Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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PlayerController.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
15
16class 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();
43 proto external RespawnComponent GetRespawnComponent();
44 proto external HUDManagerComponent GetHUDManagerComponent();
46 [Obsolete("Use SocialComponent.IsPrivilegedTo().")]
47 proto external bool IsChatAllowed();
49 [Obsolete("Use SocialComponent.IsPrivilegedTo().")]
50 proto external bool IsVonAllowed();
52 proto external bool HasRole(EPlayerRole role);
53 proto external bool SetCharacterCameraRenderActive(bool active);
54 proto external int GetPlayerId();
55 proto external int GetRplIdentity();
56 proto external GamepadIOHandlerComponent GetGamepadIOHandlerComponent();
57 proto external void ResetGamepadIOHandler();
58 proto external void ApplyGamepadEffectImmediate(GamepadEffect effect);
59
60 // callbacks
61
62 event protected void OnInit(IEntity owner);
63 /*
64 Event raised during ownership changes.
65
66 The process is as following:
67 1. Notify the owner that ownership is about to change.
68 Event is raised as changing=true and becameOwner=!IsOwner
69 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.
70 2. The owner sends and acknowledgment to the server
71 3. The server performs the same thing as owner in (1).
72 4. The server passes the ownership.
73 Event is raised as changing=false, at this point becameOwner always reflects real state.
74 */
75 event protected void OnOwnershipChanged(bool changing, bool becameOwner);
77 event protected void OnControlledEntityChanged(IEntity from, IEntity to);
79 event protected void OnDestroyed(notnull Instigator killer);
80 event void OnUpdate(float timeSlice);
81}
82
EPlayerRole
Definition EPlayerRole.c:8
void OnDestroyed(IEntity owner)
override void OnUpdate()
void RequestRespawn()
Sends a respawn request based on assigned loadout and selected spawn point.
ActionManager holds information about states of registered Contexts and Actions.
proto external ActionManager GetActionManager()
SCR_EditableEntityComponent GetControlledEntity()
proto external void ApplyGamepadEffectImmediate(GamepadEffect effect)
proto external bool CanRequestRespawn()
void SetControlledEntity(IEntity controlledEntity)
void OnControlledEntityChanged(IEntity from, IEntity to)
Runs every time the controlled entity has been changed.
proto external bool HasRole(EPlayerRole role)
Returns True if the user has given role assigned.
proto external RespawnComponent GetRespawnComponent()
proto external GamepadIOHandlerComponent GetGamepadIOHandlerComponent()
proto external bool IsVonAllowed()
Returns voice communication privilege.
proto external bool IsChatAllowed()
Returns text communication privilege.
proto external bool SetCharacterCameraRenderActive(bool active)
proto external PlayerCamera GetPlayerCamera()
proto external HUDManagerComponent GetHUDManagerComponent()
proto external int GetPlayerId()
proto external void ResetGamepadIOHandler()
void OnOwnershipChanged(bool changing, bool becameOwner)
proto external int GetRplIdentity()