Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Character

Data Structures

class  CharacterAnimationComponentClass
 
class  CharacterBuoyancyComponent
 
class  CharacterBuoyancyComponentClass
 
class  CharacterCommand
 
class  CharacterCommandClimb
 
class  CharacterCommandClimbResult
 
class  CharacterCommandClimbSettings
 
class  CharacterCommandDamage
 
class  CharacterCommandDamageFullBody
 
class  CharacterCommandDeath
 
class  CharacterCommandFall
 
class  CharacterCommandGadget
 
class  CharacterCommandHandlerComponentClass
 
class  CharacterCommandItemChange
 
class  CharacterCommandItemUse
 
class  CharacterCommandLadder
 
class  CharacterCommandMelee
 
class  CharacterCommandMove
 CharacterCommandMove. More...
 
class  CharacterCommandScripted
 
class  CharacterCommandSlide
 
class  CharacterCommandSwim
 CharacterCommandSwim - swimming implementation. More...
 
class  CharacterCommandSwimSettings
 
class  CharacterCommandUnconscious
 
class  CharacterCommandVehicle
 
class  CharacterCommandWeapon
 
class  CharacterHeadAimingComponentClass
 
class  CharacterHeadingAnimComponentClass
 
class  CharacterIdentityComponentClass
 
class  CharacterInputContext
 
class  CharacterMovementState
 
class  CharacterStaminaComponentClass
 
class  ChimeraCharacterClass
 
class  DebugShootComponentClass
 
class  ItemUseParameters
 
class  ScriptCharacterCommandMoveSettings
 

Enumerations

enum  ECharacterDataState {
  WeaponRaised, Inspection, Unconscious, Jumping,
  Rolling, WeaponRaised, Inspection, Unconscious,
  Jumping, Rolling
}
 
enum  ECharacterDataState {
  WeaponRaised, Inspection, Unconscious, Jumping,
  Rolling, WeaponRaised, Inspection, Unconscious,
  Jumping, Rolling
}
 
enum  ECharacterLifeState {
  ALIVE, INCAPACITATED, DEAD, ALIVE,
  INCAPACITATED, DEAD
}
 
enum  ECharacterLifeState {
  ALIVE, INCAPACITATED, DEAD, ALIVE,
  INCAPACITATED, DEAD
}
 
enum  ECharacterStance {
  STAND, CROUCH, PRONE, STAND,
  CROUCH, PRONE
}
 
enum  ECharacterStance {
  STAND, CROUCH, PRONE, STAND,
  CROUCH, PRONE
}
 
enum  ECharacterStanceChange {
  STANCECHANGE_NONE, STANCECHANGE_TOERECTED, STANCECHANGE_TOCROUCH, STANCECHANGE_TOPRONE,
  STANCECHANGE_MAX, STANCECHANGE_NONE, STANCECHANGE_TOERECTED, STANCECHANGE_TOCROUCH,
  STANCECHANGE_TOPRONE, STANCECHANGE_MAX
}
 
enum  ECharacterStanceChange {
  STANCECHANGE_NONE, STANCECHANGE_TOERECTED, STANCECHANGE_TOCROUCH, STANCECHANGE_TOPRONE,
  STANCECHANGE_MAX, STANCECHANGE_NONE, STANCECHANGE_TOERECTED, STANCECHANGE_TOCROUCH,
  STANCECHANGE_TOPRONE, STANCECHANGE_MAX
}
 
enum  EEquipItemType {
  EEquipTypeNone, EEquipTypeGeneric, EEquipTypeWeapon, EEquipTypeUnarmedDeliberate,
  EEquipTypeUnarmedContextual, Max, EEquipTypeNone, EEquipTypeGeneric,
  EEquipTypeWeapon, EEquipTypeUnarmedDeliberate, EEquipTypeUnarmedContextual, Max
}
 
enum  EEquipItemType {
  EEquipTypeNone, EEquipTypeGeneric, EEquipTypeWeapon, EEquipTypeUnarmedDeliberate,
  EEquipTypeUnarmedContextual, Max, EEquipTypeNone, EEquipTypeGeneric,
  EEquipTypeWeapon, EEquipTypeUnarmedDeliberate, EEquipTypeUnarmedContextual, Max
}
 
