Arma Reforger Explorer  1.1.0.42
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CharacterControllerComponent.c
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1 /*
2 ===========================================
3 Do not modify, this script is generated
4 ===========================================
5 */
6 
13 {
14 }
15 
16 class CharacterControllerComponent: PrimaryControllerComponent
17 {
18  proto external CharacterAimingComponent GetAimingComponent();
19  proto external CharacterHeadAimingComponent GetHeadAimingComponent();
20  proto external CharacterAnimationComponent GetAnimationComponent();
21  proto external BaseWeaponManagerComponent GetWeaponManagerComponent();
22  proto external CameraHandlerComponent GetCameraHandlerComponent();
24  proto external VoNComponent GetVONComponent();
25  proto external AIControlComponent GetAIControlComponent();
26  proto external EntitySlotInfo GetRightHandPointInfo();
27  proto external EntitySlotInfo GetLeftHandPointInfo();
28  proto external CharacterInputContext GetInputContext();
29  proto external float GetMovementSpeed();
31  proto external void SetMovement(float movementSpeed, vector movementDirModel);
32  proto external void SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw = false);
34  proto external ECharacterStance GetStance();
36  proto external SCR_ChimeraCharacter GetCharacter();
38  proto external void SetFireWeaponWanted(bool val);
40  proto external void SetThrow(bool val, bool cancelThrow);
42  proto external void SetMovementDirWorld(vector movementDirWorld);
43  proto external vector GetMovementDirWorld();
45  proto external void SetWeaponRaised(bool val);
47  proto external void SetWeaponADS(bool val);
48  proto external void SetFreeLook(bool input, bool mouse, bool controller);
49  proto external bool GetFreeLookInput();
50  proto external bool GetFreeLookMouse();
51  proto external bool GetFreeLookController();
53  proto external void SetForcedFreeLook(bool enabled);
54  proto external bool IsFreeLookForced();
55  proto external void ResetPersistentStates(bool resetADSState = true, bool resetGadgetState = true);
60  proto external void SetDynamicSpeed(float value);
66  proto external float GetDynamicSpeed();
67  proto external void SetShouldApplyDynamicSpeedOverride(bool shouldApply);
72  proto external void SetDynamicStance(float value);
78  proto external bool CanSetDynamicStance(float value);
83  proto external float GetDynamicStance();
88  proto external void SetInspect(IEntity targetItem);
93  proto external bool CanInspect(IEntity targetItem);
98  proto external bool GetInspect();
103  proto external bool GetInspectCurrentWeapon();
107  proto external IEntity GetInspectEntity();
112  proto external void SetInspectState(int state);
117  proto external int GetInspectState();
121  proto external bool GetIsWeaponDeployed();
126  proto external bool CanDeployWeapon();
130  proto external bool GetIsWeaponDeployedBipod();
131  proto external IEntity GetCurrentItemInHands();
133  proto external void SetStanceChange(int stance);
135  proto external bool CanChangeStance(int stance);
136  proto external void ForceStance(int stance);
137  proto external void ForceStanceUp(int stance);
139  proto external void SetRoll(int val);
140  proto external bool IsRoll();
141  proto external bool CanRoll(int val);
142  proto external bool ShouldHoldInputForRoll();
143  proto external void EnableHoldInputForRoll(bool enable);
144  proto external bool IsPlayerControlled();
145  proto external void SetJump(float val);
146  proto external void SetWantedLeaning(float val);
147  proto external void SetBanking(float val);
148  proto external void SetMeleeAttack(bool val);
150  proto external float GetLeaning();
151  proto external float GetWantedLeaning();
152  proto external bool IsAdjustingLeaning();
154  proto external float GetCurrentLeanAmount();
155  proto external bool IsLeaning();
156  proto external float GetADSTime();
157  proto external bool IsWeaponRaised();
159  proto external float GetObstructionAlpha();
160  proto external bool IsClimbing();
161  proto external bool IsSwimming();
162  proto external bool IsSprinting();
163  proto external bool IsChangingStance();
164  proto external bool IsWeaponADS();
165  proto external bool IsChangingFireMode();
166  proto external bool IsPlayingGesture();
167  proto external bool IsFreeLookEnabled();
168  proto external bool IsTrackIREnabled();
169  proto external bool IsFocusMode();
170  proto external bool GetWeaponADSInput();
171  proto external bool IsChangingItem();
172  proto external bool IsFalling();
173  proto external bool IsReloading();
174  proto external bool CanFire();
175  proto external bool IsDead();
176  proto external bool IsUsingItem();
177  proto external bool IsMeleeAttack();
178  proto external bool CanEngageChangeItem();
180  proto external bool SelectWeapon(BaseWeaponComponent newWeapon);
181  proto external bool SetMuzzle(int index);
182  proto external bool SetFireMode(int index);
183  proto external void SetSightsRange(int index);
184  proto external void SetWeaponADSInput(bool val);
191  proto external bool SetSafety(bool safety, bool automatic);
192  //Returns the current stamina value in <0, 1>. -1 if there is no stamina component attached to the current owner.
