Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Functions | |
CharacterAnimationComponentClass BaseAnimPhysComponentClass | SetAnimationLayerTPP () |
Set animation layer for third person camera. More... | |
proto external void | SetAnimationLayerFPP () |
Set animation layer for first person camera. More... | |
proto external bool | SetIKTarget (string bindingName, string boneName, vector position, vector rotationRad) |
proto external bool | SetIKTargetPlane (string bindingName, float normalX, float normalY, float normalZ, float dist) |
proto external bool | GetCollisionMinMax (ECharacterStance whichStance, out vector outMin, out vector outMax) |
proto external void | GetMovementState (out CharacterMovementState movementState) |
proto external CharacterHeadingAnimComponent | GetHeadingComponent () |
heading component - AnimPhysAgent component More... | |
proto external CharacterBuoyancyComponent | GetKinematicBuoyancyComponent () |
Character Buoyancy - AnimPhysAgent component. More... | |
proto external bool | IsWeaponADSTag () |
proto external bool | IsPrimaryTag (AnimationTagID tagID) |
proto external bool | IsSecondaryTag (AnimationTagID tagID) |
proto external float | GetMaxSpeed (float inputForward, float inputRight, int moveType) |
Returns max speed for provided model direction and movement type. More... | |
proto external float | GetTopSpeed (int moveType=-1, bool ignoreStance=false) |
proto external vector | GetInertiaSpeed () |
Returns the current inertia speed. More... | |
proto external CharacterCommandHandlerComponent | GetCommandHandler () |
command handler access More... | |
proto external bool | IsRagdollActive () |
Returns if Character is currently ragdolling. More... | |
proto external void | AddRagdollEffectorDamage (vector posLS, vector dirLS, float force, float radius, float maxLifeTime) |
CharacterCommandHandlerComponentClass BaseCommandHandlerComponentClass | GetControllerComponent () |
Returns the current character controller component. More... | |
proto external void | GetMovementState (out notnull CharacterMovementState pMovementState) |
gets some basic info about movement More... | |
proto external void | AlignNewTurns () |
proto external bool | IsVehicleSwitchingSeats () |
proto external bool | IsWeaponADSAllowed (bool allowSprint) |
proto external bool | IsSprintingAllowed () |
proto external bool | IsItemInspectionAllowed () |
proto external bool | IsWeaponInspectionAllowed () |
proto external bool | IsWeaponDeploymentAllowed () |
proto external bool | IsThrowingAction () |
proto external bool | IsProneStanceTransition () |
proto external bool | IsUsingItem () |
proto external bool | IsItemActionLoopTag () |
proto external void | CancelItemUse () |
proto external void | FinishItemUse () |
proto external bool | WasMovement () |
proto external bool | WasRotation () |
proto external CharacterCommandFall | StartCommand_Fall (float pYVelocity) |
proto external CharacterCommandLadder | StartCommand_Ladder (LadderComponent pLadder) |
proto external CharacterCommandMove | StartCommand_Move () |
proto external CharacterCommandClimb | StartCommand_Climb (CharacterCommandClimbResult pClimbResult, int pType) |
proto external CharacterCommandVehicle | StartCommand_Vehicle (BaseCompartmentSlot pCompartment) |
proto external CharacterCommandSwim | StartCommand_Swim () |
proto external CharacterCommandDamageFullBody | StartCommand_DamageFullBody (float direction, int pType) |
proto external CharacterCommandSlide | StartCommand_Slide () |
proto external CharacterCommandDamage | AddCommandModifier_Damage (float direction, int pType) |
proto external void | DeleteCommandModifier_Damage (CharacterCommandDamage pDamage) |
proto external CharacterCommandMove | GetCommandMove () |
proto external CharacterCommandFall | GetCommandFall () |
proto external CharacterCommandClimb | GetCommandClimb () |
proto external CharacterCommandVehicle | GetCommandVehicle () |
proto external CharacterCommandLadder | GetCommandLadder () |
proto external CharacterCommandDeath | GetCommandModifier_Death () |
proto external CharacterCommandUnconscious | GetCommandModifier_Unconscious () |
proto external CharacterCommandMelee | GetCommandModifier_Melee () |
proto external CharacterCommandSwim | GetCommandSwim () |
proto external CharacterCommandSlide | GetCommandSlide () |
proto external CharacterCommandDamageFullBody | GetCommandDamageFullBody () |
proto external CharacterCommandDamage | GetCommandModifier_Damage () |
proto external CharacterCommandWeapon | GetCommandModifier_Weapon () |
proto external CharacterCommandItemChange | GetCommandModifier_ItemChange () |
proto external CharacterCommandItemUse | GetCommandModifier_ItemUse () |
proto external CharacterCommandGadget | GetCommandModifier_Gadget () |
proto external CharacterCommandMoveSettings | GetDefaultCommandMoveSettings () |
proto external CharacterCommandMoveSettings | GetCurrentCommandMoveSettings () |
proto external void | SetCurrentCommandMoveSettings (CharacterCommandMoveSettings pCmdMoveSettings) |