enum  EHitReactionType {
  HIT_REACTION_NONE, HIT_REACTION_LIGHT, HIT_REACTION_HEAVY, HIT_REACTION_NONE,
  HIT_REACTION_LIGHT, HIT_REACTION_HEAVY
}
 
enum  EHitReactionType {
  HIT_REACTION_NONE, HIT_REACTION_LIGHT, HIT_REACTION_HEAVY, HIT_REACTION_NONE,
  HIT_REACTION_LIGHT, HIT_REACTION_HEAVY
}
 
enum  EItemGesture {
  EItemGestureNone, EItemGesturePickUp, Max, EItemGestureNone,
  EItemGesturePickUp, Max
}
 
enum  EItemGesture {
  EItemGestureNone, EItemGesturePickUp, Max, EItemGestureNone,
  EItemGesturePickUp, Max
}
 
enum  ELandType {
  LANDTYPE_NONE, LANDTYPE_LIGHT, LANDTYPE_MEDIUM, LANDTYPE_HEAVY,
  LANDTYPE_NONE, LANDTYPE_LIGHT, LANDTYPE_MEDIUM, LANDTYPE_HEAVY
}
 
enum  ELandType {
  LANDTYPE_NONE, LANDTYPE_LIGHT, LANDTYPE_MEDIUM, LANDTYPE_HEAVY,
  LANDTYPE_NONE, LANDTYPE_LIGHT, LANDTYPE_MEDIUM, LANDTYPE_HEAVY
}
 
enum  EMovementType {
  IDLE, WALK, RUN, SPRINT,
  IDLE, WALK, RUN, SPRINT
}
 
enum  EMovementType {
  IDLE, WALK, RUN, SPRINT,
  IDLE, WALK, RUN, SPRINT
}
 
enum  EVehicleAction {
  VEHICLE_NONE, VEHICLE_GETIN, VEHICLE_MOVEIN, VEHICLE_GETOUT,
  VEHICLE_MOVEOUT, VEHICLE_JUMPOUT, VEHICLE_SWITCHSEAT_START, VEHICLE_SWITCHSEAT,
  VEHICLE_MOVESEAT_START, VEHICLE_MOVESEAT, VEHICLE_NONE, VEHICLE_GETIN,
  VEHICLE_MOVEIN, VEHICLE_GETOUT, VEHICLE_MOVEOUT, VEHICLE_JUMPOUT,
  VEHICLE_SWITCHSEAT_START, VEHICLE_SWITCHSEAT, VEHICLE_MOVESEAT_START, VEHICLE_MOVESEAT
}
 
enum  EVehicleAction {
  VEHICLE_NONE, VEHICLE_GETIN, VEHICLE_MOVEIN, VEHICLE_GETOUT,
  VEHICLE_MOVEOUT, VEHICLE_JUMPOUT, VEHICLE_SWITCHSEAT_START, VEHICLE_SWITCHSEAT,
  VEHICLE_MOVESEAT_START, VEHICLE_MOVESEAT, VEHICLE_NONE, VEHICLE_GETIN,
  VEHICLE_MOVEIN, VEHICLE_GETOUT, VEHICLE_MOVEOUT, VEHICLE_JUMPOUT,
  VEHICLE_SWITCHSEAT_START, VEHICLE_SWITCHSEAT, VEHICLE_MOVESEAT_START, VEHICLE_MOVESEAT
}
 
enum  EWeaponObstructedState {
  INVALID, UNOBSTRUCTED, SLIGHTLY_OBSTRUCTED_CAN_FIRE, SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE,
  FULLY_OBSTRUCTED_CANT_FIRE, INVALID, UNOBSTRUCTED, SLIGHTLY_OBSTRUCTED_CAN_FIRE,
  SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE, FULLY_OBSTRUCTED_CANT_FIRE
}
 
enum  EWeaponObstructedState {
  INVALID, UNOBSTRUCTED, SLIGHTLY_OBSTRUCTED_CAN_FIRE, SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE,
  FULLY_OBSTRUCTED_CANT_FIRE, INVALID, UNOBSTRUCTED, SLIGHTLY_OBSTRUCTED_CAN_FIRE,
  SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE, FULLY_OBSTRUCTED_CANT_FIRE
}
 

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)
 

Detailed Description

Enumeration Type Documentation

◆ ECharacterDataState [1/2]

Enumerator
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 

Definition at line 12 of file ECharacterDataState.c.

