class HumanItemAccessorSource
Constructors 2
private void HumanItemAccessor()private void ~HumanItemAccessor()Methods 10
proto native void OnItemInHandsChanged(bool pInstant = false)signalization from script to engine that item in hands changed
proto native void ResetWeaponInHands()reset weapon anim override in case of premature death
Referenced by DayZPlayerImplement.OnItemInHandsChanged(), and PlayerBase.RefreshHandAnimationState()
proto native void HideItemInHands(bool pState)hides item in hands visually
proto native bool IsItemInHandsHidden()returns if item in hands is hidden visually
Referenced by ItemActionsWidget.SetItemDesc()
proto native bool IsItemInHandsWeapon()returns true if item in hands is a weapon
Referenced by DayZPlayerImplement.HandleADS()
returns true if weapon is item and it has camera point - local pos, dir in weapon space
proto native bool WeaponGetCameraPointMSTransform(notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, out vector pTm[4])returns true if weapon is item and it has camera point - model space matrix -
proto native bool WeaponGetCameraPointBoneRelative(notnull EntityAI pCamEntity, vector pCamPoint, vector pCamDir, int pBoneIndex, out vector pTm[4])returns true if weapon is item and it has camera point - model space matrix -
Referenced by DayZPlayerCameraIronsights.OnUpdate()
return current aiming point from aiming model (additive swaying applied - no recoil points)
Referenced by DayZPlayerCameraIronsights.OnUpdate()
proto native HumanItemBehaviorCfg GetItemInHandsBehaviourCfg()