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CharacterControllerComponent.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
15
16class CharacterControllerComponent: PrimaryControllerComponent
17{
20 static proto void SetAimingSensitivity(float mouse, float gamepad, float ads);
21 static proto void GetAimingSensitivity(out float mouse, out float gamepad, out float ads);
24 static proto void SetFOVInputCurve(float mouse, float gamepad, float gyro, float trackIR);
25 static proto void GetFOVInputCurve(out float mouse, out float gamepad, out float gyro, out float trackIR);
28 static proto void SetGyroSensitivity(float yaw, float pitch, float roll);
29 static proto void GetGyroSensitivity(out float yaw, out float pitch, out float roll);
32 static proto void SetGyroControl(bool always, bool freelook, bool ads);
33 static proto void GetGyroControl(out bool always, out bool freelook, out bool ads);
36 static proto void SetStickyGadget(bool enable);
39 static proto void SetStickyADS(bool enable);
42 static proto void SetGamepadControlAircraft(bool enable);
43 static proto bool GetGamepadControlAircraft();
46 static proto void SetMouseControlAircraft(bool enable);
47 static proto bool GetMouseControlAircraft();
50 static proto void SetTrackIREnable(bool enable);
51 static proto bool GetTrackIREnable();
52 static proto void SetTrackIRLeaningEnable(bool enable);
53 static proto bool GetTrackIRLeaningEnable();
54 static proto void SetTrackIRFreelookEnable(bool enable);
55 static proto bool GetTrackIRFreelookEnable();
56 static proto void SetTrackIRWhileADSEnable(bool enable);
57 static proto bool GetTrackIRWhileADSEnable();
58 static proto void SetTrackIRLeaningMode(ETrackIRLeanMode enable);
59 static proto ETrackIRLeanMode GetTrackIRLeaningMode();
60 static proto void SetTrackIRFreelookSensitivity(float sensitivity);
61 static proto float GetTrackIRFreelookSensitivity();
62 static proto void SetTrackIRMoveLeaningSensitivity(float sensitivity);
63 static proto float GetTrackIRMoveLeaningSensitivity();
64 static proto void SetTrackIRRollLeaningSensitivity(float sensitivity);
65 static proto float GetTrackIRRollLeaningSensitivity();
66 static proto void SetTrackIRFreelookDeadzoneADS(float deadzone);
67 static proto float GetTrackIRFreelookDeadzoneADS();
68 static proto void SetTrackIRLeaningDeadzone(float deadzone);
69 static proto float GetTrackIRLeaningDeadzone();
70 static proto void SetTrackIRLeaningActiveYawRange(float range);
71 static proto float GetTrackIRLeaningActiveYawRange();
73 proto external CharacterHeadAimingComponent GetHeadAimingComponent();
75 proto external BaseWeaponManagerComponent GetWeaponManagerComponent();
78 proto external VoNComponent GetVONComponent();
79 proto external AIControlComponent GetAIControlComponent();
83 proto external float GetMovementSpeed();
85 proto external void SetMovement(float movementSpeed, vector movementDirModel);
86 proto external void SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw = false);
88 proto external ECharacterStance GetStance();
90 proto external SCR_ChimeraCharacter GetCharacter();
92 proto external void SetFireWeaponWanted(bool val);
94 proto external void SetThrow(bool val, bool cancelThrow);
96 proto external void SetMovementDirWorld(vector movementDirWorld);
97 proto external vector GetMovementDirWorld();
99 proto external void SetWeaponRaised(bool val);
101 proto external void SetWeaponADS(bool val);
102 proto external void SetFreeLook(bool input, bool mouse, bool controller);
103 proto external bool GetFreeLookInput();
104 proto external bool GetFreeLookMouse();
105 proto external bool GetFreeLookController();
107 proto external void SetForcedFreeLook(bool enabled);
108 proto external bool IsFreeLookForced();
109 proto external void ResetPersistentStates(bool resetADSState = true, bool resetGadgetState = true);
