DIFF

class HumanCommandWeaponsSource

Constructors 2

private void HumanCommandWeapons()
private void ~HumanCommandWeapons()

Methods 26

proto native int GetRunningActionType()

returns -1 when no action is running or appropriate action type

proto native void SetActionProgressParams(float pStart, float pEnd)

sets start and end animation position - f.e. for reload clip action

proto native bool StartAction(WeaponActions pAction, int pActionType)

start reload,mechanism,chambering,unjam ...

proto native void RegisterEvent(string pName, int pId)

register events

proto native int IsEvent()

return -1 when there is no event, otherwise it returns pId of event from animation

proto native bool IsInWeaponReloadBulletSwitchState()

returns true when clip visual change is needed for reload clip action

proto native void SetADS(bool pState)

sets head tilt to optics

proto native void LiftWeapon(bool pState)

command for lifting weapon near obstacles (works only when weapon is raised)

proto native bool IsWeaponLifted()

return if lifting weapon is active

proto native void ObstructWeapon(float pState01)

command for obstruction weapon near obstacles

proto native float GetWeaponObstruction()

return obstruction value

proto native float GetAimingHandsOffsetUD()

returns aiming hands up/down (y) offset angle

proto native float GetAimingHandsOffsetLR()

returns aiming hands left/right (x) offset angle

void RegisterDefaultEvents()
References RegisterEvent()
proto native void SetInitState(int pFrameIndex)

this sets to a weapon init state each weapon has a different weapon state those states are defined by animation set by AddItemInHandsProfileIK - in DayZPlayerCfgBase.c each frame of animation is one init state

proto native static void StaticSetInitState(Human pHuman, int pFrameIdx)

just static version of SetInitState

proto native void SetThrowingMode(bool pState)
proto native bool IsThrowingMode()
proto native void ThrowItem(int throwType)
proto native bool WasItemLeaveHandsEvent()
proto native int DebugIsEvent()

return -1 when there is no event, otherwise it returns pId of event from animation

proto native void DebugResetEvents()