class DayZPlayerCameraBase
DayZPlayerCameraBase › DayZPlayerCamera
Constructors 1
void DayZPlayerCameraBase(DayZPlayer pPlayer, HumanInputController pInput)constructor must be same
Constants 2
static const float CONST_NEARPLANE_OPTICS_MIN = 0.04Minimal safe near plane value, artifacts on the far plane otherwise!
const float SANDSTORM_NVG_THRESHOLD = 0.15Members 17
protected Weapon_Base m_weaponUsedprotected ItemOptics m_opticsUsedShow 7 more
, DayZPlayerCameraIronsights.SetupSightEntities(), DayZPlayerCameraOptics.AdjustCameraParameters(), DayZPlayerCameraOptics.GetCurrentSightEntity(), DayZPlayerCameraOptics.GetCurrentSightInfo(), DayZPlayerCameraOptics.Init(), DayZPlayerCameraOptics.OnActivate(), and DayZPlayerCameraOptics.SetCameraPP()protected ref CameraShake m_CameraShakeprotected float m_fLRAngleVel[1]Show 1 more
, UpdateLRAngleUnlocked()protected float m_fUDAngleVel[1]Show 1 more
, UpdateUDAngleUnlocked()protected float m_fFovAbsVel[1]Show 1 more
, DayZPlayerCameraOptics.HoldBreathFOVEffect()protected float m_fFovAbsoluteShow 1 more
, DayZPlayerCameraOptics.HoldBreathFOVEffect()protected bool m_bForceFreeLookShow 1 more
, 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_NightvisionTypeprotected int m_ResolvedNVTypelast applied condition-aware NV variant
Show 1 more
, DayZPlayerCameraOptics.SetCameraPP()Methods 29
void HandleShoulderCameraOverride(HumanInputController pInput)disable override
void Init()Show 4 more
, PlayerBase.IsNVGWorking(), SetCameraNV(), SetCameraNVType(), and DayZPlayerCamera.m_pPlayerfloat UpdateUDAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)float UpdateLRAngleUnlocked(out float pAngle, out float pAngleAdd, float pMin, float pMax, float pDt)overriding the limits here so that they match the ones that are used in C++
overriding the limits here so that they match the ones that are used in C++
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)Show 5 more
, Debug.Log(), DayZPlayerCamera.OnUpdate(), StdFovUpdate(), UpdateCameraNV(), and DayZPlayerCamera.m_pPlayeroverride void OnActivate(DayZPlayerCamera pPrevCamera, DayZPlayerCameraResult pPrevCameraResult)Show 13 more
, 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()override string GetCameraName()void SetCameraPPDelay(DayZPlayerCamera pPrevCamera)void SetCameraNV(bool nightvision)Show 1 more
, DayZPlayerCameraOptics.SetCameraPP()void SetCameraNVType(int type)int GetCameraNVType()Show 1 more
, DayZPlayerCameraOptics.SetCameraPP()void UpdateCameraNV(PlayerBase player)Show 6 more
, PlayerBase.IsNVGWorking(), ResolveNVType(), SetCameraNV(), SetCameraNVType(), SetCameraPP(), and m_ResolvedNVTypevoid SetCameraPP(bool state, DayZPlayerCamera launchedFrom)by default sets camera PP to zero, regardless of parameter. Override if needed.
override float GetCurrentYaw()override float GetCurrentPitch()override float GetCurrentRoll()void ForceFreelook(bool state)void SetNVPostprocess(int NVtype)DayZPlayerCameraOptics handles this separately, otherwise it takes active NVType from PlayerBase::GetCameraNVType
Show 26 more
, CGame.GetMission(), PPERequesterBank.GetRequester(), GameplayEffectWidgets_base.RemoveActiveEffects(), PPERequesterBase.Start(), PPERequesterBase.Stop(), PlayerBaseClient.SwitchPersonalLight(), DayZPlayerCamera.m_pPlayer, PPERequester_CameraNV.NV_DAYTIME_GLASSES, PPERequester_CameraNV.NV_DAYTIME_OPTICS, PPERequester_CameraNV.NV_DAYTIME_PUMPKIN, PPERequester_CameraNV.NV_DEFAULT_GLASSES, PPERequester_CameraNV.NV_DEFAULT_OPTICS, PPERequester_CameraNV.NV_NO_BATTERY, PPERequester_CameraNV.NV_PUMPKIN, PPERequester_CameraNV.NV_SANDSTORM_GLASSES, PPERequester_CameraNV.NV_SANDSTORM_OPTICS, PPERequester_CameraNV.NV_SANDSTORM_PUMPKIN, PPERequester_CameraNV.NV_UNDERGROUND_DAYTIME_OPTICS, PPERequester_CameraNV.NV_UNDERGROUND_GLASSES, PPERequester_CameraNV.NV_UNDERGROUND_OPTICS, PPERequester_CameraNV.NV_UNDERGROUND_PUMPKIN, PPERequester_CameraNV.NV_UNDERGROUND_SANDSTORM_DAYTIME_OPTICS, PPERequester_CameraNV.NV_UNDERGROUND_SANDSTORM_GLASSES, PPERequester_CameraNV.NV_UNDERGROUND_SANDSTORM_OPTICS, PPERequester_CameraNV.NV_UNDERGROUND_SANDSTORM_PUMPKIN, and PPERequesterBank.REQ_CAMERANVvoid InitCameraOnPlayer(bool force = false)Show 1 more
, DayZPlayerCamera.m_pPlayerShow 2 more
, OnActivate(), and OnUpdate()int ResolveNVType(int rawType, PlayerBase player)Show 1 more
, DayZPlayerCameraOptics.SetCameraPP()bool IsPlayerUnderground(PlayerBase player)Enclosed / dark space check, driven by the underground trigger system (UndergroundHandlerClient sets the presence on the player).
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.