humansettings.c
class SHumanGlobalSettingsclass SHumanCommandMoveSettingsclass SHumanCommandSwimSettingsclass SHumanCommandClimbSettings
class SHumanGlobalSettings
{
private void SHumanGlobalSettings() {}
private void ~SHumanGlobalSettings() {}
float m_fPhysMoveMaxTracedDistance; //!< when actual phys step is lower than this -> distance is traced, otherwise it's just set
}
class SHumanCommandMoveSettings
{
private void SHumanCommandMoveSettings() {}
private void ~SHumanCommandMoveSettings() {}
float m_fRunSpringTimeout; //!< filter span value [s]
float m_fRunSpringMaxChange; //!< filter speed value [val/s]
float m_fDirFilterTimeout; //!< direction filter timeout [s]
float m_fDirFilterSprintTimeout; //!< sprint direction filter timeout [s]
float m_fDirFilterSpeed; //!< direction filter max rot speed [rad/s]
float m_fMaxSprintAngle; //!< max sprint angle [rad]
float m_fTurnAngle; //!< when character starts to turn (45 deg default)
float m_fTurnEndUpdateNTime; //!< when turn values are not updated anymore (normalized time)
float m_fTurnNextNTime; //!< when next turn is started from previous turn
float m_fSlidingPoseAngle; //!< angle (0.707 * PI) - when angle is bigger - sliding pose is done (rad)
float m_fSlidingPoseTrackTime; //!< time change of angle is tracked in the past (sec)
float m_fSlidingPoseRepTime; //!< not to do sliding pose after another sliding pose (sec)
float m_fHeadingChangeLimiterIdle;
float m_fHeadingChangeLimiterWalk;
float m_fHeadingChangeLimiterRun;
float m_fLeaningSpeed;
float m_fWaterLevelSpeedRectrictionLow; //!< Water level (in meters) - m_iMaxSpeedNormal_WaterLevelLow and m_iMaxSpeedFast_WaterLevelLow are applied when character is deeper
float m_fWaterLevelSpeedRectrictionHigh; //!< Water level (in meters) - m_iMaxSpeedNormal_WaterLevelHigh and m_iMaxSpeedFast_WaterLevelHigh are applied when character is deeper
int m_iMaxSpeedNormal_WaterLevelLow; //!< Max movement speed for m_fWaterLevelSpeedRectrictionLow when character doesn't want to sprint (-1 means no change)
int m_iMaxSpeedFast_WaterLevelLow; //!< Max movement speed for m_fWaterLevelSpeedRectrictionLow when character wants to sprint (-1 means no change)
int m_iMaxSpeedNormal_WaterLevelHigh; //!< Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character doesn't want to sprint (-1 means no change)
int m_iMaxSpeedFast_WaterLevelHigh; //!< Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character wants to sprint (-1 means no change)
}
class SHumanCommandSwimSettings
{
private void SHumanCommandSwimSettings() {}
private void ~SHumanCommandSwimSettings() {}
float m_fAlignIdleTimeout; //! align filters in idle, slow, fast
float m_fAlignIdleMaxChanged;
float m_fAlignSlowTimeout;
float m_fAlignSlowMaxChanged;
float m_fAlignFastTimeout;
float m_fAlignFastMaxChanged;
float m_fMovementSpeed;
float m_fMovementSpeedFltTime;
float m_fMovementSpeedFltMaxChange;
float m_fWaterLevelSwim; //!< when swimming - entity position depth (1.4 m)
float m_fWaterLevelIn; //!< when entering water - what level cases swimming (1.5m)
float m_fWaterLevelOut; //!< what water level causes to stop swimming (1.2m)
float m_fToCrouchLevel; //!< when to crouch
float m_fToErectLevel; //!< when to stand
}
class SHumanCommandClimbSettings
{
private void SHumanCommandClimbSettings() {}
private void ~SHumanCommandClimbSettings() {}
//! generic settings
float m_fCharHeight;
//! forward pass
float m_fCharWidth;
float m_fFwMinHeight;
float m_fFwMaxHeight;
float m_fFwMaxDistance;
//! forward step
float m_fStepFreeSpace; //! must be a space to step there
float m_fStepPositionAfterEdge;
float m_fStepDownRadius;
float m_fStepMinNormal;
float m_fStepVariation;
float m_fStepMinWidth;
float m_fClimbOverMaxWidth;
float m_fClimbOverMinHeight;
//! absolute distance for backwards check if necessary
float m_fBackwardsCheckDist;
};