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void | CharacterCamera1stPersonTurret (CameraHandlerComponent pCameraHandler) |
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override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
| this overrides freelook for cameras
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override void | OnDeactivate (ScriptedCameraItem pNextCamera) |
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override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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override void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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override float | GetBaseFOV () |
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void | CharacterCamera1stPerson (CameraHandlerComponent pCameraHandler) |
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void | CharacterCameraBase (CameraHandlerComponent pCameraHandler) |
| constructor
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float | UpdateUDAngle (out float pAngle, float pMin, float pMax, float pDt) |
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float | UpdateLRAngle (float pAngle, float pMin, float pMax, float pDt) |
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void | ForceFreelook (bool state) |
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int | GetShoulderLastActive () |
| Get last 3rd person shoulder state.
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float | GetShoulderDistance () |
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float | GetInterpolatedUDTransformAngle (float pDt) |
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void | AddPitchRoll (vector yawPitchRoll, float pitchFactor, float rollFactor, inout vector transformMS[4]) |
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override void | SetBaseAngles (out vector angles) |
| Sets the camera angles in DEG, useful when switching between cameras and changing orientation of the character.
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override vector | GetBaseAngles () |
| helper to blend between cameras ret[0] - up down angle ret[1] - left right angle ret[2] - roll
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void | ScriptedCameraItem (CameraHandlerComponent pCameraHandler) |
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override void | OnBlendIn () |
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override void | OnBlendOut () |
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static float | UpdateAngleWithTarget (out float pAngle, out float pAngleAdd, out float addVelocity, vector limits, float pDt, float target, float change, bool freeLook) |
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◆ CharacterCamera1stPersonTurret()
◆ GetBaseFOV()
override float CharacterCamera1stPersonTurret.GetBaseFOV |
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◆ OnActivate()
this overrides freelook for cameras
virtual callback - called when camera is created
Implements CharacterCamera1stPerson.
◆ OnAfterCameraUpdate()
override void CharacterCamera1stPersonTurret.OnAfterCameraUpdate |
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float | pDt, |
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bool | pIsKeyframe, |
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inout vector | transformMS[4] ) |
◆ OnDeactivate()
override void CharacterCamera1stPersonTurret.OnDeactivate |
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ScriptedCameraItem | pNextCamera | ) |
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◆ OnUpdate()
virtual callback - called each frame
apply to rotation matrix
lerp eye position to prevent nosiating shake when character walks around deployed turret
update fov
Implements CharacterCamera1stPerson.
◆ UpdateAngleWithTarget()
static float CharacterCamera1stPersonTurret.UpdateAngleWithTarget |
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out float | pAngle, |
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out float | pAngleAdd, |
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out float | addVelocity, |
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vector | limits, |
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float | pDt, |
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float | target, |
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float | change, |
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bool | freeLook ) |
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◆ m_fLRAngleAdd
float CharacterCamera1stPersonTurret.m_fLRAngleAdd |
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◆ m_OwnerVehicle
IEntity CharacterCamera1stPersonTurret.m_OwnerVehicle |
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◆ m_pCompartment
◆ m_pControlledTurret
◆ m_pTurretController
◆ m_vHorAimLimits
vector CharacterCamera1stPersonTurret.m_vHorAimLimits |
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◆ m_vLastCameraAngles
vector CharacterCamera1stPersonTurret.m_vLastCameraAngles |
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◆ m_vPrevEyePosition
vector CharacterCamera1stPersonTurret.m_vPrevEyePosition |
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◆ m_vVertAimLimits
vector CharacterCamera1stPersonTurret.m_vVertAimLimits |
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The documentation for this interface was generated from the following file:
- Game/Character/Cameras/FirstPerson/CharacterCamera1stPersonTurret.c