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
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, ActionDigWorms.Can(), and DayZPlayerImplementThrowing.CheckFreeSpace()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 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
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
returns bone index for a name (-1 if pBoneName doesn't exist)
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, CameraToolsMenu.Update(), DayZPlayerCamera1stPerson.DayZPlayerCamera1stPerson(), DayZPlayerCamera1stPersonUnconscious.DayZPlayerCamera1stPersonUnconscious(), DayZPlayerCamera3rdPersonClimb.DayZPlayerCamera3rdPersonClimb(), DayZPlayerCamera3rdPersonErcSpr.DayZPlayerCamera3rdPersonErcSpr(), DayZPlayerCamera3rdPersonProne.DayZPlayerCamera3rdPersonProne(), DayZPlayerCamera3rdPersonProneRaised.DayZPlayerCamera3rdPersonProneRaised(), DayZPlayerCameraIronsights.DayZPlayerCameraIronsights(), DayZPlayerImplement.DeathDropHandEntity(), DayZPlayerImplementMeleeCombat.TargetSelection(), DayZPlayerMeleeFightLogic_LightHeavy.IsShortDistance(), EntityPlacementCallback.OnSetup(), Headtorch_ColorBase.AttachLightOnHead(), MiscGameplayFunctions.GetHeadBonePos(), PlayerBase.AddArrow(), PlayerBase.GetCenter(), PlayerBase.GetDrowningWaterLevelCheck(), PlayerBase.OnParticleEvent(), PlayerBase.SetDecayEffects(), PlayerBase.SpawnBreathVaporEffect(), PlayerBase.SpawnDrowningBubbles(), PluginDayzPlayerDebug.DbgShowBoneName(), SpookyArea23.OnPlayerEnterServer(), VicinityItemManager.ExcludeFromContainer_Phase1(), and Weapon_Base.LiftWeaponCheckEx()proto native HumanAnimInterface GetAnimInterface()returns animation interface - usable in HumanCommandScript implementations
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 HumanInputController GetInputController()returns human input controller
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, ActionRepairPart.RepairCondition(), BotHunt_Tracking.OnUpdate(), CrossHairSelector.FloatingCrossHair(), CrossHairSelector.SelectCrossHair(), CTEvent.Play(), CTEvent.Stop(), DayZPlayerImplement.CameraHandler(), DayZPlayerImplement.CommandHandler(), DayZPlayerImplement.CompleteWeaponRaise(), DayZPlayerImplement.HandleADS(), DayZPlayerImplement.HandleView(), DayZPlayerImplement.OnRPC(), DayZPlayerImplement.ProcessJumpOrClimb(), DayZPlayerImplement.SetIronsights(), DayZPlayerImplement.SetOptics(), EmoteManager.EmoteManager(), EntityPlacementCallback.OnSetup(), GesturesMenu.CanOpenMenu(), MiscGameplayFunctions.BuildCondition(), MiscGameplayFunctions.GetHeadingAngle(), MissionGameplay.PlayerControlEnable(), PlayerBase.CommandHandler(), PluginDayzPlayerDebug_Ctrl.CommandHandler(), QuickBarBase.CancelContinuousUse(), Weapon_Base.LiftWeaponCheckEx(), WeaponDryFire.OnUpdate(), WeaponFireAndChamberNext.OnUpdate(), WeaponFireAndChamberNextFromInnerMag.OnUpdate(), WeaponLiftDiag.DrawDiag(), and WeaponUnjamming_Start.OnUpdate()proto native HumanItemAccessor GetItemAccessor()Show 18 more
, DayZPlayerImplement.CanClimb(), DayZPlayerImplement.CanJump(), DayZPlayerImplement.HandleADS(), DayZPlayerImplement.HandleDeath(), DayZPlayerImplement.HeadingModel(), DayZPlayerImplement.OnItemInHandsChanged(), DayZPlayerImplementThrowing.CanChangeThrowingStance(), DayZPlayerImplementThrowing.CanContinueThrowing(), DayZPlayerImplementThrowing.HandleThrowing(), DayZPlayerInventory.NetSyncCurrentStateID(), DayZPlayerInventory.OnAfterStoreLoad(), ItemActionsWidget.SetItemDesc(), PlayerBase.HeadingModel(), PlayerBase.RefreshHandAnimationState(), PlayerBase.TryHideItemInHands(), RemoteDetonatorTrigger.SpawnInPlayerHands(), TurnItemIntoItemLambda.OnSuccess(), and TurnItemIntoItemLambdaAnimSysNotifyLambda.OnSuccess()proto native void GetMovementState(HumanMovementState pState)returns movement state (current command id, )