193  proto external float GetStamina();
195  proto external bool ReloadWeapon();
196  // mag or projectile
197  proto external bool ReloadWeaponWith(IEntity ammunitionEntity, bool bForceDetach = false);
198  //------------------------------------------------------------------------
199  proto external ECharacterLifeState GetLifeState();
200  proto external void SetUnconscious(bool enabled);
201  proto external bool IsUnconscious();
202  proto external bool CanReviveCharacter();
203  // Returns true if there is nothing blocking starting unconscious - it does not check whether unconsciousness should actually start.
204  proto external bool CanEnterUnconsciousness();
205  proto external void EnableReviveCharacter(bool enabled);
207  proto external void Ragdoll(bool broadcast = true);
209  proto external void ForceDeath();
210  /* @NOTE(Leo): Temp solution, eventually will be solved by setting respective gadget graph attachments,
211  unfortunately current state of Enf animation system is not allowing it and will be solved not earlier then 10.07 by @Michal Žák
212  from conversation with @Théo Escamez:
213  so heres how it works :
214  for now we have 4 items> compass adrianov, compass SY183, Radio ANPRC68 and Radio R148
215  ...where they are triggered respectively by integers 1 2 3 and 4...
216  */
217  proto external void TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus = false, bool skipAnimations = false);
218  // Performs gadget equip validation
219  proto external bool CanEquipGadget(IEntity gadget);
220  proto external IEntity GetAttachedGadgetAtLeftHandSlot();
228  proto external bool TryUseBandage(IEntity bandage, int bodyPart, float duration = 4.0, bool bandageSelf = true);
230  proto external void RemoveGadgetFromHand(bool skipAnimations = false);
232  proto external void RecoverHiddenGadget(bool respectSettings, bool skipAnims);
234  proto external bool IsGadgetInHands();
236  proto external bool SetGadgetRaisedModeWanted(bool newRaised);
238  proto external bool IsGadgetRaisedModeWanted();
241  proto external bool TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap = false, BaseUserAction callbackAction = null);
242  proto external bool TryRecoverLastRightHandItem(bool swap = false, BaseUserAction callbackAction = null);
244  proto external IEntity GetRightHandItem();
249  proto external bool TryUseItem(IEntity item, bool allowMovementDuringAction = false, bool keepInHandAfterSuccessfulAction = false);
261  proto external bool TryUseItemOverrideParams(notnull ItemUseParameters params);
263  proto external bool CanUseItem();
265  proto external bool TryStartCharacterGesture(int gesture, int durationMS = 0);
266  proto external void StopCharacterGesture();
274  proto external bool TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction = null, string confirmEvent = "");
276  proto external bool IsPlayingItemGesture();
278  proto external bool CanPlayItemGesture();
281  proto external bool CanUseLadder(IEntity pLadderOwner, int ladderComponentIndex = 0, float maxTestDistance = -1.0, float maxEntryAngle = -1.0, bool performTraceCheck = false);
284  proto external bool TryUseLadder(IEntity pLadderOwner, int ladderComponentIndex = 0, float maxTestDistance = -1.0, float maxEntryAngle = -1.0);
286  proto external void DropWeapon(WeaponSlotComponent weaponSlot);
288  proto external void DropItemFromLeftHand();
289  proto external void StopDeployment();
290  // Script
291  proto external void RequestActionByID(int actionID, float value);
293  proto external bool IsPartiallyLowered();
295  proto external bool CanPartialLower();
297  proto external void SetPartialLower(bool state);
298  //------------------------------------------------------------------------