◆ ECharacterDataState [2/2]

Enumerator
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 

Definition at line 12 of file ECharacterDataState.c.

◆ ECharacterLifeState [1/2]

Enumerator
ALIVE 
INCAPACITATED 
DEAD 
ALIVE 
INCAPACITATED 
DEAD 

Definition at line 12 of file ECharacterLifeState.c.

◆ ECharacterLifeState [2/2]

Enumerator
ALIVE 
INCAPACITATED 
DEAD 
ALIVE 
INCAPACITATED 
DEAD 

Definition at line 12 of file ECharacterLifeState.c.

◆ ECharacterStance [1/2]

Enumerator
STAND 
CROUCH 
PRONE 
STAND 
CROUCH 
PRONE 

Definition at line 12 of file ECharacterStance.c.

◆ ECharacterStance [2/2]

Enumerator
STAND 
CROUCH 
PRONE 
STAND 
CROUCH 
PRONE 

Definition at line 12 of file ECharacterStance.c.

◆ ECharacterStanceChange [1/2]

Enumerator
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 

Definition at line 12 of file ECharacterStanceChange.c.

◆ ECharacterStanceChange [2/2]

Enumerator
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 

Definition at line 12 of file ECharacterStanceChange.c.

◆ EEquipItemType [1/2]

Enumerator
EEquipTypeNone 
EEquipTypeGeneric 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 
EEquipTypeNone 
EEquipTypeGeneric 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 

Definition at line 12 of file EEquipItemType.c.

◆ EEquipItemType [2/2]

Enumerator
EEquipTypeNone 
EEquipTypeGeneric 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 
EEquipTypeNone 
EEquipTypeGeneric 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 

Definition at line 12 of file EEquipItemType.c.

◆ EHitReactionType [1/2]

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.

◆ EHitReactionType [2/2]

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.

◆ EItemGesture [1/2]

Enumerator
EItemGestureNone 
EItemGesturePickUp 
Max 
EItemGestureNone 
EItemGesturePickUp 
Max 

Definition at line 12 of file EItemGesture.c.

◆ EItemGesture [2/2]

Enumerator
EItemGestureNone 
EItemGesturePickUp 
Max 
EItemGestureNone 
EItemGesturePickUp 
Max 

Definition at line 12 of file EItemGesture.c.

◆ ELandType [1/2]

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.

◆ ELandType [2/2]

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.

◆ EMovementType [1/2]

Enumerator
IDLE 
WALK 
RUN 
SPRINT 
IDLE 
WALK 
RUN 
SPRINT 

Definition at line 12 of file EMovementType.c.

◆ EMovementType [2/2]

Enumerator
IDLE 
WALK 
RUN 
SPRINT 
IDLE 
WALK 
RUN 
SPRINT 

Definition at line 12 of file EMovementType.c.

◆ EVehicleAction [1/2]

Enumerator
VEHICLE_NONE 
VEHICLE_GETIN 
VEHICLE_MOVEIN 
VEHICLE_GETOUT 
VEHICLE_MOVEOUT 
VEHICLE_JUMPOUT 
VEHICLE_SWITCHSEAT_START 
VEHICLE_SWITCHSEAT 
VEHICLE_MOVESEAT_START 
VEHICLE_MOVESEAT 
VEHICLE_NONE 
VEHICLE_GETIN 
VEHICLE_MOVEIN 
VEHICLE_GETOUT 
VEHICLE_MOVEOUT 
VEHICLE_JUMPOUT 
VEHICLE_SWITCHSEAT_START 
VEHICLE_SWITCHSEAT 
VEHICLE_MOVESEAT_START 
VEHICLE_MOVESEAT 

Definition at line 12 of file EVehicleAction.c.

