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CharacterInputContext.c
Go to the documentation of this file.
1
/*
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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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11
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class
CharacterInputContext
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{
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// MOVEMENT
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proto
void
GetMovement(out
float
pSpeed, out
vector
pLocalDirection);
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proto external
void
SetMovement(
float
speed,
vector
pLocalDirection);
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proto external
ECharacterStanceChange
GetStanceChange();
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proto external
int
GetRollCommand();
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proto external
void
SetRoll(
int
rollCommand);
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proto external
float
GetLean();
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proto external
void
SetLean(
float
lean);
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proto external
bool
IsMoving
();
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proto external
bool
IsSprinting
();
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proto external
bool
IsAdjustedStanceEnabled();
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proto external
void
ToggleAdjustedStance(
bool
enabled);
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proto external
void
SetAimChange(
vector
aimChange);
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proto external
vector
GetAimChange();
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proto external
float
GetHeadingAngle();
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proto external
void
SetHeadingAngle(
float
newHeadingAngle);
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proto external
void
SetAimingAngles(
vector
aimingAngles);
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proto external
vector
GetAimingAngles();
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proto external
void
SetLookAtAngles(
vector
lookAtAngles);
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proto external
vector
GetLookAtAngles();
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// set weapon translation
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proto external
void
SetWeaponIKTranslation(
vector
pWeaponTrans);
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proto external
vector
GetWeaponIKTranslation();
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proto external
bool
CameraIsFreeLook();
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proto external
void
SetFreelook(
bool
pFreelook);
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proto external
void
SetTransferFreeaimAfterFreelookRequest(
bool
val);
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proto external
bool
ShouldTransferFreeaimAfterFreelook();
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proto external
void
AccumulateFreelookAdjustment(
vector
change);
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proto external
bool
WeaponIsRaisedOrADS();
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proto external
bool
WeaponIsRaised();
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proto external
void
SetRaiseWeapon(
bool
bRaise);
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proto external
void
SetWeaponPullTrigger(
bool
bPull);
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proto external
bool
WeaponIsPullingTrigger();
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proto external
bool
WeaponIsStartReloading();
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proto external
int
GetWeaponReloadType();
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proto external
void
SetReloadWeapon(
int
ReloadType);
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proto external
void
SetWeaponADS(
bool
ads);
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proto external
bool
IsWeaponADS
();
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proto external
bool
IsWeaponObstructionEnabled();
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proto external
void
ToggleWeaponObstruction(
bool
enabled);
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// Actions
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proto external
void
SetJump(
float
val);
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proto external
float
GetJump();
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proto external
void
SetThrow(
bool
val);
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proto external
bool
GetThrow();
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proto external
void
CancelThrow();
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proto external
bool
IsThrowCanceled();
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proto external
void
SetDie(
bool
val,
float
direction
);
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proto external
float
GetDie();
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proto external
void
SetMeleeAttack(
bool
val);
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proto external
bool
GetMeleeAttack();
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proto external
void
SetHit(
EHitReactionType
hitRecationType,
float
direction
);
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proto external
EHitReactionType
GetHitReaction();
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proto external
float
GetHitDirection();
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proto external
void
SetVehicleDoorToggle(
bool
toggle);
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proto external
bool
GetVehicleDoorToggle();
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proto external
void
SetVehicleTurnOutToggle(
bool
toggle);
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proto external
bool
GetVehicleTurnOutToggle();
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proto external
bool
GetVehicleTurnOut();
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proto external
void
SetVehicleTurnOut(
bool
val);
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proto external
bool
GetVehicleTurnIn();
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proto external
void
SetVehicleTurnIn(
bool
val);
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proto external
void
SetVehicleDoorInfoIndex(
int
val);
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proto external
int
GetVehicleDoorInfoIndex();
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proto external
void
SetVehicleTeleportTarget(
vector
target[]);
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proto external
vector
[] GetVehicleTeleportTarget();
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proto external
void
SetVehicleSteering(
float
val);
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proto external
float
GetVehicleSteering();
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proto external
void
SetVehicleThrottle(
float
val);
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proto external
float
GetVehicleThrottle();
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proto external
void
SetVehicleClutch(
float
val);
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proto external
float
GetVehicleClutch();
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proto external
void
SetVehicleBrake(
float
val);
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proto external
float
GetVehicleBrake();
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proto external
void
SetVehicleCollective(
float
val);
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proto external
float
GetVehicleCollective();
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proto external
void
SetVehicleCyclicForward(
float
val);
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proto external
float
GetVehicleCyclicForward();
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proto external
void
SetVehicleCyclicAside(
float
val);
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proto external
float
GetVehicleCyclicAside();
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proto external
void
SetVehicleAntiTorque(
float
val);
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proto external
float
GetVehicleAntiTorque();
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proto external
int
SetVehicleGearSwitch();
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proto external
void
GetVehicleGearSwitch(
int
val);
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proto external
void
SetVehicleEngineStartStop(
int
val);
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proto external
int
GetVehicleEngineStartStop();
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proto external
void
SetVehicleLights(
int
val);
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proto external
int
GetVehicleLights();
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proto external
void
SetVehicleHorn(
int
val);
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proto external
int
GetVehicleHorn();
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proto external
void
SetVehicleHandBrake(
EHandBrakeType
val);
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proto external
EHandBrakeType
GetVehicleHandBrake();
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// Gestures/Animations
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proto external
bool
IsPlayingGesture
();
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proto external
void
SetPlayingGesture(
bool
val);
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proto external
int
GetGestureID();
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proto external
void
SetGestureID(
int
gestureID);
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proto external
bool
IsUnconscious
();
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// Returns the entity only if the gadget is in the hand - not when it is hidden by another action.
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proto external
IEntity
GetLeftHandGadgetEntity();
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// Returns the entity both when the gadget is in hand and when hidden by another action.
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proto external
IEntity
GetWantedLefHandGadgetEntity();
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proto external
void
SetCancelItemAction(
bool
value);
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// Returns depth of the water body in which character is standing, up to 2m (computed from a raycast going directly down from the character).
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proto external
float
GetWaterBodyApproxDepth();
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// Returns how deep the character is submerged in water (how deep the entity point is). Is influenced by character animations.
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proto external
float
GetWaterCharacterSubmersion();
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// Returns how deep the character's nose is submerged in water. Is influenced by character animations.
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proto external
float
GetWaterNoseSubmersion();
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// Returns the elevation of the water surface in world space.
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proto external
float
GetWaterBodySurfaceY();
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}
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IsMoving
bool IsMoving()
Definition
SCR_AICombatMoveState.c:104
direction
vector direction
Definition
SCR_DestructibleTreeV2.c:31
CharacterInputContext
Definition
CharacterInputContext.c:13
IEntity
Definition
IEntity.c:13
vector
Definition
vector.c:13
ECharacterStanceChange
ECharacterStanceChange
Definition
ECharacterStanceChange.c:13
EHitReactionType
EHitReactionType
Definition
EHitReactionType.c:13
IsUnconscious
proto external bool IsUnconscious()
IsPlayingGesture
proto external bool IsPlayingGesture()
IsSprinting
proto external bool IsSprinting()
IsWeaponADS
proto external bool IsWeaponADS()
EHandBrakeType
EHandBrakeType
Definition
EHandBrakeType.c:13
scripts
Game
generated
Character
CharacterInputContext.c
Generated by
1.17.0