114 proto external void SetDynamicSpeed(float value);
120 proto external float GetDynamicSpeed();
121 proto external void SetShouldApplyDynamicSpeedOverride(bool shouldApply);
126 proto external void SetDynamicStance(float value);
127 proto external float GetVehicleRagdollSpeed();
128 /*
129 Gets vehicle ragdoll speed in m/s, squared
130 */
131 proto external float GetVehicleRagdollSpeedMsSq();
137 proto external bool CanSetDynamicStance(float value);
142 proto external float GetDynamicStance();
147 proto external void SetInspect(IEntity targetItem);
152 proto external bool CanInspect(IEntity targetItem);
157 proto external bool GetInspect();
162 proto external bool GetInspectCurrentWeapon();
166 proto external IEntity GetInspectEntity();
171 proto external void SetInspectState(int state);
176 proto external int GetInspectState();
180 proto external bool GetIsWeaponDeployed();
185 proto external bool CanDeployWeapon();
189 proto external bool GetIsWeaponDeployedBipod();
192 proto external void SetStanceChange(int stance);
194 proto external bool CanChangeStance(int stance);
195 proto external void ForceStance(int stance);
196 proto external void ForceStanceUp(int stance);
198 proto external void SetRoll(int val);
199 proto external bool IsRoll();
200 proto external bool CanRoll(int val);
201 proto external bool ShouldHoldInputForRoll();
202 proto external void EnableHoldInputForRoll(bool enable);
203 proto external bool IsPlayerControlled();
204 proto external void SetJump(float val);
205 proto external void SetWantedLeaning(float val);
206 proto external void SetBanking(float val);
207 proto external void SetMeleeAttack(bool val);
209 proto external float GetLeaning();
210 proto external float GetWantedLeaning();
211 proto external bool IsAdjustingLeaning();
213 proto external float GetCurrentLeanAmount();
214 proto external bool IsLeaning();
215 proto external float GetADSTime();
216 proto external bool IsWeaponRaised();
218 proto external float GetObstructionAlpha();
219 proto external bool IsClimbing();
220 proto external bool IsSwimming();
221 proto external bool IsSprinting();
222 proto external bool IsChangingStance();
223 proto external bool IsWeaponADS();
224 proto external bool IsChangingFireMode();
225 proto external bool IsPlayingGesture();
226 proto external bool IsFreeLookEnabled();
227 proto external bool IsTrackIREnabled();
228 proto external bool IsFocusMode();
229 proto external bool IsOpeningVehicleDoor();
230 proto external bool IsClosingVehicleDoor();
231 proto external bool GetWeaponADSInput();
232 proto external bool IsChangingItem();
233 proto external bool IsFalling();
234 proto external bool IsReloading();
235 proto external bool CanFire();
236 proto external bool IsDead();
237 proto external bool IsUsingItem();
238 proto external bool IsMeleeAttack();
239 proto external bool CanEngageChangeItem();
241 proto external bool SelectWeapon(BaseWeaponComponent newWeapon);
242 proto external bool SetMuzzle(int index);
243 proto external bool SetFireMode(int index);
244 proto external void SetSightsRange(int index);
245 proto external void SetWeaponADSInput(bool val);
252 proto external bool SetSafety(bool safety, bool automatic);
253 //Returns the current stamina value in <0, 1>. -1 if there is no stamina component attached to the current owner.
254 proto external float GetStamina();
256 proto external bool ReloadWeapon();
257 // mag or projectile
258 proto external bool DetachCurrentMagazine();
259 proto external bool ReloadWeaponWith(IEntity ammunitionEntity, bool bForceDetach = false);
266 proto external void SetUnconscious(bool enabled);
267 proto external bool IsUnconscious();
268 proto external bool CanReviveCharacter();
269 // Returns true if there is nothing blocking starting unconscious - it does not check whether unconsciousness should actually start.