299  proto external vector GetCameraWeaponOffset();
300  //------------------------------------------------------------------------
301  proto external bool GetDisableMovementControls();
302  //------------------------------------------------------------------------
303  proto external void SetDisableMovementControls(bool other);
304  //------------------------------------------------------------------------
305  proto external bool GetDisableViewControls();
306  //------------------------------------------------------------------------
307  proto external void SetDisableViewControls(bool other);
308  //------------------------------------------------------------------------
309  proto external void SetAimingSensitivity(float mouse, float gamepad, float ads);
310  //------------------------------------------------------------------------
311  proto external void GetAimingSensitivity(out float mouse, out float gamepad, out float ads);
312  // Sets gadget handling into persistent mode
313  proto external void SetStickyGadget(bool enable);
314  // Sets ads and gadget focus into persistent mode
315  proto external void SetStickyADS(bool enable);
316  //------------------------------------------------------------------------
317  proto external void SetMaxZoomInADS(bool enable);
318  //------------------------------------------------------------------------
319  proto external bool GetMaxZoomInADS();
320  //------------------------------------------------------------------------
321  proto external void SetMouseControlAircraft(bool enable);
322  //------------------------------------------------------------------------
323  proto external bool GetMouseControlAircraft();
324  //------------------------------------------------------------------------
325  proto external bool GetDisableWeaponControls();
326  //------------------------------------------------------------------------
327  proto external void SetDisableWeaponControls(bool other);
328  //------------------------------------------------------------------------
329  proto external vector GetMovementVelocity();
330  //------------------------------------------------------------------------
331  proto external vector GetMovementInput();
332  //------------------------------------------------------------------------
333  proto external vector GetVelocity();
334  //------------------------------------------------------------------------
335  proto external bool GetIsSprintingToggle();
336  //------------------------------------------------------------------------
337  proto external float GetLastStanceChangeDelay();
338  //------------------------------------------------------------------------
339  proto external int GetCurrentMovementPhase();
340  //------------------------------------------------------------------------
341  proto external bool GetCanFireWeapon();
342  //------------------------------------------------------------------------
343  proto external bool GetCanThrow();
344  //------------------------------------------------------------------------
345  proto external void SetWeaponNoFireTime(float t);
346  //------------------------------------------------------------------------
347  proto external bool IsInThirdPersonView();
348  // Caching third person view since profiling showed minor impact on cpu time when calling in to scripted method
349  proto external void SetInThirdPersonView(bool state);
350  proto external float GetStanceChangeDelayTime();
351  proto external float GetJumpSpeed();
352  proto external bool GetMeleeAttackInput();
354  proto external bool IsFreeLookEnforced();
359  proto external bool GetPositionInView(vector pos, float angMax);
367  [Obsolete("This method will be removed soon!")]
