class HumanInputControllerSource
Constructors 2
private void HumanInputController()never created by script
private void ~HumanInputController()never created by script
Methods 67
proto native void SetDisabled(bool pState)disables input controller
returns pSpeed 0,1..2..3 (idle, walk, run, sprint), local normalized direction vector
proto native float GetHeadingAngle()returns main heading angle (in radians) -PI .. PI (this is world Y angle player is actualy pointing the camera)
proto native vector GetAimChange()returns per tick aim change (in radians)
returns aim change (in radians)
proto native vector GetTracking()returns absolute tracking change (in radians)
proto native bool CameraViewChanged()1st/3rd person camera view
proto native bool CameraIsFreeLook()returns true if freelook is active
Show 9 more
, CrossHairSelector.SelectCrossHair(), DayZPlayerCamera3rdPersonProneBase.UpdateLRAngleLookAt(), DayZPlayerCameraBase.UpdateLRAngle(), DayZPlayerCameraBase.UpdateLRAngleUnlocked(), DayZPlayerCameraBase.UpdateUDAngle(), DayZPlayerCameraBase.UpdateUDAngleUnlocked(), MiscGameplayFunctions.BuildCondition(), PlayerBase.CommandHandler(), and Weapon_Base.LiftWeaponCheckEx()proto native void ResetFreeLookToggle()reset freelook toggle
proto native bool CameraIsTracking()returns if camera is tracking (using IR device)
proto native bool Camera3rdIsRightShoulder()returns true if camera is on right/ false-left shoulder
proto native bool IsStanceChange()stance change button was pressed
proto native bool IsJumpClimb()jump/climb action was pressed
proto native bool IsMeleeEvade()returns pressed SHIFT (melee evade)
proto native bool IsMeleeFastAttackModifier()returns SHIFT down (melee fast/heavy) attack modifier
proto native int IsMeleeLREvade()returns 0,1,2 = none,left,right
proto native bool IsMeleeWeaponAttack()return weapon melee attack modifier
proto native bool WeaponWasRaiseClick()returns true if weapon click perfomed recently (before raise specifically)
proto native bool IsWeaponRaised()returns true if weapon is raised
proto native bool WeaponADS()returns true if weapon ADS mode
proto native void ResetADS()resets ADS mode to default
proto native bool IsThrowingModeChange()returns true if change of throwing mode has been requested
proto native void ResetThrowingMode()resets Throwing mode
proto native bool IsWalkToggled()returns true if Walk set to toggle
proto native bool IsUseButton()Deprecated; returns true if Use/Attack button is pressed (== true for multiple ticks). Synced.
proto native bool IsUseButtonDown()Deprecated; returns true if Use/Attack button has just been pressed (== true for 1 tick only). Synced.
proto native bool IsUseItemButton()returns true if 'UADefaultAction' button is pressed (== true for multiple ticks). Synced.
proto native bool IsUseItemButtonDown()returns true if 'UADefaultAction' button has just been pressed (== true for 1 tick only). Synced.
proto native bool IsAttackButton()returns true if 'UAFire' button is pressed (== true for multiple ticks). Synced.
proto native bool IsAttackButtonDown()returns true if 'UAFire' button has just been pressed (== true for 1 tick only). Synced.
proto native bool IsSingleUse()single 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsContinuousUse()Long click 'UADefaultAction' (== true for multiple ticks) + not raised
proto native bool IsContinuousUseStart()is start of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsContinuousUseEnd()is end of cont. 'UADefaultAction' (== true for 1 tick only) + not raised
proto native bool IsImmediateAction()is immediate action triggered - 1 tick only Middle Button + not raised !
proto native bool IsReloadOrMechanismSingleUse()R - reloading / bolting (== true for 1 tick only)
proto native bool IsReloadOrMechanismContinuousUse()R - reloading / bolting - long press (== true for multiple ticks)
proto native bool IsReloadOrMechanismContinuousUseStart()R - reloading / bolting (== true for 1 tick only)
proto native bool IsReloadOrMechanismContinuousUseEnd()R - reloading / bolting - long press (== true for multiple ticks)
proto native bool IsZoom()zooming
proto native void ResetZoomToggle()reset zoom toggle
proto native bool IsSightChange()sight has been changed (in/out ironsights)
proto native bool IsZoomIn()proto native bool IsZoomOut()proto native bool IsFireModeChange()fire mode has changed
proto native void ResetHoldBreath()reset hold breath toggle
proto native int IsGestureSlot()returns 1..12 if F1 - F12 us pressed, 0 otherwise Deprecated; slots no longer used, bindable input actions instead
proto native bool IsOtherController()returns true, if player controls other entity (vehicle for example)
proto native int IsQuickBarSlot()returns 1..10 if some quickbar slot is used, 0 otherwise
proto native bool IsQuickBarSingleUse()single use (== true for 1 tick only) quickbar + not raised !
proto native bool IsQuickBarContinuousUse()Long click use (== true for multiple ticks) long quickbar + not raised !
proto native bool IsQuickBarContinuousUseStart()is start of cont use (== true for 1 tick only) long quickbar + not raised !
proto native bool IsQuickBarContinuousUseEnd()is end of cont use (== true for 1 tick only) long quickbar + not raised !
proto native void LimitsDisableSprint(bool pDisable)this disables sprint
proto native bool LimitsIsSprintDisabled()is sprint disabled
proto native void OverrideMovementSpeed(HumanInputControllerOverrideType overrideType, float value)Show 2 more
, DayZPlayerImplement.OnRPC(), and PluginDayzPlayerDebug_Ctrl.CommandHandler()proto native void OverrideMovementAngle(HumanInputControllerOverrideType overrideType, float value)proto native void OverrideAimChangeX(HumanInputControllerOverrideType overrideType, float value)proto native void OverrideAimChangeY(HumanInputControllerOverrideType overrideType, float value)proto native void OverrideMeleeEvade(HumanInputControllerOverrideType overrideType, bool value)proto native void OverrideRaise(HumanInputControllerOverrideType overrideType, bool value)proto native void Override3rdIsRightShoulder(HumanInputControllerOverrideType overrideType, bool value)proto native void OverrideFreeLook(HumanInputControllerOverrideType overrideType, bool value)