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class HumanItemBehaviorCfg | OnItemInHandsChanged (bool pInstant=false) |
| signalization from script to engine that item in hands changed
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void | SetIK (int pStance, int pMovement, bool pAim, bool pRArm, bool pLArm) |
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void | SetIKStance (int pStance, bool pAim, bool pRArm, bool pLArm) |
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void | SetIKMelee (int pHitType, bool pAim, bool pRArm, bool pLArm) |
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void | SetIKAll (bool pAim, bool pRArm, bool pLArm) |
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proto native void | ResetWeaponInHands () |
| reset weapon anim override in case of premature death
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proto native void | HideItemInHands (bool pState) |
| hides item in hands visually
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proto native bool | IsItemInHandsHidden () |
| returns if item in hands is hidden visually
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proto native bool | IsItemInHandsWeapon () |
| returns true if item in hands is a weapon
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proto native bool | WeaponGetCameraPoint (out vector pPos, out vector pRot) |
| returns true if weapon is item and it has camera point - local pos, dir in weapon space
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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 -
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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 -
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proto native bool | WeaponGetAimingModelDirTm (out vector pTm[4]) |
| return current aiming point from aiming model (additive swaying applied - no recoil points)
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proto native HumanItemBehaviorCfg | GetItemInHandsBehaviourCfg () |
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void | HumanItemAccessor () |
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void | ~HumanItemAccessor () |
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