DIFF

class DayZPlayerCameraBase

DayZPlayerCameraBase › DayZPlayerCamera

Constructors 1

Constants 2

static const float CONST_NEARPLANE_OPTICS_MIN = 0.04

Minimal safe near plane value, artifacts on the far plane otherwise!

const float SANDSTORM_NVG_THRESHOLD = 0.15

Members 17

protected float m_fUDAngleVel[1]
protected bool m_IsNightvision
Referenced by IsCameraNV(), and SetCameraNV()
protected int m_NightvisionType
protected int m_ResolvedNVType

last applied condition-aware NV variant

Methods 29

void ProcessCameraShake(float delta, out float leftRight, out float upDown)

disable override

override void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)

switch shooting from camera to weapon (firearms)

float GetWeaponSwayModifier()
override string GetCameraName()
void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)
Referenced by OnActivate()
void SetCameraNV(bool nightvision)
References m_IsNightvision
void SetCameraNVType(int type)
Referenced by Init(), and UpdateCameraNV()
void SetCameraPP(bool state, DayZPlayerCamera launchedFrom)

by default sets camera PP to zero, regardless of parameter. Override if needed.

Referenced by UpdateCameraNV()
override float GetCurrentYaw()
override float GetCurrentPitch()
override float GetCurrentRoll()
void ForceFreelook(bool state)
References m_bForceFreeLook
bool IsPlayerUnderground(PlayerBase player)

Enclosed / dark space check, driven by the underground trigger system (UndergroundHandlerClient sets the presence on the player).

Referenced by ResolveNVType()
bool IsSandstormActiveForPlayer(PlayerBase player)

Active sandstorm at the player's position. Uses the per-player intensity so the shelter/underground fade the sandstorm system already applies is respected.

Referenced by ResolveNVType()