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SCR_CharacterCommandHandler_Tests.c
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1 [ComponentEditorProps(category: "GameScripted/Character", description: "Scripted character command handler FOR TESTING", icon: HYBRID_COMPONENT_ICON)]
3 {
4 }
5 
6 class SCR_CharacterCommandHandlerComponent_Tests : SCR_CharacterCommandHandlerComponent
7 {
8  //------------------------------------------------------------------------------------------------
9  override bool HandleDeath(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
10  {
11  if ( pCurrentCommandID == ECharacterCommandIDs.DEATH )
12  {
13  if ( pCurrentCommandFinished )
15 
16  return true;
17  }
18 
19  float die = pInputCtx.GetDie();
20  if ( die != 0.0 )
21  {
22  GetCommandModifier_Death().StartDeath();
23 
24  return true;
25  }
26 
27  return false;
28  }
29 
30  //------------------------------------------------------------------------------------------------
31  override bool HandleFinishedCommands(bool pCurrentCommandFinished)
32  {
33  if( pCurrentCommandFinished )
34  {
35  // start falling ? (can happen after climbing)
36  if( m_CharacterAnimComp.PhysicsIsFalling() )
37  {
39  vector charTM[4];
40  m_OwnerEntity.GetTransform(charTM);
41  m_fFallYDiff = charTM[3][1];
42  return true;
43  }
44 
46  m_WeaponManager.SetVisibleCurrentWeapon(true);
49  return true;
50  }
51 
52  return false;
53  }
54 
55  //------------------------------------------------------------------------------------------------
56  override bool HandleVehicle(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
57  {
58  if( pCurrentCommandID == ECharacterCommandIDs.VEHICLE )
59  {
61  vector tmp[4];
62  if( pInputCtx.GetVehicleAction() == 2 )
63  {
64  cmdVeh.GetOutVehicle(1, 0, tmp);
65  return true;
66  }
67 
68  if( pInputCtx.GetVehicleAction() == 3 )
69  {
70  cmdVeh.GetOutVehicle(3, 0, tmp);
71  return true;
72  }
73 
74  return true;
75  }
76 
77  return false;
78  }
79 
80  //------------------------------------------------------------------------------------------------
81  override bool HandleSwimming(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
82  {
84  vector charTM[4];
85  m_OwnerEntity.GetTransform(charTM);
86  vector pp = charTM[3];
87  float waterDepth = pInputCtx.GetWaterBodyApproxDepth();
88  float waterCharSubmersion = pInputCtx.GetWaterCharacterSubmersion();
89 
90  if( pCurrentCommandID == ECharacterCommandIDs.SWIM )
91  {
92  if( waterDepth < m_SwimSettings.m_fWaterLevelOut )
93  {
95  sc.StopSwimming();
96  return true;
97  }
98 
99  return true;
100  }
101 
103  if( waterDepth >= m_SwimSettings.m_fWaterLevelIn && waterCharSubmersion >= m_SwimSettings.m_fWaterLevelIn )
104  {
105  m_WeaponManager.SetVisibleCurrentWeapon(false);
107  return true;
108  }
109 
111  if( pCurrentCommandID == ECharacterCommandIDs.MOVE )
112  {
114 
115  if( waterCharSubmersion > m_SwimSettings.m_fToErectLevel )
116  {
117  m_CharacterControllerComp.ForceStanceUp(0);
118  }
119  else if( waterCharSubmersion > m_SwimSettings.m_fToCrouchLevel )
120  {
121  m_CharacterControllerComp.ForceStanceUp(1);
122  }
123  }
124 
125  return false;
126  }
127 
128  //------------------------------------------------------------------------------------------------
129  override bool HandleLadders(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
130  {
132  if (m_MovementState.m_iStanceIdx != CharacterStance.STANCE_ERECT)
133  return false;
134 
136  if (m_MovementState.m_fMovement > 2)
137  return false;
138 
139  if (pCurrentCommandID == ECharacterCommandIDs.LADDER )
140  return true;
141 
142  vector charTM[4];
143  m_OwnerEntity.GetTransform(charTM);
144 
145  vector mins = "-0.5 -0.5 -0.5";
