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

Data Structures

class  ActionsPerformerComponentClass
 
class  AIAnimalManagerComponentClass
 
class  AIBirdManagerComponentClass
 
class  AimingComponentClass
 
class  AirplaneControllerComponentClass
 
class  AmbientSoundsComponentClass
 
class  AnimalSoundComponentClass
 
class  BaseAimingComponentClass
 
class  BaseAutopilotHelperComponentClass
 
class  BaseChatComponentClass
 
class  BaseControllerComponentClass
 
class  BaseFlattenGrassComponentClass
 
class  BaseItemAnimationComponentClass
 
class  BaseLightManagerComponentClass
 
class  BaseRadioComponentClass
 
class  BaseVehicleControllerComponent_SAClass
 
class  BaseVehicleNodeComponentClass
 
class  CarProcAnimComponentClass
 
class  CharacterAimingComponentClass
 
class  CharacterControllerComponentClass
 
class  CharacterSoundComponent
 
class  CharacterSoundComponentClass
 
class  ColliderHistoryComponentClass
 
class  CommunicationSoundComponentClass
 
class  CompartmentAccessComponentClass
 
class  ControllersManagerComponentClass
 
class  DamageManagerComponent
 
class  DoorComponent
 
class  DoorComponentClass
 
class  FactionAffiliationComponentClass
 
class  FuelManagerComponentClass
 
class  GameComponent
 
class  GameHierarchyComponentClass
 
class  HelicopterAutopilotHelperComponentClass
 
class  HelicopterControllerComponentClass
 
class  HierarchicalParametricMaterialInstanceComponentClass
 
class  HitZoneContainerComponent
 
class  NwkBufferedCarMovementComponentClass
 
class  NwkCarMovementComponentClass
 
class  NwkHeliMovementComponentClass
 
class  NwkMovementComponentClass
 
class  NwkPhysicsMovementComponentClass
 
class  NwkSimpleMovementComponentClass
 
class  NwkVehicleMovementComponentClass
 
class  ParametricMaterialInstanceComponent
 
class  ParametricMaterialInstanceComponentClass
 
class  PerceptionComponentClass
 
class  PreviewAnimationComponentClass
 
class  PrimaryControllerComponentClass
 
class  ProcAnimComponentClass
 
class  ProjectileSoundComponentClass
 
class  RadioBroadcastComponentClass
 
class  RadioBroadcastSoundComponentClass
 
class  RplComponentClass
 
class  ScriptedRadioComponentClass
 
class  ScriptGameComponentClass
 
class  SignalsComponentClass
 
class  SignalsManagerComponentClass
 
class  SimplePawnControllerComponentClass
 
class  SimpleSoundComponentClass
 
class  SlidingDoorComponentClass
 
class  SlotManagerComponentClass
 
class  SoundComponentClass
 
class  StreetLampComponentClass
 
class  TagComponentClass
 
class  TurretControllerComponent
 
class  TurretControllerComponentClass
 
class  VehicleAnimationComponentClass
 
class  VehicleBaseSimulationClass
 
class  VehicleControllerComponentClass
 
class  VehicleProcAnimComponentClass
 
class  VehicleSoundComponentClass
 
class  VolumeDataProviderComponentClass
 
class  VoNComponentClass
 
class  WeaponSoundComponentClass
 

Enumerations

enum  EVehicleDrivingAssistanceMode {
  NONE, PARTIAL, FULL, NONE,
  PARTIAL, FULL
}
 Player vehicle driving assistance modes. Individual features may become separate options in future. More...
 
enum  EVehicleDrivingAssistanceMode {
  NONE, PARTIAL, FULL, NONE,
  PARTIAL, FULL
}
 
enum  EVehicleEngineStartFailedReason {
  NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS,
  NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS
}
 Describes failure types of engine startup routine. More...
 
enum  EVehicleEngineStartFailedReason {
  NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS,
  NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS
}
 

Functions

ActionsPerformerComponentClass GameComponentClass StartAction (BaseUserAction action)
 
proto external void PerformAction (BaseUserAction action)
 
proto external void PerformContinuousAction (BaseUserAction action, float timeSlice)
 
proto external void CancelAction (BaseUserAction action)
 
AIAnimalManagerComponentClass AIComponentClass GetClosestDormantAgent (vector playerPos)
 
AimingComponentClass BaseAimingComponentClass GetInitAiming ()
 Get the init rotation defined in the prefab in degrees. More...
 
proto external void SetAimingRotationWanted (vector inRotation)
 
proto external void SetAimingRotation (vector inRotation)
 
proto external vector GetAimingRotationWanted ()
 Get the current desired aiming rotation in degrees. More...
 
proto external vector GetAimingRotation ()
 Get the current aiming rotation in degress. More...
 
proto external vector GetAimingDirection ()
 Get the current aiming direction in local space. More...
 
proto external vector GetAimingDirectionWorld ()
 Get the current aiming direction in world space. More...
 
proto external vector GetAimingRotationModification ()
 
proto external vector GetModifiedAimingTranslation ()
 
proto external vector GetCurrentRecoilTranslation ()
 
proto void GetAimingLimits (out vector limitsHoriz, out vector limitsVert)
 
proto external vector GetRawAimingTranslation ()
 
proto external vector GetRawAimingRotation ()
 
AmbientSoundsComponentClass SoundComponentClass QueryAmbientSoundsBySphere (float radius, EQueryEntitiesFlags queryFlags=EQueryEntitiesFlags.ALL)
 
proto external void GetAmbientSoundsCountPerType (out notnull array< int > count)
 
proto external vector GetCameraOrigin ()
 
proto external bool GetRiver (const vector pos, out notnull array< float > count)
 
proto external IEntity GetRandomTree (int index, float minHeight)
 
proto external void GetClosestEntities (int soundTypeIdx, int nEntities, out notnull array< IEntity > output)
 
proto void TracePointToTerrain (const vector point, inout int iSoundGroup)
 
BaseAimingComponentClass GameComponentClass GetOwner ()
 This component takes care of sending chat messages. More...
 
proto external void SetChannel (int channelId, bool enabled)
 
proto external bool GetChannelState (int channelId)
 
proto external void SendMessage (string msgStr, int channelId)
 
proto external void SendPrivateMessage (string msgStr, int receiverId)
 
event protected void OnNewMessage (string msg, int channelId, int senderId)
 
event protected void OnNewPrivateMessage (string msg, int senderId, int receiverId)
 
event protected void ShowMessage (string msg)
 
proto external bool CanMove ()
 Returns state of movement capacity. More...
 
proto external void SetCanMove (bool canMove)
 Changes state of movement capacity. Internally verifies if all necessary conditions are met. More...
 
event bool ValidateCanMove ()
 
proto external bool SyncWithCharacter (ChimeraCharacter pCharacter, string overrideStartNode)
 
proto external bool RemoveSyncReference (ChimeraCharacter pCharacter)
 Removes previously synced character reference. More...
 
proto external bool IsAnimationTag (AnimationTagID tagID)
 
event protected void OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)
 
event protected bool OnPrepareAnimInput (IEntity owner, float ts)
 
event protected bool OnProcessAnimOutput (IEntity owner, float ts)
 
event protected void OnCharacterFloatVariablet (int variableID, float value)
 Called when variable was changed in synced character's animation logic. More...
 
event protected void OnCharacterIntVariable (int variableID, int value)
 
event protected void OnCharacterBoolVariable (int variableID, bool value)
 
event protected void OnCharacterCommand (int commandID, int intValue, float floatValue)
 Called when animation command was called in synced character's animation logic. More...
 
BaseLightManagerComponentClass GameComponentClass GetLightsEnabled ()
 Gets the enable flag (all lights) More...
 
proto external void SetLightsState (ELightType type, bool state=false, int side=-1)
 Sets the state flag for given type. More...
 
proto external bool GetLightsState (ELightType type, int side=-1)
 Gets the state flag for given type. More...
 
proto external BaseLightSlot FindLight (int lightID)
 Searches for Light by ID. More...
 
proto external int GetLights (out notnull array< BaseLightSlot > outLights)
 Returns a list and count of all lights. More...
 
proto external bool TrySetSurfaceFunctional (int surfaceID, bool functiona)
 Changes functional state of light surface and all linked lights for provided surface id, return true on success. More...
 
event protected void OnInit (IEntity owner)
 
event protected void OnFrame (IEntity owner, float timeSlice)
 
proto external int TransceiversCount ()
 
proto external BaseTransceiver GetTransceiver (int idx)
 
proto external void SetEncryptionKey (string key)
 
proto external string GetEncryptionKey ()
 
proto external void SetPower (bool powered)
 
proto external bool IsPowered ()
 
BaseVehicleControllerComponent_SAClass CompartmentControllerComponentClass Shutdown ()
 
proto external bool CanSwitchSeat ()
 
proto external VehicleBaseSimulation GetBaseSimulation ()
 Returns the base of simulation component associated with this controller. More...
 
proto external FuelManagerComponent GetFuelManager ()
 Returns the fuel manager associated with this controller. More...
 
proto external BaseLightManagerComponent GetLightManager ()
 Returns the light manager associated with this controller. More...
 
proto external PilotCompartmentSlot GetPilotCompartmentSlot ()
 Returns the pilot compartment slot associated with this controller. More...
 
proto external SignalsManagerComponent GetSignalsManager ()
 Returns the signals manager associated with this controller. More...
 
proto external BaseWeaponManagerComponent GetWeaponManager ()
 Returns the weapon manager associated with this controller. More...
 
proto external void CancelStart ()
 
proto external void TryStartEngine ()
 Try to start the engine with the chance of getting the engine not started based on engine startup chance. More...
 
proto external bool StartEngine ()
 
proto external void ForceStartEngine ()
 
proto external void ForceStopEngine ()
 
proto external void StopEngine (bool playDriverAnimation=true)
 
proto external bool IsEngineOn ()
 
proto external float GetEngineStartupChance ()
 Returns the engine startup chance in <0, 100>. More...
 
proto external void SetEngineStartupChance (float chance)
 
proto external bool GetEngineDrowned ()
 Returns true if the engine is drowned. More...
 
proto external void SetEngineDrowned (bool drowned)
 
event void OnEngineStartBegin ()
 Gets called when the engine start routine begins (animation event - NOT IMPLEMENTED IN BASE VEHICLE). More...
 
event void OnEngineStartProgress ()
 Get called while engine starter is active (animation event - NOT IMPLEMENTED IN BASE VEHICLE). More...
 
event void OnEngineStartInterrupt ()
 Gets called when the engine start routine was interrupted. More...
 
event void OnEngineStartSuccess ()
 Gets called when the engine start routine has successfully completed. More...
 
event void OnEngineStartFail (EVehicleEngineStartFailedReason reason)
 Gets called when the engine start routine has failed. More...
 
event bool OnBeforeEngineStart ()
 
event void OnEngineStart ()
 Is called every time the engine starts. More...
 
event void OnEngineStop ()
 Is called every time the engine stops. More...
 
event void OnPostInit (IEntity owner)
 Editable Mine. More...
 
event void OnDelete (IEntity owner)
 
CharacterControllerComponentClass PrimaryControllerComponentClass GetAimingComponent ()
 
proto external CharacterHeadAimingComponent GetHeadAimingComponent ()
 
proto external CharacterAnimationComponent GetAnimationComponent ()
 
proto external BaseWeaponManagerComponent GetWeaponManagerComponent ()
 
proto external CameraHandlerComponent GetCameraHandlerComponent ()
 
proto external InventoryStorageManagerComponent GetInventoryStorageManager ()
 
proto external VoNComponent GetVONComponent ()
 Get active VON component for transmit. More...
 
proto external AIControlComponent GetAIControlComponent ()
 
proto external EntitySlotInfo GetRightHandPointInfo ()
 
proto external EntitySlotInfo GetLeftHandPointInfo ()
 
proto external CharacterInputContext GetInputContext ()
 
proto external float GetMovementSpeed ()
 
proto external void SetMovement (float movementSpeed, vector movementDirModel)
 Update animation about state of movement, define speed and direction in local space of character. More...
 
