class DayZPlayerCameraBaseSource
DayZPlayerCameraBase › DayZPlayerCamera
Derived classes
DayZPlayerCamera1stPersonDayZPlayerCamera3rdPersonDayZPlayerCamera3rdPersonVehicleDayZPlayerCameraIronsights
All members, including inherited
Constructors 1
void DayZPlayerCameraBase(DayZPlayer pPlayer, HumanInputController pInput)constructor must be same
Constants 1
static const float CONST_NEARPLANE_OPTICS_MIN = 0.04Minimal safe near plane value, artifacts on the far plane otherwise!
Referenced by ItemOptics.InitCameraOverrideProperties()
Members 16
protected Weapon_Base m_weaponUsedprotected ItemOptics m_opticsUsedReferenced by DayZPlayerCameraIronsights.GetCurrentSightEntity(), DayZPlayerCameraIronsights.GetCurrentSightInfo(), DayZPlayerCameraIronsights.SetCameraPP()
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, DayZPlayerCameraIronsights.SetupSightEntities(), DayZPlayerCameraOptics.AdjustCameraParameters(), DayZPlayerCameraOptics.GetCurrentSightEntity(), DayZPlayerCameraOptics.GetCurrentSightInfo(), DayZPlayerCameraOptics.Init(), DayZPlayerCameraOptics.OnActivate(), and DayZPlayerCameraOptics.SetCameraPP()protected ref CameraShake m_CameraShakeReferenced by ProcessCameraShake(), SpawnCameraShakeProper(), and DayZPlayerCameraIronsights.OnUpdate()
protected float m_fLRAngleVel[1]Referenced by DayZPlayerCamera3rdPersonProneBase.UpdateLRAngleLookAt(), DayZPlayerCameraBase(), UpdateLRAngle()
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, UpdateLRAngleUnlocked()protected float m_fUDAngleVel[1]Referenced by DayZPlayerCameraBase(), UpdateLRAngleUnlocked(), UpdateUDAngle()
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, UpdateUDAngleUnlocked()protected float m_fFovAbsVel[1]Referenced by DayZPlayerCameraBase(), StdFovUpdate(), DayZPlayerCameraIronsights.HoldBreathFOVEffect()
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, DayZPlayerCameraOptics.HoldBreathFOVEffect()protected float m_fFovAbsoluteReferenced by DayZPlayerCameraBase(), StdFovUpdate(), DayZPlayerCameraIronsights.HoldBreathFOVEffect()
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, DayZPlayerCameraOptics.HoldBreathFOVEffect()protected bool m_bForceFreeLookReferenced by DayZPlayerCamera3rdPersonProneBase.UpdateLRAngleLookAt(), ForceFreelook(), UpdateLRAngle()
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, UpdateLRAngleUnlocked()protected float m_WeaponSwayModifierprotected float m_CameraPPDelayprotected float m_CurrentCameraYawprotected float m_CurrentCameraPitchprotected float m_CurrentCameraRollprotected HumanCommandWeapons m_CommandWeaponsprotected bool m_IsNightvisionprotected int m_NightvisionTypeMethods 26
void HandleShoulderCameraOverride(HumanInputController pInput)Referenced by DayZPlayerCameraBase()
disable override
void Init()References Class.Cast(), PlayerBase.GetNVType(), IsCameraNV()
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, PlayerBase.IsNVGWorking(), SetCameraNV(), SetCameraNVType(), and DayZPlayerCamera.m_pPlayerfloat UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)References Math.AbsFloat(), HumanInputController.CameraIsFreeLook(), HumanInputController.CameraIsTracking()
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, Class.Cast(), HumanInputController.GetAimDelta(), HumanCommandWeapons.GetBaseAimingAngleUD(), DayZPlayer.GetLookLimits(), HumanInputController.GetTracking(), Limit(), Math.SmoothCD(), m_CommandWeapons, m_fUDAngleVel, DayZPlayerCamera.m_pInput, DayZPlayerCamera.m_pPlayer, and Math.RAD2DEGfloat UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)update it in degrees
