DayZ 1.26
DayZ Explorer by KGB
|
Структуры данных | |
class | HumanItemBehaviorCfg |
Переменные | |
static int | IKSETTING_AIMING = 0x1 |
bit mask of ik settings | |
static int | IKSETTING_RHAND = 0x2 |
static int | IKSETTING_LHAND = 0x4 |
int | m_iType |
int | m_iStanceMask |
combinations of STANCEMASK_ | |
int | m_StanceMovements [6] |
int | m_StanceRotation [6] |
6 stances -> all has movement mask, STANCEIDX_ ... is index | |
int | m_IKSettings [24] |
int | m_IKSettingsMelee [2] |
[stance][movement] mask for ik | |
int | m_iPerItemCameraUserData |
[inpact type] mask for ik (0 - light/1 - heavy) | |
float | m_fMoveHeadingFilterSpan |
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD() | |
float | m_fMoveHeadingSprintFilterSpan |
default delay of alignment when moving | |
float | m_fMoveHeadingProneFilterSpan |
delay of alignment when sprintinh | |
float | m_fMoveHeadingFilterSpeed |
delay of alignment when moving in prone stance | |
float | m_fMeleeEvadeHeadingFilterSpan |
max speed of alignment when moving | |
float | m_fMeleeEvadeHeadingFilterSpeed |
delay of alignment when evading | |
bool | m_bAttackLean |
max speed of alignment when evading | |
bool | m_bJumpAllowed |
default false | |
bool | m_bPlaceholder |
default true | |
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg | ( | ) |
|
private |
Используется в DayZPlayer::HandleADS(), DayZPlayer::HeadingModel(), ManBase::HeadingModel() и DayZPlayerCameraBase::OnUpdate().
class HumanItemBehaviorCfg OnItemInHandsChanged | ( | bool | pInstant = false | ) |
signalization from script to engine that item in hands changed
Используется в ManBase::EEItemIntoHands() и ManBase::EEItemOutOfHands().
Перекрестные ссылки HumanItemBehaviorCfg::m_IKSettings.
return current aiming point from aiming model (additive swaying applied - no recoil points)
returns true if weapon is item and it has camera point - local pos, dir in weapon space
proto native bool WeaponGetCameraPointBoneRelative | ( | notnull EntityAI | pCamEntity, |
vector | pCamPoint, | ||
vector | pCamDir, | ||
int | pBoneIndex, | ||
out vector | pTm[4] ) |
returns true if weapon is item and it has camera point - model space matrix -
proto native bool WeaponGetCameraPointMSTransform | ( | notnull EntityAI | pCamEntity, |
vector | pCamPoint, | ||
vector | pCamDir, | ||
out vector | pTm[4] ) |
returns true if weapon is item and it has camera point - model space matrix -
|
private |
|
static |
bit mask of ik settings
|
static |
|
static |
bool m_bAttackLean |
max speed of alignment when evading
per weapon lean forward
Используется в HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded() и HumanItemBehaviorCfg::SetTwoHanded().
bool m_bJumpAllowed |
|
private |
default true
float m_fMeleeEvadeHeadingFilterSpan |
max speed of alignment when moving
evade caps
float m_fMeleeEvadeHeadingFilterSpeed |
delay of alignment when evading
float m_fMoveHeadingFilterSpan |
per item camera user data - can be obtained in runtime by DayZPlayer.GetPerItemCameraUD()
movement caps
float m_fMoveHeadingFilterSpeed |
delay of alignment when moving in prone stance
float m_fMoveHeadingProneFilterSpan |
delay of alignment when sprintinh
float m_fMoveHeadingSprintFilterSpan |
default delay of alignment when moving
int m_IKSettings[24] |
int m_IKSettingsMelee[2] |
[stance][movement] mask for ik
int m_iPerItemCameraUserData |
[inpact type] mask for ik (0 - light/1 - heavy)
Используется в HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded() и HumanItemBehaviorCfg::SetTwoHanded().
int m_iStanceMask |
combinations of STANCEMASK_
Используется в HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded() и HumanItemBehaviorCfg::SetTwoHanded().
int m_iType |
Используется в HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetFirearms(), SetHeavyItems(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded() и HumanItemBehaviorCfg::SetTwoHanded().
int m_StanceMovements[6] |
Используется в HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetEmptyHanded(), HumanItemBehaviorCfg::SetHeavyItems(), HumanItemBehaviorCfg::SetPoleArms(), HumanItemBehaviorCfg::SetRestrained(), HumanItemBehaviorCfg::SetSurrender(), HumanItemBehaviorCfg::SetToolsOneHanded() и HumanItemBehaviorCfg::SetTwoHanded().
int m_StanceRotation[6] |
6 stances -> all has movement mask, STANCEIDX_ ... is index
Используется в HumanItemBehaviorCfg::DayzPlayerItemBehaviorCfg(), HumanItemBehaviorCfg::SetRestrained() и HumanItemBehaviorCfg::SetSurrender().