proto external void SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false)
 
proto external ECharacterStance GetStance ()
 Returns the current stance of the character. More...
 
proto external SCR_ChimeraCharacter GetCharacter ()
 Returns the current controlled character. More...
 
proto external void SetFireWeaponWanted (bool val)
 Set wanted input action values. More...
 
proto external void SetThrow (bool val, bool cancelThrow)
 Set wanted input action values. More...
 
proto external void SetMovementDirWorld (vector movementDirWorld)
 Update simulation state with difference of world position. More...
 
proto external vector GetMovementDirWorld ()
 
proto external void SetWeaponRaised (bool val)
 Set the current weapon-raised state. More...
 
proto external void SetWeaponADS (bool val)
 Set the current weapon ADS state. More...
 
proto external void SetFreeLook (bool input, bool mouse, bool controller)
 
proto external bool GetFreeLookInput ()
 
proto external bool GetFreeLookMouse ()
 
proto external bool GetFreeLookController ()
 
proto external void SetForcedFreeLook (bool enabled)
 Force character to stay in freelook. More...
 
proto external bool IsFreeLookForced ()
 
proto external void ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true)
 
proto external void SetDynamicSpeed (float value)
 
proto external float GetDynamicSpeed ()
 
proto external void SetShouldApplyDynamicSpeedOverride (bool shouldApply)
 
proto external void SetDynamicStance (float value)
 
proto external bool CanSetDynamicStance (float value)
 
proto external float GetDynamicStance ()
 
proto external void SetInspect (IEntity targetItem)
 
proto external bool CanInspect (IEntity targetItem)
 
proto external bool GetInspect ()
 
proto external bool GetInspectCurrentWeapon ()
 
proto external IEntity GetInspectEntity ()
 
proto external void SetInspectState (int state)
 
proto external int GetInspectState ()
 
proto external bool GetIsWeaponDeployed ()
 
proto external bool CanDeployWeapon ()
 
proto external bool GetIsWeaponDeployedBipod ()
 
proto external IEntity GetCurrentItemInHands ()
 
proto external void SetStanceChange (int stance)
 CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. More...
 
proto external bool CanChangeStance (int stance)
 CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. More...
 
proto external void ForceStance (int stance)
 
proto external void ForceStanceUp (int stance)
 
proto external void SetRoll (int val)
 2 - right, 1 - left More...
 
proto external bool IsRoll ()
 
proto external bool CanRoll (int val)
 
proto external bool ShouldHoldInputForRoll ()
 
proto external void EnableHoldInputForRoll (bool enable)
 
proto external bool IsPlayerControlled ()
 
proto external void SetJump (float val)
 
proto external void SetWantedLeaning (float val)
 
proto external void SetBanking (float val)
 
proto external void SetMeleeAttack (bool val)
 
proto external float GetLeaning ()
 Either character wants to lean. More...
 
proto external float GetWantedLeaning ()
 
proto external bool IsAdjustingLeaning ()
 
proto external float GetCurrentLeanAmount ()
 Returns current amount of leaning applied. More...
 
proto external bool IsLeaning ()
 
proto external float GetADSTime ()
 
proto external bool IsWeaponRaised ()
 
proto external EWeaponObstructedState GetWeaponObstructedState ()
 
proto external float GetObstructionAlpha ()
 
proto external bool IsClimbing ()
 
proto external bool IsSwimming ()
 
proto external bool IsSprinting ()
 
proto external bool IsChangingStance ()
 
proto external bool IsWeaponADS ()
 
proto external bool IsChangingFireMode ()
 
proto external bool IsPlayingGesture ()
 
proto external bool IsFreeLookEnabled ()
 
proto external bool IsTrackIREnabled ()
 
proto external bool IsFocusMode ()
 
proto external bool GetWeaponADSInput ()
 
proto external bool IsChangingItem ()
 
proto external bool IsFalling ()
 
proto external bool IsReloading ()
 
proto external bool CanFire ()
 
proto external bool IsDead ()
 
proto external bool IsUsingItem ()
 
proto external bool IsMeleeAttack ()
 
proto external bool CanEngageChangeItem ()
 
proto external bool SelectWeapon (BaseWeaponComponent newWeapon)
 Set weapon on character with switching animations. If true, the request was successful. More...
 
proto external bool SetMuzzle (int index)
 
proto external bool SetFireMode (int index)
 
proto external void SetSightsRange (int index)
 
proto external void SetWeaponADSInput (bool val)
 
proto external bool SetSafety (bool safety, bool automatic)
 
proto external float GetStamina ()
 
proto external bool ReloadWeapon ()
 Request weapon reload. If true, request was sucessful. More...
 
proto external bool ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false)
 
proto external ECharacterLifeState GetLifeState ()
 
proto external void SetUnconscious (bool enabled)
 
proto external bool IsUnconscious ()
 
proto external bool CanReviveCharacter ()
 
proto external bool CanEnterUnconsciousness ()
 
proto external void EnableReviveCharacter (bool enabled)
 
proto external void Ragdoll (bool broadcast=true)
 Dying. More...
 
proto external void ForceDeath ()
 Kills the character. Skips invincibility checks. More...
 
proto external void TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false)
 
proto external bool CanEquipGadget (IEntity gadget)
 
proto external IEntity GetAttachedGadgetAtLeftHandSlot ()
 
proto external bool TryUseBandage (IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true)
 
proto external void RemoveGadgetFromHand (bool skipAnimations=false)
 Remove held gadget. More...
 
proto external void RecoverHiddenGadget (bool respectSettings, bool skipAnims)
 Put held gadget on hold. More...
 
proto external bool IsGadgetInHands ()
 Returns true if there is a gadget in hands. More...
 
proto external bool SetGadgetRaisedModeWanted (bool newRaised)
 Returns true if focus will be changed to requested. More...
 
proto external bool IsGadgetRaisedModeWanted ()
 Returns true if character will be (or is) using gadget in raised mode. More...
 
proto external bool TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null)
 
proto external bool TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null)
 
proto external IEntity GetRightHandItem ()
 Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon) More...
 
proto external bool TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false)
 
proto external bool TryUseItemOverrideParams (notnull ItemUseParameters params)
 
proto external bool CanUseItem ()
 Returns true if the character can use an item. More...
 
proto external bool TryStartCharacterGesture (int gesture, int durationMS=0)
 Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called) More...
 
proto external void StopCharacterGesture ()
 
proto external bool TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="")
 
proto external bool IsPlayingItemGesture ()
 Returns true if the character is playing a gesture. More...
 
proto external bool CanPlayItemGesture ()
 Returns true if the character can play a gesture. More...
 
proto external bool CanUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false)
 
proto external bool TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0)
 
proto external void DropWeapon (WeaponSlotComponent weaponSlot)
 Makes character drop weapon from the weapon slot given by parameter. More...
 
proto external void DropItemFromLeftHand ()
 Makes character drop item from left hand. More...
 
proto external void StopDeployment ()
 
proto external void RequestActionByID (int actionID, float value)
 
proto external bool IsPartiallyLowered ()
 Returns true if the character is partially lowered. More...
 
proto external bool CanPartialLower ()
 Returns true if the character can partially lower (weapon). More...
 
proto external void SetPartialLower (bool state)
 Sets desired partial lower state, if allowed. More...
 
proto external vector GetCameraWeaponOffset ()
 
proto external bool GetDisableMovementControls ()
 
proto external void SetDisableMovementControls (bool other)
 
proto external bool GetDisableViewControls ()
 
proto external void SetDisableViewControls (bool other)
 
proto external void SetAimingSensitivity (float mouse, float gamepad, float ads)
 
proto external void GetAimingSensitivity (out float mouse, out float gamepad, out float ads)
 
proto external void SetStickyGadget (bool enable)
 
proto external void SetStickyADS (bool enable)
 
proto external void SetMaxZoomInADS (bool enable)
 
proto external bool GetMaxZoomInADS ()
 
proto external void SetMouseControlAircraft (bool enable)
 
proto external bool GetMouseControlAircraft ()
 
proto external bool GetDisableWeaponControls ()
 
proto external void SetDisableWeaponControls (bool other)
 
proto external vector GetMovementVelocity ()
 
proto external vector GetMovementInput ()
 
proto external vector GetVelocity ()
 
proto external bool GetIsSprintingToggle ()
 
proto external float GetLastStanceChangeDelay ()
 
proto external int GetCurrentMovementPhase ()
 
proto external bool GetCanFireWeapon ()
 
proto external bool GetCanThrow ()
 
proto external void SetWeaponNoFireTime (float t)
 
proto external bool IsInThirdPersonView ()
 
proto external void SetInThirdPersonView (bool state)
 
proto external float GetStanceChangeDelayTime ()
 
proto external float GetJumpSpeed ()
 
proto external bool GetMeleeAttackInput ()
 
proto external bool IsFreeLookEnforced ()
 Returns true if freelook is enforced by game logic. More...
 
proto external bool GetPositionInView (vector pos, float angMax)
 
proto external void GetWeaponModifiers (float baseScale, float moveScale, out vector scaleA, out vector scaleB)
 
proto external CharacterStaminaComponent GetStaminaComponent ()
 
proto external bool IsCharacterStationary ()
 
event void OnInspectionModeChanged (bool newState)
 
event void UpdateDrowning (float timeSlice, vector waterLevel)
 
event protected void OnDiag (IEntity owner, float timeslice)
 
event protected void OnReloaded (IEntity owner, BaseWeaponComponent weapon)
 
event protected void OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player)
 
event protected void OnApplyControls (IEntity owner, float timeSlice)
 
event protected void OnMeleeDamage (bool started)
 Handling of melee events. Sends true if melee started, false, when melee ends. More...
 
event bool GetCanMeleeAttack ()
 
event bool GetCanEquipGadget (IEntity gadget)
 
event protected bool OnPerformAction ()
 Override to handle what happens after pressing F button, return false to use default cpp behavior. More...
 
event bool CanGetOutVehicleScript ()
 Override to handle whether character can get out of vehicle via GetOut input action. More...
 
event bool CanJumpOutVehicleScript ()
 Override to handle whether character can eject from vehicle via JumpOut input action. More...
 
event protected void OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 Will be called when the life state of the character changes. More...
 
event protected void OnConsciousnessChanged (bool conscious)
 Will be called when the consciousness of the character changes. More...
 
event protected void OnDeath (IEntity instigatorEntity, notnull Instigator instigator)
 Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. More...
 
event protected void OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround)
 Will be called when gadget taken/removed from hand. More...
 
event protected void OnGadgetFocusStateChanged (IEntity gadget, bool isFocused)
 Will be called when gadget fully transitioned to or canceled focus mode. More...
 
event protected void OnItemUseBegan (ItemUseParameters itemUseParams)
 Will be called when item use action is started. More...
 
event protected void OnItemUseEnded (ItemUseParameters itemUseParams, bool successful)
 Will be called when item use action is complete. More...
 
event float GetInspectTargetLookAt (out vector targetAngles)
 
event bool ShouldAligningAdjustAimingAngles ()
 
event bool ShouldGadgetBeDropped (IEntity gadget)
 
event protected void OnWeaponDropped (IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot)
 Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from. More...
 
event protected void OnItemDroppedFromLeftHand (IEntity pItemEntity)
 Runs after the left hand item is dropped. Returns dropped item entity. More...
 
event bool SCR_GetDisableMovementControls ()
 
event void SCR_OnDisabledJumpAction ()
 
event bool SCR_GetDisableViewControls ()
 
event protected void OnControlledByPlayer (IEntity owner, bool controlled)
 Called when a player has been assigned to this controller. More...
 