146  vector maxs = "0.5 2.0 0.5";
147  autoptr TraceBox trace = new TraceBox;
148  trace.Exclude = m_OwnerEntity;
149  trace.LayerMask = EPhysicsLayerDefs.Ladder;
150  trace.Flags = TraceFlags.ENTS | TraceFlags.WORLD;
151  trace.Start = charTM[3];
152  trace.Mins = mins;
153  trace.Maxs = maxs;
154 
155  if (m_OwnerEntity.GetWorld().TracePosition(trace, null) < 0)
156  {
157  if (!trace.TraceEnt)
158  return false;
159 
160  GenericEntity ge = GenericEntity.Cast(trace.TraceEnt);
161  if (!ge)
162  return false;
163 
164  LadderComponent ladder = LadderComponent.Cast(ge.FindComponent(LadderComponent));
165  if (ladder)
166  {
167  vector ladderTM[4];
168  ge.GetTransform(ladderTM);
169 
170  if (ladder.IsAbove(charTM[3]))
171  ladderTM[2] = ladderTM[2] * -1;
172 
173  float cosFi = vector.Dot(charTM[2], ladderTM[2]);
174  vector cross = charTM[2] * ladderTM[2];
175  float dirAngle = Math.Acos(cosFi) * Math.RAD2DEG;
176 
177  if( cross[1] < 0 )
178  dirAngle = -dirAngle;
179 
180  float movementSpeed;
181  vector movementDir;
182 
184  pInputCtx.GetMovement(movementSpeed, movementDir);
185 
187  if(((dirAngle <= 30 && dirAngle >= -30) || Math.AbsFloat(dirAngle) == 90) && movementDir[2] > 0)
188  {
189  m_WeaponManager.SetVisibleCurrentWeapon(false);
190  StartCommand_Ladder(ladder);
191  return true;
192  }
193  }
194  }
195 
196  return false;
197  }
198 
199  //------------------------------------------------------------------------------------------------
200  override bool HandleClimbing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
201  {
202  if( pCurrentCommandID == ECharacterCommandIDs.CLIMB )
203  return true;
204 
205  return false;
206  }
207 
208  //------------------------------------------------------------------------------------------------
209  override bool HandleFalling(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
210  {
211  if ( pCurrentCommandID == ECharacterCommandIDs.FALL )
212  {
213  vector charTM[4];
214  int landType = ELandType.LANDTYPE_NONE;
215 
217 
218  if( fallCmd && fallCmd.PhysicsLanded() )
219  {
220  m_OwnerEntity.GetTransform(charTM);
221  m_fFallYDiff = m_fFallYDiff - charTM[3][1];
222 
223  float fFallYDiff = Math.AbsFloat(m_fFallYDiff);
224  if( fFallYDiff < 0.5 )
225  landType = ELandType.LANDTYPE_NONE;
226  else if( fFallYDiff < 1.0 )
227  landType = ELandType.LANDTYPE_LIGHT;
228  else if( fFallYDiff < 2.0 )
229  landType = ELandType.LANDTYPE_MEDIUM;
230  else
231  landType = ELandType.LANDTYPE_HEAVY;
232 
233  fallCmd.Land(landType, m_fFallYDiff);
234  }
235 
236  return true;
237  }
238 
239  if ( m_CharacterAnimComp && m_CharacterAnimComp.PhysicsIsFalling() )
240  {
242 
243  vector charTM[4];
244  m_OwnerEntity.GetTransform(charTM);
245  m_fFallYDiff = charTM[3][1];
246 
247  return true;
248  }
249 
250  return false;
251  }
252 
253  /*
254  //------------------------------------------------------------------------------------------------
255  override bool HandleDamageHit(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
256  {
257  if( m_iDamageHitAnimType != -1 )
258  {
259  if( m_bHitLight )
260  AddCommandModifier_Damage(m_iDamageHitAnimType, m_fHitDirection);
261 
262  m_iDamageHitAnimType = -1;
263  }
264 
265  return false; // return true in case of full body damage
266  }
267  */
268 
269  /*
270  //------------------------------------------------------------------------------------------------
271  override bool HandleWeapons(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
272  {
273  if( !m_CommandWeapons )
274  return false;
275 
276  if( HandleWeaponChange(pInputCtx, pDt, pCurrentCommandID) )
277  return true;
278 
279  if( HandleWeaponObstructionDefault(pInputCtx, pDt, pCurrentCommandID) )