368  proto external void GetWeaponModifiers(float baseScale, float moveScale, out vector scaleA, out vector scaleB);
372  proto external CharacterStaminaComponent GetStaminaComponent();
373  // Check if character is not moving and not any other locomotion related action is being performed
374  proto external bool IsCharacterStationary();
375 
376  // callbacks
377 
378  event void OnInspectionModeChanged(bool newState);
379  event void UpdateDrowning(float timeSlice, vector waterLevel);
384  event protected void OnInit(IEntity owner);
390  event protected void OnDiag(IEntity owner, float timeslice);
391  event protected void OnReloaded(IEntity owner, BaseWeaponComponent weapon);
392  event protected void OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player);
393  event protected void OnApplyControls(IEntity owner, float timeSlice);
395  event protected void OnMeleeDamage(bool started);
396  event bool GetCanMeleeAttack() { return true; };
397  event bool GetCanEquipGadget(IEntity gadget) { return true; };
399  event protected bool OnPerformAction() { return false; };
401  event bool CanGetOutVehicleScript() { return true; };
403  event bool CanJumpOutVehicleScript() { return true; };
405  event protected void OnLifeStateChanged(ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState);
407  event protected void OnConsciousnessChanged(bool conscious);
409  event protected void OnDeath(IEntity instigatorEntity, notnull Instigator instigator);
411  event protected void OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround);
413  event protected void OnGadgetFocusStateChanged(IEntity gadget, bool isFocused);
415  event protected void OnItemUseBegan(ItemUseParameters itemUseParams);
417  event protected void OnItemUseEnded(ItemUseParameters itemUseParams, bool successful);
418  event protected void OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd);
424  event float GetInspectTargetLookAt(out vector targetAngles);
425  /*Should return true if during CharacterHeadingAnimComponent aligning, the aiming angles should influence aiming angles.*/
427  event bool ShouldGadgetBeDropped(IEntity gadget);
429  event protected void OnWeaponDropped(IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot);
431  event protected void OnItemDroppedFromLeftHand(IEntity pItemEntity);
432  //------------------------------------------------------------------------
433  event bool SCR_GetDisableMovementControls();
434  //------------------------------------------------------------------------
435  event void SCR_OnDisabledJumpAction();
436  //------------------------------------------------------------------------
437  event bool SCR_GetDisableViewControls();
439  event protected void OnControlledByPlayer(IEntity owner, bool controlled);
440 }
441 
GetFreeLookController
proto external bool GetFreeLookController()
IsFalling
proto external bool IsFalling()
TryUseItem
proto external bool TryUseItem(IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false)
IsWeaponRaised
proto external bool IsWeaponRaised()
GetStanceChangeDelayTime
proto external float GetStanceChangeDelayTime()
GetWeaponModifiers
proto external void GetWeaponModifiers(float baseScale, float moveScale, out vector scaleA, out vector scaleB)
GetMouseControlAircraft
proto external bool GetMouseControlAircraft()
GetCurrentItemInHands
proto external IEntity GetCurrentItemInHands()
CanRoll
proto external bool CanRoll(int val)
CanReviveCharacter
proto external bool CanReviveCharacter()
OnPerformAction
event protected bool OnPerformAction()
Override to handle what happens after pressing F button, return false to use default cpp behavior.
Definition: CharacterControllerComponent.c:399
OnPrepareControls
event protected void OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player)
Definition: SCR_CharacterControllerComponent_Test.c:9
IsPlayerControlled
proto external bool IsPlayerControlled()
TryUseLadder
proto external bool TryUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0)
GetJumpSpeed
proto external float GetJumpSpeed()
OnConsciousnessChanged
event protected void OnConsciousnessChanged(bool conscious)
Will be called when the consciousness of the character changes.
Definition: SCR_CampaignBuildingGadgetToolComponent.c:241
ShouldAligningAdjustAimingAngles
event bool ShouldAligningAdjustAimingAngles()
GetRightHandPointInfo
proto external EntitySlotInfo GetRightHandPointInfo()
GetInspectEntity
proto external IEntity GetInspectEntity()
IsReloading
proto external bool IsReloading()
SetWeaponNoFireTime
proto external void SetWeaponNoFireTime(float t)
GetMovementSpeed
proto external float GetMovementSpeed()
GetAimingComponent
CharacterControllerComponentClass PrimaryControllerComponentClass GetAimingComponent()
CharacterInputContext
Definition: CharacterInputContext.c:12
GetCurrentMovementPhase
proto external int GetCurrentMovementPhase()
IsUnconscious
proto external bool IsUnconscious()
GetMovementInput
proto external vector GetMovementInput()
GetCameraHandlerComponent
proto external CameraHandlerComponent GetCameraHandlerComponent()
CanFire
proto external bool CanFire()
SetStickyGadget
proto external void SetStickyGadget(bool enable)
ECharacterLifeState
ECharacterLifeState
Definition: ECharacterLifeState.c:12
SCR_GetDisableViewControls
event bool SCR_GetDisableViewControls()
CanInspect
proto external bool CanInspect(IEntity targetItem)
SetUnconscious
proto external void SetUnconscious(bool enabled)
GetDynamicSpeed
proto external float GetDynamicSpeed()
GetRightHandItem
proto external IEntity GetRightHandItem()
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapo...
