StanceIndicator.c
class StanceIndicator
{
protected ref HumanMovementState m_State;
protected PlayerBase m_Player;
void StanceIndicator(PlayerBase player)
{
m_State = new HumanMovementState();
m_Player = player;
}
void Update()
{
if ( m_Player )
{
m_Player.GetMovementState(m_State);
int player_stance = m_State.m_iStanceIdx;
int hud_stance_id = 1;
//if ( player_stance == DayZPlayerConstants.STANCEIDX_ERECT || player_stance == DayZPlayerConstants.STANCEIDX_RAISEDERECT) hud_stance_id = 1;
if ( player_stance == DayZPlayerConstants.STANCEIDX_CROUCH || player_stance == DayZPlayerConstants.STANCEIDX_RAISEDCROUCH)
{
hud_stance_id = 2;
}
if ( player_stance == DayZPlayerConstants.STANCEIDX_PRONE || player_stance == DayZPlayerConstants.STANCEIDX_RAISEDPRONE)
{
hud_stance_id = 3;
}
DisplayStance(hud_stance_id);
//Debug
//m_Player.MessageStatus(ToString(player) + "StanceIndicator.c || stance: " + ToString(player_stance));
}
}
void DisplayStance(int stance)
{
if ( m_Player )
{
DisplayElementBase stance_element = m_Player.GetVirtualHud().GetElement(eDisplayElements.DELM_STANCE);
if(stance_element)
{
stance_element.SetValue(stance);
}
//m_Player.GetVirtualHud().SetValue(eDisplayElements.DELM_STANCE, stance);
}
}
};