Arma Reforger Explorer  1.1.0.42
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CharacterCommandHandlerComponent.c
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1 /*
2 ===========================================
3 Do not modify, this script is generated
4 ===========================================
5 */
6 
13 {
14 }
15 
16 class CharacterCommandHandlerComponent: BaseCommandHandlerComponent
17 {
19  proto external CharacterControllerComponent GetControllerComponent();
21  proto external void GetMovementState(out notnull CharacterMovementState pMovementState);
22  proto external void AlignNewTurns();
23  proto external bool IsVehicleSwitchingSeats();
24  proto external bool IsWeaponADSAllowed(bool allowSprint);
25  proto external bool IsSprintingAllowed();
26  proto external bool IsItemInspectionAllowed();
27  proto external bool IsWeaponInspectionAllowed();
28  proto external bool IsWeaponDeploymentAllowed();
29  proto external bool IsThrowingAction();
30  proto external bool IsProneStanceTransition();
31  proto external bool IsUsingItem();
32  proto external bool IsItemActionLoopTag();
33  // Cancel use immediately (no out animation), hide gadget.
34  proto external void CancelItemUse();
35  // Finish use (play out animation), keep gadget if possible.
36  proto external void FinishItemUse();
37  proto external bool WasMovement();
38  proto external bool WasRotation();
39  proto external CharacterCommandFall StartCommand_Fall(float pYVelocity);
40  proto external CharacterCommandLadder StartCommand_Ladder(LadderComponent pLadder);
41  //----------------------------------------------------------------------------
42  proto external CharacterCommandMove StartCommand_Move();
43  proto external CharacterCommandClimb StartCommand_Climb(CharacterCommandClimbResult pClimbResult, int pType);
44  proto external CharacterCommandVehicle StartCommand_Vehicle(BaseCompartmentSlot pCompartment);
45  proto external CharacterCommandSwim StartCommand_Swim();
48  //----------------------------------------------------------------------------
49  proto external CharacterCommandDamage AddCommandModifier_Damage(float direction, int pType);
50  //----------------------------------------------------------------------------
51  proto external void DeleteCommandModifier_Damage(CharacterCommandDamage pDamage);
52  proto external CharacterCommandMove GetCommandMove();
53  proto external CharacterCommandFall GetCommandFall();
54  proto external CharacterCommandClimb GetCommandClimb();
60  proto external CharacterCommandSwim GetCommandSwim();
61  proto external CharacterCommandSlide GetCommandSlide();
68  proto external CharacterCommandMoveSettings GetDefaultCommandMoveSettings();
69  proto external CharacterCommandMoveSettings GetCurrentCommandMoveSettings();
70  proto external void SetCurrentCommandMoveSettings(CharacterCommandMoveSettings pCmdMoveSettings);
73  proto external void SetCurrentCommandClimbSettings(CharacterCommandClimbSettings pCmdClimbSettings);
76  proto external void SetCurrentCommandSwimSettings(CharacterCommandSwimSettings pCmdSwimSettings);
78  proto external LadderComponent GetTargetLadder();
80  proto external LadderComponent FindTargetLadder();
81  proto external bool IsMovingInProne();
83  proto external bool HandleFinishedCommandsDefault(bool pCurrentCommandFinished);
84  proto external bool HandleDeathDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
85  proto external bool HandleUnconsciousDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
86  proto external bool HandleVehicleDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
87  proto external bool HandleSwimmingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
88  proto external bool HandleLaddersDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
89  proto external bool HandleClimbingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
90  proto external bool HandleMeleeDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
91  proto external bool HandleFallingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
92  proto external bool HandleDamageHitDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
93  proto external bool HandleSlideDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
95  proto external bool HandleWeaponsDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
96  proto external bool HandleThrowingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
97  proto external bool HandleItemChangeDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
98  proto external bool HandleItemUseDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
99  proto external bool HandleItemGestureDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
100  proto external bool HandleWeaponObstructionDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
101  proto external bool HandleWeaponReloadingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
102  proto external bool HandleWeaponADSDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
103  proto external bool HandleWeaponDeploymentDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
104  proto external bool HandleWeaponFireDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
105  proto external bool HandleLeftHandGadgetDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
106  proto external bool HandleDynamicStanceDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
107  proto external bool TransitionMove_JumpClimbDefault(CharacterInputContext pInputCtx);
108  proto external bool TransitionMove_VehicleDefault(CharacterInputContext pInputCtx);
109  proto external bool TransitionMove_SwimmingDefault(CharacterInputContext pInputCtx);
110  proto external bool TransitionMove_LadderDefault(CharacterInputContext pInputCtx);
111  proto external void DropLiveGrenadeFromHand(bool throwWithForce);
112  proto external void CancelThrowDefault();
113 
114  // callbacks
115 
116  /*
117  ----------------------------------------------------------------------------
118  full body handlers