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, DayZPlayerCamera3rdPerson.OnUpdate(), DayZPlayerCamera3rdPersonCrouch.OnUpdate(), DayZPlayerImplement.AimingModel(), DayZPlayerImplement.CameraHandler(), DayZPlayerImplement.CommandHandler(), DayZPlayerImplement.EvaluateDamageHitAnimation(), DayZPlayerImplement.HandleADS(), DayZPlayerImplement.HandleWeapons(), DayZPlayerImplement.HeadingModel(), DayZPlayerImplement.IsFireWeaponRaised(), DayZPlayerImplement.OnStepEvent(), Environment.CheckWaterContact(), FreezeSymptom.OnGetActivatedServer(), HotSymptom.OnGetActivatedServer(), HungerMdfr.OnTick(), InjurySoundHandlerClient.DetermineInjuryZone(), NoiseAIEvaluate.GetNoiseMultiplierByPlayerSpeed(), PlayerSoundEventBase.CanPlay(), PluginDayzPlayerDebug.UpdatePlayerStatus(), PluginPresenceNotifier.GetMovementSpeedVisualCoef(), PluginPresenceNotifier.GetMovementStanceVisualCoef(), PluginPresenceNotifier.ShowCoefsDbg(), StaminaHandler.HasMovementStateChanged(), StanceIndicator.Update(), ThirstMdfr.OnTick(), Weapon_Base.LiftWeaponCheckEx(), and Weapon_Base.UseWeaponObstruction()proto native int GetCurrentCommandID()returns current command ID (see DayZPlayerConstants.COMMANDID_...)
proto native HumanCommandMove StartCommand_Move()starts command - Move
proto native HumanCommandMove GetCommand_Move()Show 27 more
, CoughSymptom.OnGetActivatedServer(), DayZPlayer.ForceStandUpForHeavyItems(), DayZPlayerCameraIronsights.OnUpdate(), DayZPlayerImplement.CameraHandler(), DayZPlayerImplement.CanJump(), DayZPlayerImplement.CommandHandler(), DayZPlayerImplement.HeadingModel(), DayZPlayerImplementAiming.CalculateWeight(), DayZPlayerImplementThrowing.CanContinueThrowing(), DayZPlayerImplementThrowing.HandleThrowing(), DayZPlayerMeleeFightLogic_LightHeavy.HandleFightLogic(), DayZPlayerMeleeFightLogic_LightHeavy.HandleInitialFirearmMelee(), EmoteManager.CanPlayEmote(), EmoteManager.OnInputUserDataProcess(), Environment.CollectAndSetPlayerData(), NoiseAIEvaluate.GetNoiseMultiplierByPlayerSpeed(), PlayerBase.BrokenLegForceProne(), PlayerBase.CanRoll(), PlayerBase.CommandHandler(), PlayerBase.ContaminatedParticleAdjustment(), PlayerBase.EEItemIntoHands(), PlayerBase.IsRolling(), PlayerBase.UpdateMovementInertia(), PluginDayzPlayerDebug_Ctrl.CommandHandler(), SneezeSymptom.OnGetActivatedServer(), Weapon_Base.EEItemLocationChanged(), and Weapon_Base.LiftWeaponCheckEx()proto native HumanCommandMelee StartCommand_Melee(EntityAI pTarget)starts command - melee
proto native HumanCommandMelee GetCommand_Melee()proto native HumanCommandMelee2 StartCommand_Melee2(EntityAI pTarget, int pHitType, float pComboValue, vector hitPos = vector.Zero)starts command - melee2
proto native HumanCommandMelee2 GetCommand_Melee2()proto native HumanCommandFall StartCommand_Fall(float pYVelocity)starts command - fall pYVelocity <= 0 -> fall pYVelocity > 0 -> jump
proto native HumanCommandFall GetCommand_Fall()Show 1 more
, DayZPlayerImplement.OnLand()proto native HumanCommandLadder StartCommand_Ladder(Building pBuilding, int pLadderIndex)starts command - fall
proto native HumanCommandLadder GetCommand_Ladder()proto native HumanCommandSwim StartCommand_Swim()starts command - Swim
proto native HumanCommandSwim GetCommand_Swim()proto native HumanCommandVehicle StartCommand_Vehicle(Transport pTransport, int pTransportPositionIndex, int pVehicleSeat, bool fromUnconscious = false)starts command - vehicle
proto native HumanCommandVehicle GetCommand_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 HumanCommandUnconscious GetCommand_Unconscious()proto native HumanCommandFullBodyDamage StartCommand_Damage(int pType, float pDirection)starts fullbody damage
proto native HumanCommandFullBodyDamage GetCommand_Damage()proto native HumanCommandActionCallback StartCommand_Action(int pActionID, typename pCallbackClass, int pStanceMask)starts command - Action pStanceMask is mix of flags STANCEMASK_ERECT, ...
