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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Go to the source code of this file.
Classes | |
| class | SCR_ChimeraCharacterClass |
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| SCR_ChimeraCharacterClass ChimeraCharacterClass | NonSerialized ()] float m_fFaceAlphaTest=0 |
| Curve | GetFoliageHeightSlowdownCurve () |
| SCR_BushTypeSlowConfig | GetBushSlowTypeCfg () |
| override void | EOnInit (IEntity owner) |
| Faction | GetFaction () |
| string | GetFactionKey () |
| void | RPC_SetIllumination_BC (bool state, RplId rplId) |
| Using RPC here because it is only for sound, so we don't care when weapon is streamed in. | |
| void | RPC_SetIllumination_S (bool state, RplId rplId) |
| void | SetIllumination (bool illuminated, RplId rplId) |
| void | RPC_SetNewZoomLevel_BC (int zoomLevel, bool increased, RplId rplId) |
| Using RPC here because it is only for sound, so we don't care when weapon is streamed in. | |
| void | RPC_SetNewZoomLevel_S (int zoomLevel, bool increased, RplId rplId) |
| void | SetNewZoomLevel (int zoomLevel, bool increased, RplId rplId) |
| bool | IsDriving (float minSpeedSq=-1) |
| bool | IsRecruitable () |
| void | SetRecruitable (bool isRecruitable) |
| bool | IsRecruited () |
| void | SetRecruited (bool recruited) |
| override void | OnSpecialContactsChagned (notnull array< IEntity > contacts) |
| This is called locally by the owner of the character. | |
| float | GetModifiedBushHeight (float foliageHeight, ETreeSoundTypes treeType=ETreeSoundTypes.Bush) |
| void | CalculateAndSetSlowdown (float bushModdedHeight) |
| void | Rpc_ContactChanged (RplId changedEntityRplId, bool wasAdded) |
| void | AddNewContact (notnull IEntity newContact) |
| void | RemoveOldContact (IEntity oldContact=null) |
| void | SetSpeedLimit (Managed source, float limit) |
| void | UpdateSlowdown (float transitionTime) |
| void | OverrideSpeed (float speed) |
Variables | |
| ResourceName | m_sBushSlowTypeCfgPath |
| ref Curve | m_cFoliageHeightSlowCurve |
| FactionAffiliationComponent | m_pFactionComponent |
| SCR_CharacterPerceivableComponent | m_pPerceivableComponent |
| bool | m_bRecruitable |
| ref array< IEntity > | m_aContacts |
| bool | m_bIsRecruited = 0 |
| ref map< Managed, float > | m_mSpeedReferences = new map<Managed, float>() |
| float | m_fTargetSpeed |
| float | m_fCurrentSpeed = 1 |
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Definition at line 349 of file SCR_ChimeraCharacter.c.
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Definition at line 311 of file SCR_ChimeraCharacter.c.
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Definition at line 17 of file SCR_ChimeraCharacter.c.
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Definition at line 67 of file SCR_ChimeraCharacter.c.
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Definition at line 76 of file SCR_ChimeraCharacter.c.
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Definition at line 11 of file SCR_ChimeraCharacter.c.
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Definition at line 302 of file SCR_ChimeraCharacter.c.
Returns true if character is in driver compartment, optionally can check if vehicle is moving fast enough
| minSpeedSq | Minimum speed squared [m/s] |
Definition at line 165 of file SCR_ChimeraCharacter.c.
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Definition at line 196 of file SCR_ChimeraCharacter.c.
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Definition at line 209 of file SCR_ChimeraCharacter.c.
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pure virtual |
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This is called locally by the owner of the character.
Definition at line 223 of file SCR_ChimeraCharacter.c.
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Definition at line 578 of file SCR_ChimeraCharacter.c.
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Definition at line 402 of file SCR_ChimeraCharacter.c.
Definition at line 326 of file SCR_ChimeraCharacter.c.
Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
Definition at line 88 of file SCR_ChimeraCharacter.c.
Definition at line 110 of file SCR_ChimeraCharacter.c.
Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
Definition at line 127 of file SCR_ChimeraCharacter.c.
Definition at line 148 of file SCR_ChimeraCharacter.c.
Definition at line 118 of file SCR_ChimeraCharacter.c.
Definition at line 155 of file SCR_ChimeraCharacter.c.
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Definition at line 202 of file SCR_ChimeraCharacter.c.
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Definition at line 215 of file SCR_ChimeraCharacter.c.
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Used whenever an entity slows the player down (as of writing this code only used for bushes and barbed wire) This system mostly handles finding the strongest acting slow and restricting the character to that amount.
| [in] | source | Origin of the slowing force |
| [in] | limit | Percentage amount of base speed the character maxes out to, if set to 1 will remove source automatically |
Definition at line 512 of file SCR_ChimeraCharacter.c.
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Called by SCR_CharacterSlowdownEasingSystem to make the transition during slowdowns better.
| [in] | transitionTime | Amount of time passed since last update * transition strength |
Definition at line 561 of file SCR_ChimeraCharacter.c.
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Definition at line 48 of file SCR_ChimeraCharacter.c.
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Definition at line 51 of file SCR_ChimeraCharacter.c.
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Definition at line 45 of file SCR_ChimeraCharacter.c.
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Definition at line 4 of file SCR_ChimeraCharacter.c.
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Definition at line 57 of file SCR_ChimeraCharacter.c.
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Definition at line 57 of file SCR_ChimeraCharacter.c.
Definition at line 56 of file SCR_ChimeraCharacter.c.
| FactionAffiliationComponent m_pFactionComponent |
Definition at line 39 of file SCR_ChimeraCharacter.c.
| SCR_CharacterPerceivableComponent m_pPerceivableComponent |
Definition at line 42 of file SCR_ChimeraCharacter.c.
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Definition at line 1 of file SCR_ChimeraCharacter.c.