Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
CharacterControllerComponent.c File Reference

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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...