Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the source code of this file.
Data Structures | |
class | CharacterControllerComponentClass |
Functions | |
CharacterControllerComponentClass PrimaryControllerComponentClass | GetAimingComponent () |
proto external CharacterHeadAimingComponent | GetHeadAimingComponent () |
proto external CharacterAnimationComponent | GetAnimationComponent () |
proto external BaseWeaponManagerComponent | GetWeaponManagerComponent () |
proto external CameraHandlerComponent | GetCameraHandlerComponent () |
proto external InventoryStorageManagerComponent | GetInventoryStorageManager () |
proto external VoNComponent | GetVONComponent () |
Get active VON component for transmit. More... | |
proto external AIControlComponent | GetAIControlComponent () |
proto external EntitySlotInfo | GetRightHandPointInfo () |
proto external EntitySlotInfo | GetLeftHandPointInfo () |
proto external CharacterInputContext | GetInputContext () |
proto external float | GetMovementSpeed () |
proto external void | SetMovement (float movementSpeed, vector movementDirModel) |
Update animation about state of movement, define speed and direction in local space of character. More... | |
proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
proto external ECharacterStance | GetStance () |
Returns the current stance of the character. More... | |
proto external SCR_ChimeraCharacter | GetCharacter () |
Returns the current controlled character. More... | |
proto external void | SetFireWeaponWanted (bool val) |
Set wanted input action values. More... | |
proto external void | SetThrow (bool val, bool cancelThrow) |
Set wanted input action values. More... | |
proto external void | SetMovementDirWorld (vector movementDirWorld) |
Update simulation state with difference of world position. More... | |
proto external vector | GetMovementDirWorld () |
proto external void | SetWeaponRaised (bool val) |
Set the current weapon-raised state. More... | |
proto external void | SetWeaponADS (bool val) |
Set the current weapon ADS state. More... | |
proto external void | SetFreeLook (bool input, bool mouse, bool controller) |
proto external bool | GetFreeLookInput () |
proto external bool | GetFreeLookMouse () |
proto external bool | GetFreeLookController () |
proto external void | SetForcedFreeLook (bool enabled) |
Force character to stay in freelook. More... | |
proto external bool | IsFreeLookForced () |
proto external void | ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true) |
proto external void | SetDynamicSpeed (float value) |
proto external float | GetDynamicSpeed () |
proto external void | SetShouldApplyDynamicSpeedOverride (bool shouldApply) |
proto external void | SetDynamicStance (float value) |
proto external bool | CanSetDynamicStance (float value) |
proto external float | GetDynamicStance () |
proto external void | SetInspect (IEntity targetItem) |
proto external bool | CanInspect (IEntity targetItem) |
proto external bool | GetInspect () |
proto external bool | GetInspectCurrentWeapon () |
proto external IEntity | GetInspectEntity () |
proto external void | SetInspectState (int state) |
proto external int | GetInspectState () |
proto external bool | GetIsWeaponDeployed () |
proto external bool | CanDeployWeapon () |
proto external bool | GetIsWeaponDeployedBipod () |
proto external IEntity | GetCurrentItemInHands () |
proto external void | SetStanceChange (int stance) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. More... | |
proto external bool | CanChangeStance (int stance) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. More... | |
proto external void | ForceStance (int stance) |
proto external void | ForceStanceUp (int stance) |
proto external void | SetRoll (int val) |
2 - right, 1 - left More... | |
proto external bool | IsRoll () |
proto external bool | CanRoll (int val) |
proto external bool | ShouldHoldInputForRoll () |
proto external void | EnableHoldInputForRoll (bool enable) |
proto external bool | IsPlayerControlled () |
proto external void | SetJump (float val) |
proto external void | SetWantedLeaning (float val) |
proto external void | SetBanking (float val) |
proto external void | SetMeleeAttack (bool val) |
proto external float | GetLeaning () |
Either character wants to lean. More... | |
proto external float | GetWantedLeaning () |
proto external bool | IsAdjustingLeaning () |
proto external float | GetCurrentLeanAmount () |
Returns current amount of leaning applied. More... | |
proto external bool | IsLeaning () |
proto external float | GetADSTime () |
proto external bool | IsWeaponRaised () |
proto external EWeaponObstructedState | GetWeaponObstructedState () |
proto external float | GetObstructionAlpha () |
proto external bool | IsClimbing () |
