class HumanCommandWeaponsSource
Constructors 2
private void HumanCommandWeapons()private void ~HumanCommandWeapons()Methods 26
proto native bool IsActionFinished()proto native int GetRunningAction()returns -1 when no action is running or RELOAD,MECHANISM, ....
proto native int GetRunningActionType()returns -1 when no action is running or appropriate action type
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 ...
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()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
just static version of SetInitState
proto native float GetBaseAimingAngleUD()returns base aiming angle UD - without sway/offsets/...
proto native float GetBaseAimingAngleLR()returns base aiming angle LR - without sway/offsets/...
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()