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- class SHumanGlobalSettings
- {
- private void SHumanGlobalSettings() {}
- private void ~SHumanGlobalSettings() {}
-
- float m_fPhysMoveMaxTracedDistance; //!< when actual phys step is lower than this -> distance is traced, otherwise it's just set
- }
- class SHumanCommandMoveSettings
- {
- private void SHumanCommandMoveSettings() {}
- private void ~SHumanCommandMoveSettings() {}
-
- float m_fRunSpringTimeout; //!< filter span value [s]
- float m_fRunSpringMaxChange; //!< filter speed value [val/s]
- float m_fDirFilterTimeout; //!< direction filter timeout [s]
- float m_fDirFilterSprintTimeout; //!< sprint direction filter timeout [s]
- float m_fDirFilterSpeed; //!< direction filter max rot speed [rad/s]
- float m_fMaxSprintAngle; //!< max sprint angle [rad]
- float m_fTurnAngle; //!< when character starts to turn (45 deg default)
- float m_fTurnEndUpdateNTime; //!< when turn values are not updated anymore (normalized time)
- float m_fTurnNextNTime; //!< when next turn is started from previous turn
- float m_fSlidingPoseAngle; //!< angle (0.707 * PI) - when angle is bigger - sliding pose is done (rad)
- float m_fSlidingPoseTrackTime; //!< time change of angle is tracked in the past (sec)
- float m_fSlidingPoseRepTime; //!< not to do sliding pose after another sliding pose (sec)
- float m_fHeadingChangeLimiterIdle;
- float m_fHeadingChangeLimiterWalk;
- float m_fHeadingChangeLimiterRun;
-
- float m_fLeaningSpeed;
- float m_fWaterLevelSpeedRectrictionLow; //!< Water level (in meters) - m_iMaxSpeedNormal_WaterLevelLow and m_iMaxSpeedFast_WaterLevelLow are applied when character is deeper
- float m_fWaterLevelSpeedRectrictionHigh; //!< Water level (in meters) - m_iMaxSpeedNormal_WaterLevelHigh and m_iMaxSpeedFast_WaterLevelHigh are applied when character is deeper
-
- int m_iMaxSpeedNormal_WaterLevelLow; //!< Max movement speed for m_fWaterLevelSpeedRectrictionLow when character doesn't want to sprint (-1 means no change)
- int m_iMaxSpeedFast_WaterLevelLow; //!< Max movement speed for m_fWaterLevelSpeedRectrictionLow when character wants to sprint (-1 means no change)
- int m_iMaxSpeedNormal_WaterLevelHigh; //!< Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character doesn't want to sprint (-1 means no change)
- int m_iMaxSpeedFast_WaterLevelHigh; //!< Max movement speed for m_fWaterLevelSpeedRectrictionHigh when character wants to sprint (-1 means no change)
- }
- class SHumanCommandSwimSettings
- {
- private void SHumanCommandSwimSettings() {}
- private void ~SHumanCommandSwimSettings() {}
-
- float m_fAlignIdleTimeout; //! align filters in idle, slow, fast
- float m_fAlignIdleMaxChanged;
- float m_fAlignSlowTimeout;
- float m_fAlignSlowMaxChanged;
- float m_fAlignFastTimeout;
- float m_fAlignFastMaxChanged;
- float m_fMovementSpeed;
- float m_fMovementSpeedFltTime;
- float m_fMovementSpeedFltMaxChange;
- float m_fWaterLevelSwim; //!< when swimming - entity position depth (1.4 m)
- float m_fWaterLevelIn; //!< when entering water - what level cases swimming (1.5m)
- float m_fWaterLevelOut; //!< what water level causes to stop swimming (1.2m)
- float m_fToCrouchLevel; //!< when to crouch
- float m_fToErectLevel; //!< when to stand
- }
- class SHumanCommandClimbSettings
- {
- private void SHumanCommandClimbSettings() {}
- private void ~SHumanCommandClimbSettings() {}
-
- //! generic settings
- float m_fCharHeight;
- //! forward pass
- float m_fCharWidth;
- float m_fFwMinHeight;
- float m_fFwMaxHeight;
- float m_fFwMaxDistance;
- //! forward step
- float m_fStepFreeSpace; //! must be a space to step there
- float m_fStepPositionAfterEdge;
- float m_fStepDownRadius;
- float m_fStepMinNormal;
- float m_fStepVariation;
- float m_fStepMinWidth;
- float m_fClimbOverMaxWidth;
- float m_fClimbOverMinHeight;
-
- //! absolute distance for backwards check if necessary
- float m_fBackwardsCheckDist;
- };
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