CommunicationSoundComponentClass SoundComponentClass GetMetadata (AudioHandle handle, out notnull array< string > metadata)
 Get list of metadata. Last item in array is 'textFormat'. More...
 
proto external void SoundEventPriority (string eventName, int priority, bool ignoreQueue=false)
 Add a soundevent with priority to the priority queue which will be played in order of priority. More...
 
event void OnSoundEventFinished (string eventName, AudioHandle handle, int priority, bool terminated)
 
event protected void HandleMetadata (array< string > metadata, int priority, float distance)
 
CompartmentAccessComponentClass GameComponentClass GetCompartment ()
 Returns the compartent we're in. More...
 
proto external BaseCompartmentSlot FindFreeCompartment (IEntity targetEntity, ECompartmentType compartmentType, bool useReserved=true)
 Returns the first free compartment of a given type on. More...
 
proto external BaseCompartmentSlot FindCompartmentReservedBy (IEntity targetEntity, IEntity reservedBy)
 
proto external bool IsInCompartment ()
 Returns true if we're inside a compartment. More...
 
proto external bool IsInCompartmentADS ()
 Returns true if we're inside a compartment with enabled ADS. More...
 
proto external bool IsTargetVehicleAccessible (IEntity targetEntity)
 Returns true if. More...
 
proto external bool CanGetInVehicle (IEntity targetEntity)
 Returns true if. More...
 
proto external bool CanGetInVehicleViaDoor (IEntity targetEntity, BaseCompartmentSlot targetCompartment, int doorInfoIndex)
 Returns true if. More...
 
proto external bool GetInVehicle (IEntity targetEntity, BaseCompartmentSlot targetCompartment, int doorInfoIndex)
 Make current entity get into. More...
 
proto external bool MoveInVehicle (IEntity targetEntity, BaseCompartmentSlot targetCompartment)
 Make current entity move (teleport) into. More...
 
proto external bool WasLastGettingOutEjecting ()
 If true, last exiting of vehicle was by ejecting, so we should not reset vehicle inputs. More...
 
proto external bool WasLastGettingOutTeleportation ()
 If true, last exiting of vehicle was by teleportation. More...
 
proto external void GetTeleportTarget (out vector outMat[4])
 Get the target transform for the last exit from vehicle. More...
 
proto external bool IsGettingIn ()
 Returns true while getting in. More...
 
proto external bool IsGettingOut ()
 Returns true while getting out. More...
 
proto external bool CanGetOutVehicle ()
 Returns true if compartment can be gotten out of. More...
 
proto external bool CanGetOutVehicleViaDoor (int doorIndex)
 Returns true if compartment can be gotten out of via the door with index. More...
 
proto external bool GetOutVehicle (int doorInfoIndex, bool ejects)
 Get out of current entity via the door with index. More...
 
proto external bool MoveOutVehicle (int doorInfoIndex, vector targetTransform[4])
 Move out of (teleport from) current vehicle via the door with index. More...
 
proto external bool EjectOutOfVehicle ()
 Teleport out of the vehicle normally - when exiting is not possible. More...
 
proto external bool CanJumpOutVehicle ()
 Returns true if current compartment can be jumped from. More...
 
proto external bool JumpOutVehicle ()
 Jump out of current compartment. More...
 
event protected void OnCompartmentEntered (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
 
event protected void OnCompartmentLeft (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
 
proto external Faction GetAffiliatedFaction ()
 Returns the affiliated faction or null if none. More...
 
proto external Faction GetDefaultAffiliatedFaction ()
 Returns the default affiliated faction or null if none. More...
 
proto external void SetAffiliatedFaction (Faction faction)
 
proto external void SetAffiliatedFactionByKey (FactionKey factionKey)
 
event protected void OnCompartmentEntering (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move)
 
event protected void OnCompartmentEntered (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move)
 
event protected void OnCompartmentLeft (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move)
 
event protected void OnFactionChanged (Faction previous, Faction current)
 
FuelManagerComponentClass GameComponentClass GetFuelNodesList (out notnull array< BaseFuelNode > outNodes)
 
proto external bool HasFuel ()
 Returns true if one node has at least some fuel. More...
 
proto external bool CanBeRefueled ()
 Returns true if at least one node can be refueled. More...
 
proto external float GetTotalFuel ()
 Get the current sum of amount of fuel in all nodes. More...
 
proto external float GetTotalMaxFuel ()
 Get the current sum of the max amount of fuel in all nodes. More...
 
HelicopterControllerComponentClass VehicleControllerComponent_SAClass GetAutohoverEnabled ()
 return true if autohover system is enabled More...
 
proto external void SetAutohoverEnabled (bool enabled)
 enables autohover system More...
 
proto external bool GetWheelBrake ()
 returns true if wheel brake is active More...
 
proto external bool GetPersistentWheelBrake ()
 returns true if persistent wheel brake is active More...
 
NwkCarMovementComponentClass NwkMovementComponentClass SetAllowance (bool speedScaledDistance, float distance, float angle, float linearVelocity, float angularVelocity)
 
proto external void SetPrediction (bool turnOn)
 
NwkMovementComponentClass GameComponentClass IsInterpolating ()
 Base class for entity replication - e.g. vehicles, characters, animals. More...
 
proto external void EnableSimulation (bool enable)
 
proto external void EnableInterpolation (bool enable)
 
proto external bool IsInterpolationEnabled ()
 
PerceptionComponentClass AIComponentEntityClass GetSimulateCounter ()
 
proto external int GetTargetsList (out notnull array< BaseTarget > outTargets, ETargetCategory category)
 
proto external int GetTargetCount (ETargetCategory category)
 
proto external BaseTarget GetLastSeenTarget (ETargetCategory category, float timeSinceSeenMax)
 
proto external BaseTarget GetTargetPerceptionObject (IEntity entityToFind, ETargetCategory targetCategory)
 
proto external BaseTarget FindTargetPerceptionObject (IEntity entityToFind)
 Same as GetTargetPerceptionObject, but searches in all categories. More...
 
proto external BaseTarget GetClosestTarget (ETargetCategory category, float timeSinceSeenMax, float timeSinceDetectedMax)
 
proto external void SetPerceptionFactor (float value)
 Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition. More...
 
proto external float GetUpdateInterval ()
 
proto external IEntity GetFriendlyInLineOfFire ()
 
proto external void SetFriendlyFireCheck (bool on)
 
PreviewAnimationComponentClass AnimationControllerComponentClass UpdateFrameStep (IEntity owner, float ts)
 Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required) More...
 
proto external void SetGraphResource (IEntity owner, ResourceName graphResource, ResourceName animInstanceResource, string startNode)
 Changes used anim graph. More...
 
proto external void UpdateAnimInstance (IEntity owner, ResourceName instanceResource)
 Changes used anim instance. More...
 
proto external void SetHandsIKPose (IEntity owner, ResourceName ikPoseResource)
 Changes used ik pose resource. More...
 
proto external void SetIkState (bool leftHand, bool rightHand)
 Changes IK state for weapon IKVariable (usually state set once upon creation) More...
 
RadioBroadcastComponentClass GameComponentClass GetState ()
 
proto external void EnableRadio (bool enable)
 
RplComponentClass BaseRplComponentClass DeleteRplEntity (IEntity entity, bool releaseFromReplication)
 Base class for entity replication - e.g. vehicles, characters, animals. More...
 
proto external void GiveExt (RplIdentity newOwner, bool alwaysNotify)
 
proto external void ForceNodeMovement (vector previousPos)
 
proto external void EnableStreaming (bool enable)
 
proto external void EnableStreamingConNode (RplIdentity identity, bool enable)
 
ScriptGameComponentClass ScriptComponentClass OnTicksOnRemoteProxy ()
 
SignalsComponentClass GameComponentClass Update ()
 Updates the internal state. Changes outputs based on inputs. More...
 
proto external int GetSignalInIndex (string name)
 Returns the index of a given signal input. More...
 
proto external int GetSignalOutIndex (string name)
 Returns the index of a given signal output. More...
 
proto external bool SetSignalInValue (int index, float value)
 Set the input value of a signal. Returns true if changed. More...
 
proto external float GetSignalInValue (int index)
 Returns the value of a signal input. More...
 
proto external float GetSignalOutValue (int index)
 Returns the value of a signal output. More...
 
proto external int GetSignalIns (out notnull array< string > ins)
 
proto external int GetSignalOuts (out notnull array< string > outs)
 
SignalsManagerComponentClass GameComponentClass AddOrFindSignal (string signalName, float value=0)
 
proto external int AddOrFindMPSignal (string signalName, float valueThreshold, float blendSpeed, float value=0, SignalCompressionFunc compressionFunc=SignalCompressionFunc.None)
 
proto external int FindSignal (string signalName)
 
proto external void SetSignalValue (int index, float value)
 Set the signal with an index of. More...
 
proto external float GetSignalValue (int index)
 
SimpleSoundComponentClass BaseSoundComponentClass EnableDynamicSimulation (bool value)
 Enables the dynamic simulation. More...
 
proto external void SetScriptedMethodsCall (bool state)
 Set flag for script callbacks. More...
 
proto external bool IsScriptedMethodsCallEnabled ()
 TRUE when flag for script callbacks is set. More...
 
event protected void UpdateSoundJob (IEntity owner, float timeSlice)
 Call when component is in range. More...
 
event protected void OnUpdateSoundJobBegin (IEntity owner)
 Called when dynamic simulation is started. More...
 
event protected void OnUpdateSoundJobEnd (IEntity owner)
 Called when dynamic simulation is stopped. More...
 
SlotManagerComponentClass GameComponentClass GetSlotInfos (out notnull array< EntitySlotInfo > outSlotInfos)
 
proto external EntitySlotInfo GetSlotByName (string slotName)
 
SoundComponentClass SimpleSoundComponentClass SoundEvent (string eventName)
 Play a sound from the owner entity's position. More...
 
proto external AudioHandle SoundEventTransform (string eventName, vector transf[])
 Play a sound from a set transformation. More...
 
proto external AudioHandle SoundEventBone (string eventName, string bone)
 Play a sound from the owner entity's position. More...
 
proto external AudioHandle SoundEventOffset (string eventName, vector offset)
 Play a sound with a given offset from the owner entity. More...
 
StreetLampComponentClass GenericComponentClass IsLightOn ()
 
proto external void SetBroken (bool broken)
 
VehicleBaseSimulationClass GameComponentClass HasAnyGroundContact ()
 Returns true if any wheel/landing gear has contact with ground or other object. More...
 
proto external vector GetGForce ()
 Returns the acceleration of the vehicle produced by mechanical forces. More...
 
proto external float GetGForceMagnitude ()
 Returns the total amount of acceleration of the vehicle produced by mechanical forces. More...
 
proto external bool IsValid ()
 Returns true if this component was properly initialized. More...
 
VehicleSoundComponentClass SoundComponentClass SetMinTimeAfterImpact (float timeMs)
 
VolumeDataProviderComponentClass GenericComponentClass SetSize (vector size)
 
proto external void SetCategory (string category)
 
VoNComponentClass GameComponentClass SetCapture (bool isCapturing)
 
proto external void SetCommMethod (ECommMethod type)
 Sets communication method used. More...
 
proto external ECommMethod GetCommMethod ()
 
proto external void SetTransmitRadio (BaseTransceiver transceiver)
 Sets the transceiver used for VoN transmission. More...
 
proto external BaseTransceiver GetTransmitRadio ()
 
proto external void SoundEventPriority (string eventname, array< float > values, int priority, bool ignoreQueue=false)
 Transfer AI sound message through VoN. More...
 
event protected void OnCapture (BaseTransceiver transmitter)
 VONComponent event. More...
 
event protected void OnReceive (int playerId, BaseTransceiver receiver, int frequency, float quality)
 VONComponent event. More...
 

Detailed Description

Enumeration Type Documentation

◆ EVehicleDrivingAssistanceMode [1/2]

Player vehicle driving assistance modes. Individual features may become separate options in future.

Enumerator
NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

Definition at line 13 of file EVehicleDrivingAssistanceMode.c.

◆ EVehicleDrivingAssistanceMode [2/2]

Enumerator
NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

Definition at line 13 of file EVehicleDrivingAssistanceMode.c.