119  ----------------------------------------------------------------------------
120  */
121  event bool HandleFinishedCommands(bool pCurrentCommandFinished);
122  event bool HandleDeath(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
123  event bool HandleUnconscious(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
124  event bool HandleVehicle(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
125  event bool HandleSwimming(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
126  event bool HandleLadders(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
127  event bool HandleClimbing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
128  event bool HandleMelee(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
129  event bool HandleFalling(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
130  event bool HandleDamageHit(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
131  event bool HandleSlide(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
132  /*
133  ----------------------------------------------------------------------------
134  additive handlers
135  ----------------------------------------------------------------------------
136  */
137  event bool HandleWeapons(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
138  event bool HandleThrowing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
139  event bool HandleItemChange(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
140  event bool HandleItemUse(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
141  event bool HandleItemGesture(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
142  event bool HandleWeaponReloading(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
143  event bool HandleWeaponADS(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
144  event bool HandleWeaponDeployment(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
145  event bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
146  event bool HandleWeaponObstruction(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
147  event bool HandleLeftHandGadget(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
148  event bool HandleDynamicStance(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
149  /*
150  ----------------------------------------------------------------------------
151  transitions from move state
152  ----------------------------------------------------------------------------
153  */
154  event bool TransitionMove_JumpClimb(CharacterInputContext pInputCtx);
155  event bool TransitionMove_Vehicle(CharacterInputContext pInputCtx);
156  event bool TransitionMove_Swimming(CharacterInputContext pInputCtx);
157  event bool TransitionMove_Ladder(CharacterInputContext pInputCtx);
158  /*
159  ----------------------------------------------------------------------------
160  callback for handling scripted commands from default commmand handler
161  ----------------------------------------------------------------------------
162  */
163  event bool SubhandlerStatesBegin(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
164  event bool SubhandlerStatesEnd(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
166 }
167 
HandleWeaponDeployment
event bool HandleWeaponDeployment(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetMovementState
proto external void GetMovementState(out notnull CharacterMovementState pMovementState)
gets some basic info about movement
direction
vector direction
Definition: SCR_DestructibleTreeV2.c:31
HandleWeaponADS
event bool HandleWeaponADS(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetCommandLadder
proto external CharacterCommandLadder GetCommandLadder()
IsSprintingAllowed
proto external bool IsSprintingAllowed()
GetCommandModifier_ItemChange
proto external CharacterCommandItemChange GetCommandModifier_ItemChange()
BaseCommandHandlerComponentClass
Definition: BaseCommandHandlerComponent.c:12
HandleUnconscious
event bool HandleUnconscious(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
CharacterCommandDamage
Definition: CharacterCommandDamage.c:12
IsMovingInProne
proto external bool IsMovingInProne()
WasRotation
proto external bool WasRotation()
CharacterCommandDeath
Definition: CharacterCommandDeath.c:12
GetCommandModifier_Damage
proto external CharacterCommandDamage GetCommandModifier_Damage()
IsThrowingAction
proto external bool IsThrowingAction()
CharacterInputContext
Definition: CharacterInputContext.c:12
GetCommandVehicle
proto external CharacterCommandVehicle GetCommandVehicle()
GetCommandModifier_Melee
proto external CharacterCommandMelee GetCommandModifier_Melee()
HandleDeath
event bool HandleDeath(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Definition: SCR_CharacterCommandHandler_Tests.c:9
HandleWeaponFire
event bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
StartCommand_Swim
proto external CharacterCommandSwim StartCommand_Swim()
GetCommandModifier_Weapon
proto external CharacterCommandWeapon GetCommandModifier_Weapon()
GetDefaultCommandClimbSettings
proto external CharacterCommandClimbSettings GetDefaultCommandClimbSettings()
SubhandlerStatesEnd
event bool SubhandlerStatesEnd(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
StartCommand_Move
proto external CharacterCommandMove StartCommand_Move()
TransitionMove_LadderDefault
proto external bool TransitionMove_LadderDefault(CharacterInputContext pInputCtx)
FinishItemUse
proto external void FinishItemUse()
GetDefaultCommandSwimSettings
proto external CharacterCommandSwimSettings GetDefaultCommandSwimSettings()
HandleLadders
event bool HandleLadders(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:129
StartCommand_Ladder
proto external CharacterCommandLadder StartCommand_Ladder(LadderComponent pLadder)
HandleVehicle
event bool HandleVehicle(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:56
StartCommand_Climb
proto external CharacterCommandClimb StartCommand_Climb(CharacterCommandClimbResult pClimbResult, int pType)
FindTargetLadder
proto external LadderComponent FindTargetLadder()
Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible.
