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CharacterIdentityComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
CharacterIdentityComponentClass
:
GameComponentClass
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{
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}
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class
CharacterIdentityComponent:
GameComponent
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{
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proto external
IEntity
GetHeadEntity
();
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/*
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Sets the Alpha for the head.
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\param a target Aplha between 0-255
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*/
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proto external
void
SetHeadAlpha
(
int
a);
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/*
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Sets the visibility of all submeshes.
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\param visible Whether all submeshes should be drawn or not.
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*/
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proto external
void
SetVisibleAll
(
bool
visible);
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/*
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Sets wound state for specific bodyPart.
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\param bodyPart Name of the part to be changed
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\param wound Whether part should be wounded or not.
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*/
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proto external
bool
SetWoundState
(
string
bodyPart,
bool
wound);
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proto external
bool
IsCovered
(
string
bodyPart);
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/*
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Reuse currently stored Identity
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As an example
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CharacterIdentityComponent identityComponent = CharacterIdentityComponent.Cast( soldierEntity.FindComponent(CharacterIdentityComponent));
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if (!identityComponent)
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return;
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VisualIdentity visId = identityComponent.GetIdentity().GetVisualIdentity();
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visId.SetHead("{24D28E910BF9F648}Prefabs/Characters/Heads/Head_Asian_02.et");
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identityComponent.CommitChanges();
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*/
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proto external
void
CommitChanges
();
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proto external
Identity
GetIdentity
();
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proto external
bool
CheckIdentityIDs
(
int
alias,
int
name,
int
surname,
int
soundIdentity,
int
visualIdentity);
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proto external
bool
SetIdentityFromIDs
(
int
alias,
int
name,
int
surname,
int
soundIdentity,
int
visualIdentity);
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proto external
void
SetIdentity
(
Identity
cfg);
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// callbacks
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event
void
OnBodyPartStateChanged
(
string
bodyPart,
bool
visible,
bool
wounded);
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}
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IsCovered
bool IsCovered()
Whether hitzone submeshes are hidden with clothing.
Definition
SCR_CharacterHitZone.c:265
CharacterIdentityComponentClass
Definition
CharacterIdentityComponent.c:13
GameComponentClass
Definition
GameComponentClass.c:8
GameComponent
Definition
GameComponent.c:13
IEntity
Definition
IEntity.c:13
Identity
Definition
Identity.c:13
SetIdentity
proto external void SetIdentity(Identity cfg)
Set the identity to the player, and replicates the identity to clients.
GetHeadEntity
CharacterIdentityComponentClass GameComponentClass GetHeadEntity()
SetHeadAlpha
proto external void SetHeadAlpha(int a)
OnBodyPartStateChanged
event void OnBodyPartStateChanged(string bodyPart, bool visible, bool wounded)
CheckIdentityIDs
proto external bool CheckIdentityIDs(int alias, int name, int surname, int soundIdentity, int visualIdentity)
SetIdentityFromIDs
proto external bool SetIdentityFromIDs(int alias, int name, int surname, int soundIdentity, int visualIdentity)
SetVisibleAll
proto external void SetVisibleAll(bool visible)
CommitChanges
proto external void CommitChanges()
SetWoundState
proto external bool SetWoundState(string bodyPart, bool wound)
GetIdentity
proto external Identity GetIdentity()
Get identity of this character.
scripts
Game
generated
Character
CharacterIdentityComponent.c
Generated by
1.17.0