proto external bool | IsSwimming () |
proto external bool | IsSprinting () |
proto external bool | IsChangingStance () |
proto external bool | IsWeaponADS () |
proto external bool | IsChangingFireMode () |
proto external bool | IsPlayingGesture () |
proto external bool | IsFreeLookEnabled () |
proto external bool | IsTrackIREnabled () |
proto external bool | IsFocusMode () |
proto external bool | GetWeaponADSInput () |
proto external bool | IsChangingItem () |
proto external bool | IsFalling () |
proto external bool | IsReloading () |
proto external bool | CanFire () |
proto external bool | IsDead () |
proto external bool | IsUsingItem () |
proto external bool | IsMeleeAttack () |
proto external bool | CanEngageChangeItem () |
proto external bool | SelectWeapon (BaseWeaponComponent newWeapon) |
Set weapon on character with switching animations. If true, the request was successful. More... | |
proto external bool | SetMuzzle (int index) |
proto external bool | SetFireMode (int index) |
proto external void | SetSightsRange (int index) |
proto external void | SetWeaponADSInput (bool val) |
proto external bool | SetSafety (bool safety, bool automatic) |
proto external float | GetStamina () |
proto external bool | ReloadWeapon () |
Request weapon reload. If true, request was sucessful. More... | |
proto external bool | ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false) |
proto external ECharacterLifeState | GetLifeState () |
proto external void | SetUnconscious (bool enabled) |
proto external bool | IsUnconscious () |
proto external bool | CanReviveCharacter () |
proto external bool | CanEnterUnconsciousness () |
proto external void | EnableReviveCharacter (bool enabled) |
proto external void | Ragdoll (bool broadcast=true) |
Dying. More... | |
proto external void | ForceDeath () |
Kills the character. Skips invincibility checks. More... | |
proto external void | TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false) |
proto external bool | CanEquipGadget (IEntity gadget) |
proto external IEntity | GetAttachedGadgetAtLeftHandSlot () |
proto external bool | TryUseBandage (IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true) |
proto external void | RemoveGadgetFromHand (bool skipAnimations=false) |
Remove held gadget. More... | |
proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
Put held gadget on hold. More... | |
proto external bool | IsGadgetInHands () |
Returns true if there is a gadget in hands. More... | |
proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
Returns true if focus will be changed to requested. More... | |
proto external bool | IsGadgetRaisedModeWanted () |
Returns true if character will be (or is) using gadget in raised mode. More... | |
proto external bool | TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) |
proto external bool | TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null) |
proto external IEntity | GetRightHandItem () |
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon) More... | |
proto external bool | TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false) |
proto external bool | TryUseItemOverrideParams (notnull ItemUseParameters params) |
proto external bool | CanUseItem () |
Returns true if the character can use an item. More... | |
proto external bool | TryStartCharacterGesture (int gesture, int durationMS=0) |
Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called) More... | |
proto external void | StopCharacterGesture () |
proto external bool | TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="") |
proto external bool | IsPlayingItemGesture () |
Returns true if the character is playing a gesture. More... | |
proto external bool | CanPlayItemGesture () |
Returns true if the character can play a gesture. More... | |
proto external bool | CanUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false) |
proto external bool | TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0) |
proto external void | DropWeapon (WeaponSlotComponent weaponSlot) |
Makes character drop weapon from the weapon slot given by parameter. More... | |
proto external void | DropItemFromLeftHand () |
Makes character drop item from left hand. More... | |
proto external void | StopDeployment () |
proto external void | RequestActionByID (int actionID, float value) |
proto external bool | IsPartiallyLowered () |
Returns true if the character is partially lowered. More... | |
proto external bool | CanPartialLower () |
Returns true if the character can partially lower (weapon). More... | |
proto external void | SetPartialLower (bool state) |
Sets desired partial lower state, if allowed. More... | |
proto external vector | GetCameraWeaponOffset () |
proto external bool | GetDisableMovementControls () |