HandleFalling
event bool HandleFalling(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:209
HandleUnconsciousDefault
proto external bool HandleUnconsciousDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
IsWeaponADSAllowed
proto external bool IsWeaponADSAllowed(bool allowSprint)
HandleThrowingDefault
proto external bool HandleThrowingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
TransitionMove_SwimmingDefault
proto external bool TransitionMove_SwimmingDefault(CharacterInputContext pInputCtx)
CharacterMovementState
Definition: CharacterMovementState.c:15
CharacterCommandItemUse
Definition: CharacterCommandItemUse.c:12
SetCurrentCommandSwimSettings
proto external void SetCurrentCommandSwimSettings(CharacterCommandSwimSettings pCmdSwimSettings)
CharacterCommandSwimSettings
Definition: CharacterCommandSwimSettings.c:15
IsProneStanceTransition
proto external bool IsProneStanceTransition()
IsVehicleSwitchingSeats
proto external bool IsVehicleSwitchingSeats()
GetDefaultCommandMoveSettings
proto external CharacterCommandMoveSettings GetDefaultCommandMoveSettings()
GetCommandModifier_Unconscious
proto external CharacterCommandUnconscious GetCommandModifier_Unconscious()
HandleWeaponObstruction
event bool HandleWeaponObstruction(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetCommandFall
proto external CharacterCommandFall GetCommandFall()
CharacterCommandClimb
Definition: CharacterCommandClimb.c:15
AddCommandModifier_Damage
proto external CharacterCommandDamage AddCommandModifier_Damage(float direction, int pType)
HandleItemGesture
event bool HandleItemGesture(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
AlignNewTurns
proto external void AlignNewTurns()
DropLiveGrenadeFromHand
proto external void DropLiveGrenadeFromHand(bool throwWithForce)
HandleFinishedCommandsDefault
proto external bool HandleFinishedCommandsDefault(bool pCurrentCommandFinished)
default full body handlers
IsItemActionLoopTag
proto external bool IsItemActionLoopTag()
GetTargetLadder
proto external LadderComponent GetTargetLadder()
Returns the current cached ladder.
HandleThrowing
event bool HandleThrowing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleSwimmingDefault
proto external bool HandleSwimmingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
StartCommand_DamageFullBody
proto external CharacterCommandDamageFullBody StartCommand_DamageFullBody(float direction, int pType)
HandleSlide
event bool HandleSlide(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
TransitionMove_Swimming
event bool TransitionMove_Swimming(CharacterInputContext pInputCtx)
HandleWeaponADSDefault
proto external bool HandleWeaponADSDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
CharacterCommandClimbSettings
Definition: CharacterCommandClimbSettings.c:15
HandleWeaponReloadingDefault
proto external bool HandleWeaponReloadingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
CharacterCommandItemChange
Definition: CharacterCommandItemChange.c:12
WasMovement
proto external bool WasMovement()
HandleDamageHit
event bool HandleDamageHit(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleClimbing
event bool HandleClimbing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:200
CancelItemUse
proto external void CancelItemUse()
CharacterCommandClimbResult
Definition: CharacterCommandClimbResult.c:15
HandleFinishedCommands
event bool HandleFinishedCommands(bool pCurrentCommandFinished)
Definition: SCR_CharacterCommandHandler_Tests.c:31
SubhandlerStatesBegin
event bool SubhandlerStatesBegin(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetCommandModifier_ItemUse
proto external CharacterCommandItemUse GetCommandModifier_ItemUse()
HandleLaddersDefault
proto external bool HandleLaddersDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetCommandModifier_Death
proto external CharacterCommandDeath GetCommandModifier_Death()
GetCurrentCommandMoveSettings
proto external CharacterCommandMoveSettings GetCurrentCommandMoveSettings()
CharacterCommandVehicle
Definition: CharacterCommandVehicle.c:12
GetCommandDamageFullBody
proto external CharacterCommandDamageFullBody GetCommandDamageFullBody()
CharacterCommandMelee
Definition: CharacterCommandMelee.c:12
CharacterCommandUnconscious
Definition: CharacterCommandUnconscious.c:12
HandleItemGestureDefault
proto external bool HandleItemGestureDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleWeaponObstructionDefault
proto external bool HandleWeaponObstructionDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleItemUse
event bool HandleItemUse(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleFallingDefault
proto external bool HandleFallingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
TransitionMove_JumpClimb
event bool TransitionMove_JumpClimb(CharacterInputContext pInputCtx)
Definition: SCR_CharacterCommandHandler_Tests.c:468
CharacterCommandWeapon
Definition: CharacterCommandWeapon.c:12
GetCurrentCommandSwimSettings
proto external CharacterCommandSwimSettings GetCurrentCommandSwimSettings()
GetCommandClimb
proto external CharacterCommandClimb GetCommandClimb()
CharacterCommandDamageFullBody
Definition: CharacterCommandDamageFullBody.c:12
HandleMeleeDefault
proto external bool HandleMeleeDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
IsWeaponInspectionAllowed
proto external bool IsWeaponInspectionAllowed()
HandleClimbingDefault
proto external bool HandleClimbingDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleWeaponFireDefault
proto external bool HandleWeaponFireDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
SetCurrentCommandMoveSettings
proto external void SetCurrentCommandMoveSettings(CharacterCommandMoveSettings pCmdMoveSettings)
GetCommandMove
proto external CharacterCommandMove GetCommandMove()
GetCurrentCommandClimbSettings
proto external CharacterCommandClimbSettings GetCurrentCommandClimbSettings()
CharacterCommandMove
CharacterCommandMove.
