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CharacterCommandHandlerComponent Class Reference
Inheritance diagram for CharacterCommandHandlerComponent:

Protected Member Functions

bool OnRplSave (ScriptBitWriter writer)
bool OnRplLoad (ScriptBitReader reader)
event bool HandleFinishedCommands (bool pCurrentCommandFinished)
event bool HandleDeath (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
event bool HandleUnconscious (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleVehicle (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleSwimming (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleLadders (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleClimbing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleMelee (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleFalling (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleDamageHit (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleSlide (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeapons (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleThrowing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemChange (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemUse (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemGesture (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponReloading (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponADS (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponDeployment (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponFire (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponObstruction (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleLeftHandGadget (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleDynamicStance (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool TransitionMove_JumpClimb (CharacterInputContext pInputCtx)
event bool TransitionMove_Swimming (CharacterInputContext pInputCtx)
event bool TransitionMove_Ladder (CharacterInputContext pInputCtx)
event bool SubhandlerStatesBegin (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool SubhandlerStatesEnd (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool SubhandlerTransitionsMove (CharacterInputContext InputCtx)
event int SelectMeleeAnimationType ()
bool OnRplSave (ScriptBitWriter writer)
bool OnRplLoad (ScriptBitReader reader)
event bool HandleFinishedCommands (bool pCurrentCommandFinished)
event bool HandleDeath (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
event bool HandleUnconscious (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleVehicle (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleSwimming (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleLadders (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleClimbing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleMelee (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleFalling (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleDamageHit (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleSlide (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeapons (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleThrowing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemChange (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemUse (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleItemGesture (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponReloading (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponADS (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponDeployment (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponFire (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleWeaponObstruction (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleLeftHandGadget (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool HandleDynamicStance (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool TransitionMove_JumpClimb (CharacterInputContext pInputCtx)
event bool TransitionMove_Swimming (CharacterInputContext pInputCtx)
event bool TransitionMove_Ladder (CharacterInputContext pInputCtx)
event bool SubhandlerStatesBegin (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool SubhandlerStatesEnd (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
event bool SubhandlerTransitionsMove (CharacterInputContext InputCtx)
event int SelectMeleeAnimationType ()

Detailed Description

Definition at line 12 of file CharacterCommandHandlerComponent.c.

Member Function Documentation

◆ HandleClimbing() [1/2]

event bool CharacterCommandHandlerComponent::HandleClimbing ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleClimbing() [2/2]

event bool CharacterCommandHandlerComponent::HandleClimbing ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleDamageHit() [1/2]

event bool CharacterCommandHandlerComponent::HandleDamageHit ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleDamageHit() [2/2]

event bool CharacterCommandHandlerComponent::HandleDamageHit ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleDeath() [1/2]

event bool CharacterCommandHandlerComponent::HandleDeath ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

◆ HandleDeath() [2/2]

event bool CharacterCommandHandlerComponent::HandleDeath ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )
protected

◆ HandleDynamicStance() [1/2]

event bool CharacterCommandHandlerComponent::HandleDynamicStance ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleDynamicStance() [2/2]

event bool CharacterCommandHandlerComponent::HandleDynamicStance ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleFalling() [1/2]

event bool CharacterCommandHandlerComponent::HandleFalling ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleFalling() [2/2]

event bool CharacterCommandHandlerComponent::HandleFalling ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleFinishedCommands() [1/2]

event bool CharacterCommandHandlerComponent::HandleFinishedCommands ( bool pCurrentCommandFinished)
protected

◆ HandleFinishedCommands() [2/2]

event bool CharacterCommandHandlerComponent::HandleFinishedCommands ( bool pCurrentCommandFinished)
protected

◆ HandleItemChange() [1/2]

event bool CharacterCommandHandlerComponent::HandleItemChange ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleItemChange() [2/2]

event bool CharacterCommandHandlerComponent::HandleItemChange ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleItemGesture() [1/2]

event bool CharacterCommandHandlerComponent::HandleItemGesture ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleItemGesture() [2/2]

event bool CharacterCommandHandlerComponent::HandleItemGesture ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleItemUse() [1/2]

event bool CharacterCommandHandlerComponent::HandleItemUse ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleItemUse() [2/2]

event bool CharacterCommandHandlerComponent::HandleItemUse ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleLadders() [1/2]

event bool CharacterCommandHandlerComponent::HandleLadders ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleLadders() [2/2]

event bool CharacterCommandHandlerComponent::HandleLadders ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleLeftHandGadget() [1/2]

event bool CharacterCommandHandlerComponent::HandleLeftHandGadget ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleLeftHandGadget() [2/2]

event bool CharacterCommandHandlerComponent::HandleLeftHandGadget ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleMelee() [1/2]

event bool CharacterCommandHandlerComponent::HandleMelee ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleMelee() [2/2]

event bool CharacterCommandHandlerComponent::HandleMelee ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleSlide() [1/2]

event bool CharacterCommandHandlerComponent::HandleSlide ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleSlide() [2/2]

event bool CharacterCommandHandlerComponent::HandleSlide ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleSwimming() [1/2]

event bool CharacterCommandHandlerComponent::HandleSwimming ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleSwimming() [2/2]