void StdFovUpdate(float pDt, out DayZPlayerCameraResult pOutResult)override void SpawnCameraShakeProper(float strength, float radius, float smoothness, float radius_decay_speed)switch shooting from camera to weapon (firearms)
override void OnUpdate(float pDt, out DayZPlayerCameraResult pOutResult)References Class.Cast(), DayZPlayer.GetCurrentCamera(), InitCameraOnPlayer()
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, Debug.Log(), DayZPlayerCamera.OnUpdate(), StdFovUpdate(), UpdateCameraNV(), and DayZPlayerCamera.m_pPlayerReferenced by DayZPlayerCamera3rdPersonVehicle.OnUpdate()
override void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)References ScriptCallQueue.Call(), ScriptCallQueue.CallLater(), Class.Cast()
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, Class.Cast(), Class.CastTo(), DayZGame.GetCallQueue(), PPERequesterBank.GetRequester(), InitCameraOnPlayer(), IsCameraNV(), IsCameraNV(), SetCameraPPDelay(), PPERequesterBase.Start(), m_CameraPPDelay, DayZPlayerCamera.m_pPlayer, PPERequester_CameraNV.NV_TRANSITIVE, and PPERequesterBank.REQ_CAMERANVfloat GetWeaponSwayModifier()References m_WeaponSwayModifier
Referenced by PlayerBase.OnCameraChanged()
override string GetCameraName()void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)Referenced by OnActivate()
void SetCameraNV(bool nightvision)References m_IsNightvision
Referenced by Init(), UpdateCameraNV(), DayZPlayerCameraOptics.Init()
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, DayZPlayerCameraOptics.SetCameraPP()void SetCameraNVType(int type)References m_NightvisionType
int GetCameraNVType()References m_NightvisionType
Referenced by SetCameraPP(), UpdateCameraNV(), DayZPlayerCameraIronsights.SetCameraPP()
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, DayZPlayerCameraOptics.SetCameraPP()void UpdateCameraNV(PlayerBase player)References GetCameraNVType(), PlayerBase.GetNVType(), IsCameraNV()
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, PlayerBase.IsNVGWorking(), SetCameraNV(), SetCameraNVType(), and SetCameraPP()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()References m_CurrentCameraYaw
override float GetCurrentPitch()References m_CurrentCameraPitch
Referenced by PlayerBase.IsCurrentCameraAimedAtGround()
override float GetCurrentRoll()References m_CurrentCameraRoll
void ForceFreelook(bool state)References m_bForceFreeLook
void SetNVPostprocess(int NVtype)DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::GetCameraNVType
References GameplayEffectWidgets_base.AddActiveEffects(), Class.Cast(), Mission.GetEffectWidgets()
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, CGame.GetMission(), PPERequesterBank.GetRequester(), GameplayEffectWidgets_base.RemoveActiveEffects(), PPERequesterBase.Start(), PPERequesterBase.Stop(), PlayerBaseClient.SwitchPersonalLight(), DayZPlayerCamera.m_pPlayer, PPERequester_CameraNV.NV_DAYTIME_OPTICS, PPERequester_CameraNV.NV_DEFAULT_GLASSES, PPERequester_CameraNV.NV_DEFAULT_OPTICS, PPERequester_CameraNV.NV_NO_BATTERY, PPERequester_CameraNV.NV_PUMPKIN, and PPERequesterBank.REQ_CAMERANVvoid InitCameraOnPlayer(bool force = false)References Class.Cast(), PlayerBase.GetCurrentPlayerCamera(), PlayerBase.OnCameraChanged()
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, DayZPlayerCamera.m_pPlayerReferenced by DayZPlayerCamera1stPerson.OnUpdate(), DayZPlayerCamera3rdPerson.OnUpdate(), DayZPlayerCamera3rdPersonProneBase.OnUpdate()