Definition: CharacterCommandMove.c:13
CharacterCommandSwim
CharacterCommandSwim - swimming implementation.
Definition: CharacterCommandSwim.c:13
TransitionMove_VehicleDefault
proto external bool TransitionMove_VehicleDefault(CharacterInputContext pInputCtx)
HandleLeftHandGadgetDefault
proto external bool HandleLeftHandGadgetDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
TransitionMove_Ladder
event bool TransitionMove_Ladder(CharacterInputContext pInputCtx)
HandleLeftHandGadget
event bool HandleLeftHandGadget(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetCommandModifier_Gadget
proto external CharacterCommandGadget GetCommandModifier_Gadget()
HandleItemUseDefault
proto external bool HandleItemUseDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
GetCommandSlide
proto external CharacterCommandSlide GetCommandSlide()
HandleVehicleDefault
proto external bool HandleVehicleDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
TransitionMove_JumpClimbDefault
proto external bool TransitionMove_JumpClimbDefault(CharacterInputContext pInputCtx)
IsUsingItem
proto external bool IsUsingItem()
GetCommandSwim
proto external CharacterCommandSwim GetCommandSwim()
GetControllerComponent
CharacterCommandHandlerComponentClass BaseCommandHandlerComponentClass GetControllerComponent()
Returns the current character controller component.
HandleWeaponDeploymentDefault
proto external bool HandleWeaponDeploymentDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
DeleteCommandModifier_Damage
proto external void DeleteCommandModifier_Damage(CharacterCommandDamage pDamage)
CancelThrowDefault
proto external void CancelThrowDefault()
HandleDeathDefault
proto external bool HandleDeathDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
StartCommand_Fall
proto external CharacterCommandFall StartCommand_Fall(float pYVelocity)
CharacterCommandSlide
Definition: CharacterCommandSlide.c:12
HandleSwimming
event bool HandleSwimming(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:81
HandleDamageHitDefault
proto external bool HandleDamageHitDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleDynamicStance
event bool HandleDynamicStance(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
SetCurrentCommandClimbSettings
proto external void SetCurrentCommandClimbSettings(CharacterCommandClimbSettings pCmdClimbSettings)
HandleItemChangeDefault
proto external bool HandleItemChangeDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
CharacterCommandHandlerComponentClass
Definition: CharacterCommandHandlerComponent.c:12
HandleWeaponsDefault
proto external bool HandleWeaponsDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
default additive handlers
IsWeaponDeploymentAllowed
proto external bool IsWeaponDeploymentAllowed()
HandleSlideDefault
proto external bool HandleSlideDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleWeaponReloading
event bool HandleWeaponReloading(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
HandleItemChange
event bool HandleItemChange(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
CharacterCommandFall
Definition: CharacterCommandFall.c:12
CharacterCommandLadder
Definition: CharacterCommandLadder.c:12
StartCommand_Vehicle
proto external CharacterCommandVehicle StartCommand_Vehicle(BaseCompartmentSlot pCompartment)
SubhandlerTransitionsMove
event bool SubhandlerTransitionsMove(CharacterInputContext InputCtx)
CharacterCommandGadget
Definition: CharacterCommandGadget.c:12
TransitionMove_Vehicle
event bool TransitionMove_Vehicle(CharacterInputContext pInputCtx)
Definition: SCR_CharacterCommandHandler_Tests.c:507
StartCommand_Slide
proto external CharacterCommandSlide StartCommand_Slide()
HandleMelee
event bool HandleMelee(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler.c:9
HandleWeapons
event bool HandleWeapons(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
IsItemInspectionAllowed
proto external bool IsItemInspectionAllowed()
HandleDynamicStanceDefault
proto external bool HandleDynamicStanceDefault(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)