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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the source code of this file.
Classes | |
| class | CharacterControllerComponentClass |
Functions | |
| CharacterControllerComponentClass PrimaryControllerComponentClass | SetAimingSensitivity (float mouse, float gamepad, float ads) |
| proto external CharacterAimingComponent | 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. | |
| 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. | |
| proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
| proto external ECharacterStance | GetStance () |
| Returns the current stance of the character. | |
| proto external SCR_ChimeraCharacter | GetCharacter () |
| Returns the current controlled character. | |
| proto external void | SetFireWeaponWanted (bool val) |
| Set wanted input action values. | |
| proto external void | SetThrow (bool val, bool cancelThrow) |
| Set wanted input action values. | |
| proto external void | SetMovementDirWorld (vector movementDirWorld) |
| Update simulation state with difference of world position. | |
| proto external vector | GetMovementDirWorld () |
| proto external void | SetWeaponRaised (bool val) |
| Set the current weapon-raised state. | |
| proto external void | SetWeaponADS (bool val) |
| Set the current weapon ADS state. | |
| 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. | |
| 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 float | GetVehicleRagdollSpeed () |
| proto external float | GetVehicleRagdollSpeedMsSq () |
| 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. | |
| proto external bool | CanChangeStance (int stance) |
| CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. | |
| proto external void | ForceStance (int stance) |
| proto external void | ForceStanceUp (int stance) |
| proto external void | SetRoll (int val) |
| 2 - right, 1 - left | |
| 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. | |
| proto external float | GetWantedLeaning () |
| proto external bool | IsAdjustingLeaning () |
| proto external float | GetCurrentLeanAmount () |
| Returns current amount of leaning applied. | |
| 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 | IsOpeningVehicleDoor () |
| proto external bool | IsClosingVehicleDoor () |
| 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. | |
| 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. | |
| proto external bool | DetachCurrentMagazine () |
| 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 (float extend=0.0) |
| proto external void | RefreshRagdoll (float fWarmupTime) |
| proto external void | ForceDeath () |
| Kills the character. Skips invincibility checks. | |
| proto external bool | 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. | |
| proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
| Put held gadget on hold. | |
| proto external bool | IsGadgetInHands () |
| Returns true if there is a gadget in hands. | |
| proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
| Returns true if focus will be changed to requested. | |
| proto external bool | IsGadgetRaisedModeWanted () |
| Returns true if character will be (or is) using gadget in raised mode. | |
| proto external bool | TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) |
| proto external bool | ReplaceEquippedItem (IEntity item) |
| Changes item currently equipped weapon slot and puts the previous one into the inventory. Unequip is always played without animation and equip with animation. | |
| 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). | |
| 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. | |
| 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). | |
| 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. | |
| proto external bool | CanPlayItemGesture () |
| Returns true if the character can play a gesture. | |
| 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. | |
| proto external void | DropItemFromLeftHand () |
| Makes character drop item from left hand. | |
| proto external void | StopDeployment () |
| proto external void | RequestActionByID (int actionID, float value) |
| proto external bool | IsPartiallyLowered () |
| Returns true if the character is partially lowered. | |
| proto external bool | CanPartialLower () |
| Returns true if the character can partially lower (weapon). | |
| proto external void | SetPartialLower (bool state) |
| Sets desired partial lower state, if allowed. | |
| 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 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. | |
| proto external void | OverrideMaxSpeed (float fraction) |
| 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 bool | IsUsingBinoculars () |
| event EHitReactionType | ComputeHitReaction (float damageValue, EDamageType damageType) |
| void | OnInit (IEntity owner) |
| void | OnDiag (IEntity owner, float timeslice) |
| void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
| void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
| void | OnApplyControls (IEntity owner, float timeSlice) |
| void | OnMeleeDamage (bool started) |
| Handling of melee events. Sends true if melee started, false, when melee ends. | |
| event bool | GetCanMeleeAttack () |
| event bool | GetCanEquipGadget (IEntity gadget) |
| bool | OnPerformAction () |
| Override to handle what happens after pressing F button, return false to use default cpp behavior. | |
| event bool | CanGetOutVehicleScript () |
| Override to handle whether character can get out of vehicle via GetOut input action. | |
| event bool | CanJumpOutVehicleScript () |
| Override to handle whether character can eject from vehicle via JumpOut input action. | |
| void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState, bool isJIP) |
| Will be called when the life state of the character changes. | |
| void | OnConsciousnessChanged (bool conscious) |
| Will be called when the consciousness of the character changes. | |
| void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
| Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. | |
| void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
| Will be called when gadget taken/removed from hand. | |
| void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
| Will be called when gadget fully transitioned to or canceled focus mode. | |
| void | OnItemUseBegan (ItemUseParameters itemUseParams) |
| Will be called when item use action is started. | |
| void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
| Will be called when item use action is complete. | |
| void | OnWeaponRaisingStarted () |
| Will be called when weapon raising started. | |
| void | OnWeaponRaisingFinished () |
| Will be called when weapon raising finished. | |
| void | OnWeaponLoweringStarted () |
| Will be called when weapon lowering started. | |
| void | OnWeaponLoweringFinished () |
| Will be called when weapon lowering finished. | |
| void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
| event float | GetInspectTargetLookAt (out vector targetAngles) |
| event bool | CanJumpClimb () |
| event bool | ShouldAligningAdjustAimingAngles () |
| event bool | ShouldGadgetBeDropped (IEntity gadget) |
| void | OnItemGestureCancelled () |
| Triggered if item gesture is cancelled. | |
| 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. | |
| void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
| Runs after the left hand item is dropped. Returns dropped item entity. | |
| event bool | SCR_GetDisableMovementControls () |
| event void | SCR_OnDisabledJumpAction () |
| event bool | SCR_GetDisableViewControls () |
| void | OnControlledByPlayer (IEntity owner, bool controlled) |
| Called when a player has been assigned to this controller. | |