proto external CharacterCommandClimbSettings | GetDefaultCommandClimbSettings () |
proto external CharacterCommandClimbSettings | GetCurrentCommandClimbSettings () |
proto external void | SetCurrentCommandClimbSettings (CharacterCommandClimbSettings pCmdClimbSettings) |
proto external CharacterCommandSwimSettings | GetDefaultCommandSwimSettings () |
proto external CharacterCommandSwimSettings | GetCurrentCommandSwimSettings () |
proto external void | SetCurrentCommandSwimSettings (CharacterCommandSwimSettings pCmdSwimSettings) |
proto external LadderComponent | GetTargetLadder () |
Returns the current cached ladder. More... | |
proto external LadderComponent | FindTargetLadder () |
Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible. More... | |
proto external bool | IsMovingInProne () |
proto external bool | HandleFinishedCommandsDefault (bool pCurrentCommandFinished) |
default full body handlers More... | |
proto external bool | HandleDeathDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
proto external bool | HandleUnconsciousDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleVehicleDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleSwimmingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleLaddersDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleClimbingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleMeleeDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleFallingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleDamageHitDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleSlideDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponsDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
default additive handlers More... | |
proto external bool | HandleThrowingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleItemChangeDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleItemUseDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleItemGestureDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponObstructionDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponReloadingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponADSDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponDeploymentDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleWeaponFireDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleLeftHandGadgetDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | HandleDynamicStanceDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
proto external bool | TransitionMove_JumpClimbDefault (CharacterInputContext pInputCtx) |
proto external bool | TransitionMove_VehicleDefault (CharacterInputContext pInputCtx) |
proto external bool | TransitionMove_SwimmingDefault (CharacterInputContext pInputCtx) |
proto external bool | TransitionMove_LadderDefault (CharacterInputContext pInputCtx) |
proto external void | DropLiveGrenadeFromHand (bool throwWithForce) |
proto external void | CancelThrowDefault () |
event bool | HandleFinishedCommands (bool pCurrentCommandFinished) |
event bool | HandleDeath (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished) |
event bool | HandleUnconscious (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleVehicle (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleSwimming (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleLadders (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleClimbing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleMelee (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleFalling (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleDamageHit (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleSlide (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeapons (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleThrowing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleItemChange (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleItemUse (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleItemGesture (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponReloading (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponADS (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponDeployment (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponFire (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleWeaponObstruction (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleLeftHandGadget (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | HandleDynamicStance (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | TransitionMove_JumpClimb (CharacterInputContext pInputCtx) |
event bool | TransitionMove_Vehicle (CharacterInputContext pInputCtx) |
event bool | TransitionMove_Swimming (CharacterInputContext pInputCtx) |
event bool | TransitionMove_Ladder (CharacterInputContext pInputCtx) |
event bool | SubhandlerStatesBegin (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | SubhandlerStatesEnd (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID) |
event bool | SubhandlerTransitionsMove (CharacterInputContext InputCtx) |
CharacterHeadAimingComponentClass AimingComponentClass | GetCharacterAimingComponent () |
