Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
PlayerController.c
Go to the documentation of this file.
1 /*
2 ===========================================
3 Do not modify, this script is generated
4 ===========================================
5 */
6 
12 class PlayerControllerClass: GenericControllerClass
13 {
14 }
15 
16 class PlayerController: GenericController
17 {
18  proto external IEntity GetControlledEntity();
23  proto external bool SetControlledEntity(IEntity entity);
24  proto external PlayerCamera GetPlayerCamera();
32  [Obsolete("Use SCR_RespawnComponent.CanSpawn instead!")]
33  proto external bool CanRequestRespawn();
35  [Obsolete("Use SCR_RespawnComponent.RequestSpawn instead!")]
36  proto external void RequestRespawn();
38  proto external ActionManager GetActionManager();
43  proto external RespawnComponent GetRespawnComponent();
44  proto external HUDManagerComponent GetHUDManagerComponent();
46  proto external bool IsChatAllowed();
48  proto external bool IsVonAllowed();
50  proto external bool HasRole(EPlayerRole role);
51  proto external bool SetCharacterCameraRenderActive(bool active);
52  proto external int GetPlayerId();
53  proto external int GetRplIdentity();
59  proto external void SetPlayerBlockedState(int playerId, bool blocked);
65  proto external void SetPlayerMutedState(int playerId, bool blocked);
69  proto external PermissionState GetPlayerBlockedState(int playerId);
73  proto external PermissionState GetPlayerMutedState(int playerId);
77  proto external bool CanViewContentCreatedBy(int playerId);
78 
79  // callbacks
80 
81  event protected void OnInit(IEntity owner);
82  /*
83  Event raised during ownership changes.
84 
85  The process is as following:
86  1. Notify the owner that ownership is about to change.
87  Event is raised as changing=true and becameOwner=!IsOwner
88  This way we can prepare for the ownership change, e.g. if there are any queued inputs we can process them first with all IsOwner checks as they are.
89  2. The owner sends and acknowledgment to the server
90  3. The server performs the same thing as owner in (1).
91  4. The server passes the ownership.
92  Event is raised as changing=false, at this point becameOwner always reflects real state.
93  */
94  event protected void OnOwnershipChanged(bool changing, bool becameOwner);
96  event protected void OnControlledEntityChanged(IEntity from, IEntity to);
98  event protected void OnDestroyed(notnull Instigator killer);
99  event void OnUpdate(float timeSlice);
100 }
101 
CanViewContentCreatedBy
proto external bool CanViewContentCreatedBy(int playerId)
SetCharacterCameraRenderActive
proto external bool SetCharacterCameraRenderActive(bool active)
EPlayerRole
EPlayerRole
Definition: EPlayerRole.c:7
GetRespawnComponent
proto external RespawnComponent GetRespawnComponent()
Definition: SCR_SpawnRequestComponent.c:45
OnControlledEntityChanged
event protected void OnControlledEntityChanged(IEntity from, IEntity to)
Runs every time the controlled entity has been changed.
Definition: SCR_ItemPlacementComponent.c:113
OnDestroyed
event protected void OnDestroyed(notnull Instigator killer)
Runs every time the controlled entity die.
GetHUDManagerComponent
proto external HUDManagerComponent GetHUDManagerComponent()
PermissionState
PermissionState
Definition: PermissionState.c:12
GetPlayerBlockedState
proto external PermissionState GetPlayerBlockedState(int playerId)
OnOwnershipChanged
event protected void OnOwnershipChanged(bool changing, bool becameOwner)
Definition: SCR_CampaignFeedbackComponent.c:1334
CanRequestRespawn
proto external bool CanRequestRespawn()
Instigator
Definition: Instigator.c:6
OnUpdate
event void OnUpdate(float timeSlice)
IsChatAllowed
proto external bool IsChatAllowed()
Returns text communication privilege.
IsVonAllowed
proto external bool IsVonAllowed()
Returns voice communication privilege.
PlayerControllerClass
Definition: PlayerController.c:12
RequestRespawn
proto external void RequestRespawn()
Send request to the server to spawn a playable controller for us.
Definition: SCR_DeployMenuBase.c:694
SetPlayerBlockedState
proto external void SetPlayerBlockedState(int playerId, bool blocked)
GetControlledEntity
PlayerControllerClass GenericControllerClass GetControlledEntity()
Definition: SCR_EditablePlayerDelegateComponent.c:86
GetPlayerMutedState
proto external PermissionState GetPlayerMutedState(int playerId)
HasRole
proto external bool HasRole(EPlayerRole role)
Returns True if the user has given role assigned.
OnInit
event protected void OnInit(IEntity owner)
Definition: SCR_CharacterCommandHandler_Tests.c:523
GetActionManager
proto external ActionManager GetActionManager()
Returns the Action Manager associated to this player controller.
SetPlayerMutedState
proto external void SetPlayerMutedState(int playerId, bool blocked)
SetControlledEntity
proto external bool SetControlledEntity(IEntity entity)
Definition: SCR_EditablePlayerDelegateComponent.c:68
GetRplIdentity
proto external int GetRplIdentity()
Obsolete
RespawnSystemComponentClass GameComponentClass Obsolete()] proto external GenericEntity DoSpawn(string prefab
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
GetPlayerCamera
proto external PlayerCamera GetPlayerCamera()
GetPlayerId
proto external int GetPlayerId()
Definition: SCR_SpawnRequestComponent.c:39