Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_AvailableActionsConditionData Class Reference

Protected Member Functions

ChimeraCharacter GetCharacter ()
CharacterControllerComponent GetCharacterController ()
IEntity GetHeldGadget ()
 Returns held gadget or null if none.
SCR_GadgetComponent GetHeldGadgetComponent ()
 Returns held gadget component or null if none.
bool GetGadgetRaised ()
 Return held gadget being aimed with.
IEntity GetGadget (EGadgetType type)
 Returns gadget by type or null if none.
BaseMagazineComponent GetCurrentMagazine ()
 Returns current magazine or null if none.
BaseMuzzleComponent GetCurrentMuzzle ()
 Returns current weapon or none if null.
BaseWeaponComponent GetCurrentWeapon ()
 Returns current weapon or none if null.
ECharacterStance GetCharacterStance ()
 Returns current character stance.
ECompartmentType GetCompartmentType ()
 Returns current compartment type.
float GetFocusModeAmount ()
 Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.
float GetCharacterBleedingTime ()
 Returns for how long is character bleeding.
float GetCharacterSprintingTime ()
 Returns for how long is character bleeding.
int GetAdditionalMagazinesCount ()
int GetMedicalItemCount ()
 Returns count of medial items.
int GetMedicalItemCountInQuickSlots ()
bool GetIsCharacterInVehicle ()
 Returns whether character is in a vehicle or not.
bool GetIsCharacterGettingIn ()
 Returns whether character is getting in.
bool GetIsCharacterGettingOut ()
 Returns whether character is getting out.
bool GetIsCharacterSprinting ()
 Returns whether character is sprinting.
bool GetIsCharacterSwimming ()
 Returns whether character is swimming or not.
bool GetIsCharacterFalling ()
 Returns whether character is falling (airborne) or not.
bool GetIsCharacterReloading ()
 Returns whether character is reloading or not.
bool GetIsCharacterFreelook ()
 Returns whether character is freelooking.
bool GetIsCharacterFreelookForced ()
 Returns whether character is freelooking forced.
bool GetIsCharacterFreelookToggled ()
 Returns whether character is freelooking toggled.
bool GetIsCharacterADS ()
 Returns whether character is aiming down sights or not.
bool GetIsCharacterWeaponRaised ()
 Returns if character has raised weapon.
bool GetCanCharacterFireWeapon ()
 Return if player can fire weapon.
bool GetIsCharacterUsingItem ()
 Returns if character is currently using an item.
bool GetCanCharacterGetOutVehicle ()
 Returns whether character can get out of vehicle (if in any).
bool GetIsCharacterBleeding ()
 Returns if character is bleeding.
bool GetIsCharacterUsingRadio ()
int GetCharacterRadiosCount ()
bool IsInventoryOpen ()
bool IsQuickSlotAvailable ()
bool IsQuickSlotShown ()
bool IsGadgetSelection ()
bool IsWeaponManipulation ()
IEntity GetCurrentItemEntity ()
 Returns current character item or null if none.
IEntity GetCurrentWeaponEntity ()
 Returns current character weapon or null if none.
string GetCurrentlyPlacedItemName ()
 Returns current character weapon or null if none.
IEntity GetCurrentVehicle ()
 Returns current controlled vehicle.
BaseControllerComponent GetCurrentVehicleController ()
 Returns current controlled vehicle's controller.
SignalsManagerComponent GetCurrentVehicleSignals ()
 Returns current character weapon or null if none.
BaseWeaponComponent GetCurrentVehicleWeapon ()
 Returns current controlled vehicle weapon or null if none.
TurretControllerComponent GetCurrentTurretController ()
 Returns controller of currently controlled turret.
float GetCurrentVehicleTurboTime ()
 Returns for how long is vehicle using turbo.
CharacterAnimationComponent GetAnimationComponent ()
 Returns the actual animation controller.
SCR_CharacterDamageManagerComponent GetCharacterDamageComponent ()
bool GetIsCharacterConscious ()
bool GetHasBleedingLimbs ()
bool GetHasTourniquetLimb ()
bool IsValid ()
void FetchCurrentlyPlacedItemName ()
void FetchEditorData ()
void FetchData (IEntity controlledEntity, float timeSlice)
IEntity GetVehicle (IEntity vehicle)
 Gets vehicle entity from potentially attached entity.
void FetchHealthData (float timeSlice)
 Fetch data related to character health state, bleeding, used medicals, etc.
void FetchMapData (float timeSlice)
 Fetch 2D map related data.
void SCR_AvailableActionsConditionData ()
 Creates condition data container.

