134 private void OnItemAddedListener(
IEntity item, BaseInventoryStorageComponent storage)
139 private void OnItemRemovedListener(
IEntity item, BaseInventoryStorageComponent storage)
144 private void OnInventoryOpen(
bool open)
148 SCR_InventoryAvailableCondition.IncrementCounter();
153 private void OnQuickSlotOpen(
bool open)
157 SCR_WeaponQuickSlotAvailableCondition.IncrementCounter();
170 SCR_EditorModeEntity GetEditorModeEntity()
176 SCR_PlacingEditorComponent GetEditorPlacingComponent()
182 SCR_StatesEditorComponent GetEditorStatesManagerComponent()
188 SCR_EntitiesManagerEditorComponent GetEditorEntitiesManagerComponent()
190 return m_EditorEntitiesManagerComponent;
628 SCR_CampaignBuildingGadgetToolComponent gadgetComponent = SCR_CampaignBuildingGadgetToolComponent.Cast(
m_GadgetManager.GetHeldGadgetComponent());
629 if (!gadgetComponent)
632 SCR_MultiPartDeployableItemComponent deployableItemComp = gadgetComponent.GetCurrentlyHandledComponent();
633 if (!deployableItemComp)
636 IEntity item = deployableItemComp.GetOwner();
646 UIInfo info = iic.GetUIInfo();
674 m_EditorEntitiesManagerComponent = null;
698 m_VON = SCR_VoNComponent.Cast(character.FindComponent(SCR_VoNComponent));
724 SCR_InventoryStorageManagerComponent storageManager = SCR_InventoryStorageManagerComponent.Cast(
m_CharacterController.GetInventoryStorageManager());
785 CompartmentAccessComponent compartmentAccess =
m_Character.GetCompartmentAccessComponent();
787 if (compartmentAccess)
801 IEntity vehicle = slot.GetOwner();
886 if (characterStorage)
890 array<ref SCR_QuickslotBaseContainer> items = characterStorage.
GetQuickSlotItems();
895 if (entityContainer && entityContainer.GetEntity() && entityContainer.GetEntity().FindComponent(SCR_ConsumableItemComponent))
940 if (vehicle && vehicle.Type() !=
Vehicle)
956 Print(
"[SCR_AvailableActionsConditionData] - can't fetch health data!",
LogLevel.WARNING);
974 array<ECharacterHitZoneGroup> limbs = {};
977 for (
int i = 0, count = limbs.Count(); i < count; i++)
994 array<Widget> mapWidgetsUnderCursor = SCR_MapCursorModule.GetMapWidgetsUnderCursor();
997 foreach (
Widget widget : mapWidgetsUnderCursor)
ArmaReforgerScripted GetGame()
InputManager GetInputManager()
SCR_EditorManagerEntity GetEditorManager()
void SCR_EditorManagerEntity(IEntitySource src, IEntity parent)
void SCR_QuickslotEntityContainer(IEntity entity)
proto external Managed FindComponent(typename typeName)
proto external IEntity GetParent()
void FetchMapData(float timeSlice)
Fetch 2D map related data.
SCR_StatesEditorComponent m_EditorStatesManagerComponent
BaseWeaponComponent GetCurrentWeapon()
Returns current weapon or none if null.
CharacterControllerComponent m_CharacterController
SCR_EditorManagerEntity m_EditorManager
Editor.
bool GetIsCharacterSprinting()
Returns whether character is sprinting.
SCR_PlacingEditorComponent m_EditorPlacingComponent
bool GetHasBleedingLimbs()
SignalsManagerComponent m_CurrentVehicleSignals
Current vehicle signals.
bool m_bCanFetchInventory
Inventory fetching limitation.
SignalsManagerComponent GetCurrentVehicleSignals()
Returns current character weapon or null if none.
BaseControllerComponent GetCurrentVehicleController()
Returns current controlled vehicle's controller.
bool m_bIsCharacterBleeding
Is character bleeding.