proto external void | SetLimitAnglesOverride (float fDown, float fUp, float fLeft, float fRight) |
Set limit angles overrides in degrees. More... | |
proto external void | ResetLimitAnglesOverride () |
Reset limit angles overrides to default values. More... | |
proto external void | SetPitchLimitReductionMultiplier (float value) |
proto external vector | GetLookAngles () |
proto external void | GetLookTransformationMS (int nodeID, EDirectBoneMode mode, inout vector offsetFromHead, inout vector baseRotation, inout vector transformFromBone[4]) |
computes look transformation in model space relative to Pivot if set in properties More... | |
proto external void | GetLookTransformationLS (int nodeID, EDirectBoneMode mode, inout vector offsetFromHead, inout vector baseRotation, inout vector transformFromBone[4]) |
computes look transformation in local space relative to Pivot if set in properties More... | |
CharacterHeadingAnimComponentClass GenericComponentClass | AlignPosDirWS (vector pPredictedPos, vector pPredictedDir, vector pTargetPos, vector pTargetDir, bool bSnap=false) |
proto external void | AlignPosRotWS (vector pPredictedPos, float pPredictedRot[4], vector pTargetPos, float pTargetRot[4], bool bSnap=false) |
proto external void | AlignRotWS (float pPredictedRot[4], float pTargetRot[4], bool bSnap=false) |
proto external void | ResetAligning () |
proto external void | SetFiltering (float pFilterTimeout, float pMaxVel) |
proto external bool | IsAligning () |
CharacterIdentityComponentClass GameComponentClass | GetHeadEntity () |
proto external void | SetHeadAlpha (int a) |
proto external void | SetVisibleAll (bool visible) |
proto external bool | IsVisibleAll () |
proto external bool | SetWoundState (string bodyPart, bool wound) |
proto external bool | IsCovered (string bodyPart) |
proto external void | CommitChanges () |
proto external Identity | GetIdentity () |
Get identity of this character. More... | |
proto external bool | CheckIdentityIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity) |
proto external bool | SetIdentityFromIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity) |
proto external void | SetIdentity (Identity cfg) |
Set the identity to the player, and replicates the identity to clients. More... | |
event void | OnBodyPartStateChanged (string bodyPart, bool visible, bool wounded) |
CharacterStaminaComponentClass BaseStaminaComponentClass | GetBreathProgress () |
proto external float | GetBreathFrequency () |
proto external float | GetBreathMagnitude () |
proto external void | AddStamina (float pStamina) |
event void | OnStaminaDrain (float pDrain) |
ChimeraCharacterClass GameEntityClass | GetInfoDisplay () |
proto external CharacterAnimationComponent | GetAnimationComponent () |
Returns component which has animations controlling logic. More... | |
proto external CompartmentAccessComponent | GetCompartmentAccessComponent () |
Returns component which stores information about compartment used by character. More... | |
proto external CharacterControllerComponent | GetCharacterController () |
Returns component which has character controlling logic. More... | |
proto external SCR_DamageManagerComponent | GetDamageManager () |
Returns component which handles damage. More... | |
proto external BaseWeaponManagerComponent | GetWeaponManager () |
Returns component which handles weapons. More... | |
proto external bool | IsInVehicle () |
Returns true if the character is inside a vehicle. More... | |
proto external bool | IsInVehicleADS () |
Returns true if the character is in vehicle in ADS. More... | |
proto external vector | AimingPosition () |
Returns the aim position on the character. More... | |
proto external vector | EyePosition () |
Returns the world position of eyes. More... | |
proto external vector | EyePositionModel () |
Returns the local position of eyes. More... | |
proto external AimingComponent | GetHeadAimingComponent () |
Returns component which controls head aiming. More... | |
proto external AimingComponent | GetWeaponAimingComponent () |
Returns component which controls weapon aiming. More... | |
proto external void | DoStartObjectAction (BaseUserAction pAction) |
Start performing action by the current character. More... | |
proto external void | DoPerformObjectAction (BaseUserAction pAction) |
Perform action by current character. More... | |
proto external void | DoPerformContinuousObjectAction (BaseUserAction pAction, float timeSlice) |
Perform continuous action by current character. More... | |
proto external void | DoCancelObjectAction (BaseUserAction pAction) |
Cancel action performed by the current character. More... | |
DebugShootComponentClass ScriptComponentClass | Fire (vector dir, vector mat[], IEntity projectile, IEntity owner) |
enum ECharacterDataState |
Enumerator | |
---|---|
WeaponRaised | |
Inspection | |
Unconscious | |
Jumping | |
Rolling | |
WeaponRaised | |
Inspection | |
Unconscious | |
Jumping | |
Rolling |
Definition at line 12 of file ECharacterDataState.c.