◆ EVehicleAction [2/2]

Enumerator
VEHICLE_NONE 
VEHICLE_GETIN 
VEHICLE_MOVEIN 
VEHICLE_GETOUT 
VEHICLE_MOVEOUT 
VEHICLE_JUMPOUT 
VEHICLE_SWITCHSEAT_START 
VEHICLE_SWITCHSEAT 
VEHICLE_MOVESEAT_START 
VEHICLE_MOVESEAT 
VEHICLE_NONE 
VEHICLE_GETIN 
VEHICLE_MOVEIN 
VEHICLE_GETOUT 
VEHICLE_MOVEOUT 
VEHICLE_JUMPOUT 
VEHICLE_SWITCHSEAT_START 
VEHICLE_SWITCHSEAT 
VEHICLE_MOVESEAT_START 
VEHICLE_MOVESEAT 

Definition at line 12 of file EVehicleAction.c.

◆ EWeaponObstructedState [1/2]

Enumerator
INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED_CAN_FIRE 

Obstruction is less than the breaking threshold - all actions should still be possible.

SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE 

Obstruction between breaking threshold and alpha threshold - shooting not possible anymore.

FULLY_OBSTRUCTED_CANT_FIRE 

Obstruction higher than alpha threshold - weapon fully obstructed.

INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED_CAN_FIRE 

Obstruction is less than the breaking threshold - all actions should still be possible.

SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE 

Obstruction between breaking threshold and alpha threshold - shooting not possible anymore.

FULLY_OBSTRUCTED_CANT_FIRE 

Obstruction higher than alpha threshold - weapon fully obstructed.

Definition at line 12 of file EWeaponObstructedState.c.

◆ EWeaponObstructedState [2/2]

Enumerator
INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED_CAN_FIRE 

Obstruction is less than the breaking threshold - all actions should still be possible.

SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE 

Obstruction between breaking threshold and alpha threshold - shooting not possible anymore.

FULLY_OBSTRUCTED_CANT_FIRE 

Obstruction higher than alpha threshold - weapon fully obstructed.

INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED_CAN_FIRE 

Obstruction is less than the breaking threshold - all actions should still be possible.

SIGNIFICANTLY_OBSTRUCTED_CANT_FIRE 

Obstruction between breaking threshold and alpha threshold - shooting not possible anymore.

FULLY_OBSTRUCTED_CANT_FIRE 

Obstruction higher than alpha threshold - weapon fully obstructed.

Definition at line 12 of file EWeaponObstructedState.c.

Function Documentation

◆ AddCommandModifier_Damage()

proto external CharacterCommandDamage AddCommandModifier_Damage ( float  direction,
int  pType 
)

◆ AddRagdollEffectorDamage()

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)

◆ AddStamina()

proto external void AddStamina ( float  pStamina)

Adds stamina, in range 0-1. Can accept negative values. Has to be run on owner

Parameters
pStaminaHow much stamina should be changed.

◆ AimingPosition()

proto external vector AimingPosition ( )

Returns the aim position on the character.

◆ AlignNewTurns()

proto external void AlignNewTurns ( )

◆ AlignPosDirWS()

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.

◆ AlignPosRotWS()

proto external void AlignPosRotWS ( vector  pPredictedPos,
float  pPredictedRot[4],
vector  pTargetPos,
float  pTargetRot[4],
bool  bSnap = false 
)

◆ AlignRotWS()

proto external void AlignRotWS ( float  pPredictedRot[4],
float  pTargetRot[4],
bool  bSnap = false 
)

◆ CancelItemUse()

proto external void CancelItemUse ( )

◆ CancelThrowDefault()

proto external void CancelThrowDefault ( )

◆ CheckIdentityIDs()

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.

Returns
true if all parameters are correct, false if one or more values is wrong or there is no faction component

◆ CommitChanges()

proto external void CommitChanges ( )

◆ DeleteCommandModifier_Damage()

proto external void DeleteCommandModifier_Damage ( CharacterCommandDamage  pDamage)

◆ DoCancelObjectAction()

proto external void DoCancelObjectAction ( BaseUserAction  pAction)

Cancel action performed by the current character.

◆ DoPerformContinuousObjectAction()

proto external void DoPerformContinuousObjectAction ( BaseUserAction  pAction,
float  timeSlice 
)

Perform continuous action by current character.

◆ DoPerformObjectAction()

proto external void DoPerformObjectAction ( BaseUserAction  pAction)

Perform action by current character.

◆ DoStartObjectAction()

proto external void DoStartObjectAction ( BaseUserAction  pAction)

Start performing action by the current character.