280  return true;
281 
282  return false;
283  }
284 
285  //------------------------------------------------------------------------------------------------
286  override bool HandleWeaponChange(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
287  {
288  switch( m_CommandWeapons.GetWeaponChangeState() )
289  {
290  case EWeaponChangeState.WEAPON_CHANGE_NONE:
291  {
292  if( pInputCtx.IsWeaponChange() )
293  {
294  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_HIDE);
295  m_pWeaponManager.GetCurrentWeapon().SetSafetyFireMode(true);
296  if( m_pWeaponManager.IsWeaponItemAttached() )
297  {
298  m_CommandWeapons.StartWeaponHide(0);
299  }
300  return true;
301  }
302  }
303  break;
304  case EWeaponChangeState.WEAPON_CHANGE_HIDE:
305  {
306  if( !m_CommandWeapons.IsChangingWeaponHideTag() || !m_pWeaponManager.IsWeaponItemAttached() )
307  {
308  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_SWITCH);
309  auto weapon = m_pWeaponManager.FindWeapon(pInputCtx.GetWantedWeaponIdx());
310  if( m_CharacterControllerComp.TakeWeaponInHands(weapon) )
311  {
312  m_pAnimationComponent.TrackPoseUpdate();
313  }
314  }
315  return true;
316  }
317  break;
318  case EWeaponChangeState.WEAPON_CHANGE_SWITCH:
319  {
320  // Wait for pose to be updated before start showing weapon
321  // otherwise IK pose will be broken when showing weapon
322  if( m_pAnimationComponent.DidPoseUpdated() )
323  {
324  if( m_pWeaponManager.IsWeaponItemAttached() )
325  {
326  m_CommandWeapons.StartWeaponShow(0);
327  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_SHOW);
328  }
329  else
330  {
331  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_EMPTY);
332  }
333  }
334  return true;
335  }
336  break;
337  case EWeaponChangeState.WEAPON_CHANGE_SHOW:
338  {
339  if( !m_CommandWeapons.IsChangingWeaponTag() )
340  {
341  m_pAnimationComponent.RefreshIkPose();
342  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_NONE);
343  m_pWeaponManager.GetCurrentWeapon().SetSafetyFireMode(false);
344  return false;
345  }
346  return true;
347  }
348  break;
349  case EWeaponChangeState.WEAPON_CHANGE_CANCEL:
350  {
351  m_CommandWeapons.StartWeaponShow(0);
352  m_pAnimationComponent.RefreshIkPose();
353  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_NONE);
354  m_pWeaponManager.GetCurrentWeapon().SetSafetyFireMode(false);
355  return true;
356  }
357  break;
358  case EWeaponChangeState.WEAPON_CHANGE_EMPTY:
359  {
360  if( m_pWeaponManager.IsWeaponItemAttached() )
361  {
362  m_CommandWeapons.StartWeaponShow(0);
363  m_CommandWeapons.SetWeaponChangeState(EWeaponChangeState.WEAPON_CHANGE_SHOW);
364  }
365  }
366  break;
367  default:
368  break;
369  }
370  return false;
371  }
372 
373  //------------------------------------------------------------------------------------------------
374  override bool HandleThrowing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
375  {
376  // canceling action
377  if( pInputCtx.IsThrowCanceled() && (m_ThrowingState > EThrowingState.THROWING_NONE && m_ThrowingState < EThrowingState.THROWING_THROW) )
378  {
379  m_ThrowingState = EThrowingState.THROWING_CANCEL_ENTER;
380  }
381 
382  switch( m_ThrowingState )
383  {
384  case EThrowingState.THROWING_NONE:
385  if( pInputCtx.GetThrow() && m_WeaponManager.IsCurrentWeaponThrowable() )
386  {
387  m_ThrowingState = EThrowingState.THROWING_UNPIN_ACTION;
388  m_CommandWeapons.StartPinGrenadeAction(0);
389  // TODO: uncomment when exposed
390  //m_WeaponManager.OnAnimationEvent("Weapon_Unpin", nullptr, -1);
391  return true;
392  }
393  break;
394 
395  case EThrowingState.THROWING_UNPIN_ACTION:
396  if( !m_CommandWeapons.IsGrenadeAttachmentAnimTag() )
397  {
