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void | ApplyRecoilToCamera (inout vector pOutCameraTransform[4], vector aimModAngles) |
| Applies the given recoil angles to the camera transform according to the type of sight By default this method is empty.
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bool | CanFreelook () |
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bool | GetDOFRelatedPrefabData (out int opticDOFDistanceScale=-1, out bool forceSimpleDOF=false) |
| Used by SCR_DepthOfFieldEffect to scale the DOF based on each particular ironsight-distance.
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proto external IEntity | GetOwner () |
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proto external void | ForceSightsZeroValue (vector offset, vector angles, vector turnOffset) |
| Allow to override Zeroing via aim modifier (only works in Workbench)
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proto external void | ForceSightsZeroValueEnablel (bool bOnOff) |
| Disable forced zeroing data.
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proto external bool | IsSightADSActive () |
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proto external float | GetADSActivationPercentage () |
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proto external float | GetADSDeactivationPercentage () |
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proto external bool | AreSightsValid (bool front=true, bool rear=true) |
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proto external vector | GetSightsRearPosition (bool localSpace=false) |
| Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets Start position should be the one closer to eye position than end position.
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proto external vector | GetSightsFrontPosition (bool localSpace=false) |
| Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets End position should be the one further from eye position than start position.
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proto external vector | GetSightsDirection (bool localSpace=false, bool normalize=true) |
| Returns a direction vector from the rear sight position to the front sight position A vector is calculated from the rear sight to the front sight in such a way that GetSightsRearPosition() + GetSightsDirection() == GetSightsFrontPosition()
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proto external vector | GetSightsDirectionUntransformed (bool localSpace=false, bool normalize=true) |
| Like GetSightsDirection, but ignores and bones associated with the sight points.
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proto external vector | GetSightsOffset () |
| Returns the local sights reference point offset.
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proto external bool | GetSightsTransform (out vector transform[4], bool localSpace=false) |
| Returns the transform matrix of the local sights.
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proto external float | GetFOV () |
| Returns current value of field of view.
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proto external vector | GetCurrentSightsRange () |
| Returns current range info value where x: animation value y: distance z: unused.
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proto external SightsFOVInfo | GetFOVInfo () |
| Returns currently selected sights FOV info or null if none.
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proto external float | GetCameraRecoilAmount () |
| Percentage 0...1 of recoil that should be applied to camera when using this sights component.
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proto external bool | GetSightsPriority () |
| Boolean indicating whether this sight component is prioritized.
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proto external bool | GetSightsSkipSwitch () |
| Return true if the sights can be switched to.
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proto external void | SetSightsVisibility (float visFactor) |
| Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden.
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proto external PointInfo | GetPositionPointInfo () |
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proto external PointInfo | GetRearPositionPointInfo () |
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proto external PointInfo | GetFrontPositionPointInfo () |
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bool | OnTicksOnRemoteProxy () |
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override bool | WB_GetZeroingData (IEntity owner, BaseSightsComponent sights, float weaponAngle, out vector offset, out vector angles) |
| Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove!
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bool | FindParent (IEntity owner, string eyeBoneName, out IEntity parentWeapon, out int boneIndex) |
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bool | WB_GetZeroingData (IEntity owner, BaseSightsComponent sights, float weaponAngle, out vector offset, out vector angles) |
| Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove!
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Takes front sights position as the anchor around which it rotates both the owner and the parent under desiredAngle (or rather negative desired angle, as we are pivoting around our target) and calculates new transformation that needs to be applied to reach desired angle.
Store original data prior to modification
Re:zero weapon and attachment
Get desired pivot point in WS
Rotate parent around pivot point
Apply new transformation