270 proto external bool CanEnterUnconsciousness();
271 proto external void EnableReviveCharacter(bool enabled);
281 proto external void Ragdoll(float extend = 0.0);
290 proto external void RefreshRagdoll(float fWarmupTime);
292 proto external void ForceDeath();
293 /* @NOTE(Leo): Temp solution, eventually will be solved by setting respective gadget graph attachments,
294 unfortunately current state of Enf animation system is not allowing it and will be solved not earlier then 10.07 by @Michal Žák
295 from conversation with @Théo Escamez:
296 so heres how it works :
297 for now we have 4 items> compass adrianov, compass SY183, Radio ANPRC68 and Radio R148
298 ...where they are triggered respectively by integers 1 2 3 and 4...
299 Returns true if the gadget can be successfully taken into the hand and false otherwise.
300 */
301 proto external bool TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus = false, bool skipAnimations = false);
302 // Performs gadget equip validation
303 proto external bool CanEquipGadget(IEntity gadget);
312 proto external bool TryUseBandage(IEntity bandage, int bodyPart, float duration = 4.0, bool bandageSelf = true);
314 proto external void RemoveGadgetFromHand(bool skipAnimations = false);
316 proto external void RecoverHiddenGadget(bool respectSettings, bool skipAnims);
318 proto external bool IsGadgetInHands();
320 proto external bool SetGadgetRaisedModeWanted(bool newRaised);
322 proto external bool IsGadgetRaisedModeWanted();
325 proto external bool TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap = false, BaseUserAction callbackAction = null);
327 proto external bool ReplaceEquippedItem(IEntity item);
328 proto external bool TryRecoverLastRightHandItem(bool swap = false, BaseUserAction callbackAction = null);
330 proto external IEntity GetRightHandItem();
335 proto external bool TryUseItem(IEntity item, bool allowMovementDuringAction = false, bool keepInHandAfterSuccessfulAction = false);
349 proto external bool CanUseItem();
351 proto external bool TryStartCharacterGesture(int gesture, int durationMS = 0);
352 proto external void StopCharacterGesture();
360 proto external bool TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction = null, string confirmEvent = "");
362 proto external bool IsPlayingItemGesture();
364 proto external bool CanPlayItemGesture();
367 proto external bool CanUseLadder(IEntity pLadderOwner, int ladderComponentIndex = 0, float maxTestDistance = -1.0, float maxEntryAngle = -1.0, bool performTraceCheck = false);
370 proto external bool TryUseLadder(IEntity pLadderOwner, int ladderComponentIndex = 0, float maxTestDistance = -1.0, float maxEntryAngle = -1.0);
372 proto external void DropWeapon(WeaponSlotComponent weaponSlot);
374 proto external void DropItemFromLeftHand();
375 proto external void StopDeployment();
376 // Script
377 proto external void RequestActionByID(int actionID, float value);
379 proto external bool IsPartiallyLowered();
381 proto external bool CanPartialLower();
383 proto external void SetPartialLower(bool state);
384 //------------------------------------------------------------------------
386 //------------------------------------------------------------------------
387 proto external bool GetDisableMovementControls();
388 //------------------------------------------------------------------------
389 proto external void SetDisableMovementControls(bool other);
390 //------------------------------------------------------------------------
391 proto external bool GetDisableViewControls();
392 //------------------------------------------------------------------------
393 proto external void SetDisableViewControls(bool other);
394 //------------------------------------------------------------------------
395 proto external bool GetDisableWeaponControls();
396 //------------------------------------------------------------------------
397 proto external void SetDisableWeaponControls(bool other);
398 //------------------------------------------------------------------------
399 proto external vector GetMovementVelocity();
400 //------------------------------------------------------------------------
401 proto external vector GetMovementInput();
402 //------------------------------------------------------------------------
403 proto external vector GetVelocity();
404 //------------------------------------------------------------------------
405 proto external bool GetIsSprintingToggle();
406 //------------------------------------------------------------------------
407 proto external float GetLastStanceChangeDelay();
408 //------------------------------------------------------------------------
409 proto external int GetCurrentMovementPhase();
410 //------------------------------------------------------------------------
411 proto external bool GetCanFireWeapon();
412 //------------------------------------------------------------------------
413 proto external bool GetCanThrow();
414 //------------------------------------------------------------------------
415 proto external void SetWeaponNoFireTime(float t);
416 //------------------------------------------------------------------------
417 proto external bool IsInThirdPersonView();
418 // Caching third person view since profiling showed minor impact on cpu time when calling in to scripted method
419 proto external void SetInThirdPersonView(bool state);
420 proto external float GetStanceChangeDelayTime();
421 proto external float GetJumpSpeed();
422 proto external bool GetMeleeAttackInput();
424 proto external bool IsFreeLookEnforced();
427 proto external void OverrideMaxSpeed(float fraction);
432 proto external bool GetPositionInView(vector pos, float angMax);
440 [Obsolete("This method will be removed soon!")]