enum ECharacterDataState |
Enumerator | |
---|---|
WeaponRaised | |
Inspection | |
Unconscious | |
Jumping | |
Rolling | |
WeaponRaised | |
Inspection | |
Unconscious | |
Jumping | |
Rolling |
Definition at line 12 of file ECharacterDataState.c.
enum ECharacterLifeState |
Enumerator | |
---|---|
ALIVE | |
INCAPACITATED | |
DEAD | |
ALIVE | |
INCAPACITATED | |
DEAD |
Definition at line 12 of file ECharacterLifeState.c.
enum ECharacterLifeState |
Enumerator | |
---|---|
ALIVE | |
INCAPACITATED | |
DEAD | |
ALIVE | |
INCAPACITATED | |
DEAD |
Definition at line 12 of file ECharacterLifeState.c.
enum ECharacterStance |
Enumerator | |
---|---|
STAND | |
CROUCH | |
PRONE | |
STAND | |
CROUCH | |
PRONE |
Definition at line 12 of file ECharacterStance.c.
enum ECharacterStance |
Enumerator | |
---|---|
STAND | |
CROUCH | |
PRONE | |
STAND | |
CROUCH | |
PRONE |
Definition at line 12 of file ECharacterStance.c.
Definition at line 12 of file ECharacterStanceChange.c.
Definition at line 12 of file ECharacterStanceChange.c.
enum EEquipItemType |
Definition at line 12 of file EEquipItemType.c.
enum EEquipItemType |
Definition at line 12 of file EEquipItemType.c.
enum EHitReactionType |
Enumerator | |
---|---|
HIT_REACTION_NONE | |
HIT_REACTION_LIGHT | |
HIT_REACTION_HEAVY | |
HIT_REACTION_NONE | |
HIT_REACTION_LIGHT | |
HIT_REACTION_HEAVY |
Definition at line 12 of file EHitReactionType.c.
enum EHitReactionType |
Enumerator | |
---|---|
HIT_REACTION_NONE | |
HIT_REACTION_LIGHT | |
HIT_REACTION_HEAVY | |
HIT_REACTION_NONE | |
HIT_REACTION_LIGHT | |
HIT_REACTION_HEAVY |
Definition at line 12 of file EHitReactionType.c.
enum EItemGesture |
Enumerator | |
---|---|
EItemGestureNone | |
EItemGesturePickUp | |
Max | |
EItemGestureNone | |
EItemGesturePickUp | |
Max |
Definition at line 12 of file EItemGesture.c.
enum EItemGesture |
Enumerator | |
---|---|
EItemGestureNone | |
EItemGesturePickUp | |
Max | |
EItemGestureNone | |
EItemGesturePickUp | |
Max |
Definition at line 12 of file EItemGesture.c.
enum ELandType |
Enumerator | |
---|---|
LANDTYPE_NONE | |
LANDTYPE_LIGHT | |
LANDTYPE_MEDIUM | |
LANDTYPE_HEAVY | |
LANDTYPE_NONE | |
LANDTYPE_LIGHT | |
LANDTYPE_MEDIUM | |
LANDTYPE_HEAVY |
Definition at line 13 of file ELandType.c.
enum ELandType |
Enumerator | |
---|---|
LANDTYPE_NONE | |
LANDTYPE_LIGHT | |
LANDTYPE_MEDIUM | |
LANDTYPE_HEAVY | |
LANDTYPE_NONE | |
LANDTYPE_LIGHT | |
LANDTYPE_MEDIUM | |
LANDTYPE_HEAVY |
Definition at line 13 of file ELandType.c.
enum EMovementType |
Enumerator | |
---|---|
IDLE | |
WALK | |
RUN | |
SPRINT | |
IDLE | |
WALK | |
RUN | |
SPRINT |
Definition at line 12 of file EMovementType.c.
enum EMovementType |
Enumerator | |
---|---|
IDLE | |
WALK | |
RUN | |
SPRINT | |
IDLE | |
WALK | |
RUN | |
SPRINT |
Definition at line 12 of file EMovementType.c.
enum EVehicleAction |
Definition at line 12 of file EVehicleAction.c.
enum EVehicleAction |
Definition at line 12 of file EVehicleAction.c.