◆ EVehicleEngineStartFailedReason [1/2]

Describes failure types of engine startup routine.

Enumerator
NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

Definition at line 13 of file EVehicleEngineStartFailedReason.c.

◆ EVehicleEngineStartFailedReason [2/2]

Enumerator
NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

Definition at line 13 of file EVehicleEngineStartFailedReason.c.

Function Documentation

◆ AddOrFindMPSignal()

proto external int AddOrFindMPSignal ( string  signalName,
float  valueThreshold,
float  blendSpeed,
float  value = 0,
SignalCompressionFunc  compressionFunc = SignalCompressionFunc.None 
)

Add or find a signal which is synchronized over the network automatically.

Parameters
signalNameName of the signal to add / find
valueThresholdHow much the value has to changed compared to the previous one in order to sync it over the network.
blendSpeedHow fast the value is interpolated when synced over the network. It also influences how much time can pass before the values is synced over the network again. Time in seconds = 1.0/blendSpeed.
valueValue the newly created signal is going to have.
compressionFuncCompression type to use to compress the value when transfering it over the network.
Warning
This has to be performed on authority. If an attempt to register a MP signal is made on proxies an ordinary signal is created instead. If authority registers a signal it makes sure to synchronize to state with proxies.
Returns
Index of the signal. Returns -1 in case of error.

◆ AddOrFindSignal()

SignalsManagerComponentClass GameComponentClass AddOrFindSignal ( string  signalName,
float  value = 0 
)

Add or Find a signal which is always local to the machine

Parameters
signalNameName of the signal to add / find
valueValue the newly created signal is going to have.
Returns
index of signal. Returns -1 in case of error.

◆ CanBeRefueled()

proto external bool CanBeRefueled ( )

Returns true if at least one node can be refueled.

◆ CancelAction()

proto external void CancelAction ( BaseUserAction  action)

◆ CancelStart()

proto external void CancelStart ( )

◆ CanChangeStance()

proto external bool CanChangeStance ( int  stance)

CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.

◆ CanDeployWeapon()

proto external bool CanDeployWeapon ( )

Returns true if weapon can be deployed and stabilized. This method uses traces to see if the surface is suitable for weapon deployment.

◆ CanEngageChangeItem()

proto external bool CanEngageChangeItem ( )

◆ CanEnterUnconsciousness()

proto external bool CanEnterUnconsciousness ( )

◆ CanEquipGadget()

proto external bool CanEquipGadget ( IEntity  gadget)

◆ CanFire()

proto external bool CanFire ( )

◆ CanGetInVehicle()

proto external bool CanGetInVehicle ( IEntity  targetEntity)

Returns true if.

Parameters
targetEntitycan be entered at this time

◆ CanGetInVehicleViaDoor()

proto external bool CanGetInVehicleViaDoor ( IEntity  targetEntity,
BaseCompartmentSlot  targetCompartment,
int  doorInfoIndex 
)

Returns true if.

Parameters
targetEntitycan be entered at this time

◆ CanGetOutVehicle()

proto external bool CanGetOutVehicle ( )

Returns true if compartment can be gotten out of.

◆ CanGetOutVehicleScript()

event bool CanGetOutVehicleScript ( )

Override to handle whether character can get out of vehicle via GetOut input action.

Definition at line 401 of file CharacterControllerComponent.c.

◆ CanGetOutVehicleViaDoor()

proto external bool CanGetOutVehicleViaDoor ( int  doorIndex)

Returns true if compartment can be gotten out of via the door with index.

Parameters
doorIndex

◆ CanInspect()

proto external bool CanInspect ( IEntity  targetItem)

Returns whether inspection mode can be set.

Returns
True in case inspection mode can be set, false otherwise.

◆ CanJumpOutVehicle()

proto external bool CanJumpOutVehicle ( )

Returns true if current compartment can be jumped from.

◆ CanJumpOutVehicleScript()

event bool CanJumpOutVehicleScript ( )

Override to handle whether character can eject from vehicle via JumpOut input action.

Definition at line 403 of file CharacterControllerComponent.c.

◆ CanMove()

proto external bool CanMove ( )

Returns state of movement capacity.

◆ CanPartialLower()

proto external bool CanPartialLower ( )

Returns true if the character can partially lower (weapon).

◆ CanPlayItemGesture()

proto external bool CanPlayItemGesture ( )

Returns true if the character can play a gesture.

◆ CanReviveCharacter()

proto external bool CanReviveCharacter ( )

◆ CanRoll()

proto external bool CanRoll ( int  val)

◆ CanSetDynamicStance()

proto external bool CanSetDynamicStance ( float  value)

Returns whether provided dynamic stance can be set for this character.

See also
CharacterControllerComponent::SetDynamicStance(float value)
Parameters
valueDesired stance height as percentage of full erect <0,1>.

◆ CanSwitchSeat()

VehicleControllerComponentClass CompartmentControllerComponentClass CanSwitchSeat ( )

◆ CanUseItem()

proto external bool CanUseItem ( )

Returns true if the character can use an item.

◆ CanUseLadder()

proto external bool CanUseLadder ( IEntity  pLadderOwner,
int  ladderComponentIndex = 0,
float  maxTestDistance = -1.0,
float  maxEntryAngle = -1.0,
bool  performTraceCheck = false 
)

Returns true if the character can use provided ladder. if optional maxTestDistance or maxEntryAngle is below 0, distance for test will be taken from character's ladder auto detection settings

◆ DeleteRplEntity()

RplComponentClass BaseRplComponentClass DeleteRplEntity ( IEntity  entity,
bool  releaseFromReplication 
)

Base class for entity replication - e.g. vehicles, characters, animals.

Deletes a replicated entity.

When called by the authority it removes the entity from replication delete the entity physically. If releaseFromReplication is true, once deleted from the replication on proxies they won't delete the entity physically.

When called by a proxy no physical delete happens until the authority deletes the entity. If releaseFromReplication is true the entity is marked and won't be deleted physically when deleted from the replication (unless the authority managed to tell the proxy the entity was deleted on the server already).

Parameters
pEntityEntity to delete
releaseFromReplicationWhen true after the entity is deleted from replication it won't be deleted from the game.

◆ DropItemFromLeftHand()

proto external void DropItemFromLeftHand ( )

Makes character drop item from left hand.

◆ DropWeapon()

proto external void DropWeapon ( WeaponSlotComponent  weaponSlot)

Makes character drop weapon from the weapon slot given by parameter.

◆ EjectOutOfVehicle()

proto external bool EjectOutOfVehicle ( )

Teleport out of the vehicle normally - when exiting is not possible.

◆ EnableDynamicSimulation()

SimpleSoundComponentClass BaseSoundComponentClass EnableDynamicSimulation ( bool  value)

Enables the dynamic simulation.

◆ EnableHoldInputForRoll()

proto external void EnableHoldInputForRoll ( bool  enable)

◆ EnableInterpolation()

proto external void EnableInterpolation ( bool  enable)

◆ EnableRadio()

proto external void EnableRadio ( bool  enable)

◆ EnableReviveCharacter()

proto external void EnableReviveCharacter ( bool  enabled)

◆ EnableSimulation()

proto external void EnableSimulation ( bool  enable)

◆ EnableStreaming()

proto external void EnableStreaming ( bool  enable)

Enable streaming for a specific entity. This takes precedence over EnableStreaming for a specific Connection or Connection/Node

Warning
Works only if Network Dynamic Simulation is enabled
Parameters
enableIf true streaming is enabled.

◆ EnableStreamingConNode()

proto external void EnableStreamingConNode ( RplIdentity  identity,
bool  enable 
)

Enable streaming of node to a specific player. Respects disabled connection rules, respects disabled nodes rules

Warning
Works only if Network Dynamic Simulation is enabled
Parameters
identityClient connection
enableIf true streaming is enabled.

◆ FindCompartmentReservedBy()

proto external BaseCompartmentSlot FindCompartmentReservedBy ( IEntity  targetEntity,
IEntity  reservedBy 
)

◆ FindFreeCompartment()

proto external BaseCompartmentSlot FindFreeCompartment ( IEntity  targetEntity,
ECompartmentType  compartmentType,
bool  useReserved = true 
)

Returns the first free compartment of a given type on.

Parameters
targetEntity

◆ FindLight()

proto external BaseLightSlot FindLight ( int  lightID)

Searches for Light by ID.

◆ FindSignal()

proto external int FindSignal ( string  signalName)

Find a signal with given name

Parameters
signalNameName of the signal to find
Returns
Index of the signal. Returns -1 in case of error.

◆ FindTargetPerceptionObject()

proto external BaseTarget FindTargetPerceptionObject ( IEntity  entityToFind)

Same as GetTargetPerceptionObject, but searches in all categories.

◆ ForceDeath()

proto external void ForceDeath ( )

Kills the character. Skips invincibility checks.

◆ ForceNodeMovement()

proto external void ForceNodeMovement ( vector  previousPos)

Force scheduler to move node This is useful for nodes that do not have networked movement component, but are forcefully moved. To be used only in special cases.

Warning
Works only if Network Dynamic Simulation is enabled
Parameters
previousPosprevious position to move the node from

◆ ForceStance()

proto external void ForceStance ( int  stance)

◆ ForceStanceUp()

proto external void ForceStanceUp ( int  stance)

◆ ForceStartEngine()

proto external void ForceStartEngine ( )

Forcibly starts the engine without any delay, only meant for cinematics, not to be used in any game logic!

◆ ForceStopEngine()

proto external void ForceStopEngine ( )

Forcibly stops the engine without any delay, only meant for cinematics, not to be used in any game logic!

◆ GetADSTime()

proto external float GetADSTime ( )

◆ GetAffiliatedFaction()

proto external Faction GetAffiliatedFaction ( )

Returns the affiliated faction or null if none.

◆ GetAIControlComponent()

proto external AIControlComponent GetAIControlComponent ( )

◆ GetAimingComponent()

◆ GetAimingDirection()

proto external vector GetAimingDirection ( )

Get the current aiming direction in local space.

◆ GetAimingDirectionWorld()

proto external vector GetAimingDirectionWorld ( )

Get the current aiming direction in world space.

◆ GetAimingLimits()

proto void GetAimingLimits ( out vector  limitsHoriz,
out vector  limitsVert 
)

Get the current aiming limits

Parameters
limitsHorizReturn the horizontal limits
limitsVertReturn the vertical limits

◆ GetAimingRotation()

proto external vector GetAimingRotation ( )

Get the current aiming rotation in degress.

◆ GetAimingRotationModification()

proto external vector GetAimingRotationModification ( )

◆ GetAimingRotationWanted()

proto external vector GetAimingRotationWanted ( )

Get the current desired aiming rotation in degrees.

◆ GetAimingSensitivity()

proto external void GetAimingSensitivity ( out float  mouse,
out float  gamepad,
out float  ads 
)

◆ GetAmbientSoundsCountPerType()

proto external void GetAmbientSoundsCountPerType ( out notnull array< int count)

◆ GetAnimationComponent()

proto external CharacterAnimationComponent GetAnimationComponent ( )

◆ GetAttachedGadgetAtLeftHandSlot()

proto external IEntity GetAttachedGadgetAtLeftHandSlot ( )

◆ GetAutohoverEnabled()

HelicopterControllerComponentClass VehicleControllerComponent_SAClass GetAutohoverEnabled ( )

return true if autohover system is enabled

◆ GetBaseSimulation()

proto external VehicleBaseSimulation GetBaseSimulation ( )

Returns the base of simulation component associated with this controller.

◆ GetCameraHandlerComponent()

proto external CameraHandlerComponent GetCameraHandlerComponent ( )

◆ GetCameraOrigin()

proto external vector GetCameraOrigin ( )

◆ GetCameraWeaponOffset()

proto external vector GetCameraWeaponOffset ( )

◆ GetCanEquipGadget()

event bool GetCanEquipGadget ( IEntity  gadget)

Definition at line 397 of file CharacterControllerComponent.c.