BaseMagazineComponent m_CurrentMagazine
Current weapon magazine.
bool m_bIsCharacterWeaponRaised
Is character weapon raised.
bool m_bIsCharacterInVehicle
Is character seated in a vehicle?
BaseMagazineComponent GetCurrentMagazine()
Returns current magazine or null if none.
void FetchHealthData(float timeSlice)
Fetch data related to character health state, bleeding, used medicals, etc.
ChimeraCharacter GetCharacter()
bool m_bIsCharacterGettingOut
Is character getting out?
SCR_CharacterDamageManagerComponent m_CharacterDamageComponent
bool m_bOwnsLongRangeRadio
bool m_bIsCharacterUsingItem
Is character using an item at the moment.
bool m_bIsCharacterFreelookToggled
Is character freelooking toggled?
ECompartmentType GetCompartmentType()
Returns current compartment type.
bool m_bIsCharacterSwimming
Is character swimming?
bool IsQuickSlotAvailable()
bool GetHasTourniquetLimb()
SCR_VONController m_VONController
IEntity m_CurrentVehicle
Current vehicle.
int m_iMedicalItemCount
Number of medial items.
bool GetIsCharacterReloading()
Returns whether character is reloading or not.
bool GetIsCharacterWeaponRaised()
Returns if character has raised weapon.
IEntity GetCurrentWeaponEntity()
Returns current character weapon or null if none.
TurretControllerComponent m_CurrentTurretController
Current turret controller.
float GetCharacterBleedingTime()
Returns for how long is character bleeding.
bool m_bIsCharacterSprinting
Is character sprinting?
bool GetIsCharacterFalling()
Returns whether character is falling (airborne) or not.
bool m_bIsCharacterGettingIn
Is character getting in?
bool m_bIsCharacterFreelookForced
Is character freelooking forced?
bool GetCanCharacterGetOutVehicle()
Returns whether character can get out of vehicle (if in any).
IEntity m_CurrentWeaponEntity
Current character weapon entity (if any).
string GetCurrentlyPlacedItemName()
Returns current character weapon or null if none.
SCR_GadgetComponent GetHeldGadgetComponent()
Returns held gadget component or null if none.
float m_fSprintingTime
How long is character sprinting.
bool m_bCanResetElementRotation
float GetFocusModeAmount()
Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.
bool m_bCanCharacterGetOutVehicle
Can character get out of vehicle?
IEntity m_CurrentItemEntity
Currently equipped item entity (if any).
bool GetIsCharacterGettingOut()
Returns whether character is getting out.
void FetchData(IEntity controlledEntity, float timeSlice)
bool m_bHasTourniquetLimb
CharacterAnimationComponent GetAnimationComponent()
Returns the actual animation controller.
bool m_bIsCharacterFalling
Is character falling? (airborne).
int GetCharacterRadiosCount()
bool m_bCanRotateMapElement
IEntity GetCurrentVehicle()
Returns current controlled vehicle.
bool GetIsCharacterUsingItem()
Returns if character is currently using an item.
bool m_bIsValid
Whether data is valid at current moment, FetchData has to be called prior to this to have it updated.
SCR_InventoryStorageManagerComponent m_StorageManager
bool GetIsCharacterFreelook()
Returns whether character is freelooking.
ECharacterStance m_eCharacterStance
Current character stance.
string m_sCurrentlyPlacedItemName
SCR_CharacterDamageManagerComponent GetCharacterDamageComponent()
bool GetIsCharacterConscious()
bool GetIsCharacterADS()
Returns whether character is aiming down sights or not.
SCR_EditorModeEntity m_CurrentlyUsedEditor
bool GetIsCharacterGettingIn()
Returns whether character is getting in.
bool m_bCharacterRadiosCount
Count of available radios.
bool m_bIsCharacterConscious
float GetCurrentVehicleTurboTime()
Returns for how long is vehicle using turbo.
int m_iMedicalItemCountInQuickSlots
Number of medical items in quick slots.
void FetchCurrentlyPlacedItemName()
BaseWeaponComponent GetCurrentVehicleWeapon()
Returns current controlled vehicle weapon or null if none.