◆ DropLiveGrenadeFromHand()

proto external void DropLiveGrenadeFromHand ( bool  throwWithForce)

◆ EyePosition()

proto external vector EyePosition ( )

Returns the world position of eyes.

◆ EyePositionModel()

proto external vector EyePositionModel ( )

Returns the local position of eyes.

◆ FindTargetLadder()

proto external LadderComponent FindTargetLadder ( )

Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible.

◆ FinishItemUse()

proto external void FinishItemUse ( )

◆ Fire()

DebugShootComponentClass ScriptComponentClass Fire ( vector  dir,
vector  mat[],
IEntity  projectile,
IEntity  owner 
)

◆ GetAnimationComponent()

proto external CharacterAnimationComponent GetAnimationComponent ( )

Returns component which has animations controlling logic.

◆ GetBreathFrequency()

proto external float GetBreathFrequency ( )

Returns current breath frequency.

Returns
Returns the frequency, i.e. amount of full breaths taken per second.

◆ GetBreathMagnitude()

proto external float GetBreathMagnitude ( )

Returns current breath magnitude.

Returns
Returns the current magnitude of breath.

◆ GetBreathProgress()

Returns breath progress as <0,1>. Progress goes from 0 to 1 then back to 0.

Returns
Returns breath progress as a value <0,1> where 0 is breath out, 1 is breath in.

◆ GetCharacterAimingComponent()

◆ GetCharacterController()

proto external CharacterControllerComponent GetCharacterController ( )

Returns component which has character controlling logic.

◆ GetCollisionMinMax()

proto external bool GetCollisionMinMax ( ECharacterStance  whichStance,
out vector  outMin,
out vector  outMax 
)

Returns the collision box of the character in a specific stance.

Parameters
outMinMinimum point of the collision box.
outMaxMaximum point of the collision box.
Returns
Returns true if collision box vectors have been filled.

◆ GetCommandClimb()

proto external CharacterCommandClimb GetCommandClimb ( )

◆ GetCommandDamageFullBody()

proto external CharacterCommandDamageFullBody GetCommandDamageFullBody ( )

◆ GetCommandFall()

proto external CharacterCommandFall GetCommandFall ( )

◆ GetCommandHandler()

proto external CharacterCommandHandlerComponent GetCommandHandler ( )

command handler access

◆ GetCommandLadder()

proto external CharacterCommandLadder GetCommandLadder ( )

◆ GetCommandModifier_Damage()

proto external CharacterCommandDamage GetCommandModifier_Damage ( )

◆ GetCommandModifier_Death()

proto external CharacterCommandDeath GetCommandModifier_Death ( )

◆ GetCommandModifier_Gadget()

proto external CharacterCommandGadget GetCommandModifier_Gadget ( )

◆ GetCommandModifier_ItemChange()

proto external CharacterCommandItemChange GetCommandModifier_ItemChange ( )

◆ GetCommandModifier_ItemUse()

proto external CharacterCommandItemUse GetCommandModifier_ItemUse ( )

◆ GetCommandModifier_Melee()

proto external CharacterCommandMelee GetCommandModifier_Melee ( )

◆ GetCommandModifier_Unconscious()

proto external CharacterCommandUnconscious GetCommandModifier_Unconscious ( )

◆ GetCommandModifier_Weapon()

proto external CharacterCommandWeapon GetCommandModifier_Weapon ( )

◆ GetCommandMove()

proto external CharacterCommandMove GetCommandMove ( )

◆ GetCommandSlide()

proto external CharacterCommandSlide GetCommandSlide ( )

◆ GetCommandSwim()

proto external CharacterCommandSwim GetCommandSwim ( )

◆ GetCommandVehicle()

proto external CharacterCommandVehicle GetCommandVehicle ( )

◆ GetCompartmentAccessComponent()

proto external CompartmentAccessComponent GetCompartmentAccessComponent ( )

Returns component which stores information about compartment used by character.

◆ GetControllerComponent()

Returns the current character controller component.

◆ GetCurrentCommandClimbSettings()

proto external CharacterCommandClimbSettings GetCurrentCommandClimbSettings ( )

◆ GetCurrentCommandMoveSettings()

proto external CharacterCommandMoveSettings GetCurrentCommandMoveSettings ( )

◆ GetCurrentCommandSwimSettings()

proto external CharacterCommandSwimSettings GetCurrentCommandSwimSettings ( )

◆ GetDamageManager()

proto external SCR_DamageManagerComponent GetDamageManager ( )

Returns component which handles damage.