◆ GetCanFireWeapon()

proto external bool GetCanFireWeapon ( )

◆ GetCanMeleeAttack()

event bool GetCanMeleeAttack ( )

Definition at line 396 of file CharacterControllerComponent.c.

◆ GetCanThrow()

proto external bool GetCanThrow ( )

◆ GetChannelState()

proto external bool GetChannelState ( int  channelId)
Parameters
channelIdDefined by BaseChatEntity. Indexed from 0.
Returns
true for enabled channel, false otherwise

◆ GetCharacter()

proto external SCR_ChimeraCharacter GetCharacter ( )

Returns the current controlled character.

◆ GetClosestDormantAgent()

AIAnimalManagerComponentClass AIComponentClass GetClosestDormantAgent ( vector  playerPos)

◆ GetClosestEntities()

proto external void GetClosestEntities ( int  soundTypeIdx,
int  nEntities,
out notnull array< IEntity >  output 
)

◆ GetClosestTarget()

proto external BaseTarget GetClosestTarget ( ETargetCategory  category,
float  timeSinceSeenMax,
float  timeSinceDetectedMax 
)

◆ GetCommMethod()

proto external ECommMethod GetCommMethod ( )

◆ GetCompartment()

Returns the compartent we're in.

◆ GetCurrentItemInHands()

proto external IEntity GetCurrentItemInHands ( )

◆ GetCurrentLeanAmount()

proto external float GetCurrentLeanAmount ( )

Returns current amount of leaning applied.

◆ GetCurrentMovementPhase()

proto external int GetCurrentMovementPhase ( )

◆ GetCurrentRecoilTranslation()

proto external vector GetCurrentRecoilTranslation ( )

◆ GetDefaultAffiliatedFaction()

proto external Faction GetDefaultAffiliatedFaction ( )

Returns the default affiliated faction or null if none.

◆ GetDisableMovementControls()

proto external bool GetDisableMovementControls ( )

◆ GetDisableViewControls()

proto external bool GetDisableViewControls ( )

◆ GetDisableWeaponControls()

proto external bool GetDisableWeaponControls ( )

◆ GetDynamicSpeed()

proto external float GetDynamicSpeed ( )

Returns dynamic speed value. Set by mousewheel or by pressing walk button. Not set by gamepad analogue stick.

Returns
Dynamic speed value as <0, 1>.

◆ GetDynamicStance()

proto external float GetDynamicStance ( )

Returns current dynamic stance value.

Returns
Dynamic stance value as <0,1>.

◆ GetEncryptionKey()

proto external string GetEncryptionKey ( )
Returns
Key used for transmission encryption

◆ GetEngineDrowned()

proto external bool GetEngineDrowned ( )

Returns true if the engine is drowned.

◆ GetEngineStartupChance()

proto external float GetEngineStartupChance ( )

Returns the engine startup chance in <0, 100>.

◆ GetFreeLookController()

proto external bool GetFreeLookController ( )

◆ GetFreeLookInput()

proto external bool GetFreeLookInput ( )

◆ GetFreeLookMouse()

proto external bool GetFreeLookMouse ( )

◆ GetFriendlyInLineOfFire()

proto external IEntity GetFriendlyInLineOfFire ( )

◆ GetFuelManager()

proto external FuelManagerComponent GetFuelManager ( )

Returns the fuel manager associated with this controller.

◆ GetFuelNodesList()

FuelManagerComponentClass GameComponentClass GetFuelNodesList ( out notnull array< BaseFuelNode outNodes)

◆ GetGForce()

proto external vector GetGForce ( )

Returns the acceleration of the vehicle produced by mechanical forces.

◆ GetGForceMagnitude()

proto external float GetGForceMagnitude ( )

Returns the total amount of acceleration of the vehicle produced by mechanical forces.

◆ GetHeadAimingComponent()

proto external CharacterHeadAimingComponent GetHeadAimingComponent ( )

◆ GetInitAiming()

Get the init rotation defined in the prefab in degrees.

◆ GetInputContext()

proto external CharacterInputContext GetInputContext ( )

◆ GetInspect()

proto external bool GetInspect ( )

Returns whether character is in inspection mode.

Returns
True in case character is in inspection mode, false otherwise.

◆ GetInspectCurrentWeapon()

proto external bool GetInspectCurrentWeapon ( )

Returns whether inspected item (if any) is currently equipped weapon or not.

Returns
True in case inspected weapon is valid and is current weapon.

◆ GetInspectEntity()

proto external IEntity GetInspectEntity ( )

Returns entity that is currently inspected or null if none.

◆ GetInspectState()

proto external int GetInspectState ( )

Returns inspection state if inspection is enabled.

Returns
Returns desired state, see SetInspectState.

◆ GetInspectTargetLookAt()

event float GetInspectTargetLookAt ( out vector  targetAngles)

Output target angles vector is used during inspection to adjust look at. Returned value is speed at which the look angles are adjusted, or 0 if no adjustment is to be made.

◆ GetInVehicle()

proto external bool GetInVehicle ( IEntity  targetEntity,
BaseCompartmentSlot  targetCompartment,
int  doorInfoIndex 
)

Make current entity get into.

Parameters
targetEntity'scompartment specified by
targetCompartment

◆ GetInventoryStorageManager()

proto external InventoryStorageManagerComponent GetInventoryStorageManager ( )

◆ GetIsSprintingToggle()

proto external bool GetIsSprintingToggle ( )

◆ GetIsWeaponDeployed()

proto external bool GetIsWeaponDeployed ( )

Returns true if weapon is deployed and stabilized.

◆ GetIsWeaponDeployedBipod()

proto external bool GetIsWeaponDeployedBipod ( )

Returns true if weapon is deployed and stabilized using a bipod.

◆ GetJumpSpeed()

proto external float GetJumpSpeed ( )

◆ GetLastSeenTarget()

proto external BaseTarget GetLastSeenTarget ( ETargetCategory  category,
float  timeSinceSeenMax 
)

◆ GetLastStanceChangeDelay()

proto external float GetLastStanceChangeDelay ( )

◆ GetLeaning()

proto external float GetLeaning ( )

Either character wants to lean.

◆ GetLeftHandPointInfo()

proto external EntitySlotInfo GetLeftHandPointInfo ( )

◆ GetLifeState()

proto external ECharacterLifeState GetLifeState ( )

◆ GetLightManager()

proto external BaseLightManagerComponent GetLightManager ( )

Returns the light manager associated with this controller.

◆ GetLights()

proto external int GetLights ( out notnull array< BaseLightSlot outLights)

Returns a list and count of all lights.

◆ GetLightsEnabled()

Gets the enable flag (all lights)

◆ GetLightsState()

proto external bool GetLightsState ( ELightType  type,
int  side = -1 
)

Gets the state flag for given type.

◆ GetMaxZoomInADS()

proto external bool GetMaxZoomInADS ( )

◆ GetMeleeAttackInput()

proto external bool GetMeleeAttackInput ( )

◆ GetMetadata()

CommunicationSoundComponentClass SoundComponentClass GetMetadata ( AudioHandle  handle,
out notnull array< string >  metadata 
)

Get list of metadata. Last item in array is 'textFormat'.

◆ GetModifiedAimingTranslation()

proto external vector GetModifiedAimingTranslation ( )

◆ GetMouseControlAircraft()

proto external bool GetMouseControlAircraft ( )

◆ GetMovementDirWorld()

proto external vector GetMovementDirWorld ( )

◆ GetMovementInput()

proto external vector GetMovementInput ( )

◆ GetMovementSpeed()

proto external float GetMovementSpeed ( )

◆ GetMovementVelocity()

proto external vector GetMovementVelocity ( )

◆ GetObstructionAlpha()

proto external float GetObstructionAlpha ( )

◆ GetOutVehicle()

proto external bool GetOutVehicle ( int  doorInfoIndex,
bool  ejects 
)

Get out of current entity via the door with index.

Parameters
doorInfoIndex

◆ GetOwner()

This component takes care of sending chat messages.

Returns the entity owning the component.

Returns the entity owner of the component.

Returns the parent entity of this component.

Returns
Entity this component is atached to.

Returns the entity owning the component.

Returns the entity owner of the component.

This component takes care of sending chat messages.

Returns the parent entity of this component.

Returns
Entity this component is atached to.

Definition at line 128 of file SCR_FuelNode.c.

◆ GetPersistentWheelBrake()

proto external bool GetPersistentWheelBrake ( )

returns true if persistent wheel brake is active

◆ GetPilotCompartmentSlot()

proto external PilotCompartmentSlot GetPilotCompartmentSlot ( )

Returns the pilot compartment slot associated with this controller.

◆ GetPositionInView()

proto external bool GetPositionInView ( vector  pos,
float  angMax 
)

Returns whether a position is in the character's view

Parameters
posWorld Position to check is within view
angMaxMaximum(exclusive) angular offset in Degrees to consider the position within view

◆ GetRandomTree()

proto external IEntity GetRandomTree ( int  index,
float  minHeight 
)

◆ GetRawAimingRotation()

proto external vector GetRawAimingRotation ( )

Returns the aiming rotation in weapon model space. (1 = 1 rad).

x: +yaw, -yaw y: +pitch, -pitch z: +roll, -roll

◆ GetRawAimingTranslation()

proto external vector GetRawAimingTranslation ( )

Returns the aiming translation prior to any transformations in weapon model space (1 = 1 m).

x: +right, -left y: +up, -down z: +front, -back

◆ GetRightHandItem()

proto external IEntity GetRightHandItem ( )

Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)

◆ GetRightHandPointInfo()

proto external EntitySlotInfo GetRightHandPointInfo ( )

◆ GetRiver()

proto external bool GetRiver ( const vector  pos,
out notnull array< float >  count 
)

◆ GetSignalInIndex()

proto external int GetSignalInIndex ( string  name)

Returns the index of a given signal input.

◆ GetSignalIns()

proto external int GetSignalIns ( out notnull array< string >  ins)

◆ GetSignalInValue()

proto external float GetSignalInValue ( int  index)

Returns the value of a signal input.

◆ GetSignalOutIndex()

proto external int GetSignalOutIndex ( string  name)

Returns the index of a given signal output.

◆ GetSignalOuts()

proto external int GetSignalOuts ( out notnull array< string >  outs)

◆ GetSignalOutValue()

proto external float GetSignalOutValue ( int  index)

Returns the value of a signal output.

◆ GetSignalsManager()

proto external SignalsManagerComponent GetSignalsManager ( )

Returns the signals manager associated with this controller.

◆ GetSignalValue()

proto external float GetSignalValue ( int  index)

Get value of the signal with index

Parameters
index
Returns
Value of the signal. Returns 0.0f if the signal is not found.

◆ GetSimulateCounter()

PerceptionComponentClass AIComponentEntityClass GetSimulateCounter ( )

◆ GetSlotByName()

proto external EntitySlotInfo GetSlotByName ( string  slotName)

◆ GetSlotInfos()

SlotManagerComponentClass GameComponentClass GetSlotInfos ( out notnull array< EntitySlotInfo outSlotInfos)

◆ GetStamina()

proto external float GetStamina ( )

◆ GetStaminaComponent()

proto external CharacterStaminaComponent GetStaminaComponent ( )

Returns locally cached stamina component or null if none.

◆ GetStance()

proto external ECharacterStance GetStance ( )

Returns the current stance of the character.

◆ GetStanceChangeDelayTime()

proto external float GetStanceChangeDelayTime ( )

◆ GetState()

Returns

Definition at line 7 of file SCR_BaseEntitiesEditorUIEffect.c.

◆ GetTargetCount()

proto external int GetTargetCount ( ETargetCategory  category)

Returns count of targets of given category

◆ GetTargetPerceptionObject()

proto external BaseTarget GetTargetPerceptionObject ( IEntity  entityToFind,
ETargetCategory  targetCategory 
)

◆ GetTargetsList()

proto external int GetTargetsList ( out notnull array< BaseTarget outTargets,
ETargetCategory  category 
)

◆ GetTeleportTarget()

proto external void GetTeleportTarget ( out vector  outMat[4])

Get the target transform for the last exit from vehicle.

