DIFF

class DayZPlayerTypeSource

SurvivorBaseType PlayerBaseType DayZPlayerType HumanType ManType EntityAIType EntityType

All members, including inherited

Constructors 2

void ~DayZPlayerType()

Members 18

ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTable

this is used for getting appropriate sound effect to play step event on various surfaces && boots it's downcasted to StepSoundLookupTable

ref DayZPlayerTypeAnimTable m_pSoundTable
ref NoiseParams m_pNoiseStepStand
ref NoiseParams m_pNoiseStepCrouch
ref NoiseParams m_pNoiseStepProne
ref NoiseParams m_pNoiseLandLight
ref NoiseParams m_pNoiseLandHeavy
ref NoiseParams m_pNoiseWhisper
ref NoiseParams m_pNoiseTalk
ref NoiseParams m_pNoiseShout
ref array<ref VegetationSound> m_pVegetationSounds
protected ref array<ref DayZAIHitComponent> m_HitComponentsForAI

Melee hit components (AI targeting)

protected string m_DefaultHitComponent
protected string m_DefaultHitPositionComponent
protected ref array<string> m_SuitableFinisherHitComponents
ref array<ref AnimSoundEvent> m_animSoundEventsAttack

Methods 47

proto native void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
proto native void ResetItemInHandsProfiles()

reset profiles

proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)
proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "")
proto native int AddItemBoneRemap(string pItemClass, array<string> pBoneRemap)

array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" }; AddItemBoneRemap("class", remap);

proto native void DebugPreloadAnimationInstances()

debug / hack - loads all animation instances

proto native void ResetCameraCreators()

resets camera creators

proto native void RegisterCameraCreator(int pCameraID, typename pCameraType)

registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)

proto native void RegisterCameraOnChangeFnStatic(typename pClass, string pFnName)

registers camera on change function - static function

proto native void RegisterCameraOnChangeFn(Class pInstance, string pFnName)

registers camera on change function -

proto native void SetLookLimits(float pDown, float pUp, float pLeft, float pRight)

sets look limits for a player

proto native void SetAimLimits(float pDown, float pUp, float pLeft, float pRight)

sets aim limits for a player

proto native void SetVerticalMinimumAimLimit(float value)

sets vertical minimum aim limit for a player

proto native void SetCameraShootParams(float pRayDistance, float pRayRadius, float pMaxAngleCos)

sets aim limits for a player

proto native int GetHeadBoneIdx()

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proto native void RegisterStepEvent(string pEventType, float pFilterTimeout)

calls DayZPlayer.OnStepEvent();

proto native void RegisterSoundEvent(string pEventType, float pFilterTimeout)

calls DayZPlayer.OnSoundEvent();

proto native void RegisterParticleEvent(string pEventType, float pFilterTimeout)

calls DayZPlayer.OnParticleEvent();

void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)
void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)
void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)
void RegisterSoundTable(DayZPlayerTypeAnimTable pST)
References m_pSoundTable
array<ref VegetationSound> GetVegetationSounds()
NoiseParams GetNoiseParamsStand()
NoiseParams GetNoiseParamsCrouch()
NoiseParams GetNoiseParamsProne()
NoiseParams GetNoiseParamsLandLight()
NoiseParams GetNoiseParamsLandHeavy()
NoiseParams GetNoiseParamsWhisper()
References m_pNoiseWhisper
NoiseParams GetNoiseParamsTalk()
References m_pNoiseTalk
NoiseParams GetNoiseParamsShout()
References m_pNoiseShout
void RegisterHitComponentsForAI()

register hit components for AI melee (used by attacking AI)

string GetHitComponentForAI()

register hit components that are selected by probability

string GetDefaultHitComponent()
string GetDefaultHitPositionComponent()
Referenced by PlayerBase.Init()
array<string> GetSuitableFinisherHitComponents()
proto native SHumanGlobalSettings GetGlobalSettingsW()

returns Human global settings for DayZPlayer

proto native SHumanCommandMoveSettings CommandMoveSettingsW()

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