17 proto external CharacterControllerComponent GetControllerComponent();
20 proto external
void AlignNewTurns();
21 proto external
bool IsVehicleSwitchingSeats();
22 proto external
bool IsTurnedOut();
23 proto external
bool IsWeaponADSAllowed(
bool allowSprint);
24 proto external
bool IsSprintingAllowed();
25 proto external
bool IsItemInspectionAllowed();
26 proto external
bool IsWeaponInspectionAllowed();
27 proto external
bool IsWeaponDeploymentAllowed();
28 proto external
bool IsThrowingAction();
29 proto external
bool IsProneStanceTransition();
31 proto external
bool IsItemActionLoopTag();
33 proto external
void CancelItemUse();
35 proto external
void FinishItemUse(
bool finishAnimations);
36 proto external
bool WasMovement();
37 proto external
bool WasRotation();
73 proto external
bool IsMovingInProne();
75 proto external
bool HandleFinishedCommandsDefault(
bool pCurrentCommandFinished);
76 proto external
bool HandleDeathDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished);
77 proto external
bool HandleUnconsciousDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
78 proto external
bool HandleVehicleDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
79 proto external
bool HandleSwimmingDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
80 proto external
bool HandleLaddersDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
81 proto external
bool HandleClimbingDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
82 proto external
bool HandleMeleeDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
83 proto external
bool HandleFallingDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
84 proto external
bool HandleDamageHitDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
85 proto external
bool HandleSlideDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
87 proto external
bool HandleWeaponsDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
88 proto external
bool HandleThrowingDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
89 proto external
bool HandleItemChangeDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
90 proto external
bool HandleItemUseDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
91 proto external
bool HandleItemGestureDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
92 proto external
bool HandleWeaponObstructionDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
93 proto external
bool HandleWeaponReloadingDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
94 proto external
bool HandleWeaponADSDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
95 proto external
bool HandleWeaponDeploymentDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
96 proto external
bool HandleWeaponFireDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
97 proto external
bool HandleLeftHandGadgetDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
98 proto external
bool HandleDynamicStanceDefault(
CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID);
102 proto external
void DropLiveGrenadeFromHand(
bool throwWithForce);
103 proto external
void CancelThrowDefault();
108 event protected bool OnRplSave(ScriptBitWriter writer) {
return true; };
bool OnRplSave(ScriptBitWriter writer)
event bool TransitionMove_Ladder(CharacterInputContext pInputCtx)
event bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleDamageHit(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleVehicle(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool SubhandlerStatesEnd(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemGesture(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleClimbing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponReloading(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleLadders(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleThrowing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool SubhandlerTransitionsMove(CharacterInputContext InputCtx)
event bool HandleDeath(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
event bool HandleItemUse(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool TransitionMove_JumpClimb(CharacterInputContext pInputCtx)
event bool HandleWeapons(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool TransitionMove_Swimming(CharacterInputContext pInputCtx)
event bool SubhandlerStatesBegin(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleLeftHandGadget(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemChange(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleDynamicStance(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponObstruction(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleFinishedCommands(bool pCurrentCommandFinished)
event bool HandleWeaponADS(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleMelee(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
bool OnRplLoad(ScriptBitReader reader)
event bool HandleUnconscious(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleSwimming(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleFalling(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponDeployment(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleSlide(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event int SelectMeleeAnimationType()
CharacterCommandSwim - swimming implementation.
proto external bool IsUsingItem()
proto external SCR_ChimeraCharacter GetCharacter()
Returns the current controlled character.