SetDisableViewControls
proto external void SetDisableViewControls(bool other)
TryUseBandage
proto external bool TryUseBandage(IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true)
EnableReviveCharacter
proto external void EnableReviveCharacter(bool enabled)
CanChangeStance
proto external bool CanChangeStance(int stance)
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2,...
GetAIControlComponent
proto external AIControlComponent GetAIControlComponent()
OnReloaded
event protected void OnReloaded(IEntity owner, BaseWeaponComponent weapon)
SetJump
proto external void SetJump(float val)
SCR_OnDisabledJumpAction
event void SCR_OnDisabledJumpAction()
GetInspect
proto external bool GetInspect()
ECharacterStance
ECharacterStance
Definition: ECharacterStance.c:12
GetStance
proto external ECharacterStance GetStance()
Returns the current stance of the character.
IsUsingItem
proto external bool IsUsingItem()
IsPlayingGesture
proto external bool IsPlayingGesture()
SetMeleeAttack
proto external void SetMeleeAttack(bool val)
SetWeaponADSInput
proto external void SetWeaponADSInput(bool val)
SetSightsRange
proto external void SetSightsRange(int index)
ItemUseParameters
Definition: ItemUseParameters.c:15
CanJumpOutVehicleScript
event bool CanJumpOutVehicleScript()
Override to handle whether character can eject from vehicle via JumpOut input action.
Definition: CharacterControllerComponent.c:403
EEquipItemType
EEquipItemType
Definition: EEquipItemType.c:12
OnGadgetStateChanged
event protected void OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround)
Will be called when gadget taken/removed from hand.
SetGadgetRaisedModeWanted
proto external bool SetGadgetRaisedModeWanted(bool newRaised)
Returns true if focus will be changed to requested.
GetInventoryStorageManager
proto external InventoryStorageManagerComponent GetInventoryStorageManager()
StopDeployment
proto external void StopDeployment()
SetInspectState
proto external void SetInspectState(int state)
GetCanEquipGadget
event bool GetCanEquipGadget(IEntity gadget)
Definition: CharacterControllerComponent.c:397
IsFocusMode
proto external bool IsFocusMode()
SetShouldApplyDynamicSpeedOverride
proto external void SetShouldApplyDynamicSpeedOverride(bool shouldApply)
SCR_GetDisableMovementControls
event bool SCR_GetDisableMovementControls()
IsCharacterStationary
proto external bool IsCharacterStationary()
GetVelocity
proto external vector GetVelocity()
IsChangingStance
proto external bool IsChangingStance()
IsInThirdPersonView
proto external bool IsInThirdPersonView()
WeaponSlotComponent
Definition: WeaponSlotComponent.c:12
TakeGadgetInLeftHand
proto external void TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false)
IsMeleeAttack
proto external bool IsMeleeAttack()
RequestActionByID
proto external void RequestActionByID(int actionID, float value)
SetFreeLook
proto external void SetFreeLook(bool input, bool mouse, bool controller)
ShouldGadgetBeDropped
event bool ShouldGadgetBeDropped(IEntity gadget)
GetMovementDirWorld
proto external vector GetMovementDirWorld()
SetFireMode
proto external bool SetFireMode(int index)
GetADSTime
proto external float GetADSTime()
SetDisableMovementControls
proto external void SetDisableMovementControls(bool other)
GetLifeState
proto external ECharacterLifeState GetLifeState()
GetInputContext
proto external CharacterInputContext GetInputContext()
OnItemUseEnded
event protected void OnItemUseEnded(ItemUseParameters itemUseParams, bool successful)
Will be called when item use action is complete.