◆ GetTotalFuel()

proto external float GetTotalFuel ( )

Get the current sum of amount of fuel in all nodes.

◆ GetTotalMaxFuel()

proto external float GetTotalMaxFuel ( )

Get the current sum of the max amount of fuel in all nodes.

◆ GetTransceiver()

proto external BaseTransceiver GetTransceiver ( int  idx)
Returns
Transceiver with given index.

◆ GetTransmitRadio()

proto external BaseTransceiver GetTransmitRadio ( )

◆ GetUpdateInterval()

proto external float GetUpdateInterval ( )

◆ GetVelocity()

proto external vector GetVelocity ( )

◆ GetVONComponent()

proto external VoNComponent GetVONComponent ( )

Get active VON component for transmit.

Definition at line 125 of file SCR_VONController.c.

◆ GetWantedLeaning()

proto external float GetWantedLeaning ( )

◆ GetWeaponADSInput()

proto external bool GetWeaponADSInput ( )

◆ GetWeaponManager()

proto external BaseWeaponManagerComponent GetWeaponManager ( )

Returns the weapon manager associated with this controller.

◆ GetWeaponManagerComponent()

proto external BaseWeaponManagerComponent GetWeaponManagerComponent ( )

◆ GetWeaponModifiers()

proto external void GetWeaponModifiers ( float  baseScale,
float  moveScale,
out vector  scaleA,
out vector  scaleB 
)

Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale

◆ GetWeaponObstructedState()

proto external EWeaponObstructedState GetWeaponObstructedState ( )

◆ GetWheelBrake()

proto external bool GetWheelBrake ( )

returns true if wheel brake is active

◆ GiveExt()

proto external void GiveExt ( RplIdentity  newOwner,
bool  alwaysNotify 
)

Gives ownership to newOwner if possible. Also notifies listeners if possible. Unlike Give this supports also custom data passing between the old and the new owner.

Warning
This method might be replaced by a unified Give method in the future. Use with caution.
Parameters
newOwnerNew owner.
alwaysNotifyNotifies listeners even if no change in ownership happened.

◆ HandleMetadata()

event protected void HandleMetadata ( array< string >  metadata,
int  priority,
float  distance 
)

◆ HasAnyGroundContact()

Returns true if any wheel/landing gear has contact with ground or other object.

◆ HasFuel()

proto external bool HasFuel ( )

Returns true if one node has at least some fuel.

◆ IsAdjustingLeaning()

proto external bool IsAdjustingLeaning ( )

◆ IsAnimationTag()

proto external bool IsAnimationTag ( AnimationTagID  tagID)

◆ IsChangingFireMode()

proto external bool IsChangingFireMode ( )

◆ IsChangingItem()

proto external bool IsChangingItem ( )

◆ IsChangingStance()

proto external bool IsChangingStance ( )

◆ IsCharacterStationary()

proto external bool IsCharacterStationary ( )

◆ IsClimbing()

proto external bool IsClimbing ( )

◆ IsDead()

proto external bool IsDead ( )

◆ IsEngineOn()

proto external bool IsEngineOn ( )

◆ IsFalling()

proto external bool IsFalling ( )

◆ IsFocusMode()

proto external bool IsFocusMode ( )

◆ IsFreeLookEnabled()

proto external bool IsFreeLookEnabled ( )

◆ IsFreeLookEnforced()

proto external bool IsFreeLookEnforced ( )

Returns true if freelook is enforced by game logic.

◆ IsFreeLookForced()

proto external bool IsFreeLookForced ( )

◆ IsGadgetInHands()

proto external bool IsGadgetInHands ( )

Returns true if there is a gadget in hands.

◆ IsGadgetRaisedModeWanted()

proto external bool IsGadgetRaisedModeWanted ( )

Returns true if character will be (or is) using gadget in raised mode.

◆ IsGettingIn()

proto external bool IsGettingIn ( )

Returns true while getting in.

◆ IsGettingOut()

proto external bool IsGettingOut ( )

Returns true while getting out.

◆ IsInCompartment()

proto external bool IsInCompartment ( )

Returns true if we're inside a compartment.

◆ IsInCompartmentADS()

proto external bool IsInCompartmentADS ( )

Returns true if we're inside a compartment with enabled ADS.

◆ IsInterpolating()

Base class for entity replication - e.g. vehicles, characters, animals.

◆ IsInterpolationEnabled()

proto external bool IsInterpolationEnabled ( )

◆ IsInThirdPersonView()

proto external bool IsInThirdPersonView ( )

◆ IsLeaning()

proto external bool IsLeaning ( )

◆ IsLightOn()

StreetLampComponentClass GenericComponentClass IsLightOn ( )

◆ IsMeleeAttack()

proto external bool IsMeleeAttack ( )

◆ IsPartiallyLowered()

proto external bool IsPartiallyLowered ( )

Returns true if the character is partially lowered.

◆ IsPlayerControlled()

proto external bool IsPlayerControlled ( )

◆ IsPlayingGesture()

proto external bool IsPlayingGesture ( )

◆ IsPlayingItemGesture()

proto external bool IsPlayingItemGesture ( )

Returns true if the character is playing a gesture.

◆ IsPowered()

proto external bool IsPowered ( )
Returns
Power state of whole radio

◆ IsReloading()

proto external bool IsReloading ( )

◆ IsRoll()

proto external bool IsRoll ( )

◆ IsScriptedMethodsCallEnabled()

proto external bool IsScriptedMethodsCallEnabled ( )

TRUE when flag for script callbacks is set.

◆ IsSprinting()

proto external bool IsSprinting ( )

◆ IsSwimming()

proto external bool IsSwimming ( )

◆ IsTargetVehicleAccessible()

proto external bool IsTargetVehicleAccessible ( IEntity  targetEntity)

Returns true if.

Parameters
targetEntityis accessible for getting in (e.g. not upside down)

◆ IsTrackIREnabled()

proto external bool IsTrackIREnabled ( )

◆ IsUnconscious()

proto external bool IsUnconscious ( )

◆ IsUsingItem()

proto external bool IsUsingItem ( )

◆ IsValid()

proto external bool IsValid ( )

Returns true if this component was properly initialized.

◆ IsWeaponADS()

proto external bool IsWeaponADS ( )

◆ IsWeaponRaised()

proto external bool IsWeaponRaised ( )

◆ JumpOutVehicle()

proto external bool JumpOutVehicle ( )

Jump out of current compartment.

◆ MoveInVehicle()

proto external bool MoveInVehicle ( IEntity  targetEntity,
BaseCompartmentSlot  targetCompartment 
)

Make current entity move (teleport) into.

Parameters
targetEntity'scompartment specified by
targetCompartment

◆ MoveOutVehicle()

proto external bool MoveOutVehicle ( int  doorInfoIndex,
vector  targetTransform[4] 
)

Move out of (teleport from) current vehicle via the door with index.

Parameters
doorInfoIndex

◆ OnAnimationEvent()

event protected void OnAnimationEvent ( AnimationEventID  animEventType,
AnimationEventID  animUserString,
int  intParam,
float  timeFromStart,
float  timeToEnd 
)

Definition at line 25 of file SCR_MineAnimationComponent.c.

◆ OnApplyControls()

event protected void OnApplyControls ( IEntity  owner,
float  timeSlice 
)

◆ OnBeforeEngineStart()

event bool OnBeforeEngineStart ( )

Is called every time the controller wants to start the engine.

Returns
true if the engine can start, false otherwise.

◆ OnCapture()

event protected void OnCapture ( BaseTransceiver  transmitter)

VONComponent event.

Event polled each frame while component is recording audio

Parameters
transmitterTransceiver used. Null if only direct speech.

Definition at line 131 of file SCR_VonDisplay.c.

◆ OnCharacterBoolVariable()

event protected void OnCharacterBoolVariable ( int  variableID,
bool  value 
)

◆ OnCharacterCommand()

event protected void OnCharacterCommand ( int  commandID,
int  intValue,
float  floatValue 
)

Called when animation command was called in synced character's animation logic.

◆ OnCharacterFloatVariablet()

event protected void OnCharacterFloatVariablet ( int  variableID,
float  value 
)

Called when variable was changed in synced character's animation logic.

◆ OnCharacterIntVariable()

event protected void OnCharacterIntVariable ( int  variableID,
int  value 
)

◆ OnCompartmentEntered() [1/2]

event protected void OnCompartmentEntered ( IEntity  targetEntity,
BaseCompartmentManagerComponent  manager,
int  mgrID,
int  slotID,
bool  move 
)

SCR_CompartmentAccessComponent event

Parameters
[in]targetEntity
[in]manager
[in]mgrID
[in]slotID
[in]move

Definition at line 1248 of file SCR_CharacterInventoryStorageComponent.c.

◆ OnCompartmentEntered() [2/2]

event protected void OnCompartmentEntered ( IEntity  vehicle,
IEntity  occupant,
BaseCompartmentSlot  compartment,
bool  move 
)

◆ OnCompartmentEntering()

event protected void OnCompartmentEntering ( IEntity  vehicle,
IEntity  occupant,
BaseCompartmentSlot  compartment,
bool  move 
)

◆ OnCompartmentLeft() [1/2]

event protected void OnCompartmentLeft ( IEntity  targetEntity,
BaseCompartmentManagerComponent  manager,
int  mgrID,
int  slotID,
bool  move 
)

SCR_CompartmentAccessComponent event

Parameters
[in]targetEntity
[in]manager
[in]mgrID
[in]slotID
[in]move

Definition at line 134 of file SCR_XPHandlerComponent.c.

◆ OnCompartmentLeft() [2/2]

event protected void OnCompartmentLeft ( IEntity  vehicle,
IEntity  occupant,
BaseCompartmentSlot  compartment,
bool  move 
)

◆ OnConsciousnessChanged()

event protected void OnConsciousnessChanged ( bool  conscious)

Will be called when the consciousness of the character changes.

Upon death, the unconscious state is no longer detectable, we need to cache it

Parameters
[in]conscious

Definition at line 241 of file SCR_CampaignBuildingGadgetToolComponent.c.

◆ OnControlledByPlayer()

event protected void OnControlledByPlayer ( IEntity  owner,
bool  controlled 
)

Called when a player has been assigned to this controller.

◆ OnDeath()

event protected void OnDeath ( IEntity  instigatorEntity,
notnull Instigator  instigator 
)

Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.

◆ OnDelete()

event void OnDelete ( IEntity  owner)

Definition at line 538 of file SCR_CampaignBuildingCompositionComponent.c.

◆ OnDiag()

event protected void OnDiag ( IEntity  owner,
float  timeslice 
)

Called during EOnDiag.

Parameters
ownerEntity this component is attached to. \poaram timeSlice Delta time since last update.

◆ OnEngineStart()

event void OnEngineStart ( )

Is called every time the engine starts.

◆ OnEngineStartBegin()

event void OnEngineStartBegin ( )

Gets called when the engine start routine begins (animation event - NOT IMPLEMENTED IN BASE VEHICLE).

◆ OnEngineStartFail()

event void OnEngineStartFail ( EVehicleEngineStartFailedReason  reason)

Gets called when the engine start routine has failed.

◆ OnEngineStartInterrupt()

event void OnEngineStartInterrupt ( )

Gets called when the engine start routine was interrupted.

◆ OnEngineStartProgress()

event void OnEngineStartProgress ( )

Get called while engine starter is active (animation event - NOT IMPLEMENTED IN BASE VEHICLE).

◆ OnEngineStartSuccess()

event void OnEngineStartSuccess ( )

Gets called when the engine start routine has successfully completed.

◆ OnEngineStop()

event void OnEngineStop ( )

Is called every time the engine stops.

Is called every time the engine stops.

Definition at line 332 of file SCR_MotorExhaustEffectGeneralComponent.c.

