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