SetSafety
proto external bool SetSafety(bool safety, bool automatic)
Instigator
Definition: Instigator.c:6
DropWeapon
proto external void DropWeapon(WeaponSlotComponent weaponSlot)
Makes character drop weapon from the weapon slot given by parameter.
EntitySlotInfo
Adds ability to attach an object to a slot.
Definition: EntitySlotInfo.c:8
CanSetDynamicStance
proto external bool CanSetDynamicStance(float value)
SetStickyADS
proto external void SetStickyADS(bool enable)
StopCharacterGesture
proto external void StopCharacterGesture()
IsGadgetInHands
proto external bool IsGadgetInHands()
Returns true if there is a gadget in hands.
IsGadgetRaisedModeWanted
proto external bool IsGadgetRaisedModeWanted()
Returns true if character will be (or is) using gadget in raised mode.
OnMeleeDamage
event protected void OnMeleeDamage(bool started)
Handling of melee events. Sends true if melee started, false, when melee ends.
PrimaryControllerComponentClass
Definition: PrimaryControllerComponent.c:12
SetStanceChange
proto external void SetStanceChange(int stance)
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2,...
SetDynamicStance
proto external void SetDynamicStance(float value)
SetMuzzle
proto external bool SetMuzzle(int index)
TryUseItemOverrideParams
proto external bool TryUseItemOverrideParams(notnull ItemUseParameters params)
GetLastStanceChangeDelay
proto external float GetLastStanceChangeDelay()
IsChangingItem
proto external bool IsChangingItem()
ForceDeath
proto external void ForceDeath()
Kills the character. Skips invincibility checks.
GetDynamicStance
proto external float GetDynamicStance()
IsTrackIREnabled
proto external bool IsTrackIREnabled()
GetCharacter
proto external SCR_ChimeraCharacter GetCharacter()
Returns the current controlled character.
TryStartCharacterGesture
proto external bool TryStartCharacterGesture(int gesture, int durationMS=0)
Starts character gesture with specified duration in milliseconds (if duration <= 0,...
CanUseItem
proto external bool CanUseItem()
Returns true if the character can use an item.
InventoryStorageManagerComponent
Definition: InventoryStorageManagerComponent.c:12
GetWeaponManagerComponent
proto external BaseWeaponManagerComponent GetWeaponManagerComponent()
SetBanking
proto external void SetBanking(float val)
ResetPersistentStates
proto external void ResetPersistentStates(bool resetADSState=true, bool resetGadgetState=true)
ReloadWeaponWith
proto external bool ReloadWeaponWith(IEntity ammunitionEntity, bool bForceDetach=false)
UpdateDrowning
event void UpdateDrowning(float timeSlice, vector waterLevel)
OnControlledByPlayer
event protected void OnControlledByPlayer(IEntity owner, bool controlled)
Called when a player has been assigned to this controller.
GetInspectTargetLookAt
event float GetInspectTargetLookAt(out vector targetAngles)
CanUseLadder
proto external bool CanUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false)
SetForcedFreeLook
proto external void SetForcedFreeLook(bool enabled)
Force character to stay in freelook.
BaseWeaponComponent
Definition: BaseWeaponComponent.c:12
IsChangingFireMode
proto external bool IsChangingFireMode()
CanEnterUnconsciousness
proto external bool CanEnterUnconsciousness()
GetCanThrow
proto external bool GetCanThrow()
IsFreeLookEnforced
proto external bool IsFreeLookEnforced()
Returns true if freelook is enforced by game logic.
GetAttachedGadgetAtLeftHandSlot
proto external IEntity GetAttachedGadgetAtLeftHandSlot()
OnDiag
event protected void OnDiag(IEntity owner, float timeslice)
GetWeaponObstructedState
proto external EWeaponObstructedState GetWeaponObstructedState()
IsSwimming
proto external bool IsSwimming()
SetMouseControlAircraft
proto external void SetMouseControlAircraft(bool enable)
ShouldHoldInputForRoll
proto external bool ShouldHoldInputForRoll()
DropItemFromLeftHand
proto external void DropItemFromLeftHand()
Makes character drop item from left hand.
