Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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CharacterCommandHandlerComponent.c
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1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
12class CharacterCommandHandlerComponent: BaseCommandHandlerComponent
13{
14 //-----------------------------------------------------------------------------
15 proto external IEntity GetCharacter();
17 proto external CharacterControllerComponent GetControllerComponent();
19 proto external void GetMovementState(out notnull CharacterMovementState pMovementState);
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();
30 proto external bool IsUsingItem();
31 proto external bool IsItemActionLoopTag();
32 // Cancel use immediately (no out animation), hide gadget.
33 proto external void CancelItemUse();
34 // Finish use (play out animation), keep gadget if possible.
35 proto external void FinishItemUse(bool finishAnimations);
36 proto external bool WasMovement();
37 proto external bool WasRotation();
38 proto external CharacterCommandFall StartCommand_Fall(float pYVelocity);
39 proto external CharacterCommandLadder StartCommand_Ladder(LadderComponent pLadder);
40 proto external CharacterCommandVehicle StartCommand_Vehicle(BaseCompartmentSlot pCompartment);
41 //----------------------------------------------------------------------------
42 proto external CharacterCommandMove StartCommand_Move();
43 proto external CharacterCommandClimb StartCommand_Climb(CharacterCommandClimbResult pClimbResult, int pType);
44 proto external CharacterCommandSwim StartCommand_Swim();
45 proto external CharacterCommandDamageFullBody StartCommand_DamageFullBody(float direction, int pType);
46 proto external CharacterCommandSlide StartCommand_Slide();
47 //----------------------------------------------------------------------------
48 proto external CharacterCommandDamage AddCommandModifier_Damage(float direction, int pType);
49 //----------------------------------------------------------------------------
50 proto external void DeleteCommandModifier_Damage(CharacterCommandDamage pDamage);
51 proto external CharacterCommandMove GetCommandMove();
52 proto external CharacterCommandFall GetCommandFall();
53 proto external CharacterCommandClimb GetCommandClimb();
54 proto external CharacterCommandVehicle GetCommandVehicle();
55 proto external CharacterCommandLadder GetCommandLadder();
56 proto external CharacterCommandDeath GetCommandModifier_Death();
57 proto external CharacterCommandUnconscious GetCommandModifier_Unconscious();
58 proto external CharacterCommandMelee GetCommandModifier_Melee();
59 proto external CharacterCommandSwim GetCommandSwim();
60 proto external CharacterCommandSlide GetCommandSlide();
61 proto external CharacterCommandDamageFullBody GetCommandDamageFullBody();
62 proto external CharacterCommandDamage GetCommandModifier_Damage();
63 proto external CharacterCommandWeapon GetCommandModifier_Weapon();
64 proto external CharacterCommandItemChange GetCommandModifier_ItemChange();
65 proto external CharacterCommandItemUse GetCommandModifier_ItemUse();
66 proto external CharacterCommandGadget GetCommandModifier_Gadget();
67 proto external CharacterCommandClimbSettings GetCommandClimbSettings();
68 proto external CharacterCommandSwimSettings GetCommandSwimSettings();
70 proto external LadderComponent GetTargetLadder();
72 proto external LadderComponent FindTargetLadder();
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);
99 proto external bool TransitionMove_JumpClimbDefault(CharacterInputContext pInputCtx);
100 proto external bool TransitionMove_SwimmingDefault(CharacterInputContext pInputCtx);
101 proto external bool TransitionMove_LadderDefault(CharacterInputContext pInputCtx);
102 proto external void DropLiveGrenadeFromHand(bool throwWithForce);
103 proto external void CancelThrowDefault();
104
105 // callbacks
106
107 //----------------------------------------------------------------------------
108 event protected bool OnRplSave(ScriptBitWriter writer) { return true; };
109 event protected bool OnRplLoad(ScriptBitReader reader) { return true; };
110 /*
111 ----------------------------------------------------------------------------
112 full body handlers
113 ----------------------------------------------------------------------------
114 */
115 event bool HandleFinishedCommands(bool pCurrentCommandFinished);
116 event bool HandleDeath(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished);
117 event bool HandleUnconscious(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
118 event bool HandleVehicle(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
119 event bool HandleSwimming(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
120 event bool HandleLadders(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
121 event bool HandleClimbing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
122 event bool HandleMelee(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
123 event bool HandleFalling(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
124 event bool HandleDamageHit(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
125 event bool HandleSlide(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
126 /*
127 ----------------------------------------------------------------------------
128 additive handlers
129 ----------------------------------------------------------------------------
130 */
131 event bool HandleWeapons(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
132 event bool HandleThrowing(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
133 event bool HandleItemChange(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
134 event bool HandleItemUse(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
135 event bool HandleItemGesture(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
136 event bool HandleWeaponReloading(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
137 event bool HandleWeaponADS(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
138 event bool HandleWeaponDeployment(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
139 event bool HandleWeaponFire(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
140 event bool HandleWeaponObstruction(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
141 event bool HandleLeftHandGadget(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
142 event bool HandleDynamicStance(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
143 /*
144 ----------------------------------------------------------------------------
145 transitions from move state
146 ----------------------------------------------------------------------------
147 */
151 /*
152 ----------------------------------------------------------------------------
153 callback for handling scripted commands from default commmand handler
154 ----------------------------------------------------------------------------
155 */
156 event bool SubhandlerStatesBegin(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
157 event bool SubhandlerStatesEnd(CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID);
159 /*
160 ----------------------------------------------------------------------------
161 additional callbacks
162 ----------------------------------------------------------------------------
163 */
165}
166
vector direction
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)
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)
CharacterCommandMove.
CharacterCommandSwim - swimming implementation.
proto external bool IsUsingItem()
proto external SCR_ChimeraCharacter GetCharacter()
Returns the current controlled character.