◆ GetDefaultCommandClimbSettings()

proto external CharacterCommandClimbSettings GetDefaultCommandClimbSettings ( )

◆ GetDefaultCommandMoveSettings()

proto external CharacterCommandMoveSettings GetDefaultCommandMoveSettings ( )

◆ GetDefaultCommandSwimSettings()

proto external CharacterCommandSwimSettings GetDefaultCommandSwimSettings ( )

◆ GetHeadAimingComponent()

proto external AimingComponent GetHeadAimingComponent ( )

Returns component which controls head aiming.

◆ GetHeadEntity()

Component that takes care of identity of characters

◆ GetHeadingComponent()

proto external CharacterHeadingAnimComponent GetHeadingComponent ( )

heading component - AnimPhysAgent component

◆ GetIdentity()

proto external Identity GetIdentity ( )

Get identity of this character.

◆ GetInertiaSpeed()

proto external vector GetInertiaSpeed ( )

Returns the current inertia speed.

◆ GetInfoDisplay()

◆ GetKinematicBuoyancyComponent()

proto external CharacterBuoyancyComponent GetKinematicBuoyancyComponent ( )

Character Buoyancy - AnimPhysAgent component.

◆ GetLookAngles()

proto external vector GetLookAngles ( )

◆ GetLookTransformationLS()

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

◆ GetLookTransformationMS()

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

◆ GetMaxSpeed()

proto external float GetMaxSpeed ( float  inputForward,
float  inputRight,
int  moveType 
)

Returns max speed for provided model direction and movement type.

◆ GetMovementState() [1/2]

proto external void GetMovementState ( out CharacterMovementState  movementState)

◆ GetMovementState() [2/2]

proto external void GetMovementState ( out notnull CharacterMovementState  pMovementState)

gets some basic info about movement

◆ GetTargetLadder()

proto external LadderComponent GetTargetLadder ( )

Returns the current cached ladder.

◆ GetTopSpeed()

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

◆ GetWeaponAimingComponent()

proto external AimingComponent GetWeaponAimingComponent ( )

Returns component which controls weapon aiming.

◆ GetWeaponManager()

proto external BaseWeaponManagerComponent GetWeaponManager ( )

Returns component which handles weapons.

Returns the weapon manager associated with this controller.

◆ HandleClimbing()

event bool HandleClimbing ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

Definition at line 200 of file SCR_CharacterCommandHandler_Tests.c.

◆ HandleClimbingDefault()

proto external bool HandleClimbingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDamageHit()

event bool HandleDamageHit ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDamageHitDefault()

proto external bool HandleDamageHitDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDeath()

event bool HandleDeath ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

Definition at line 9 of file SCR_CharacterCommandHandler_Tests.c.

◆ HandleDeathDefault()

proto external bool HandleDeathDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

◆ HandleDynamicStance()

event bool HandleDynamicStance ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDynamicStanceDefault()

proto external bool HandleDynamicStanceDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleFalling()

event bool HandleFalling ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

Definition at line 209 of file SCR_CharacterCommandHandler_Tests.c.

◆ HandleFallingDefault()

proto external bool HandleFallingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleFinishedCommands()

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.

◆ HandleFinishedCommandsDefault()

proto external bool HandleFinishedCommandsDefault ( bool  pCurrentCommandFinished)

default full body handlers

◆ HandleItemChange()

event bool HandleItemChange ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemChangeDefault()

proto external bool HandleItemChangeDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemGesture()

event bool HandleItemGesture ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemGestureDefault()

proto external bool HandleItemGestureDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemUse()

event bool HandleItemUse ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemUseDefault()

proto external bool HandleItemUseDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLadders()

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.

◆ HandleLaddersDefault()

proto external bool HandleLaddersDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLeftHandGadget()

event bool HandleLeftHandGadget ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLeftHandGadgetDefault()

proto external bool HandleLeftHandGadgetDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleMelee()

event bool HandleMelee ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

Definition at line 9 of file SCR_CharacterCommandHandler.c.