441 proto external void GetWeaponModifiers(float baseScale, float moveScale, out vector scaleA, out vector scaleB);
446 // Check if character is not moving and not any other locomotion related action is being performed
447 proto external bool IsCharacterStationary();
448
449 // callbacks
450
451 event void OnInspectionModeChanged(bool newState);
452 event void UpdateDrowning(float timeSlice, vector waterLevel);
453 event bool IsUsingBinoculars();
460 event EHitReactionType ComputeHitReaction(float damageValue, EDamageType damageType) {return EHitReactionType.HIT_REACTION_NONE;};
465 event protected void OnInit(IEntity owner);
471 event protected void OnDiag(IEntity owner, float timeslice);
472 event protected void OnReloaded(IEntity owner, BaseWeaponComponent weapon);
473 event protected void OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player);
474 event protected void OnApplyControls(IEntity owner, float timeSlice);
476 event protected void OnMeleeDamage(bool started);
477 event bool GetCanMeleeAttack() { return true; };
478 event bool GetCanEquipGadget(IEntity gadget) { return true; };
480 event protected bool OnPerformAction() { return false; };
482 event bool CanGetOutVehicleScript() { return true; };
484 event bool CanJumpOutVehicleScript() { return true; };
486 event protected void OnLifeStateChanged(ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState, bool isJIP);
488 event protected void OnConsciousnessChanged(bool conscious);
490 event protected void OnDeath(IEntity instigatorEntity, notnull Instigator instigator);
492 event protected void OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround);
494 event protected void OnGadgetFocusStateChanged(IEntity gadget, bool isFocused);
496 event protected void OnItemUseBegan(ItemUseParameters itemUseParams);
498 event protected void OnItemUseEnded(ItemUseParameters itemUseParams, bool successful);
500 event protected void OnWeaponRaisingStarted();
502 event protected void OnWeaponRaisingFinished();
504 event protected void OnWeaponLoweringStarted();
506 event protected void OnWeaponLoweringFinished();
507 event protected void OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd);
513 event float GetInspectTargetLookAt(out vector targetAngles);
516 event bool CanJumpClimb();
517 /*Should return true if during CharacterHeadingAnimComponent aligning, the aiming angles should influence aiming angles.*/
519 event bool ShouldGadgetBeDropped(IEntity gadget);
521 event protected void OnItemGestureCancelled();
523 event protected void OnWeaponDropped(IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot);
525 event protected void OnItemDroppedFromLeftHand(IEntity pItemEntity);
526 //------------------------------------------------------------------------
528 //------------------------------------------------------------------------
530 //------------------------------------------------------------------------
533 event protected void OnControlledByPlayer(IEntity owner, bool controlled);
534}
535
int AnimationEventID
ETrackIRLeanMode
EDamageType type
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
event void OnPrepareControls()
enum EVehicleType IEntity
ActionManager holds information about states of registered Contexts and Actions.