Protected Attributes

ChimeraCharacter m_Character
CharacterControllerComponent m_CharacterController
SCR_InventoryStorageManagerComponent m_StorageManager
bool m_bIsValid
 Whether data is valid at current moment, FetchData has to be called prior to this to have it updated.
ECharacterStance m_eCharacterStance
 Current character stance.
ECompartmentType m_eCompartmentType
bool m_bIsCharacterFreelook
 Is character freelooking?
bool m_bIsCharacterFreelookForced
 Is character freelooking forced?
bool m_bIsCharacterFreelookToggled
 Is character freelooking toggled?
bool m_bIsCharacterADS
 Is character aiming down sights?
bool m_bIsCharacterInVehicle
 Is character seated in a vehicle?
bool m_bIsCharacterGettingIn
 Is character getting in?
bool m_bIsCharacterGettingOut
 Is character getting out?
bool m_bIsCharacterSprinting
 Is character sprinting?
bool m_bIsCharacterSwimming
 Is character swimming?
bool m_bIsCharacterFalling
 Is character falling? (airborne).
bool m_bIsCharacterReloading
 Is character reloading.
bool m_bCanCharacterGetOutVehicle
 Can character get out of vehicle?
bool m_bIsCharacterWeaponRaised
 Is character weapon raised.
bool m_bCanCharacterFireWeapon
 Can character fire with weapon.
bool m_bIsCharacterUsingItem
 Is character using an item at the moment.
bool m_bIsCharacterBleeding
 Is character bleeding.
bool m_bIsInventoryOpen
 Is inventory open.
bool m_bIsQuickSlotAvailable
 Is quick slot bar available.
bool m_bIsQuickSlotShown
 Is weapon quick bar shown.
bool m_bIsGadgetSelection
 Is gadget selection mode active.
bool m_bIsWeaponManipulation
 Is weapon manipulation mode active.
float m_fFocusMode
 Is character in focus mode.
float m_fBleedingTime
 How long is character bleeding.
float m_fSprintingTime
 How long is character sprinting.
int m_iAdditionalMagazines
 Number of additional magazines character has for current weapon.
int m_iMedicalItemCount
 Number of medial items.
int m_iMedicalItemCountInQuickSlots
 Number of medical items in quick slots.
IEntity m_CurrentItemEntity
 Currently equipped item entity (if any).
IEntity m_CurrentWeaponEntity
 Current character weapon entity (if any).
BaseWeaponComponent m_CurrentWeapon
 Current weapon.
BaseMuzzleComponent m_CurrentMuzzle
 Current weapon muzzle.
BaseMagazineComponent m_CurrentMagazine
 Current weapon magazine.
string m_sCurrentlyPlacedItemName
IEntity m_LastPlacedItem
IEntity m_CurrentVehicle
 Current vehicle.
float m_fTurboTime
 How long is player using turbo as driver of vehicle.
BaseControllerComponent m_CurrentVehicleController
 Current vehicle controller.
SignalsManagerComponent m_CurrentVehicleSignals
 Current vehicle signals.
BaseWeaponComponent m_CurrentVehicleWeapon
 Current vehicle weapon.
TurretControllerComponent m_CurrentTurretController
 Current turret controller.
SCR_CharacterDamageManagerComponent m_CharacterDamageComponent
bool m_bIsCharacterConscious
bool m_bHasBleedingLimbs
bool m_bHasTourniquetLimb
SCR_VoNComponent m_VON
SCR_VONController m_VONController
bool m_bCharacterIsUsingRadio
 Is character using radio.
bool m_bCharacterRadiosCount
 Count of available radios.
bool m_bIsRadioLongRange
bool m_bOwnsLongRangeRadio
bool m_bCanFetchInventory = true
 Inventory fetching limitation.
SCR_EditorManagerEntity m_EditorManager
 Editor.
SCR_EditorModeEntity m_CurrentlyUsedEditor
SCR_PlacingEditorComponent m_EditorPlacingComponent
SCR_StatesEditorComponent m_EditorStatesManagerComponent
SCR_MapEntity m_MapEntity
 Map vars.
bool m_bCanRotateMapElement
bool m_bCanActivateMapElement
bool m_bCanDragMapElement
bool m_bCanResetElementRotation
SCR_GadgetManagerComponent m_GadgetManager

Detailed Description

To prevent fetching data for each condition multiple times within a single frame, we use this container instead to pass around data where needed. TODO: Possibly reuse for other HUD needs to save some perf?