Definition at line 12 of file EWeaponObstructedState.c.
Definition at line 12 of file EWeaponObstructedState.c.
proto external CharacterCommandDamage AddCommandModifier_Damage | ( | float | direction, |
int | pType | ||
) |
proto external void AddRagdollEffectorDamage | ( | vector | posLS, |
vector | dirLS, | ||
float | force, | ||
float | radius, | ||
float | maxLifeTime | ||
) |
Adds damage effectors that will be applied to ragdoll once it is enabled Position and Direction in character's local space, force is in m/kg3, maxLifeTime is time in seconds as for how long this damage will be applicable (scales with decrease)
proto external void AddStamina | ( | float | pStamina | ) |
Adds stamina, in range 0-1. Can accept negative values. Has to be run on owner
pStamina | How much stamina should be changed. |
proto external vector AimingPosition | ( | ) |
Returns the aim position on the character.
proto external void AlignNewTurns | ( | ) |
CharacterHeadingAnimComponentClass GenericComponentClass AlignPosDirWS | ( | vector | pPredictedPos, |
vector | pPredictedDir, | ||
vector | pTargetPos, | ||
vector | pTargetDir, | ||
bool | bSnap = false |
||
) |
tries to align myPredictedPos so its aligned with real pos tries to rotate internally so pMyPredictedDir will align with pRealDir Use bSnap parameter if you don't want the alignment to be smooth.
proto external void AlignPosRotWS | ( | vector | pPredictedPos, |
float | pPredictedRot[4], | ||
vector | pTargetPos, | ||
float | pTargetRot[4], | ||
bool | bSnap = false |
||
) |
proto external void AlignRotWS | ( | float | pPredictedRot[4], |
float | pTargetRot[4], | ||
bool | bSnap = false |
||
) |
proto external void CancelItemUse | ( | ) |
proto external void CancelThrowDefault | ( | ) |
proto external bool CheckIdentityIDs | ( | int | alias, |
int | name, | ||
int | surname, | ||
int | soundIdentity, | ||
int | visualIdentity | ||
) |
Check if given IDs are within bounds of existing identities in the current faction assigned to the owner.
proto external void CommitChanges | ( | ) |
proto external void DeleteCommandModifier_Damage | ( | CharacterCommandDamage | pDamage | ) |
proto external void DoCancelObjectAction | ( | BaseUserAction | pAction | ) |
Cancel action performed by the current character.
proto external void DoPerformContinuousObjectAction | ( | BaseUserAction | pAction, |
float | timeSlice | ||
) |
Perform continuous action by current character.
proto external void DoPerformObjectAction | ( | BaseUserAction | pAction | ) |
Perform action by current character.
proto external void DoStartObjectAction | ( | BaseUserAction | pAction | ) |
Start performing action by the current character.
proto external void DropLiveGrenadeFromHand | ( | bool | throwWithForce | ) |
proto external vector EyePosition | ( | ) |
Returns the world position of eyes.
proto external vector EyePositionModel | ( | ) |
Returns the local position of eyes.
proto external LadderComponent FindTargetLadder | ( | ) |
Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible.
proto external void FinishItemUse | ( | ) |
DebugShootComponentClass ScriptComponentClass Fire | ( | vector | dir, |
vector | mat[], | ||
IEntity | projectile, | ||
IEntity | owner | ||
) |
proto external CharacterAnimationComponent GetAnimationComponent | ( | ) |
Returns component which has animations controlling logic.
proto external float GetBreathFrequency | ( | ) |
Returns current breath frequency.
proto external float GetBreathMagnitude | ( | ) |
Returns current breath magnitude.
CharacterStaminaComponentClass BaseStaminaComponentClass GetBreathProgress | ( | ) |
Returns breath progress as <0,1>. Progress goes from 0 to 1 then back to 0.