GetIsSprintingToggle
proto external bool GetIsSprintingToggle()
GetMaxZoomInADS
proto external bool GetMaxZoomInADS()
GetAnimationComponent
proto external CharacterAnimationComponent GetAnimationComponent()
RemoveGadgetFromHand
proto external void RemoveGadgetFromHand(bool skipAnimations=false)
Remove held gadget.
OnInspectionModeChanged
event void OnInspectionModeChanged(bool newState)
SetDisableWeaponControls
proto external void SetDisableWeaponControls(bool other)
ReloadWeapon
proto external bool ReloadWeapon()
Request weapon reload. If true, request was sucessful.
SetInThirdPersonView
proto external void SetInThirdPersonView(bool state)
GetMovementVelocity
proto external vector GetMovementVelocity()
SetAimingSensitivity
proto external void SetAimingSensitivity(float mouse, float gamepad, float ads)
EItemGesture
EItemGesture
Definition: EItemGesture.c:12
CanEquipGadget
proto external bool CanEquipGadget(IEntity gadget)
SetRoll
proto external void SetRoll(int val)
2 - right, 1 - left
GetWantedLeaning
proto external float GetWantedLeaning()
IsLeaning
proto external bool IsLeaning()
GetFreeLookMouse
proto external bool GetFreeLookMouse()
IsPlayingItemGesture
proto external bool IsPlayingItemGesture()
Returns true if the character is playing a gesture.
GetStamina
proto external float GetStamina()
OnDeath
event protected void OnDeath(IEntity instigatorEntity, notnull Instigator instigator)
Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appro...
ForceStanceUp
proto external void ForceStanceUp(int stance)
RecoverHiddenGadget
proto external void RecoverHiddenGadget(bool respectSettings, bool skipAnims)
Put held gadget on hold.
GetObstructionAlpha
proto external float GetObstructionAlpha()
GetCameraWeaponOffset
proto external vector GetCameraWeaponOffset()
ForceStance
proto external void ForceStance(int stance)
GetFreeLookInput
proto external bool GetFreeLookInput()
CanGetOutVehicleScript
event bool CanGetOutVehicleScript()
Override to handle whether character can get out of vehicle via GetOut input action.
Definition: CharacterControllerComponent.c:401
GetLeaning
proto external float GetLeaning()
Either character wants to lean.
SetDynamicSpeed
proto external void SetDynamicSpeed(float value)
SetThrow
proto external void SetThrow(bool val, bool cancelThrow)
Set wanted input action values.
index
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
Definition: SCR_DestructionSynchronizationComponent.c:17
GetIsWeaponDeployed
proto external bool GetIsWeaponDeployed()
IsFreeLookEnabled
proto external bool IsFreeLookEnabled()
CanEngageChangeItem
proto external bool CanEngageChangeItem()
SetPartialLower
proto external void SetPartialLower(bool state)
Sets desired partial lower state, if allowed.
IsWeaponADS
proto external bool IsWeaponADS()
SetWeaponADS
proto external void SetWeaponADS(bool val)
Set the current weapon ADS state.
SetWeaponRaised
proto external void SetWeaponRaised(bool val)
Set the current weapon-raised state.
GetPositionInView
proto external bool GetPositionInView(vector pos, float angMax)
GetIsWeaponDeployedBipod
proto external bool GetIsWeaponDeployedBipod()
GetWeaponADSInput
proto external bool GetWeaponADSInput()
GetInspectCurrentWeapon
proto external bool GetInspectCurrentWeapon()
GetAimingSensitivity
proto external void GetAimingSensitivity(out float mouse, out float gamepad, out float ads)
BaseUserAction
Definition: BaseUserAction.c:12
GetDisableWeaponControls
proto external bool GetDisableWeaponControls()
type
EDamageType type
Definition: SCR_DestructibleTreeV2.c:32
GetDisableMovementControls
proto external bool GetDisableMovementControls()
GetDisableViewControls
proto external bool GetDisableViewControls()
GetLeftHandPointInfo
proto external EntitySlotInfo GetLeftHandPointInfo()
params
Configs ServerBrowser KickDialogs params
Definition: SCR_NotificationSenderComponent.c:24
SelectWeapon
proto external bool SelectWeapon(BaseWeaponComponent newWeapon)
Set weapon on character with switching animations. If true, the request was successful.
