DIFF

class HumanItemAccessorSource

Constructors 2

private void HumanItemAccessor()
private void ~HumanItemAccessor()

Methods 10

proto native void ResetWeaponInHands()

reset weapon anim override in case of premature death

proto native void HideItemInHands(bool pState)

hides item in hands visually

proto native bool IsItemInHandsHidden()

returns if item in hands is hidden visually

proto native bool IsItemInHandsWeapon()

returns true if item in hands is a weapon

proto native bool WeaponGetCameraPoint(out vector pPos, out vector pRot)

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 -

proto native bool WeaponGetAimingModelDirTm(out vector pTm[4])

return current aiming point from aiming model (additive swaying applied - no recoil points)