◆ HandleMeleeDefault()

proto external bool HandleMeleeDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSlide()

event bool HandleSlide ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSlideDefault()

proto external bool HandleSlideDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSwimming()

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.

◆ HandleSwimmingDefault()

proto external bool HandleSwimmingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleThrowing()

event bool HandleThrowing ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleThrowingDefault()

proto external bool HandleThrowingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleUnconscious()

event bool HandleUnconscious ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleUnconsciousDefault()

proto external bool HandleUnconsciousDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleVehicle()

event bool HandleVehicle ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

Definition at line 56 of file SCR_CharacterCommandHandler_Tests.c.

◆ HandleVehicleDefault()

proto external bool HandleVehicleDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponADS()

event bool HandleWeaponADS ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponADSDefault()

proto external bool HandleWeaponADSDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponDeployment()

event bool HandleWeaponDeployment ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponDeploymentDefault()

proto external bool HandleWeaponDeploymentDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponFire()

event bool HandleWeaponFire ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponFireDefault()

proto external bool HandleWeaponFireDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponObstruction()

event bool HandleWeaponObstruction ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponObstructionDefault()

proto external bool HandleWeaponObstructionDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponReloading()

event bool HandleWeaponReloading ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponReloadingDefault()

proto external bool HandleWeaponReloadingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeapons()

event bool HandleWeapons ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponsDefault()

proto external bool HandleWeaponsDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

default additive handlers

◆ IsAligning()

proto external bool IsAligning ( )

◆ IsCovered()

proto external bool IsCovered ( string  bodyPart)

Check if bodypart is covered

Parameters
bodyPartname of bodypart

◆ IsInVehicle()

proto external bool IsInVehicle ( )

Returns true if the character is inside a vehicle.

◆ IsInVehicleADS()

proto external bool IsInVehicleADS ( )

Returns true if the character is in vehicle in ADS.

◆ IsItemActionLoopTag()

proto external bool IsItemActionLoopTag ( )

◆ IsItemInspectionAllowed()

proto external bool IsItemInspectionAllowed ( )

◆ IsMovingInProne()

proto external bool IsMovingInProne ( )

◆ IsPrimaryTag()

proto external bool IsPrimaryTag ( AnimationTagID  tagID)

◆ IsProneStanceTransition()

proto external bool IsProneStanceTransition ( )

◆ IsRagdollActive()

proto external bool IsRagdollActive ( )

Returns if Character is currently ragdolling.

◆ IsSecondaryTag()

proto external bool IsSecondaryTag ( AnimationTagID  tagID)

◆ IsSprintingAllowed()

proto external bool IsSprintingAllowed ( )

◆ IsThrowingAction()

proto external bool IsThrowingAction ( )

◆ IsUsingItem()

proto external bool IsUsingItem ( )

◆ IsVehicleSwitchingSeats()

proto external bool IsVehicleSwitchingSeats ( )

◆ IsVisibleAll()

proto external bool IsVisibleAll ( )

◆ IsWeaponADSAllowed()

proto external bool IsWeaponADSAllowed ( bool  allowSprint)

◆ IsWeaponADSTag()

proto external bool IsWeaponADSTag ( )

◆ IsWeaponDeploymentAllowed()

proto external bool IsWeaponDeploymentAllowed ( )

◆ IsWeaponInspectionAllowed()

proto external bool IsWeaponInspectionAllowed ( )

◆ OnBodyPartStateChanged()

event void OnBodyPartStateChanged ( string  bodyPart,
bool  visible,
bool  wounded 
)

◆ OnStaminaDrain()

event void OnStaminaDrain ( float  pDrain)

Runs every time stamina value has changed.

Parameters
pDrainHow much stamina has recovered/drained.

◆ ResetAligning()

proto external void ResetAligning ( )

◆ ResetLimitAnglesOverride()

proto external void ResetLimitAnglesOverride ( )

Reset limit angles overrides to default values.

◆ SetAnimationLayerFPP()

proto external void SetAnimationLayerFPP ( )

Set animation layer for first person camera.

◆ SetAnimationLayerTPP()

Set animation layer for third person camera.