CharacterHeadAimingComponentClass AimingComponentClass GetCharacterAimingComponent | ( | ) |
proto external CharacterControllerComponent GetCharacterController | ( | ) |
Returns component which has character controlling logic.
proto external bool GetCollisionMinMax | ( | ECharacterStance | whichStance, |
out vector | outMin, | ||
out vector | outMax | ||
) |
Returns the collision box of the character in a specific stance.
outMin | Minimum point of the collision box. |
outMax | Maximum point of the collision box. |
proto external CharacterCommandClimb GetCommandClimb | ( | ) |
proto external CharacterCommandDamageFullBody GetCommandDamageFullBody | ( | ) |
proto external CharacterCommandFall GetCommandFall | ( | ) |
proto external CharacterCommandHandlerComponent GetCommandHandler | ( | ) |
command handler access
proto external CharacterCommandLadder GetCommandLadder | ( | ) |
proto external CharacterCommandDamage GetCommandModifier_Damage | ( | ) |
proto external CharacterCommandDeath GetCommandModifier_Death | ( | ) |
proto external CharacterCommandGadget GetCommandModifier_Gadget | ( | ) |
proto external CharacterCommandItemChange GetCommandModifier_ItemChange | ( | ) |
proto external CharacterCommandItemUse GetCommandModifier_ItemUse | ( | ) |
proto external CharacterCommandMelee GetCommandModifier_Melee | ( | ) |
proto external CharacterCommandUnconscious GetCommandModifier_Unconscious | ( | ) |
proto external CharacterCommandWeapon GetCommandModifier_Weapon | ( | ) |
proto external CharacterCommandMove GetCommandMove | ( | ) |
proto external CharacterCommandSlide GetCommandSlide | ( | ) |
proto external CharacterCommandSwim GetCommandSwim | ( | ) |
proto external CharacterCommandVehicle GetCommandVehicle | ( | ) |
proto external CompartmentAccessComponent GetCompartmentAccessComponent | ( | ) |
Returns component which stores information about compartment used by character.
CharacterCommandHandlerComponentClass BaseCommandHandlerComponentClass GetControllerComponent | ( | ) |
Returns the current character controller component.
proto external CharacterCommandClimbSettings GetCurrentCommandClimbSettings | ( | ) |
proto external CharacterCommandMoveSettings GetCurrentCommandMoveSettings | ( | ) |
proto external CharacterCommandSwimSettings GetCurrentCommandSwimSettings | ( | ) |
proto external SCR_DamageManagerComponent GetDamageManager | ( | ) |
Returns component which handles damage.
proto external CharacterCommandClimbSettings GetDefaultCommandClimbSettings | ( | ) |
proto external CharacterCommandMoveSettings GetDefaultCommandMoveSettings | ( | ) |
proto external CharacterCommandSwimSettings GetDefaultCommandSwimSettings | ( | ) |
proto external AimingComponent GetHeadAimingComponent | ( | ) |
Returns component which controls head aiming.
CharacterIdentityComponentClass GameComponentClass GetHeadEntity | ( | ) |
Component that takes care of identity of characters
proto external CharacterHeadingAnimComponent GetHeadingComponent | ( | ) |
heading component - AnimPhysAgent component
proto external Identity GetIdentity | ( | ) |
Get identity of this character.
proto external vector GetInertiaSpeed | ( | ) |
Returns the current inertia speed.
ChimeraCharacterClass GameEntityClass GetInfoDisplay | ( | ) |
proto external CharacterBuoyancyComponent GetKinematicBuoyancyComponent | ( | ) |
Character Buoyancy - AnimPhysAgent component.
proto external vector GetLookAngles | ( | ) |
proto external void GetLookTransformationLS | ( | int | nodeID, |
EDirectBoneMode | mode, | ||
inout vector | offsetFromHead, | ||
inout vector | baseRotation, | ||
inout vector | transformFromBone[4] | ||
) |
computes look transformation in local space relative to Pivot if set in properties
proto external void GetLookTransformationMS | ( | int | nodeID, |
EDirectBoneMode | mode, | ||
inout vector | offsetFromHead, | ||
inout vector | baseRotation, | ||
inout vector | transformFromBone[4] | ||
) |
computes look transformation in model space relative to Pivot if set in properties
proto external float GetMaxSpeed | ( | float | inputForward, |
float | inputRight, | ||
int | moveType | ||
) |
Returns max speed for provided model direction and movement type.