SCR_GadgetManagerComponent m_GadgetManager
ChimeraCharacter m_Character
float m_fFocusMode
Is character in focus mode.
bool m_bCanDragMapElement
int GetMedicalItemCountInQuickSlots()
bool m_bIsWeaponManipulation
Is weapon manipulation mode active.
bool GetIsCharacterFreelookToggled()
Returns whether character is freelooking toggled.
bool m_bIsCharacterFreelook
Is character freelooking?
bool m_bCanActivateMapElement
ECharacterStance GetCharacterStance()
Returns current character stance.
BaseControllerComponent m_CurrentVehicleController
Current vehicle controller.
BaseMuzzleComponent GetCurrentMuzzle()
Returns current weapon or none if null.
int m_iAdditionalMagazines
Number of additional magazines character has for current weapon.
bool m_bIsQuickSlotAvailable
Is quick slot bar available.
float GetCharacterSprintingTime()
Returns for how long is character bleeding.
bool GetIsCharacterUsingRadio()
bool m_bIsCharacterReloading
Is character reloading.
int GetMedicalItemCount()
Returns count of medial items.
BaseWeaponComponent m_CurrentWeapon
Current weapon.
bool GetIsCharacterBleeding()
Returns if character is bleeding.
IEntity GetCurrentItemEntity()
Returns current character item or null if none.
IEntity GetHeldGadget()
Returns held gadget or null if none.
void SCR_AvailableActionsConditionData()
Creates condition data container.
bool m_bIsCharacterADS
Is character aiming down sights?
bool m_bCharacterIsUsingRadio
Is character using radio.
bool m_bIsQuickSlotShown
Is weapon quick bar shown.
float m_fTurboTime
How long is player using turbo as driver of vehicle.
BaseMuzzleComponent m_CurrentMuzzle
Current weapon muzzle.
bool GetGadgetRaised()
Return held gadget being aimed with.
bool m_bIsGadgetSelection
Is gadget selection mode active.
IEntity GetVehicle(IEntity vehicle)
Gets vehicle entity from potentially attached entity.
bool GetIsCharacterFreelookForced()
Returns whether character is freelooking forced.
SCR_MapEntity m_MapEntity
Map vars.
bool IsWeaponManipulation()
bool GetIsCharacterInVehicle()
Returns whether character is in a vehicle or not.
BaseWeaponComponent m_CurrentVehicleWeapon
Current vehicle weapon.
bool GetIsCharacterSwimming()
Returns whether character is swimming or not.
float m_fBleedingTime
How long is character bleeding.
bool m_bIsInventoryOpen
Is inventory open.
int GetAdditionalMagazinesCount()
CharacterControllerComponent GetCharacterController()
ECompartmentType m_eCompartmentType
bool GetCanCharacterFireWeapon()
Return if player can fire weapon.
bool m_bCanCharacterFireWeapon
Can character fire with weapon.
TurretControllerComponent GetCurrentTurretController()
Returns controller of currently controlled turret.
IEntity GetGadget(EGadgetType type)
Returns gadget by type or null if none.
array< ref SCR_QuickslotBaseContainer > GetQuickSlotItems()
static SCR_GadgetManagerComponent GetGadgetManager(IEntity entity)
Attach this component to a widget in a map layout to configure interactions.
static SCR_MapEntity GetMapInstance()
Get map entity instance.
SCR_QuickslotBaseContainer is intended to be used for quickslots, to allow quickslotting of non-item ...
UIInfo - allows to define UI elements.
enum EPhysicsLayerPresets Vehicle
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
LogLevel
Enum with severity of the logging message.
proto external PlayerController GetPlayerController()
proto native void Clear()
Remove all calls from list.