◆ SetCurrentCommandClimbSettings()

proto external void SetCurrentCommandClimbSettings ( CharacterCommandClimbSettings  pCmdClimbSettings)

◆ SetCurrentCommandMoveSettings()

proto external void SetCurrentCommandMoveSettings ( CharacterCommandMoveSettings  pCmdMoveSettings)

◆ SetCurrentCommandSwimSettings()

proto external void SetCurrentCommandSwimSettings ( CharacterCommandSwimSettings  pCmdSwimSettings)

◆ SetFiltering()

proto external void SetFiltering ( float  pFilterTimeout,
float  pMaxVel 
)

◆ SetHeadAlpha()

proto external void SetHeadAlpha ( int  a)

◆ SetIdentity()

proto external void SetIdentity ( Identity  cfg)

Set the identity to the player, and replicates the identity to clients.

◆ SetIdentityFromIDs()

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

Returns
true on success false on wrong input

◆ SetIKTarget()

proto external bool SetIKTarget ( string  bindingName,
string  boneName,
vector  position,
vector  rotationRad 
)

◆ SetIKTargetPlane()

proto external bool SetIKTargetPlane ( string  bindingName,
float  normalX,
float  normalY,
float  normalZ,
float  dist 
)

◆ SetLimitAnglesOverride()

proto external void SetLimitAnglesOverride ( float  fDown,
float  fUp,
float  fLeft,
float  fRight 
)

Set limit angles overrides in degrees.

◆ SetPitchLimitReductionMultiplier()

proto external void SetPitchLimitReductionMultiplier ( float  value)

◆ SetVisibleAll()

proto external void SetVisibleAll ( bool  visible)

◆ SetWoundState()

proto external bool SetWoundState ( string  bodyPart,
bool  wound 
)

◆ StartCommand_Climb()

proto external CharacterCommandClimb StartCommand_Climb ( CharacterCommandClimbResult  pClimbResult,
int  pType 
)

◆ StartCommand_DamageFullBody()

proto external CharacterCommandDamageFullBody StartCommand_DamageFullBody ( float  direction,
int  pType 
)

◆ StartCommand_Fall()

proto external CharacterCommandFall StartCommand_Fall ( float  pYVelocity)

◆ StartCommand_Ladder()

proto external CharacterCommandLadder StartCommand_Ladder ( LadderComponent  pLadder)

◆ StartCommand_Move()

proto external CharacterCommandMove StartCommand_Move ( )

◆ StartCommand_Slide()

proto external CharacterCommandSlide StartCommand_Slide ( )

◆ StartCommand_Swim()

proto external CharacterCommandSwim StartCommand_Swim ( )

◆ StartCommand_Vehicle()

proto external CharacterCommandVehicle StartCommand_Vehicle ( BaseCompartmentSlot  pCompartment)

◆ SubhandlerStatesBegin()

event bool SubhandlerStatesBegin ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ SubhandlerStatesEnd()

event bool SubhandlerStatesEnd ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ SubhandlerTransitionsMove()

event bool SubhandlerTransitionsMove ( CharacterInputContext  InputCtx)

◆ TransitionMove_JumpClimb()

event bool TransitionMove_JumpClimb ( CharacterInputContext  pInputCtx)

Definition at line 468 of file SCR_CharacterCommandHandler_Tests.c.

◆ TransitionMove_JumpClimbDefault()

proto external bool TransitionMove_JumpClimbDefault ( CharacterInputContext  pInputCtx)

◆ TransitionMove_Ladder()

event bool TransitionMove_Ladder ( CharacterInputContext  pInputCtx)

◆ TransitionMove_LadderDefault()

proto external bool TransitionMove_LadderDefault ( CharacterInputContext  pInputCtx)

◆ TransitionMove_Swimming()

event bool TransitionMove_Swimming ( CharacterInputContext  pInputCtx)

◆ TransitionMove_SwimmingDefault()

proto external bool TransitionMove_SwimmingDefault ( CharacterInputContext  pInputCtx)

◆ TransitionMove_Vehicle()

event bool TransitionMove_Vehicle ( CharacterInputContext  pInputCtx)

Definition at line 507 of file SCR_CharacterCommandHandler_Tests.c.

◆ TransitionMove_VehicleDefault()

proto external bool TransitionMove_VehicleDefault ( CharacterInputContext  pInputCtx)

◆ WasMovement()

proto external bool WasMovement ( )

◆ WasRotation()

proto external bool WasRotation ( )