Adds ability to attach an object to a slot.
enum EPhysicsLayerPresets Ragdoll
proto external AIBaseAimingComponent GetAimingComponent()
proto external bool IsDead()
EWeaponObstructedState
EItemGesture
EHitReactionType
ECharacterStance
EEquipItemType
ECharacterLifeState
proto external bool CanDeployWeapon()
proto external int GetInspectState()
event void OnInspectionModeChanged(bool newState)
event bool ShouldGadgetBeDropped(IEntity gadget)
proto external ECharacterLifeState GetLifeState()
proto external bool IsGadgetRaisedModeWanted()
Returns true if character will be (or is) using gadget in raised mode.
proto external bool CanSetDynamicStance(float value)
proto external void SetStanceChange(int stance)
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2,...
proto external bool CanFire()
void OnItemGestureCancelled()
Triggered if item gesture is cancelled.
proto external vector GetCameraWeaponOffset()
proto external bool ReloadWeapon()
Request weapon reload. If true, request was sucessful.
proto external InventoryStorageManagerComponent GetInventoryStorageManager()
proto external bool TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false)
proto external bool CanRoll(int val)
proto external float GetObstructionAlpha()
proto external void RemoveGadgetFromHand(bool skipAnimations=false)
Remove held gadget.
proto external bool CanEquipGadget(IEntity gadget)
proto external void SetMovementDirWorld(vector movementDirWorld)
Update simulation state with difference of world position.
event bool SCR_GetDisableMovementControls()
proto external bool SetFireMode(int index)
proto external void SetWeaponADSInput(bool val)
void OnWeaponLoweringStarted()
Will be called when weapon lowering started.
void OnWeaponDropped(IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot)
Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was...
proto external bool IsChangingItem()
proto external void EnableReviveCharacter(bool enabled)
proto external float GetLastStanceChangeDelay()
proto external bool IsSwimming()
proto external bool IsUnconscious()
proto external bool ReloadWeaponWith(IEntity ammunitionEntity, bool bForceDetach=false)
proto external VoNComponent GetVONComponent()
Get active VON component for transmit.
proto external bool TryStartCharacterGesture(int gesture, int durationMS=0)
Starts character gesture with specified duration in milliseconds (if duration <= 0,...
proto external bool IsPlayingGesture()
proto external void DropItemFromLeftHand()
Makes character drop item from left hand.
proto external void RefreshRagdoll(float fWarmupTime)
proto external bool IsChangingFireMode()
proto external bool CanUseItem()
Returns true if the character can use an item.
proto external bool ShouldHoldInputForRoll()
proto external bool CanEnterUnconsciousness()
proto external float GetLeaning()
Either character wants to lean.
proto external float GetADSTime()
void OnApplyControls(IEntity owner, float timeSlice)
proto external bool IsCharacterStationary()
proto external bool IsMeleeAttack()
proto external float GetStanceChangeDelayTime()
proto external void ForceStanceUp(int stance)
proto external void SetDynamicSpeed(float value)
proto external int GetCurrentMovementPhase()
event bool CanJumpClimb()
proto external void SetPartialLower(bool state)
Sets desired partial lower state, if allowed.
event EHitReactionType ComputeHitReaction(float damageValue, EDamageType damageType)
proto external bool IsLeaning()
proto external bool GetDisableMovementControls()
proto external bool IsFreeLookEnabled()
proto external void EnableHoldInputForRoll(bool enable)
proto external void SetDynamicStance(float value)
event bool CanJumpOutVehicleScript()
Override to handle whether character can eject from vehicle via JumpOut input action.
void OnMeleeDamage(bool started)
Handling of melee events. Sends true if melee started, false, when melee ends.
proto external bool SelectWeapon(BaseWeaponComponent newWeapon)
Set weapon on character with switching animations. If true, the request was successful.
proto external bool GetMeleeAttackInput()
void OnWeaponRaisingFinished()
Will be called when weapon raising finished.
