class DayZPlayerCameraResultSource
this file is interface DayZPlayer classes
Constructors 2
private void DayZPlayerCameraResult()cannot be instanced from script (always created from C++)
private void ~DayZPlayerCameraResult()cannot be instanced from script (always created from C++)
Members 20
vector m_CameraTM[4]transformation matrix - pos + orient of the camera
float m_fFovMultiplierfov multiplier - 1.0 default - used for modifying fov -
float m_fFovAbsolutefov absolute value override - -1.0 default, if set - overrides absolute fov setting
float m_fNearPlanenearplane distance
float m_fPositionModelSpace0.0 position is in heading space, 1.0 position is in model space
float m_fDistancecamera distance (external cameras only)
float m_fUseHeading0..1 (0 uses direct dir returned, 1 uses heading from player)
float m_fPredictCollisionRadiussphere radius used for collision prediction
int m_iDirectBone-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
int m_iDirectBoneMode0 not used, 1 - pos, 2 - rot, 3 - pos+rot applied as a parent to m_CameraTM, 4 as 3 but cam aligned with Y
float m_fInsideCamera0..1 (0 normal lod, 1 inside lod), >0.7 -> inside
bool m_bUpdateWhenBlendOuttrue - camera is updated when blending to new camera (Ironsights == false)
float m_fShootFromCamera1(default) - uses shoot from camera (+aiming sway), 0 pure weapon shoot (ironsights == 0)
float m_fIgnoreParentRoll1 - resets base transforms roll
float m_fIgnoreParentPitch1 - resets base transforms pitch
float m_fIgnoreParentYaw1 - resets base transforms yaw
bool m_bUpdateEveryFrameWhether the camera updates the next frame or blends with next character update
vector m_OwnerTM[4]override automatically calculated owner transform during rendering (default - false)
bool m_bOwnerTMOverrideThe world space transform of the owner to the camera
IEntity m_CollisionIgnoreEntityignore entity in 3rd person camera collision solver