event bool CharacterCommandHandlerComponent::HandleSwimming ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleThrowing() [1/2]

event bool CharacterCommandHandlerComponent::HandleThrowing ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleThrowing() [2/2]

event bool CharacterCommandHandlerComponent::HandleThrowing ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleUnconscious() [1/2]

event bool CharacterCommandHandlerComponent::HandleUnconscious ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleUnconscious() [2/2]

event bool CharacterCommandHandlerComponent::HandleUnconscious ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleVehicle() [1/2]

event bool CharacterCommandHandlerComponent::HandleVehicle ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleVehicle() [2/2]

event bool CharacterCommandHandlerComponent::HandleVehicle ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponADS() [1/2]

event bool CharacterCommandHandlerComponent::HandleWeaponADS ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponADS() [2/2]

event bool CharacterCommandHandlerComponent::HandleWeaponADS ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponDeployment() [1/2]

event bool CharacterCommandHandlerComponent::HandleWeaponDeployment ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponDeployment() [2/2]

event bool CharacterCommandHandlerComponent::HandleWeaponDeployment ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponFire() [1/2]

event bool CharacterCommandHandlerComponent::HandleWeaponFire ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponFire() [2/2]

event bool CharacterCommandHandlerComponent::HandleWeaponFire ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponObstruction() [1/2]

event bool CharacterCommandHandlerComponent::HandleWeaponObstruction ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponObstruction() [2/2]

event bool CharacterCommandHandlerComponent::HandleWeaponObstruction ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponReloading() [1/2]

event bool CharacterCommandHandlerComponent::HandleWeaponReloading ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeaponReloading() [2/2]

event bool CharacterCommandHandlerComponent::HandleWeaponReloading ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeapons() [1/2]

event bool CharacterCommandHandlerComponent::HandleWeapons ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ HandleWeapons() [2/2]

event bool CharacterCommandHandlerComponent::HandleWeapons ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ OnRplLoad() [1/2]

bool CharacterCommandHandlerComponent::OnRplLoad ( ScriptBitReader reader)
inlineprotected

Definition at line 109 of file CharacterCommandHandlerComponent.c.

◆ OnRplLoad() [2/2]

bool CharacterCommandHandlerComponent::OnRplLoad ( ScriptBitReader reader)
inlineprotected

Definition at line 109 of file CharacterCommandHandlerComponent.c.

◆ OnRplSave() [1/2]

bool CharacterCommandHandlerComponent::OnRplSave ( ScriptBitWriter writer)
inlineprotected

Definition at line 108 of file CharacterCommandHandlerComponent.c.

◆ OnRplSave() [2/2]

bool CharacterCommandHandlerComponent::OnRplSave ( ScriptBitWriter writer)
inlineprotected

Definition at line 108 of file CharacterCommandHandlerComponent.c.

◆ SelectMeleeAnimationType() [1/2]

event int CharacterCommandHandlerComponent::SelectMeleeAnimationType ( )
protected

◆ SelectMeleeAnimationType() [2/2]

event int CharacterCommandHandlerComponent::SelectMeleeAnimationType ( )
protected

◆ SubhandlerStatesBegin() [1/2]

event bool CharacterCommandHandlerComponent::SubhandlerStatesBegin ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ SubhandlerStatesBegin() [2/2]

event bool CharacterCommandHandlerComponent::SubhandlerStatesBegin ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ SubhandlerStatesEnd() [1/2]

event bool CharacterCommandHandlerComponent::SubhandlerStatesEnd ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ SubhandlerStatesEnd() [2/2]

event bool CharacterCommandHandlerComponent::SubhandlerStatesEnd ( CharacterInputContext pInputCtx,
float pDt,
int pCurrentCommandID )
protected

◆ SubhandlerTransitionsMove() [1/2]

event bool CharacterCommandHandlerComponent::SubhandlerTransitionsMove ( CharacterInputContext InputCtx)
protected

◆ SubhandlerTransitionsMove() [2/2]

event bool CharacterCommandHandlerComponent::SubhandlerTransitionsMove ( CharacterInputContext InputCtx)
protected

◆ TransitionMove_JumpClimb() [1/2]

event bool CharacterCommandHandlerComponent::TransitionMove_JumpClimb ( CharacterInputContext pInputCtx)
protected

◆ TransitionMove_JumpClimb() [2/2]

event bool CharacterCommandHandlerComponent::TransitionMove_JumpClimb ( CharacterInputContext pInputCtx)
protected

◆ TransitionMove_Ladder() [1/2]

event bool CharacterCommandHandlerComponent::TransitionMove_Ladder ( CharacterInputContext pInputCtx)
protected

◆ TransitionMove_Ladder() [2/2]

event bool CharacterCommandHandlerComponent::TransitionMove_Ladder ( CharacterInputContext pInputCtx)
protected

◆ TransitionMove_Swimming() [1/2]

event bool CharacterCommandHandlerComponent::TransitionMove_Swimming ( CharacterInputContext pInputCtx)
protected

◆ TransitionMove_Swimming() [2/2]

event bool CharacterCommandHandlerComponent::TransitionMove_Swimming ( CharacterInputContext pInputCtx)
protected

The documentation for this class was generated from the following file: