class DayZPlayerUtilsSource
Constructors 1
private void DayZPlayerUtils()cannot be instantiated
Members 1
if total water depth >= 1.5m && character is 1.5m in water
Methods 26
static proto native void EnableDebugDraw(bool pEnable)enables debug draw in functions
static proto native void DrawStartFrame()clear info - new draw starts
draws debug box (color=red)
overrides total animation translation
overrides total animation rotation
overrides total animation speed
for X <= 0 it clamps Y to Rangle (0,5) for X == 0.5 it clamps Y to Rangle (1,4) for X == 1 it clamps Y to Rangle (2,3) for X == 1.5 it clamps Y to Rangle (1,2) for X >= 2 it clamps Y to Rangle (0,1)
static proto native void PhysicsGetEntitiesInBox(vector min, vector max, notnull out array<EntityAI> entList)returns entities overlapping/touching in AABB box -
static proto native void SceneGetEntitiesInBox(vector min, vector max, notnull out array<EntityAI> entList, int flags = QueryFlags.DYNAMIC)returns entities overlapping/touching in AABB box -
static proto native void GetEntitiesInCone(vector pos, vector dir, float angle, float dist, float minHeigh, float maxHeight, out array<Object> entList)returns entities in height-extended 2D cone
- in
angle anglein degrees- in
minHeigh cone3D-extension Y min- in
maxHeight cone3D-extension Y max
static Object GetMeleeTarget(vector pos, vector dir, float angle, float dist, float minHeight, float maxHeight, EntityAI pToIgnore, array<typename> targetableObjects, out array<Object> allTargets = NULL)returns fight target
static proto native bool PlayerCanChangeStance(DayZPlayer pPlayer, int pTargetStance, bool forceCheck = false)static proto native bool FindMagazinesForAmmo(DayZPlayer player, string ammoTypeName, out array<Magazine> mags)searches inventory for all magazines that can hold specified ammo type
- in
player DayZPlayer- in
ammoTypeName typename of the cartridge- out
mags arrayfilled with suitable magazines
Returns: true if found at least one
static Magazine SelectStoreCartridge(DayZPlayer player, Weapon_Base weapon, int muzzleIndex, Magazine exclude_mag, float damage, string magTypeName)Show 11 more
, GameInventory.FindFirstFreeLocationForNewEntity(), FindMagazinesForAmmo(), array.Get(), EntityAI.GetInventory(), Object.GetPosition(), Class.IsInherited(), Class.IsInherited(), Magazine.ServerSetAmmoCount(), Magazine.ServerSetAmmoCount(), SpawnEntity(), and EntityAI.SpawnEntityOnGroundPos()static bool HandleDropMagazine(DayZPlayer player, Magazine mag)Show 17 more
, DetachOldMagazine.OnExit(), LoopedChambering.OnAbort(), LoopedChambering.OnExit(), LoopedChamberingCombineChamberInternalMagazine.OnAbort(), LoopedChamberingCombineChamberInternalMagazine.OnExit(), LoopedChamberingEjectLast.OnAbort(), LoopedChamberingEjectLast.OnExit(), WeaponAttachMagazine.OnAbort(), WeaponAttachMagazineOpenBoltCharged.OnAbort(), WeaponChambering.OnAbort(), WeaponChambering.OnExit(), WeaponMagnumChambering.OnAbort(), WeaponMagnumChambering.OnExit(), WeaponReplacingMagAndChamberNext.OnAbort(), WeaponReplacingMagAndChamberNext.OnExit(), WeaponReplacingMagAndChamberNextOpenBoltCharged.OnAbort(), and WeaponReplacingMagAndChamberNextOpenBoltCharged.OnExit()static bool HandleDropCartridge(DayZPlayer player, float damage, string cartTypeName, string magTypeName)We don't care if a valid transform couldn't be found, we just want to preferably use it instead of placing on the player
static bool HandleStoreCartridge(DayZPlayer player, Weapon_Base weapon, int muzzleIndex, float damage, string cartTypeName, string magTypeName, bool CanDrop = true)Show 14 more
, FindMagazinesForAmmo(), Object.GetHealthLevel(), Object.GetHealthLevelValue(), EntityAI.GetInventory(), Object.GetMaxHealth(), Object.GetNumberOfHealthLevels(), HandleDropCartridge(), new InventoryLocation(), Class.IsInherited(), Magazine.ServerSetAmmoCount(), Magazine.ServerStoreCartridge(), Magazine.ServerStoreCartridge(), Object.SetHealth(), and SpawnEntity()static proto native bool InitComponentCollisions(Human player, array<ref ComponentCollisionBox> boxes, array<ref ComponentCollisionCapsule> capsules)initializes table of component collisions
- in
player DayZPlayer- in
boxes arrayfilled with box @see ComponentCollisionBox- in
capsules arrayfilled with capsules @see ComponentCollisionCapsule
Returns: true if success
static proto native bool IsComponentCollisionInitialized()Returns: true if already initialized
static proto native void ClearComponentCollisions()static proto native vector GetMemoryPointPositionBoneRelative(DayZPlayer pPlayer, int pBoneIndex, int pPointIndex)static void InitPlayerComponentCollisions(Human player)Show 4 more
, InitComponentCollisions(), array.Insert(), array.Insert(), and IsComponentCollisionInitialized()static EWaterLevels CheckWaterLevel(DayZPlayer pPlayer, out vector waterLevel)private static void InitCachedEntList()