proto external void | SetDisableMovementControls (bool other) |
proto external bool | GetDisableViewControls () |
proto external void | SetDisableViewControls (bool other) |
proto external void | SetAimingSensitivity (float mouse, float gamepad, float ads) |
proto external void | GetAimingSensitivity (out float mouse, out float gamepad, out float ads) |
proto external void | SetStickyGadget (bool enable) |
proto external void | SetStickyADS (bool enable) |
proto external void | SetMaxZoomInADS (bool enable) |
proto external bool | GetMaxZoomInADS () |
proto external void | SetMouseControlAircraft (bool enable) |
proto external bool | GetMouseControlAircraft () |
proto external bool | GetDisableWeaponControls () |
proto external void | SetDisableWeaponControls (bool other) |
proto external vector | GetMovementVelocity () |
proto external vector | GetMovementInput () |
proto external vector | GetVelocity () |
proto external bool | GetIsSprintingToggle () |
proto external float | GetLastStanceChangeDelay () |
proto external int | GetCurrentMovementPhase () |
proto external bool | GetCanFireWeapon () |
proto external bool | GetCanThrow () |
proto external void | SetWeaponNoFireTime (float t) |
proto external bool | IsInThirdPersonView () |
proto external void | SetInThirdPersonView (bool state) |
proto external float | GetStanceChangeDelayTime () |
proto external float | GetJumpSpeed () |
proto external bool | GetMeleeAttackInput () |
proto external bool | IsFreeLookEnforced () |
Returns true if freelook is enforced by game logic. More... | |
proto external bool | GetPositionInView (vector pos, float angMax) |
proto external void | GetWeaponModifiers (float baseScale, float moveScale, out vector scaleA, out vector scaleB) |
proto external CharacterStaminaComponent | GetStaminaComponent () |
proto external bool | IsCharacterStationary () |
event void | OnInspectionModeChanged (bool newState) |
event void | UpdateDrowning (float timeSlice, vector waterLevel) |
event protected void | OnInit (IEntity owner) |
event protected void | OnDiag (IEntity owner, float timeslice) |
event protected void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
event protected void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
event protected void | OnApplyControls (IEntity owner, float timeSlice) |
event protected void | OnMeleeDamage (bool started) |
Handling of melee events. Sends true if melee started, false, when melee ends. More... | |
event bool | GetCanMeleeAttack () |
event bool | GetCanEquipGadget (IEntity gadget) |
event protected bool | OnPerformAction () |
Override to handle what happens after pressing F button, return false to use default cpp behavior. More... | |
event bool | CanGetOutVehicleScript () |
Override to handle whether character can get out of vehicle via GetOut input action. More... | |
event bool | CanJumpOutVehicleScript () |
Override to handle whether character can eject from vehicle via JumpOut input action. More... | |
event protected void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
Will be called when the life state of the character changes. More... | |
event protected void | OnConsciousnessChanged (bool conscious) |
Will be called when the consciousness of the character changes. More... | |
event protected void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. More... | |
event protected void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
Will be called when gadget taken/removed from hand. More... | |
event protected void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
Will be called when gadget fully transitioned to or canceled focus mode. More... | |
event protected void | OnItemUseBegan (ItemUseParameters itemUseParams) |
Will be called when item use action is started. More... | |
event protected void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
Will be called when item use action is complete. More... | |
event protected void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
event float | GetInspectTargetLookAt (out vector targetAngles) |
event bool | ShouldAligningAdjustAimingAngles () |
event bool | ShouldGadgetBeDropped (IEntity gadget) |
event protected void | OnWeaponDropped (IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot) |
Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from. More... | |
event protected void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
Runs after the left hand item is dropped. Returns dropped item entity. More... | |
event bool | SCR_GetDisableMovementControls () |
event void | SCR_OnDisabledJumpAction () |
event bool | SCR_GetDisableViewControls () |
event protected void | OnControlledByPlayer (IEntity owner, bool controlled) |
Called when a player has been assigned to this controller. More... | |