proto external void GetMovementState | ( | out CharacterMovementState | movementState | ) |
proto external void GetMovementState | ( | out notnull CharacterMovementState | pMovementState | ) |
gets some basic info about movement
proto external LadderComponent GetTargetLadder | ( | ) |
Returns the current cached ladder.
proto external float GetTopSpeed | ( | int | moveType = -1 , |
bool | ignoreStance = false |
||
) |
Returns top speed for provided moveType To get absolute top speed -1 can be provided as a move type parameter
proto external AimingComponent GetWeaponAimingComponent | ( | ) |
Returns component which controls weapon aiming.
proto external BaseWeaponManagerComponent GetWeaponManager | ( | ) |
Returns component which handles weapons.
Returns the weapon manager associated with this controller.
event bool HandleClimbing | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
Definition at line 200 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleClimbingDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleDamageHit | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleDamageHitDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleDeath | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID, | ||
bool | pCurrentCommandFinished | ||
) |
Definition at line 9 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleDeathDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID, | ||
bool | pCurrentCommandFinished | ||
) |
event bool HandleDynamicStance | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleDynamicStanceDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleFalling | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
Definition at line 209 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleFallingDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleFinishedCommands | ( | bool | pCurrentCommandFinished | ) |
show weapon (ladders, swimming and other commands are hiding it)
default behavior after finish is to start move
Definition at line 31 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleFinishedCommandsDefault | ( | bool | pCurrentCommandFinished | ) |
default full body handlers
event bool HandleItemChange | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleItemChangeDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleItemGesture | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleItemGestureDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleItemUse | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleItemUseDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleLadders | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
ERC stance only
not sprinting
get info about current movement
angle of direction and fwd movement check
Definition at line 129 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleLaddersDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleLeftHandGadget | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleLeftHandGadgetDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleMelee | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
Definition at line 9 of file SCR_CharacterCommandHandler.c.
proto external bool HandleMeleeDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleSlide | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleSlideDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleSwimming | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
get water level
if total water depth >= 1.5m && character is 1.5m in water
now movement
Definition at line 81 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleSwimmingDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleThrowing | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleThrowingDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleUnconscious | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleUnconsciousDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleVehicle | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
Definition at line 56 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool HandleVehicleDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleWeaponADS | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleWeaponADSDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleWeaponDeployment | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleWeaponDeploymentDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleWeaponFire | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleWeaponFireDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleWeaponObstruction | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleWeaponObstructionDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleWeaponReloading | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleWeaponReloadingDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool HandleWeapons | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
proto external bool HandleWeaponsDefault | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
default additive handlers
proto external bool IsAligning | ( | ) |
proto external bool IsCovered | ( | string | bodyPart | ) |
Check if bodypart is covered
bodyPart | name of bodypart |
proto external bool IsInVehicle | ( | ) |
Returns true if the character is inside a vehicle.
proto external bool IsInVehicleADS | ( | ) |
Returns true if the character is in vehicle in ADS.
proto external bool IsItemActionLoopTag | ( | ) |
proto external bool IsItemInspectionAllowed | ( | ) |
proto external bool IsMovingInProne | ( | ) |
proto external bool IsPrimaryTag | ( | AnimationTagID | tagID | ) |
proto external bool IsProneStanceTransition | ( | ) |
proto external bool IsRagdollActive | ( | ) |
Returns if Character is currently ragdolling.
proto external bool IsSecondaryTag | ( | AnimationTagID | tagID | ) |
proto external bool IsSprintingAllowed | ( | ) |
proto external bool IsThrowingAction | ( | ) |
proto external bool IsUsingItem | ( | ) |
proto external bool IsVehicleSwitchingSeats | ( | ) |
proto external bool IsVisibleAll | ( | ) |
proto external bool IsWeaponADSAllowed | ( | bool | allowSprint | ) |
proto external bool IsWeaponADSTag | ( | ) |
proto external bool IsWeaponDeploymentAllowed | ( | ) |
proto external bool IsWeaponInspectionAllowed | ( | ) |
event void OnBodyPartStateChanged | ( | string | bodyPart, |
bool | visible, | ||
bool | wounded | ||
) |
event void OnStaminaDrain | ( | float | pDrain | ) |
Runs every time stamina value has changed.
pDrain | How much stamina has recovered/drained. |
proto external void ResetAligning | ( | ) |
proto external void ResetLimitAnglesOverride | ( | ) |
Reset limit angles overrides to default values.
proto external void SetAnimationLayerFPP | ( | ) |
Set animation layer for first person camera.
