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void | CharacterCamera3rdPersonBase (CameraHandlerComponent pCameraHandler) |
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override void | OnActivate (ScriptedCameraItem pPrevCamera, ScriptedCameraItemResult pPrevCameraResult) |
| this overrides freelook for cameras
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override void | OnUpdate (float pDt, out ScriptedCameraItemResult pOutResult) |
| virtual callback - called each frame
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override float | GetBaseFOV () |
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int | GetActiveShoulder () |
| Get active shoulder state used to remember the state when switched back from another camera.
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override float | GetShoulderDistance () |
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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 | 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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void | OnAfterCameraUpdate (float pDt, bool pIsKeyframe, inout vector transformMS[4]) |
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void | OnDeactivate (ScriptedCameraItem pNextCamera) |
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◆ CharacterCamera3rdPersonBase()
◆ GetActiveShoulder()
int CharacterCamera3rdPersonBase.GetActiveShoulder |
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Get active shoulder state used to remember the state when switched back from another camera.
◆ GetBaseFOV()
override float CharacterCamera3rdPersonBase.GetBaseFOV |
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◆ GetShoulderDistance()
override float CharacterCamera3rdPersonBase.GetShoulderDistance |
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◆ OnActivate()
this overrides freelook for cameras
virtual callback - called when camera is created
Implements CharacterCameraBase.
◆ OnUpdate()
◆ CONST_LR_MAX
const float CharacterCamera3rdPersonBase.CONST_LR_MAX = 160.0 |
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◆ CONST_LR_MIN
const float CharacterCamera3rdPersonBase.CONST_LR_MIN = -160.0 |
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◆ CONST_UD_MAX
const float CharacterCamera3rdPersonBase.CONST_UD_MAX = 89.0 |
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◆ CONST_UD_MIN
const float CharacterCamera3rdPersonBase.CONST_UD_MIN = -89.0 |
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◆ m_bShoulderInLS
bool CharacterCamera3rdPersonBase.m_bShoulderInLS |
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true - shoulder is in local space
◆ m_CameraOffsetLS
vector CharacterCamera3rdPersonBase.m_CameraOffsetLS |
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◆ m_CameraOffsetMS
vector CharacterCamera3rdPersonBase.m_CameraOffsetMS |
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◆ m_fBobScale
float CharacterCamera3rdPersonBase.m_fBobScale |
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◆ m_fCameraLRShoulderVel
float CharacterCamera3rdPersonBase.m_fCameraLRShoulderVel |
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◆ m_fDistance
float CharacterCamera3rdPersonBase.m_fDistance |
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◆ m_fLeanDistance
float CharacterCamera3rdPersonBase.m_fLeanDistance |
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◆ m_fLeaningOffset
float CharacterCamera3rdPersonBase.m_fLeaningOffset |
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◆ m_fLeaningOffsetVel
float CharacterCamera3rdPersonBase.m_fLeaningOffsetVel |
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◆ m_fShoulderLROffset
float CharacterCamera3rdPersonBase.m_fShoulderLROffset |
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which shoulder is active? (1 - right, -1 left)
◆ m_fShoulderLRPrefered
int CharacterCamera3rdPersonBase.m_fShoulderLRPrefered = 1 |
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◆ m_fShoulderWidth
float CharacterCamera3rdPersonBase.m_fShoulderWidth |
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◆ m_fYoffsetPrevFrame
float CharacterCamera3rdPersonBase.m_fYoffsetPrevFrame = 0.0 |
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LS Y offset of the camera in the past.
◆ m_iBoneIndex
int CharacterCamera3rdPersonBase.m_iBoneIndex = -1 |
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◆ m_v3rd_VelocityAdd
vector CharacterCamera3rdPersonBase.m_v3rd_VelocityAdd = vector.Zero |
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◆ m_vMaxVelocity
vector CharacterCamera3rdPersonBase.m_vMaxVelocity = "2 2 2" |
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The documentation for this interface was generated from the following file:
- Game/Character/Cameras/ThirdPerson/CharacterCamera3rdPersonBase.c