1371
1372
1379
1380
1387
1388
1389 #ifdef DIAG_DEVELOPER
1391 {
1395 }
1396 #endif
1397
1398
1399
1401
1402
1403
1405 {
1406 "0.11 0.17 0.0",
1407 "0.12 0.05 0.0",
1408 "0.112 0.03 0.0"
1409 };
1411
1412
1416
1417
1420
1421
1422
1424 {
1425 "0 -0.015 0",
1426 "0 0.03 0",
1427 "0 -0.04 0",
1428 };
1429
1430
1431
1435
1438
1439
1441 {
1443 }
1444
1445
1447
1448
1449
1450
1452 }
1453
1454
1456
1459
1460
1461 #ifdef DIAG_DEVELOPER
1463 {
1470 }
1471 #endif
1472
1473
1474
1476
1477
1481
1482 #ifdef DIAG_DEVELOPER
1484 #endif
1487 {
1490 }
1491 else
1492 {
1494
1495 #ifdef DIAG_DEVELOPER
1497 {
1499 {
1501 {
1504 DbgUI.
Text(
" EntryName: " +
res.surface.GetEntryName());
1505 DbgUI.
Text(
" SurfaceType: " +
res.surface.GetSurfaceType());
1506
1507 DbgUI.
Text(
" IsPassThrough: " +
res.surface.IsPassthrough());
1509 }
1510 else
1511 {
1512 DbgUI.
Text(
"Intersection with no surface");
1513 }
1514 }
1516 }
1517 #endif
1518
1520 {
1525 {
1527 }
1528 else
1529 {
1531 }
1532 }
1533 else
1534 {
1537 }
1538 }
1539 #ifdef DIAG_DEVELOPER
1541 #endif
1542
1543
1544 #ifdef DIAG_DEVELOPER
1546 {
1549 {
1551 }
1552
1554
1556 {
1558 }
1559 }
1560 #endif
1561
1562
1564
1565
1567
1570
1571
1573
1574
1575
1577
1578
1580 {
1584
1585
1587 {
1589 }
1591 {
1593 }
1594
1597 }
1598 else
1599 {
1600
1602 {
1605 }
1606
1607
1608 else
1609 {
1613
1615 {
1618 }
1619
1620 else
1621 {
1624 {
1627 }
1628
1629
1632 {
1635 }
1636 }
1637 }
1638 }
1639
1640
1642 {
1643
1645 return true;
1646 }
1647 return false;
1648 }
Definition DayZPhysics.c:124
static proto bool RaycastRVProxy(notnull RaycastRVParams in, out notnull array< ref RaycastRVResult > results, array< Object > excluded=null)
Definition DayZPlayerCameraVehicles.c:5
Definition DayZPhysics.c:50
Definition DayZPhysics.c:99
bool LiftWeaponRaycastResultCheck(notnull RaycastRVResult res)
Return whether provided material triggers weapon lift (true) or not (false).
Definition Weapon_Base.c:1651
float GetEffectiveAttachmentLength()
Returns effective length of attachments that influence total weapon length.
Definition Weapon_Base.c:1657
int m_LastLiftHit
Definition Weapon_Base.c:67
vector m_LastLiftPosition
Definition Weapon_Base.c:66
static const vector Up
Definition EnConvert.c:107
static proto native vector Lerp(vector v1, vector v2, float t)
Lerp between two vectors.
static float Dot(vector v1, vector v2)
Returns Dot product of vector v1 and vector v2.
Definition EnConvert.c:271
static vector RotateAroundZeroDeg(vector vec, vector axis, float angle)
Rotate a vector around 0,0,0 by an angle in degrees.
Definition EnConvert.c:450
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
const int COLOR_BLUE
Definition constants.c:66
const int COLOR_RED
Definition constants.c:64
const int COLOR_GREEN
Definition constants.c:65
const int COLOR_WHITE
Definition constants.c:63
const int COLOR_YELLOW
Definition constants.c:67
proto void Print(void var)
Prints content of variable to console/log.
CollisionFlags
Definition EnDebug.c:141
ShapeFlags
Definition EnDebug.c:126
static proto native void Begin(string windowTitle, float x=0, float y=0)
static proto void BeginCleanupScope()
static proto native void Text(string label)
static proto native void EndCleanupScope()
static proto native void End()
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto void MatrixMultiply3(vector mat0[3], vector mat1[3], out vector res[3])
Transforms rotation matrix.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.
static proto float Acos(float c)
Returns angle in radians from cosinus.
static proto float Clamp(float value, float min, float max)
Clamps 'value' to 'min' if it is lower than 'min', or to 'max' if it is higher than 'max'.
static proto float Asin(float s)
Returns angle in radians from sinus.
static proto float InverseLerp(float a, float b, float value)
Calculates the linear value that produces the interpolant value within the range [a,...
static const float RAD2DEG
Definition EnMath.c:16
static const float DEG2RAD
Definition EnMath.c:17