398  m_fThrowingForce = pDt;
399  m_ThrowingState = EThrowingState.THROWING_SETFORCE;
400  }
401  return true;
402 
403  case EThrowingState.THROWING_SETFORCE:
404  {
405  if( !pInputCtx.GetThrow() )
406  {
407  m_ThrowingState = EThrowingState.THROWING_THROW;
408  m_CommandWeapons.StartThrowingAction();
409  return true;
410  }
411 
412  m_fThrowingForce += pDt;
413  }
414  return true;
415 
416  case EThrowingState.THROWING_THROW:
417  if( m_CommandWeapons.WasItemLeaveHandsEvent() )
418  {
420  float lrAngle = m_CommandWeapons.GetAimAngleLR();
421  float udAngle = m_CommandWeapons.GetAimAngleUD();
422 
424  float ya = Math.DEG2RAD * lrAngle;
425  float pa = Math.DEG2RAD * udAngle;
426  float cp = Math.Cos(0);
427 
428  //enf::Vector3 dirMS{ cp * sinf(ya), sin(pa), cp * cosf(ya) };
429  vector dirMS = Vector(cp * Math.Sin(ya), Math.Sin(pa), cp * Math.Cos(ya));
430  //enf::Vector3 dirWS = m_pOwner->GetWorldTransform().TransformVector(dirMS.Normalized());
431  vector dirWS = m_OwnerEntity.VectorToParent(dirMS.Normalized());
432 
433  m_WeaponManager.Throw(m_OwnerEntity, true, dirWS, m_fThrowingForce);
434  m_ThrowingState = EThrowingState.THROWING_FINISH;
435  }
436  return true;
437 
438  case EThrowingState.THROWING_FINISH:
439  if( m_CommandWeapons.IsThrowTag() )
440  return true;
441  m_fThrowingForce = 0.0;
442  m_ThrowingState = EThrowingState.THROWING_NONE;
443  break;
444 
445  case EThrowingState.THROWING_CANCEL_ENTER:
446  if( !m_CommandWeapons.IsGrenadeAttachmentAnimTag() )
447  {
448  m_CommandWeapons.StartPinGrenadeAction(1);
449  m_WeaponManager.OnAnimationEvent("Weapon_Repin", nullptr, -1);
450  m_fThrowingForce = 0.0;
451  m_ThrowingState = EThrowingState.THROWING_CANCEL_EXIT;
452  }
453  return true;
454 
455  case EThrowingState.THROWING_CANCEL_EXIT:
456  if( !m_CommandWeapons.IsGrenadeAttachmentAnimTag() )
457  {
458  m_ThrowingState = EThrowingState.THROWING_NONE;
459  }
460  break;
461  }
462 
463  return false;
464  }
465  */
466 
467  //------------------------------------------------------------------------------------------------
469  {
470  if ( pInputCtx.GetJump() > 0.0 )
471  {
473 
474  ref CharacterCommandClimbResult climbTestResult = new CharacterCommandClimbResult();
475  CharacterCommandClimb.DoClimbTest(m_OwnerEntity, GetCurrentCommandClimbSettings(), climbTestResult);
476 
477  int climbType = -1;
478  if ( climbTestResult.m_bIsClimb || climbTestResult.m_bIsClimbOver )
479  {
480  if ( climbTestResult.m_fClimbHeight < 1.1 )
481  climbType = 0;
482  else if( climbTestResult.m_fClimbHeight >= 1.1 && climbTestResult.m_fClimbHeight < 1.7 )
483  climbType = 1;
484  else if( climbTestResult.m_fClimbHeight >= 1.7 && climbTestResult.m_fClimbHeight < 2.5 )
485  climbType = 2;
486 
487  if ( climbType != -1 )
488  {
489  StartCommand_Climb(climbTestResult, climbType);
490  }
491  }
492 
493  if ( climbType == -1 )
494  {
495  vector charTM[4];
496  m_OwnerEntity.GetTransform(charTM);
497  m_fFallYDiff = charTM[3][1];
498  StartCommand_Fall(pInputCtx.GetJump());
499  }
500  return true;
501  }
502 
503  return false;
504  }
505 
506  //------------------------------------------------------------------------------------------------
508  {
509  if( pInputCtx.GetVehicleAction() == 1 )
510  {
511  BaseCompartmentSlot getInCompartment = pInputCtx.GetVehicleCompartment();
512  if ( getInCompartment )
513  {
514  StartCommand_Vehicle(getInCompartment);
515  return true;
516  }
517  }
518 
519  return false;
520  }
521 
522  //------------------------------------------------------------------------------------------------
523  override protected void OnInit(IEntity owner)
524  {
525  super.OnInit(owner);
526 
527  m_OwnerEntity = ChimeraCharacter.Cast(owner);
