Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
|
Go to the source code of this file.
Data Structures | |
class | CharacterCommandHandlerComponentClass |
Functions | |
CharacterCommandHandlerComponentClass BaseCommandHandlerComponentClass | GetControllerComponent () |
Returns the current character controller component. More... | |
proto external void | GetMovementState (out notnull CharacterMovementState pMovementState) |
gets some basic info about movement More... | |
proto external void | AlignNewTurns () |
proto external bool | IsVehicleSwitchingSeats () |
proto external bool | IsWeaponADSAllowed (bool allowSprint) |
proto external bool | IsSprintingAllowed () |
proto external bool | IsItemInspectionAllowed () |
proto external bool | IsWeaponInspectionAllowed () |
proto external bool | IsWeaponDeploymentAllowed () |
proto external bool | IsThrowingAction () |
proto external bool | IsProneStanceTransition () |
proto external bool | IsUsingItem () |
proto external bool | IsItemActionLoopTag () |
proto external void | CancelItemUse () |
proto external void | FinishItemUse () |
proto external bool | WasMovement () |
proto external bool | WasRotation () |
proto external CharacterCommandFall | StartCommand_Fall (float pYVelocity) |
proto external CharacterCommandLadder | StartCommand_Ladder (LadderComponent pLadder) |
proto external CharacterCommandMove | StartCommand_Move () |
proto external CharacterCommandClimb | StartCommand_Climb (CharacterCommandClimbResult pClimbResult, int pType) |
proto external CharacterCommandVehicle | StartCommand_Vehicle (BaseCompartmentSlot pCompartment) |
proto external CharacterCommandSwim | StartCommand_Swim () |
proto external CharacterCommandDamageFullBody | StartCommand_DamageFullBody (float direction, int pType) |
proto external CharacterCommandSlide | StartCommand_Slide () |
proto external CharacterCommandDamage | AddCommandModifier_Damage (float direction, int pType) |
proto external void | DeleteCommandModifier_Damage (CharacterCommandDamage pDamage) |
proto external CharacterCommandMove | GetCommandMove () |
proto external CharacterCommandFall | GetCommandFall () |
proto external CharacterCommandClimb | GetCommandClimb () |
proto external CharacterCommandVehicle | GetCommandVehicle () |
proto external CharacterCommandLadder | GetCommandLadder () |
proto external CharacterCommandDeath | GetCommandModifier_Death () |
proto external CharacterCommandUnconscious | GetCommandModifier_Unconscious () |
proto external CharacterCommandMelee | GetCommandModifier_Melee () |
proto external CharacterCommandSwim | GetCommandSwim () |
proto external CharacterCommandSlide | GetCommandSlide () |
proto external CharacterCommandDamageFullBody | GetCommandDamageFullBody () |
proto external CharacterCommandDamage | GetCommandModifier_Damage () |
proto external CharacterCommandWeapon | GetCommandModifier_Weapon () |
proto external CharacterCommandItemChange | GetCommandModifier_ItemChange () |
proto external CharacterCommandItemUse | GetCommandModifier_ItemUse () |
proto external CharacterCommandGadget | GetCommandModifier_Gadget () |
proto external CharacterCommandMoveSettings | GetDefaultCommandMoveSettings () |
proto external CharacterCommandMoveSettings | GetCurrentCommandMoveSettings () |
proto external void | SetCurrentCommandMoveSettings (CharacterCommandMoveSettings pCmdMoveSettings) |
proto external CharacterCommandClimbSettings | GetDefaultCommandClimbSettings () |
proto external CharacterCommandClimbSettings | GetCurrentCommandClimbSettings () |
proto external void | SetCurrentCommandClimbSettings (CharacterCommandClimbSettings pCmdClimbSettings) |
proto external CharacterCommandSwimSettings | GetDefaultCommandSwimSettings () |
proto external CharacterCommandSwimSettings | GetCurrentCommandSwimSettings () |
proto external void | SetCurrentCommandSwimSettings (CharacterCommandSwimSettings pCmdSwimSettings) |
proto external LadderComponent | GetTargetLadder () |
Returns the current cached ladder. More... | |
proto external LadderComponent | FindTargetLadder () |
Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible. More... | |
proto external bool | IsMovingInProne () |
proto external bool | HandleFinishedCommandsDefault (bool pCurrentCommandFinished) |
default full body handlers More... | |
proto external bool | HandleDeathDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
proto external bool | HandleUnconsciousDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleVehicleDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleSwimmingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleLaddersDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleClimbingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleMeleeDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleFallingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleDamageHitDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleSlideDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponsDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
default additive handlers More... | |
proto external bool | HandleThrowingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleItemChangeDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleItemUseDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleItemGestureDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponObstructionDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponReloadingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponADSDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponDeploymentDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponFireDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleLeftHandGadgetDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleDynamicStanceDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | TransitionMove_JumpClimbDefault (CharacterInputContext pInputCtx) |
proto external bool | TransitionMove_VehicleDefault (CharacterInputContext pInputCtx) |
proto external bool | TransitionMove_SwimmingDefault (CharacterInputContext pInputCtx) |
proto external bool | TransitionMove_LadderDefault (CharacterInputContext pInputCtx) |
proto external void | DropLiveGrenadeFromHand (bool throwWithForce) |
proto external void | CancelThrowDefault () |
event bool | HandleFinishedCommands (bool pCurrentCommandFinished) |
event bool | HandleDeath (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
event bool | HandleUnconscious (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleVehicle (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleSwimming (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleLadders (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleClimbing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleMelee (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleFalling (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleDamageHit (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleSlide (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeapons (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleThrowing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleItemChange (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleItemUse (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleItemGesture (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponReloading (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponADS (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponDeployment (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponFire (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponObstruction (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleLeftHandGadget (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleDynamicStance (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | TransitionMove_JumpClimb (CharacterInputContext pInputCtx) |
event bool | TransitionMove_Vehicle (CharacterInputContext pInputCtx) |
event bool | TransitionMove_Swimming (CharacterInputContext pInputCtx) |
event bool | TransitionMove_Ladder (CharacterInputContext pInputCtx) |
event bool | SubhandlerStatesBegin (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | SubhandlerStatesEnd (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | SubhandlerTransitionsMove (CharacterInputContext InputCtx) |