CharacterAnimationComponentClass BaseAnimPhysComponentClass SetAnimationLayerTPP | ( | ) |
Set animation layer for third person camera.
proto external void SetCurrentCommandClimbSettings | ( | CharacterCommandClimbSettings | pCmdClimbSettings | ) |
proto external void SetCurrentCommandMoveSettings | ( | CharacterCommandMoveSettings | pCmdMoveSettings | ) |
proto external void SetCurrentCommandSwimSettings | ( | CharacterCommandSwimSettings | pCmdSwimSettings | ) |
proto external void SetFiltering | ( | float | pFilterTimeout, |
float | pMaxVel | ||
) |
proto external void SetHeadAlpha | ( | int | a | ) |
proto external void SetIdentity | ( | Identity | cfg | ) |
Set the identity to the player, and replicates the identity to clients.
proto external bool SetIdentityFromIDs | ( | int | alias, |
int | name, | ||
int | surname, | ||
int | soundIdentity, | ||
int | visualIdentity | ||
) |
This will change identity to given ids defined in characters faction -> factionIdentity
proto external bool SetIKTarget | ( | string | bindingName, |
string | boneName, | ||
vector | position, | ||
vector | rotationRad | ||
) |
proto external bool SetIKTargetPlane | ( | string | bindingName, |
float | normalX, | ||
float | normalY, | ||
float | normalZ, | ||
float | dist | ||
) |
proto external void SetLimitAnglesOverride | ( | float | fDown, |
float | fUp, | ||
float | fLeft, | ||
float | fRight | ||
) |
Set limit angles overrides in degrees.
proto external void SetPitchLimitReductionMultiplier | ( | float | value | ) |
proto external void SetVisibleAll | ( | bool | visible | ) |
proto external bool SetWoundState | ( | string | bodyPart, |
bool | wound | ||
) |
proto external CharacterCommandClimb StartCommand_Climb | ( | CharacterCommandClimbResult | pClimbResult, |
int | pType | ||
) |
proto external CharacterCommandDamageFullBody StartCommand_DamageFullBody | ( | float | direction, |
int | pType | ||
) |
proto external CharacterCommandFall StartCommand_Fall | ( | float | pYVelocity | ) |
proto external CharacterCommandLadder StartCommand_Ladder | ( | LadderComponent | pLadder | ) |
proto external CharacterCommandMove StartCommand_Move | ( | ) |
proto external CharacterCommandSlide StartCommand_Slide | ( | ) |
proto external CharacterCommandSwim StartCommand_Swim | ( | ) |
proto external CharacterCommandVehicle StartCommand_Vehicle | ( | BaseCompartmentSlot | pCompartment | ) |
event bool SubhandlerStatesBegin | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool SubhandlerStatesEnd | ( | CharacterInputContext | pInputCtx, |
float | pDt, | ||
int | pCurrentCommandID | ||
) |
event bool SubhandlerTransitionsMove | ( | CharacterInputContext | InputCtx | ) |
event bool TransitionMove_JumpClimb | ( | CharacterInputContext | pInputCtx | ) |
Definition at line 468 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool TransitionMove_JumpClimbDefault | ( | CharacterInputContext | pInputCtx | ) |
event bool TransitionMove_Ladder | ( | CharacterInputContext | pInputCtx | ) |
proto external bool TransitionMove_LadderDefault | ( | CharacterInputContext | pInputCtx | ) |
event bool TransitionMove_Swimming | ( | CharacterInputContext | pInputCtx | ) |
proto external bool TransitionMove_SwimmingDefault | ( | CharacterInputContext | pInputCtx | ) |
event bool TransitionMove_Vehicle | ( | CharacterInputContext | pInputCtx | ) |
Definition at line 507 of file SCR_CharacterCommandHandler_Tests.c.
proto external bool TransitionMove_VehicleDefault | ( | CharacterInputContext | pInputCtx | ) |
proto external bool WasMovement | ( | ) |
proto external bool WasRotation | ( | ) |