528  m_CharacterAnimComp = CharacterAnimationComponent.Cast(m_OwnerEntity.FindComponent(CharacterAnimationComponent));
529  m_CharacterControllerComp = CharacterControllerComponent.Cast(m_OwnerEntity.FindComponent(CharacterControllerComponent));
530 
532  //m_WeaponManager = BaseWeaponManagerComponent.Cast(m_OwnerEntity.FindComponent(BaseWeaponManagerComponent));
533 
534  //m_CommandWeapons = GetCommandModifier_Weapon();
535  //m_ThrowingState = EThrowingState.THROWING_NONE;
536 
540 
541  // Command's settings examples
542  // ---------------------------
543 
544  // movement setting change
545  //m_OwnMoveSettings.m_fLeaningSpeed = 1;
546  //SetCurrentCommandMoveSettings(m_OwnMoveSettings);
547 
548  // try to change default climb settings
549  //CharacterCommandClimbSettings defaultClimb = GetDefaultCommandClimbSettings();
550  //defaultClimb.m_fFwMaxDistance = 3;
551 
552  // setup own climb settings and make it current
553  //m_OwnClimbSettings.m_fFwMaxDistance = 3;
554  //SetCurrentCommandClimbSettings(m_OwnClimbSettings);
555 
556  // swim settings overrides
557  m_SwimSettings.m_fMovementSpeed = 1.5;
559  }
560 
561  /*
562  //------------------------------------------------------------------------------------------------
563  override bool SubhandlerStatesBegin(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
564  {
565  if( pCurrentCommandID == ECommandIDs.SCRIPTED )
566  {
567  AnimPhysCommandScripted cmd = m_CharacterAnimComp.GetCommandScripted();
568 
569  if( SCR_CharacterCommandFly.Cast(cmd) )
570  return true;
571 
572  }
573 
574  if ( pInputCtx.GetJump() > 0.0 )
575  {
576  m_CharacterAnimComp.SetCurrentCommand(m_FlyCommand);
577  return true;
578  }
579 
580  return false;
581  }
582  */
583 
587 
589 
590  protected float m_fFallYDiff;
591  //protected float m_fThrowingForce;
592 
593  //protected CharacterCommandWeapon m_CommandWeapons;
594  //protected EThrowingState m_ThrowingState;
595 }
ComponentEditorProps
SCR_FragmentEntityClass ComponentEditorProps
CharacterInputContext
Definition: CharacterInputContext.c:12
GetCommandVehicle
proto external CharacterCommandVehicle GetCommandVehicle()
ELandType
ELandType
Definition: ELandType.c:13
HandleDeath
SCR_CharacterCommandHandlerComponent_TestsClass SCR_CharacterCommandHandlerComponentClass HandleDeath(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
Definition: SCR_CharacterCommandHandler_Tests.c:9
StartCommand_Swim
proto external CharacterCommandSwim StartCommand_Swim()
StartCommand_Move
proto external CharacterCommandMove StartCommand_Move()
HandleLadders
override bool HandleLadders(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:129
StartCommand_Ladder
proto external CharacterCommandLadder StartCommand_Ladder(LadderComponent pLadder)
HandleVehicle
override 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)
m_SwimSettings
protected ref CharacterCommandSwimSettings m_SwimSettings
Definition: SCR_CharacterCommandHandler_Tests.c:588
HandleFalling
override bool HandleFalling(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:209
SCR_CharacterCommandSwim
class SCR_CharacterCommandSwimST SCR_CharacterCommandSwim(BaseAnimPhysComponent pAnimPhysComponent, SCR_CharacterCommandSwimST pTable, ChimeraCharacter pCharacter, CharacterControllerComponent pController)
Definition: SCR_CharacterCommandSwim.c:29
SetCurrentCommandSwimSettings
proto external void SetCurrentCommandSwimSettings(CharacterCommandSwimSettings pCmdSwimSettings)
CharacterCommandSwimSettings
Definition: CharacterCommandSwimSettings.c:15
GenericEntity
SCR_GenericBoxEntityClass GenericEntity
GetCommandFall
proto external CharacterCommandFall GetCommandFall()
SetSimulationDisabled
BaseCommandHandlerComponentClass GameComponentClass SetSimulationDisabled(bool pSimulationDisabled)