proto external ECharacterStance GetStance()
Returns the current stance of the character.
proto external bool GetIsWeaponDeployed()
proto external bool IsChangingStance()
proto external bool IsUsingItem()
proto external bool GetWeaponADSInput()
proto external bool IsPlayerControlled()
proto external bool SetMuzzle(int index)
proto external float GetMovementSpeed()
proto external float GetVehicleRagdollSpeedMsSq()
proto external void SetDisableViewControls(bool other)
proto external void SetFireWeaponWanted(bool val)
Set wanted input action values.
proto external bool IsFreeLookEnforced()
Returns true if freelook is enforced by game logic.
void OnConsciousnessChanged(bool conscious)
Will be called when the consciousness of the character changes.
bool OnPerformAction()
Override to handle what happens after pressing F button, return false to use default cpp behavior.
proto external void SetDisableWeaponControls(bool other)
proto external bool DetachCurrentMagazine()
proto external void SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw=false)
proto external bool SetSafety(bool safety, bool automatic)
proto external void DropWeapon(WeaponSlotComponent weaponSlot)
Makes character drop weapon from the weapon slot given by parameter.
proto external float GetCurrentLeanAmount()
Returns current amount of leaning applied.
proto external bool GetInspect()
proto external bool CanPlayItemGesture()
Returns true if the character can play a gesture.
proto external bool IsFalling()
proto external bool IsTrackIREnabled()
proto external bool IsAdjustingLeaning()
proto external bool GetIsWeaponDeployedBipod()
proto external EntitySlotInfo GetRightHandPointInfo()
proto external void StopCharacterGesture()
proto external IEntity GetCurrentItemInHands()
proto external void SetJump(float val)
void OnGadgetFocusStateChanged(IEntity gadget, bool isFocused)
Will be called when gadget fully transitioned to or canceled focus mode.
proto external bool IsClosingVehicleDoor()
proto external bool IsSprinting()
proto external bool GetFreeLookMouse()
proto external void SetUnconscious(bool enabled)
proto external bool IsClimbing()
proto external void SetBanking(float val)
void OnWeaponRaisingStarted()
Will be called when weapon raising started.
proto external CharacterAnimationComponent GetAnimationComponent()
proto external IEntity GetInspectEntity()
proto external bool GetCanThrow()
event bool GetCanMeleeAttack()
proto external CharacterHeadAimingComponent GetHeadAimingComponent()
proto external void ForceDeath()
Kills the character. Skips invincibility checks.
proto external void SetWantedLeaning(float val)
proto external void ForceStance(int stance)
proto external bool CanUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false)
event float GetInspectTargetLookAt(out vector targetAngles)
proto external void SetInspect(IEntity targetItem)
proto external bool TryUseBandage(IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true)
event void UpdateDrowning(float timeSlice, vector waterLevel)
proto external float GetStamina()
void OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround)
Will be called when gadget taken/removed from hand.
event bool CanGetOutVehicleScript()
Override to handle whether character can get out of vehicle via GetOut input action.
proto external bool CanChangeStance(int stance)
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2,...
proto external EntitySlotInfo GetLeftHandPointInfo()
proto external bool CanEngageChangeItem()
proto external bool IsFreeLookForced()
proto external bool CanInspect(IEntity targetItem)
proto external void SetWeaponRaised(bool val)
Set the current weapon-raised state.
proto external bool GetIsSprintingToggle()
proto external bool ReplaceEquippedItem(IEntity item)
Changes item currently equipped weapon slot and puts the previous one into the inventory....
proto external void SetShouldApplyDynamicSpeedOverride(bool shouldApply)
proto external void SetThrow(bool val, bool cancelThrow)
Set wanted input action values.
void OnWeaponLoweringFinished()
Will be called when weapon lowering finished.
event bool ShouldAligningAdjustAimingAngles()
proto external vector GetMovementInput()
proto external CharacterInputContext GetInputContext()
proto external bool IsPlayingItemGesture()
Returns true if the character is playing a gesture.