◆ OnFactionChanged()

event protected void OnFactionChanged ( Faction  previous,
Faction  current 
)

◆ OnFrame()

event protected void OnFrame ( IEntity  owner,
float  timeSlice 
)

Called during EOnFrame.

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

◆ OnGadgetFocusStateChanged()

event protected void OnGadgetFocusStateChanged ( IEntity  gadget,
bool  isFocused 
)

Will be called when gadget fully transitioned to or canceled focus mode.

◆ OnGadgetStateChanged()

event protected void OnGadgetStateChanged ( IEntity  gadget,
bool  isInHand,
bool  isOnGround 
)

Will be called when gadget taken/removed from hand.

◆ OnInit()

event protected void OnInit ( IEntity  owner)

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Definition at line 523 of file SCR_CharacterCommandHandler_Tests.c.

◆ OnInspectionModeChanged()

event void OnInspectionModeChanged ( bool  newState)

◆ OnItemDroppedFromLeftHand()

event protected void OnItemDroppedFromLeftHand ( IEntity  pItemEntity)

Runs after the left hand item is dropped. Returns dropped item entity.

◆ OnItemUseBegan()

event protected void OnItemUseBegan ( ItemUseParameters  itemUseParams)

Will be called when item use action is started.

◆ OnItemUseEnded()

event protected void OnItemUseEnded ( ItemUseParameters  itemUseParams,
bool  successful 
)

Will be called when item use action is complete.

◆ OnLifeStateChanged()

event protected void OnLifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)

Will be called when the life state of the character changes.

Parameters
[in]conscious

Definition at line 31 of file SCR_CharacterPerceivableComponent.c.

◆ OnMeleeDamage()

event protected void OnMeleeDamage ( bool  started)

Handling of melee events. Sends true if melee started, false, when melee ends.

◆ OnNewMessage()

event protected void OnNewMessage ( string  msg,
int  channelId,
int  senderId 
)

Event triggered on every message delivered to BaseChatComponent

Parameters
msgPayload
channelIdDefined by BaseChatEntity. Indexed from 0.
senderIdSender PlayerID compatible with lobby

Definition at line 23 of file SCR_ChatComponent.c.

◆ OnNewPrivateMessage()

event protected void OnNewPrivateMessage ( string  msg,
int  senderId,
int  receiverId 
)

Event triggered on every private message delivered to BaseChatComponent

Parameters
msgPayload
senderIdSender PlayerID
receiverIdReceiver PlayerID

Definition at line 33 of file SCR_ChatComponent.c.

◆ OnPerformAction()

event protected bool OnPerformAction ( )

Override to handle what happens after pressing F button, return false to use default cpp behavior.

Definition at line 399 of file CharacterControllerComponent.c.

◆ OnPostInit()

event void OnPostInit ( IEntity  owner)

Editable Mine.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Initialises the component by finding necessary dependencies.

Parameters
[in]owner

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Initialises the component by finding necessary dependencies.

Parameters
[in]owner

Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.

Parameters
[in]ownerEntity that owns this component.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Initialises the component by finding necessary dependencies.

Parameters
[in]owner

Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.

Parameters
[in]ownerEntity that owns this component.

Definition at line 72 of file SCR_AIConfigComponent.c.

◆ OnPrepareAnimInput()

event protected bool OnPrepareAnimInput ( IEntity  owner,
float  ts 
)

Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)

Definition at line 31 of file BaseItemAnimationComponent.c.

◆ OnPrepareControls()

event protected void OnPrepareControls ( IEntity  owner,
ActionManager  am,
float  dt,
bool  player 
)

Definition at line 9 of file SCR_CharacterControllerComponent_Test.c.

◆ OnProcessAnimOutput()

event protected bool OnProcessAnimOutput ( IEntity  owner,
float  ts 
)

Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)

Definition at line 34 of file BaseItemAnimationComponent.c.

◆ OnReceive()

event protected void OnReceive ( int  playerId,
BaseTransceiver  receiver,
int  frequency,
float  quality 
)

VONComponent event.

Event invoked when component receives audio data for playback

Parameters
playerIdSenders PlayerId
receiverReceiving transceiver
frequencyFrequency in kHz, on which the transmission came from. Can be different from the frequency which transceiver have set. This is very questionable and could be changed in future.
qualityValue in range <0,1> describing quality of the transmission

Definition at line 174 of file SCR_VonDisplay.c.

◆ OnReloaded()

event protected void OnReloaded ( IEntity  owner,
BaseWeaponComponent  weapon 
)

◆ OnSoundEventFinished()

event void OnSoundEventFinished ( string  eventName,
AudioHandle  handle,
int  priority,
bool  terminated 
)

◆ OnTicksOnRemoteProxy()

ScriptGameComponentClass ScriptComponentClass OnTicksOnRemoteProxy ( )

Definition at line 18 of file ScriptGameComponent.c.

◆ OnUpdateSoundJobBegin()

event protected void OnUpdateSoundJobBegin ( IEntity  owner)

Called when dynamic simulation is started.

Definition at line 125 of file SCR_BuildingSoundComponent.c.

◆ OnUpdateSoundJobEnd()

event protected void OnUpdateSoundJobEnd ( IEntity  owner)

Called when dynamic simulation is stopped.

◆ OnWeaponDropped()

event protected void OnWeaponDropped ( IEntity  pWeaponEntity,
WeaponSlotComponent  pWeaponSlot 
)

Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.

◆ PerformAction()

proto external void PerformAction ( BaseUserAction  action)

◆ PerformContinuousAction()

proto external void PerformContinuousAction ( BaseUserAction  action,
float  timeSlice 
)

◆ QueryAmbientSoundsBySphere()

AmbientSoundsComponentClass SoundComponentClass QueryAmbientSoundsBySphere ( float  radius,
EQueryEntitiesFlags  queryFlags = EQueryEntitiesFlags.ALL 
)

◆ Ragdoll()

proto external void Ragdoll ( bool  broadcast = true)

Dying.

◆ RecoverHiddenGadget()

proto external void RecoverHiddenGadget ( bool  respectSettings,
bool  skipAnims 
)

Put held gadget on hold.

◆ ReloadWeapon()

proto external bool ReloadWeapon ( )

Request weapon reload. If true, request was sucessful.

◆ ReloadWeaponWith()

proto external bool ReloadWeaponWith ( IEntity  ammunitionEntity,
bool  bForceDetach = false 
)

◆ RemoveGadgetFromHand()

proto external void RemoveGadgetFromHand ( bool  skipAnimations = false)

Remove held gadget.

◆ RemoveSyncReference()

proto external bool RemoveSyncReference ( ChimeraCharacter  pCharacter)

Removes previously synced character reference.

◆ RequestActionByID()

proto external void RequestActionByID ( int  actionID,
float  value 
)

◆ ResetPersistentStates()

proto external void ResetPersistentStates ( bool  resetADSState = true,
bool  resetGadgetState = true 
)

◆ SCR_GetDisableMovementControls()

event bool SCR_GetDisableMovementControls ( )

◆ SCR_GetDisableViewControls()

event bool SCR_GetDisableViewControls ( )

◆ SCR_OnDisabledJumpAction()

event void SCR_OnDisabledJumpAction ( )

◆ SelectWeapon()

proto external bool SelectWeapon ( BaseWeaponComponent  newWeapon)

Set weapon on character with switching animations. If true, the request was successful.

◆ SendMessage()

proto external void SendMessage ( string  msgStr,
int  channelId 
)

Send message to specified channel

Parameters
msgStrMessage to be sent
channelIdDefined by BaseChatEntity. Indexed from 0.

◆ SendPrivateMessage()

proto external void SendPrivateMessage ( string  msgStr,
int  receiverId 
)

Send message to specific player

Parameters
msgStrMessage to be sent
receiverIdReceiver PlayerID

◆ SetAffiliatedFaction()

proto external void SetAffiliatedFaction ( Faction  faction)

Sets the affiliated faction to the provided one or clears current one if null.

Parameters
factionThe new affiliated faction

◆ SetAffiliatedFactionByKey()

proto external void SetAffiliatedFactionByKey ( FactionKey  factionKey)

Sets affiliated faction by the faction identifier as registered in FactionManager. Invalid or empty key will clear the currently affiliated faction.

Parameters
factionKeyThe identifier of the faction

◆ SetAimingRotation()

proto external void SetAimingRotation ( vector  inRotation)

Set the current aiming rotation

Parameters
inRotationThe rotation wanted in radians

◆ SetAimingRotationWanted()

proto external void SetAimingRotationWanted ( vector  inRotation)

Set the desired aiming rotation. It will move the aiming rotation smoothly to your desired aiming rotation.

Parameters
inRotationThe rotation wanted in radians

◆ SetAimingSensitivity()

proto external void SetAimingSensitivity ( float  mouse,
float  gamepad,
float  ads 
)

◆ SetAllowance()

NwkHeliMovementComponentClass NwkMovementComponentClass SetAllowance ( bool  speedScaledDistance,
float  distance,
float  angle,
float  linearVelocity,
float  angularVelocity 
)

◆ SetAutohoverEnabled()

proto external void SetAutohoverEnabled ( bool  enabled)

enables autohover system

◆ SetBanking()

proto external void SetBanking ( float  val)

◆ SetBroken()

proto external void SetBroken ( bool  broken)

◆ SetCanMove()

proto external void SetCanMove ( bool  canMove)

Changes state of movement capacity. Internally verifies if all necessary conditions are met.

◆ SetCapture()

VoNComponentClass GameComponentClass SetCapture ( bool  isCapturing)

Component responsible for recording and playback of voice over network.

Request to starts/stop audio capturing.

Returns
if the request suceeded

◆ SetCategory()

proto external void SetCategory ( string  category)

◆ SetChannel()

proto external void SetChannel ( int  channelId,
bool  enabled 
)

Enables/disables chat-channel. System channel (channelId = 0) is enabled by default

Parameters
channelIdDefined by BaseChatEntity. Indexed from 0.
enabledEnable/disable receiving of messages in channel

◆ SetCommMethod()

proto external void SetCommMethod ( ECommMethod  type)

Sets communication method used.

◆ SetDisableMovementControls()

proto external void SetDisableMovementControls ( bool  other)

◆ SetDisableViewControls()

proto external void SetDisableViewControls ( bool  other)

◆ SetDisableWeaponControls()

proto external void SetDisableWeaponControls ( bool  other)

◆ SetDynamicSpeed()

proto external void SetDynamicSpeed ( float  value)

Sets dynamic speed of this character.

Parameters
valueDesired speed as percentage <0,1>.

◆ SetDynamicStance()

proto external void SetDynamicStance ( float  value)

Sets dynamic stance of this character.

Parameters
valueDesired stance height as percentage of full erect <0,1>.

◆ SetEncryptionKey()

proto external void SetEncryptionKey ( string  key)
Parameters
keyKey used for transmission encryption

◆ SetEngineDrowned()

proto external void SetEngineDrowned ( bool  drowned)

Set the engine drowned.

Parameters
drownedTrue to set the engine drowned, false otherwise.

◆ SetEngineStartupChance()

proto external void SetEngineStartupChance ( float  chance)

Set the engine startup chance.

Parameters
chanceStartup chance in <0, 100>.

◆ SetFireMode()

proto external bool SetFireMode ( int  index)

◆ SetFireWeaponWanted()

proto external void SetFireWeaponWanted ( bool  val)

Set wanted input action values.

◆ SetForcedFreeLook()

proto external void SetForcedFreeLook ( bool  enabled)

Force character to stay in freelook.

◆ SetFreeLook()

proto external void SetFreeLook ( bool  input,
bool  mouse,
bool  controller 
)

◆ SetFriendlyFireCheck()

proto external void SetFriendlyFireCheck ( bool  on)

◆ SetGadgetRaisedModeWanted()

proto external bool SetGadgetRaisedModeWanted ( bool  newRaised)

Returns true if focus will be changed to requested.

◆ SetGraphResource()

proto external void SetGraphResource ( IEntity  owner,
ResourceName  graphResource,
ResourceName  animInstanceResource,
string  startNode 
)

Changes used anim graph.