CharacterCommandClimb
Definition: CharacterCommandClimb.c:15
m_WeaponManager
protected BaseWeaponManagerComponent m_WeaponManager
Definition: SCR_CharacterCommandHandler.c:120
m_CharacterControllerComp
protected CharacterControllerComponent m_CharacterControllerComp
Definition: SCR_CharacterCommandHandler.c:118
m_SwimST
protected ref SCR_CharacterCommandSwimST m_SwimST
Definition: SCR_CharacterCommandHandler_Tests.c:584
HandleClimbing
override bool HandleClimbing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:200
CharacterCommandClimbResult
Definition: CharacterCommandClimbResult.c:15
SCR_CharacterCommandSwimST
Definition: SCR_CharacterCommandSwim.c:4
HandleFinishedCommands
override bool HandleFinishedCommands(bool pCurrentCommandFinished)
Definition: SCR_CharacterCommandHandler_Tests.c:31
m_SwimCommand
protected ref SCR_CharacterCommandSwim m_SwimCommand
Definition: SCR_CharacterCommandHandler_Tests.c:585
GetCommandModifier_Death
proto external CharacterCommandDeath GetCommandModifier_Death()
CharacterCommandVehicle
Definition: CharacterCommandVehicle.c:12
SCR_CharacterCommandHandlerComponentClass
Definition: SCR_CharacterCommandHandler.c:2
m_CharacterAnimComp
protected CharacterAnimationComponent m_CharacterAnimComp
Definition: SCR_CharacterCommandHandler.c:117
TransitionMove_JumpClimb
override bool TransitionMove_JumpClimb(CharacterInputContext pInputCtx)
Definition: SCR_CharacterCommandHandler_Tests.c:468
m_FlyCommand
protected ref SCR_CharacterCommandFly m_FlyCommand
Definition: SCR_CharacterCommandHandler_Tests.c:586
GetCommandMove
proto external CharacterCommandMove GetCommandMove()
GetCurrentCommandClimbSettings
proto external CharacterCommandClimbSettings GetCurrentCommandClimbSettings()
m_MeleeComponent
protected SCR_MeleeComponent m_MeleeComponent
Definition: SCR_CharacterCommandHandler.c:119
CharacterCommandMove
CharacterCommandMove.
Definition: CharacterCommandMove.c:13
CharacterCommandSwim
CharacterCommandSwim - swimming implementation.
Definition: CharacterCommandSwim.c:13
m_fFallYDiff
protected float m_fFallYDiff
Definition: SCR_CharacterCommandHandler_Tests.c:590
GetCommandSwim
proto external CharacterCommandSwim GetCommandSwim()
GetControllerComponent
CharacterCommandHandlerComponentClass BaseCommandHandlerComponentClass GetControllerComponent()
Returns the current character controller component.
SCR_CharacterCommandFly
Definition: SCR_CharacterCommandFly.c:1
m_MovementState
protected ref CharacterMovementState m_MovementState
Definition: SCR_CharacterCommandHandler.c:116
CancelThrowDefault
proto external void CancelThrowDefault()
SCR_CharacterCommandSwimST
void SCR_CharacterCommandSwimST(CharacterAnimationComponent pAnimationComponent)
Definition: SCR_CharacterCommandSwim.c:4
StartCommand_Fall
proto external CharacterCommandFall StartCommand_Fall(float pYVelocity)
HandleSwimming
override bool HandleSwimming(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
Definition: SCR_CharacterCommandHandler_Tests.c:81
OnInit
override protected void OnInit(IEntity owner)
Definition: SCR_CharacterCommandHandler_Tests.c:523
SCR_CharacterCommandHandlerComponent_TestsClass
Definition: SCR_CharacterCommandHandler_Tests.c:2
CharacterCommandFall
Definition: CharacterCommandFall.c:12
StartCommand_Vehicle
proto external CharacterCommandVehicle StartCommand_Vehicle(BaseCompartmentSlot pCompartment)
TransitionMove_Vehicle
override bool TransitionMove_Vehicle(CharacterInputContext pInputCtx)
Definition: SCR_CharacterCommandHandler_Tests.c:507
SCR_MeleeComponent
Definition: SCR_MeleeComponent.c:23
m_OwnerEntity
SCR_AIUtilityComponentClass m_OwnerEntity
category
params category
Definition: SCR_VehicleDamageManagerComponent.c:180