DIFF

class HumanSource

SurvivorBase PlayerBaseClient PlayerBase ManBase DayZPlayerImplement DayZPlayer Human Man Person Pawn EntityAI Entity ObjectTyped Object IEntity Managed

All members, including inherited

Methods 110

proto native void GetTransformWS(out vector pTm[4])

Deprecated: replaced with 'PhysicsGetTransformLS', which is local space transform

proto native void PhysicsGetTransformWS(out vector pTm[4])

gets human transform in world space Note: Value is not cached and it is recomputed every call if there is some parent

proto native void PhysicsGetTransformLS(out vector pTm[4])

gets human transform in local space to parent/linked

proto native vector PhysicsGetPositionWS()

gets human position in world space Note: Value is not cached and it is recomputed every call if there is some parent

proto native vector PhysicsGetPositionLS()

gets human position in local space to parent/linked

proto native bool CheckFreeSpace(vector localDir, float distance, bool useHeading, vector posOffset = vector.Zero, float xzScale = 1.0)

makes test if there's enough space for character's collider assuming that character can be pushed away from obstacle - usable for checking if character is in some tight space

proto float CollisionMoveTest(vector dir, vector offset, float xzScale, IEntity ignoreEntity, out IEntity hitEntity, out vector hitPosition, out vector hitNormal)

makes test if character can physically move in given world space direction - length of dir means distance, returns distance fraction

proto native void LinkToLocalSpaceOf(notnull IEntity child, vector pLocalSpaceMatrix[4])
proto native void UnlinkFromLocalSpace()
proto native void AlignPositionWS(vector position)

smoothly move the player to the target position - do not handle replay, performed internally

proto native void AlignTranslationWS(vector translation)

adds the translation to the current position and then calls AlignPositionWS - do not handle replay, performed internally

proto native void AlignTranslationLS(vector translation)

adds the translation to the current position in heading space and then calls AlignPositionWS - do not handle replay, performed internally

proto native void AlignDirectionWS(vector direction)

smoothly move the player to face the target direction - do not handle replay, performed internally

void OnPhysMove(float dt, vector transform[4])

callback before the transform is finalized, after PrePhys, called before alignment is applied - important to ensure state is saved as this function gets replayed on correction

proto native HumanAnimInterface GetAnimInterface()

returns animation interface - usable in HumanCommandScript implementations

proto native bool PhysicsIsFalling(bool pValidate)

returns true if physics controller is falling

proto native IEntity PhysicsGetFloorEntity()

entity below us

proto native IEntity PhysicsGetLinkedEntity()

entity we are linked to (not valid when IEntity.GetParent() returns some entity)

proto native bool PhysicsWasSlidingOffLinkedEntity()

if the entity we are on was moving faster than it's defined config 'animPhysDetachSpeed' value It is the result of the previous keyframe after physics move has been performed

proto native void PhysicsGetVelocity(out vector pVelocity)

outs pVelocity - linear velocity of PHYSICS CONTROLLER

proto native void PhysicsEnableGravity(bool pEnable)
proto native bool PhysicsIsSolid()
proto native void PhysicsSetSolid(bool pSolid)
proto native void PhysicsSetRagdoll(bool pEnable)

Sets and synchronize interaction layers 'RAGDOLL' and 'RAGDOLL_NO_CHARACTER' to prevent body stacking and players going through dead creatures

proto native int GetCurrentCommandID()

returns current command ID (see DayZPlayerConstants.COMMANDID_...)

proto native HumanCommandMelee StartCommand_Melee(EntityAI pTarget)

starts command - melee

proto native HumanCommandFall StartCommand_Fall(float pYVelocity)

starts command - fall pYVelocity <= 0 -> fall pYVelocity > 0 -> jump

proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex)

starts command - fall

proto native HumanCommandSwim StartCommand_Swim()

starts command - Swim

proto native HumanCommandVehicle StartCommand_Vehicle(Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious = false)

starts command - vehicle

proto native HumanCommandClimb StartCommand_Climb(SHumanCommandClimbResult pClimbResult, int pType)

starts command - climb

proto native HumanCommandClimb GetCommand_Climb()
proto native HumanCommandDeathCallback StartCommand_Death(int pType, float pDirection, typename pCallbackClass, bool pKeepInLocalSpaceAfterLeave = false)

starts command - death

proto native HumanCommandDeathCallback GetCommand_Death()
proto native HumanCommandUnconscious StartCommand_Unconscious(float pType)

starts command - unconscious

proto native int GetCommandModifierCount()
proto native int GetCommandModifierID(int pIndex)

returns COMMANDID_ .. type id of command modifier on index pIndex

proto native void DeleteCommandModifier_Action(HumanCommandActionCallback pCallback)

force remove - normally if action is ended or interrupted - this is not needed to call

proto native HumanCommandDamage AddCommandModifier_Damage(int pType, float pDirection)

starts additive damage

proto native void DeleteCommandModifier_Damage(HumanCommandDamage pDamage)
proto native HumanCommandDamage GetCommandModifier_Damage()
proto native HumanCommandScript StartCommand_Script(HumanCommandScript pHumanCommand)

starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...

proto native HumanCommandScript StartCommand_ScriptInst(typename pCallbackClass)
proto native HumanCommandScript GetCommand_Script()

is human is in command action - returns its callback, if current command is action

proto native owned string DebugGetItemClass()

returns current item's class name

proto native owned string DebugGetItemSuperClass()

returns current item's class that is found in config

proto native owned string DebugGetItemAnimInstance()

returns current item's animation instance

proto native void StartDeath()
proto native void ResetDeath()
proto native bool IsDeathProcessed()
proto native bool IsDeathConditionMet()
void OnCommandMoveStart()
void OnCommandMoveFinish()
void OnCommandMeleeStart()
void OnCommandMeleeFinish()
void OnCommandMelee2Start()
void OnCommandMelee2Finish()
void OnCommandFallStart()
void OnCommandFallFinish()
void OnCommandClimbStart()
void OnCommandClimbFinish()
void OnCommandDeathStart()
void OnCommandDeathFinish()
void OnCommandUnconsciousStart()
void OnCommandUnconsciousFinish()
void OnCommandDamageFullbodyStart()
void OnCommandDamageFullbodyFinish()
void OnCommandDamageAdditiveStart()
void OnCommandDamageAdditiveFinish()
void OnCommandLadderStart()
void OnCommandLadderFinish()
void OnCommandSwimStart()
void OnCommandSwimFinish()
void OnCommandVehicleStart()
void OnCommandVehicleFinish()
void OnCommandActionFullbodyStart()
void OnCommandActionFullbodyFinish()
void OnCommandActionAdditiveStart()
void OnCommandActionAdditiveFinish()
void OnStanceChange(int previousStance, int newStance)

gets called on stance change

bool CanChangeStance(int previousStance, int newStance)

Called by code to see if it can

bool CanRoll()
void OnRollStart(bool isToTheRight)
void OnRollFinish()
void OnVehicleSeatDriverEnter()
void OnVehicleSeatDriverLeft()
proto native bool IsControllingVehicle()
Referenced by CarScript.OnUpdate()