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, ActionTakeArrowToHands.CreateAndSetupActionCallback(), ActionTakeHybridAttachmentToHands.CreateAndSetupActionCallback(), ActionTakeItemToHands.CreateAndSetupActionCallback(), ActionTakeMaterialToHands.CreateAndSetupActionCallback(), ActionUnfoldMap.OpenMap(), AnimatedActionBase.CreateAndSetupActionCallback(), CameraToolsMenu.PlayAnimOnActor(), CTEvent.Play(), EmoteManager.CreateEmoteCallback(), PluginDayzPlayerDebug.Actions_Start(), and SmptAnimMetaFB.Play()proto native HumanCommandActionCallback GetCommand_Action()is human is in command action - returns its callback, if current command is action
proto native int GetCommandModifierCount()returns COMMANDID_ .. type id of command modifier on index pIndex
proto native HumanCommandAdditives GetCommandModifier_Additives()returns modifier for additives / small behaviours on human
proto native HumanCommandWeapons GetCommandModifier_Weapons()returns interface for handling weapons
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, DayZPlayerImplement.CommandHandlerDebug(), DayZPlayerImplement.ExitSights(), DayZPlayerImplement.HandleADS(), DayZPlayerImplement.HandleWeapons(), DayZPlayerImplement.SetIronsights(), DayZPlayerImplement.SetOptics(), DayZPlayerInventory.AbortWeaponEvent(), DayZPlayerInventory.HandleInventory(), DayZPlayerInventory.HandleWeaponEvents(), DayZPlayerMeleeFightLogic_LightHeavy.HandleProneKick(), FirearmActionAttachMagazine.ActionCondition(), FirearmActionAttachMagazineQuick.ActionCondition(), FirearmActionLoadBullet.ActionCondition(), FirearmActionLoadBulletQuick.ActionCondition(), HandStartAction.OnEntry(), PluginDayzPlayerDebug_Weapons.CommandHandler(), PluginDayzPlayerDebug_Weapons.OnClick(), PluginDayzPlayerDebug_Weapons.PluginDayzPlayerDebug_Weapons(), PluginDayzPlayerDebug_Weapons.Tick(), SmptAnimMetaADD.Play(), Weapon_Base.LiftWeaponCheckEx(), WeaponManager.RefreshAnimationState(), WeaponStableState.SyncAnimState(), WeaponStartAction.OnEntry(), and WeaponUnjamming_Start.OnUpdate()proto native HumanCommandActionCallback AddCommandModifier_Action(int pActionID, typename pCallbackClass)adds action command modifier, creates callback instance for you
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, ActionTakeHybridAttachmentToHands.CreateAndSetupActionCallback(), ActionTakeItemToHands.CreateAndSetupActionCallback(), ActionTakeMaterialToHands.CreateAndSetupActionCallback(), ActionUnfoldMap.OpenMap(), AnimatedActionBase.CreateAndSetupActionCallback(), DayZPlayerImplement.CommandHandler(), EmoteManager.CreateEmoteCallback(), and PluginDayzPlayerDebug.Actions_Start()proto native void DeleteCommandModifier_Action(HumanCommandActionCallback pCallback)force remove - normally if action is ended or interrupted - this is not needed to call
proto native HumanCommandActionCallback GetCommandModifier_Action()returns callback for action if any is active, null if nothing runs
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 void ResetDeathCooldown()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()bool CanRoll()void OnRollStart(bool isToTheRight)void OnRollFinish()void OnVehicleSeatDriverEnter()void OnVehicleSeatDriverLeft()proto native bool IsControllingVehicle()