◆ SetHandsIKPose()

proto external void SetHandsIKPose ( IEntity  owner,
ResourceName  ikPoseResource 
)

Changes used ik pose resource.

◆ SetHeadingAngle()

proto external void SetHeadingAngle ( float  newHeadingAngle,
bool  adjustAimingYaw = false 
)

◆ SetIkState()

proto external void SetIkState ( bool  leftHand,
bool  rightHand 
)

Changes IK state for weapon IKVariable (usually state set once upon creation)

◆ SetInspect()

proto external void SetInspect ( IEntity  targetItem)

Enables or disables inspection mode.

Parameters
targetItemItem to enable the inspection mode on.

◆ SetInspectState()

proto external void SetInspectState ( int  state)

Sets inspection state if inspection is enabled.

Parameters
stateTarget state, 0 = default, 1 = alternate.

◆ SetInThirdPersonView()

proto external void SetInThirdPersonView ( bool  state)

◆ SetJump()

proto external void SetJump ( float  val)

◆ SetLightsState()

proto external void SetLightsState ( ELightType  type,
bool  state = false,
int  side = -1 
)

Sets the state flag for given type.

◆ SetMaxZoomInADS()

proto external void SetMaxZoomInADS ( bool  enable)

◆ SetMeleeAttack()

proto external void SetMeleeAttack ( bool  val)

◆ SetMinTimeAfterImpact()

VehicleSoundComponentClass SoundComponentClass SetMinTimeAfterImpact ( float  timeMs)

◆ SetMouseControlAircraft()

proto external void SetMouseControlAircraft ( bool  enable)

◆ SetMovement()

proto external void SetMovement ( float  movementSpeed,
vector  movementDirModel 
)

Update animation about state of movement, define speed and direction in local space of character.

◆ SetMovementDirWorld()

proto external void SetMovementDirWorld ( vector  movementDirWorld)

Update simulation state with difference of world position.

◆ SetMuzzle()

proto external bool SetMuzzle ( int  index)

◆ SetPartialLower()

proto external void SetPartialLower ( bool  state)

Sets desired partial lower state, if allowed.

◆ SetPerceptionFactor()

proto external void SetPerceptionFactor ( float  value)

Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition.

◆ SetPower()

proto external void SetPower ( bool  powered)

Sets the power state of whole radio.

◆ SetPrediction()

proto external void SetPrediction ( bool  turnOn)

◆ SetRoll()

proto external void SetRoll ( int  val)

2 - right, 1 - left

◆ SetSafety()

proto external bool SetSafety ( bool  safety,
bool  automatic 
)

Set the safety of the current weapon.

Parameters
safetyTrue to set the weapon safety.
automaticTrue to set the automatic safety otherwise false to set manual safety.
Returns
Returns true if the action has been successfull otherwise false.

◆ SetScriptedMethodsCall()

proto external void SetScriptedMethodsCall ( bool  state)

Set flag for script callbacks.

◆ SetShouldApplyDynamicSpeedOverride()

proto external void SetShouldApplyDynamicSpeedOverride ( bool  shouldApply)

◆ SetSightsRange()

proto external void SetSightsRange ( int  index)

◆ SetSignalInValue()

proto external bool SetSignalInValue ( int  index,
float  value 
)

Set the input value of a signal. Returns true if changed.

◆ SetSignalValue()

proto external void SetSignalValue ( int  index,
float  value 
)

Set the signal with an index of.

Parameters
indexto
value

◆ SetSize()

VolumeDataProviderComponentClass GenericComponentClass SetSize ( vector  size)

◆ SetStanceChange()

proto external void SetStanceChange ( int  stance)

CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.

◆ SetStickyADS()

proto external void SetStickyADS ( bool  enable)

◆ SetStickyGadget()

proto external void SetStickyGadget ( bool  enable)

◆ SetThrow()

proto external void SetThrow ( bool  val,
bool  cancelThrow 
)

Set wanted input action values.

◆ SetTransmitRadio()

proto external void SetTransmitRadio ( BaseTransceiver  transceiver)

Sets the transceiver used for VoN transmission.

◆ SetUnconscious()

proto external void SetUnconscious ( bool  enabled)

◆ SetWantedLeaning()

proto external void SetWantedLeaning ( float  val)

◆ SetWeaponADS()

proto external void SetWeaponADS ( bool  val)

Set the current weapon ADS state.

◆ SetWeaponADSInput()

proto external void SetWeaponADSInput ( bool  val)

◆ SetWeaponNoFireTime()

proto external void SetWeaponNoFireTime ( float  t)

◆ SetWeaponRaised()

proto external void SetWeaponRaised ( bool  val)

Set the current weapon-raised state.

◆ ShouldAligningAdjustAimingAngles()

event bool ShouldAligningAdjustAimingAngles ( )

◆ ShouldGadgetBeDropped()

event bool ShouldGadgetBeDropped ( IEntity  gadget)

◆ ShouldHoldInputForRoll()

proto external bool ShouldHoldInputForRoll ( )

◆ ShowMessage()

event protected void ShowMessage ( string  msg)

Definition at line 43 of file SCR_ChatComponent.c.

◆ Shutdown()

BaseVehicleControllerComponent_SAClass CompartmentControllerComponentClass Shutdown ( )

◆ SoundEvent()

SoundComponentClass SimpleSoundComponentClass SoundEvent ( string  eventName)

Play a sound from the owner entity's position.

◆ SoundEventBone()

proto external AudioHandle SoundEventBone ( string  eventName,
string  bone 
)

Play a sound from the owner entity's position.

◆ SoundEventOffset()

proto external AudioHandle SoundEventOffset ( string  eventName,
vector  offset 
)

Play a sound with a given offset from the owner entity.

◆ SoundEventPriority() [1/2]

proto external void SoundEventPriority ( string  eventname,
array< float >  values,
int  priority,
bool  ignoreQueue = false 
)

Transfer AI sound message through VoN.

◆ SoundEventPriority() [2/2]

proto external void SoundEventPriority ( string  eventName,
int  priority,
bool  ignoreQueue = false 
)

Add a soundevent with priority to the priority queue which will be played in order of priority.

◆ SoundEventTransform()

proto external AudioHandle SoundEventTransform ( string  eventName,
vector  transf[] 
)

Play a sound from a set transformation.

◆ StartAction()

◆ StartEngine()

proto external bool StartEngine ( )

Issue a start engine input request

Returns
Returns true if the engine is started otherwise false.

Start the engine directly without any chance of startup involved.

Returns
Returns true if the engine is started otherwise false.

◆ StopCharacterGesture()

proto external void StopCharacterGesture ( )

◆ StopDeployment()

proto external void StopDeployment ( )

◆ StopEngine()

proto external void StopEngine ( bool  playDriverAnimation = true)

Stop the engine.

Parameters
playDriverAnimationThe driver should play the animation or not.

◆ SyncWithCharacter()

proto external bool SyncWithCharacter ( ChimeraCharacter  pCharacter,
string  overrideStartNode 
)

Syncs item with character and subscribing to it's variable changes and command calls returns true on success

◆ TakeGadgetInLeftHand()

proto external void TakeGadgetInLeftHand ( IEntity  gadget,
int  gadgetType,
bool  autoFocus = false,
bool  skipAnimations = false 
)

◆ TracePointToTerrain()

proto void TracePointToTerrain ( const vector  point,
inout int  iSoundGroup 
)

◆ TransceiversCount()

proto external int TransceiversCount ( )
Returns
Number of transceivers.

◆ TryEquipRightHandItem()

proto external bool TryEquipRightHandItem ( IEntity  item,
EEquipItemType  type,
bool  swap = false,
BaseUserAction  callbackAction = null 
)

Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed

◆ TryPlayItemGesture()

proto external bool TryPlayItemGesture ( EItemGesture  gesture,
BaseUserAction  callbackAction = null,
string  confirmEvent = "" 
)

Try to play the specified gesture.

Parameters
gestureThe gesture which should be played.
callbackActionOptional UserAction as callback that will be called when target animation event is hit or gesture is complete
confirmEvent
Returns
Returns true if the gesture has been played.

◆ TryRecoverLastRightHandItem()

proto external bool TryRecoverLastRightHandItem ( bool  swap = false,
BaseUserAction  callbackAction = null 
)

◆ TrySetSurfaceFunctional()

proto external bool TrySetSurfaceFunctional ( int  surfaceID,
bool  functiona 
)

Changes functional state of light surface and all linked lights for provided surface id, return true on success.

◆ TryStartCharacterGesture()

proto external bool TryStartCharacterGesture ( int  gesture,
int  durationMS = 0 
)

Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called)

◆ TryStartEngine()

proto external void TryStartEngine ( )

Try to start the engine with the chance of getting the engine not started based on engine startup chance.

◆ TryUseBandage()

proto external bool TryUseBandage ( IEntity  bandage,
int  bodyPart,
float  duration = 4.0,
bool  bandageSelf = true 
)

Try to use bandage on specified body part for a specific duration.

Parameters
bandageBandage entity used for bandage action.
bodyPartBody part where the bandage will be applied.
durationDuration of the bandage in seconds.
bandageSelfTrue if the player is bandaging himself.

◆ TryUseItem()

proto external bool TryUseItem ( IEntity  item,
bool  allowMovementDuringAction = false,
bool  keepInHandAfterSuccessfulAction = false 
)

Try to use equipped item.

Returns
Returns true if the equipped item has been used.

◆ TryUseItemOverrideParams()

proto external bool TryUseItemOverrideParams ( notnull ItemUseParameters  params)

Try to use equipped item with custom command and variables.

Parameters
item- the item which we want to use. Must be either the current gadget, or the current weapon.
allowMovementDuringAction- if true, any movement input will be disabled during the item use.
cmdId- Id of the command to be called - use AnimationComponent.BindCommand(commandName) to receive it.
cmdIntArg,cmdFloatArg- parameters with which the command will be called.
intParam,floatParam,boolParam- Currently, BodyPart variable will be set to the intParam value, other two are yet not in use.
animLength- maximum length of the animation - if the animation graph will finish sooner (TagRItemAction or TagLItemAction tags will not be active), the animation can end before this time is out.
alignmentPoint- point of the item to which the ItemUsePrediction predictioned bone of the character will keep being aligned during the animation.
Returns
Returns true if the equipped item has been used.

◆ TryUseLadder()

proto external bool TryUseLadder ( IEntity  pLadderOwner,
int  ladderComponentIndex = 0,
float  maxTestDistance = -1.0,
float  maxEntryAngle = -1.0 
)

Start climbing provided ladder. Returns true if request was successful.

◆ Update()

Updates the internal state. Changes outputs based on inputs.

Updates the internal state. Changes outputs based on inputs.

Definition at line 146 of file SCR_FuelConsumptionComponent.c.

◆ UpdateAnimInstance()

proto external void UpdateAnimInstance ( IEntity  owner,
ResourceName  instanceResource 
)

Changes used anim instance.

◆ UpdateDrowning()

event void UpdateDrowning ( float  timeSlice,
vector  waterLevel 
)

◆ UpdateFrameStep()

PreviewAnimationComponentClass AnimationControllerComponentClass UpdateFrameStep ( IEntity  owner,
float  ts 
)

Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required)

◆ UpdateSoundJob()

event protected void UpdateSoundJob ( IEntity  owner,
float  timeSlice 
)

Call when component is in range.

Definition at line 114 of file SCR_BuildingSoundComponent.c.

◆ ValidateCanMove()

event bool ValidateCanMove ( )

Definition at line 27 of file BaseControllerComponent.c.

◆ WasLastGettingOutEjecting()

proto external bool WasLastGettingOutEjecting ( )

If true, last exiting of vehicle was by ejecting, so we should not reset vehicle inputs.

◆ WasLastGettingOutTeleportation()

proto external bool WasLastGettingOutTeleportation ( )

If true, last exiting of vehicle was by teleportation.