◆ m_bAllowCollisionSolver
bool ScriptedCameraItemResult.m_bAllowCollisionSolver |
true - camera collision solver is called
◆ m_bAllowInterpolation
bool ScriptedCameraItemResult.m_bAllowInterpolation |
true - camera interpolation is allowed (switching to/from head bone == false)
◆ m_bBlendFOV
bool ScriptedCameraItemResult.m_bBlendFOV = true |
◆ m_bInterpolateOrientation
bool ScriptedCameraItemResult.m_bInterpolateOrientation = true |
◆ m_bNoParent
bool ScriptedCameraItemResult.m_bNoParent = false |
when enabled, camera hierarchy autoTransform is disabled for more freedom
◆ m_bUpdateWhenBlendOut
bool ScriptedCameraItemResult.m_bUpdateWhenBlendOut |
true - camera is updated when blending to new camera (Ironsights == false)
◆ m_bWSCameraSmoothing
bool ScriptedCameraItemResult.m_bWSCameraSmoothing = true |
◆ m_CameraTM
vector ScriptedCameraItemResult.m_CameraTM[4] |
transformation matrix - pos + orient of the camera
◆ m_fDistance
float ScriptedCameraItemResult.m_fDistance |
camera distance (external cameras only)
◆ m_fFOV
float ScriptedCameraItemResult.m_fFOV |
fov absolute value override
◆ m_fHeading
float ScriptedCameraItemResult.m_fHeading |
main person heading (used to check for collision - don't change in script)
◆ m_fNearPlane
float ScriptedCameraItemResult.m_fNearPlane |
◆ m_fPositionModelSpace
float ScriptedCameraItemResult.m_fPositionModelSpace |
0.0 position is in heading space, 1.0 position is in model space, 2.0 position is in world space
◆ m_fShoulderDist
float ScriptedCameraItemResult.m_fShoulderDist |
-1..1 (-1 or 1 when shoulder transition is finished, inbetween when transitioning)
◆ m_fSmoothingRotationSpeed
float ScriptedCameraItemResult.m_fSmoothingRotationSpeed = Math.PI |
max camera smoothing rotation speed rad/s
◆ m_fSmoothingTranslationSpeed
float ScriptedCameraItemResult.m_fSmoothingTranslationSpeed = 5.0 |
max camera smoothing translation speed m/s
◆ m_fUseBacktraceDir
float ScriptedCameraItemResult.m_fUseBacktraceDir = 0.0 |
[0-1] Blend b/w m_vBacktraceDir and m_CameraTM[2].
default 0.0
◆ m_fUseHeading
float ScriptedCameraItemResult.m_fUseHeading |
0..1 (0 uses direct dir returned, 1 uses heading from player)
◆ m_iDirectBone
int ScriptedCameraItemResult.m_iDirectBone |
-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
◆ m_iDirectBoneMode
EDirectBoneMode ScriptedCameraItemResult.m_iDirectBoneMode |
◆ m_pOwner
IEntity ScriptedCameraItemResult.m_pOwner = null |
◆ m_pWSAttachmentReference
ref PointInfo ScriptedCameraItemResult.m_pWSAttachmentReference = null |
used with WSAttachment property it is either reference point info... It takes priority over m_pOwner.
The owner of the PointInfo will be the new owner of the camera
◆ m_vBacktraceDir
vector ScriptedCameraItemResult.m_vBacktraceDir |
local direction used for backtrace if m_fUseBacktraceDir > 0.
Used when m_bAllowCollisionSolver is true
◆ m_vBaseAngles
vector ScriptedCameraItemResult.m_vBaseAngles |
The documentation for this interface was generated from the following file:
- GameCode/Camera/ScriptedCameraSet.c