class DayZPlayerImplementThrowingSource
Constructors 1
void DayZPlayerImplementThrowing(DayZPlayer pPlayer)Referenced by DayZPlayerImplement.DayZPlayerImplement()
Constants 3
private const float c_fThrowingForceMin = 20.0Referenced by HandleThrowing()
private const float c_fThrowingForceMax = 90.0Referenced by HandleThrowing()
private const float c_fThrowingForceCoef = 1.0Referenced by HandleThrowing()
Members 5
private DayZPlayer m_PlayerReferenced by CanChangeThrowingStance(), CanContinueThrowing(), CheckFreeSpace()
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, DayZPlayerImplementThrowing(), HandleThrowing(), and SetThrowingModeEnabled()private bool m_bThrowingModeEnabledprivate bool m_bThrowingInProgressReferenced by CanContinueThrowing(), HandleThrowing(), IsThrowingInProgress()
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, ResetState()private bool m_bThrowingAnimationPlayingprivate float m_fThrowingForce01Methods 11
void HandleThrowing(HumanInputController pHic, HumanCommandWeapons pHcw, EntityAI pEntityInHands, float pDt)References vector.AnglesToVector(), CancelThrowing(), CanChangeThrowingStance()
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, CanContinueThrowingEx(), GameInventory.ClearInventoryReservationEx(), HumanCommandWeapons.GetBaseAimingAngleLR(), HumanCommandWeapons.GetBaseAimingAngleUD(), Human.GetCommand_Move(), GameInventory.GetCurrentInventoryLocation(), Man.GetHumanInventory(), EntityAI.GetInventory(), EntityAI.GetInventory(), Human.GetItemAccessor(), HumanItemAccessor.GetItemInHandsBehaviourCfg(), Object.GetOrientation(), HumanInputController.IsAttackButton(), HumanCommandMove.IsStandingFromBack(), HumanCommandWeapons.IsThrowingMode(), HumanInputController.IsThrowingModeChange(), ResetState(), HumanCommandWeapons.SetActionProgressParams(), HumanCommandWeapons.SetThrowingMode(), SetThrowingModeEnabled(), HumanInventory.ThrowEntity(), HumanCommandWeapons.ThrowItem(), HumanCommandWeapons.WasItemLeaveHandsEvent(), c_fThrowingForceCoef, c_fThrowingForceMax, c_fThrowingForceMin, m_bThrowingAnimationPlaying, m_bThrowingInProgress, m_bThrowingModeEnabled, m_fThrowingForce01, HumanItemBehaviorCfg.m_iType, and m_PlayerReferenced by DayZPlayerImplement.CommandHandler()
void CancelThrowing(HumanInputController pHic, HumanCommandWeapons pHcw)bad transition: prone-on-back -> crouch/stand while throw wind-up is active
References ResetState(), HumanInputController.ResetThrowingMode(), HumanCommandWeapons.SetActionProgressParams()
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, HumanCommandWeapons.SetThrowingMode(), and SetThrowingModeEnabled()Referenced by HandleThrowing()
void ResetState()void SetThrowingModeEnabled(bool enable)bool IsThrowingModeEnabled()References m_bThrowingModeEnabled
bool IsThrowingInProgress()Throwing wind-up only (button hold)
References m_bThrowingInProgress
Referenced by PlayerBase.CanChangeStance()
bool IsThrowingAnimationPlaying()Throwing animation after button release
References m_bThrowingAnimationPlaying
bool CanChangeThrowingStance(HumanInputController pHic)References Class.Cast(), CheckFreeSpace(), PlayerBase.GetActionManager()
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, DayZPlayerImplement.GetDayZPlayerInventory(), PlayerBase.GetEmoteManager(), Human.GetItemAccessor(), HumanItemAccessor.GetItemInHandsBehaviourCfg(), ActionManagerBase.GetRunningAction(), PlayerBase.GetWeaponManager(), EmoteManager.IsEmotePlaying(), PlayerBase.IsItemsToDelete(), DayZPlayerInventory.IsProcessing(), PlayerBase.IsRestrained(), WeaponManager.IsRunning(), HumanInputController.IsStanceChange(), HumanInputController.IsWeaponRaised(), HumanItemBehaviorCfg.m_iType, and m_PlayerReferenced by HandleThrowing()
bool CanContinueThrowing(HumanInputController pHic)Referenced by CanContinueThrowingEx()
bool CanContinueThrowingEx(HumanInputController pHic, EntityAI pEntityInHands)References CanContinueThrowing()
Referenced by HandleThrowing()
bool CheckFreeSpace()