GetInspectState
proto external int GetInspectState()
TryPlayItemGesture
proto external bool TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="")
EWeaponObstructedState
EWeaponObstructedState
Definition: EWeaponObstructedState.c:12
GetVONComponent
proto external VoNComponent GetVONComponent()
Get active VON component for transmit.
Definition: SCR_VONController.c:125
CanPartialLower
proto external bool CanPartialLower()
Returns true if the character can partially lower (weapon).
OnAnimationEvent
protected override event void OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)
Definition: SCR_MineAnimationComponent.c:25
OnWeaponDropped
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...
SetMovementDirWorld
proto external void SetMovementDirWorld(vector movementDirWorld)
Update simulation state with difference of world position.
CanDeployWeapon
proto external bool CanDeployWeapon()
GetHeadAimingComponent
proto external CharacterHeadAimingComponent GetHeadAimingComponent()
SetWantedLeaning
proto external void SetWantedLeaning(float val)
SetMaxZoomInADS
proto external void SetMaxZoomInADS(bool enable)
Ragdoll
proto external void Ragdoll(bool broadcast=true)
Dying.
GetStaminaComponent
proto external CharacterStaminaComponent GetStaminaComponent()
TryEquipRightHandItem
proto external bool TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null)
SetMovement
proto external void SetMovement(float movementSpeed, vector movementDirModel)
Update animation about state of movement, define speed and direction in local space of character.
OnInit
override protected void OnInit(IEntity owner)
Definition: SCR_CharacterCommandHandler_Tests.c:523
IsSprinting
proto external bool IsSprinting()
SetFireWeaponWanted
proto external void SetFireWeaponWanted(bool val)
Set wanted input action values.
IsClimbing
proto external bool IsClimbing()
IsDead
proto external bool IsDead()
OnLifeStateChanged
event protected void OnLifeStateChanged(ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
Will be called when the life state of the character changes.
Definition: SCR_CharacterPerceivableComponent.c:31
IsFreeLookForced
proto external bool IsFreeLookForced()
CanPlayItemGesture
proto external bool CanPlayItemGesture()
Returns true if the character can play a gesture.
CharacterControllerComponentClass
Definition: CharacterControllerComponent.c:12
TryRecoverLastRightHandItem
proto external bool TryRecoverLastRightHandItem(bool swap=false, BaseUserAction callbackAction=null)
SetInspect
proto external void SetInspect(IEntity targetItem)
IsAdjustingLeaning
proto external bool IsAdjustingLeaning()
GetMeleeAttackInput
proto external bool GetMeleeAttackInput()
Obsolete
RespawnSystemComponentClass GameComponentClass Obsolete()] proto external GenericEntity DoSpawn(string prefab
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
OnApplyControls
event protected void OnApplyControls(IEntity owner, float timeSlice)
GetCurrentLeanAmount
proto external float GetCurrentLeanAmount()
Returns current amount of leaning applied.
EnableHoldInputForRoll
proto external void EnableHoldInputForRoll(bool enable)
OnGadgetFocusStateChanged
event protected void OnGadgetFocusStateChanged(IEntity gadget, bool isFocused)
Will be called when gadget fully transitioned to or canceled focus mode.
SetHeadingAngle
proto external void SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw=false)
IsRoll
proto external bool IsRoll()
OnItemDroppedFromLeftHand
event protected void OnItemDroppedFromLeftHand(IEntity pItemEntity)
Runs after the left hand item is dropped. Returns dropped item entity.
GetCanFireWeapon
proto external bool GetCanFireWeapon()
IsPartiallyLowered
proto external bool IsPartiallyLowered()
Returns true if the character is partially lowered.
OnItemUseBegan
event protected void OnItemUseBegan(ItemUseParameters itemUseParams)
Will be called when item use action is started.
GetCanMeleeAttack
event bool GetCanMeleeAttack()
Definition: CharacterControllerComponent.c:396