proto external void OverrideMaxSpeed(float fraction)
proto external bool TryUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0)
void OnDiag(IEntity owner, float timeslice)
proto external CharacterStaminaComponent GetStaminaComponent()
proto external bool TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="")
proto external bool IsGadgetInHands()
Returns true if there is a gadget in hands.
proto external bool GetCanFireWeapon()
proto external bool TryRecoverLastRightHandItem(bool swap=false, BaseUserAction callbackAction=null)
proto external bool CanPartialLower()
Returns true if the character can partially lower (weapon).
proto external bool IsWeaponRaised()
proto external bool GetInspectCurrentWeapon()
event bool GetCanEquipGadget(IEntity gadget)
proto external bool GetDisableWeaponControls()
proto external bool TryUseItem(IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false)
proto external vector GetVelocity()
proto external bool GetPositionInView(vector pos, float angMax)
proto external float GetDynamicSpeed()
proto external void SetFreeLook(bool input, bool mouse, bool controller)
proto external void ResetPersistentStates(bool resetADSState=true, bool resetGadgetState=true)
proto external void SetMeleeAttack(bool val)
proto external EWeaponObstructedState GetWeaponObstructedState()
proto external bool IsPartiallyLowered()
Returns true if the character is partially lowered.
proto external vector GetMovementDirWorld()
proto external bool GetFreeLookController()
proto external bool IsOpeningVehicleDoor()
proto external bool IsRoll()
proto external IEntity GetAttachedGadgetAtLeftHandSlot()
proto external AIControlComponent GetAIControlComponent()
proto external bool IsFocusMode()
proto external bool TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null)
event bool IsUsingBinoculars()
proto external bool GetDisableViewControls()
event void OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)
proto external void SetSightsRange(int index)
void OnReloaded(IEntity owner, BaseWeaponComponent weapon)
proto external SCR_ChimeraCharacter GetCharacter()
Returns the current controlled character.
proto external float GetJumpSpeed()
proto external bool IsReloading()
proto external void RecoverHiddenGadget(bool respectSettings, bool skipAnims)
Put held gadget on hold.
proto external void SetInThirdPersonView(bool state)
event bool SCR_GetDisableViewControls()
proto external void SetWeaponNoFireTime(float t)
proto external void SetForcedFreeLook(bool enabled)
Force character to stay in freelook.
void OnItemDroppedFromLeftHand(IEntity pItemEntity)
Runs after the left hand item is dropped. Returns dropped item entity.
proto external bool SetGadgetRaisedModeWanted(bool newRaised)
Returns true if focus will be changed to requested.
proto external IEntity GetRightHandItem()
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapo...
proto external void GetWeaponModifiers(float baseScale, float moveScale, out vector scaleA, out vector scaleB)
proto external vector GetMovementVelocity()
proto external void SetInspectState(int state)
proto external bool CanReviveCharacter()
event void SCR_OnDisabledJumpAction()
proto external void SetWeaponADS(bool val)
Set the current weapon ADS state.
proto external bool TryUseItemOverrideParams(notnull ItemUseParameters params)
proto external BaseWeaponManagerComponent GetWeaponManagerComponent()
proto external bool IsInThirdPersonView()
proto external void SetDisableMovementControls(bool other)
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 float GetVehicleRagdollSpeed()
proto external bool GetFreeLookInput()
proto external float GetDynamicStance()
proto external void RequestActionByID(int actionID, float value)
CharacterControllerComponentClass PrimaryControllerComponentClass SetAimingSensitivity(float mouse, float gamepad, float ads)
proto external CameraHandlerComponent GetCameraHandlerComponent()
proto external void SetRoll(int val)
2 - right, 1 - left
proto external float GetWantedLeaning()
proto external bool IsWeaponADS()
proto external void StopDeployment()
EDamageType
Definition EDamageType.c:13