Definition at line 5 of file SCR_AvailableActionsConditionData.c.

Constructor & Destructor Documentation

◆ SCR_AvailableActionsConditionData()

void SCR_AvailableActionsConditionData::SCR_AvailableActionsConditionData ( )
inlineprotected

Creates condition data container.

Definition at line 1019 of file SCR_AvailableActionsConditionData.c.

Member Function Documentation

◆ FetchCurrentlyPlacedItemName()

void SCR_AvailableActionsConditionData::FetchCurrentlyPlacedItemName ( )
inlineprotected

Definition at line 626 of file SCR_AvailableActionsConditionData.c.

◆ FetchData()

void SCR_AvailableActionsConditionData::FetchData ( IEntity controlledEntity,
float timeSlice )
inlineprotected

Fetches data from the provided entity Sets the validity of the data which can be received via IsValid()

Definition at line 686 of file SCR_AvailableActionsConditionData.c.

◆ FetchEditorData()

void SCR_AvailableActionsConditionData::FetchEditorData ( )
inlineprotected

Definition at line 656 of file SCR_AvailableActionsConditionData.c.

◆ FetchHealthData()

void SCR_AvailableActionsConditionData::FetchHealthData ( float timeSlice)
inlineprotected

Fetch data related to character health state, bleeding, used medicals, etc.

Definition at line 951 of file SCR_AvailableActionsConditionData.c.

◆ FetchMapData()

void SCR_AvailableActionsConditionData::FetchMapData ( float timeSlice)
inlineprotected

Fetch 2D map related data.

Definition at line 987 of file SCR_AvailableActionsConditionData.c.

◆ GetAdditionalMagazinesCount()

int SCR_AvailableActionsConditionData::GetAdditionalMagazinesCount ( )
inlineprotected

Returns count of additional available magazines for current weapon TODO: MuzzleInMag :)))))

Definition at line 349 of file SCR_AvailableActionsConditionData.c.

◆ GetAnimationComponent()

CharacterAnimationComponent SCR_AvailableActionsConditionData::GetAnimationComponent ( )
inlineprotected

Returns the actual animation controller.

Definition at line 583 of file SCR_AvailableActionsConditionData.c.

◆ GetCanCharacterFireWeapon()

bool SCR_AvailableActionsConditionData::GetCanCharacterFireWeapon ( )
inlineprotected

Return if player can fire weapon.

Definition at line 453 of file SCR_AvailableActionsConditionData.c.

◆ GetCanCharacterGetOutVehicle()

bool SCR_AvailableActionsConditionData::GetCanCharacterGetOutVehicle ( )
inlineprotected

Returns whether character can get out of vehicle (if in any).

Definition at line 464 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacter()

ChimeraCharacter SCR_AvailableActionsConditionData::GetCharacter ( )
inlineprotected

Definition at line 243 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacterBleedingTime()

float SCR_AvailableActionsConditionData::GetCharacterBleedingTime ( )
inlineprotected

Returns for how long is character bleeding.

Definition at line 334 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacterController()

CharacterControllerComponent SCR_AvailableActionsConditionData::GetCharacterController ( )
inlineprotected

Definition at line 249 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacterDamageComponent()

SCR_CharacterDamageManagerComponent SCR_AvailableActionsConditionData::GetCharacterDamageComponent ( )
inlineprotected

Definition at line 592 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacterRadiosCount()

int SCR_AvailableActionsConditionData::GetCharacterRadiosCount ( )
inlineprotected

Definition at line 483 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacterSprintingTime()

float SCR_AvailableActionsConditionData::GetCharacterSprintingTime ( )
inlineprotected

Returns for how long is character bleeding.

Definition at line 341 of file SCR_AvailableActionsConditionData.c.

◆ GetCharacterStance()

ECharacterStance SCR_AvailableActionsConditionData::GetCharacterStance ( )
inlineprotected

Returns current character stance.

Definition at line 313 of file SCR_AvailableActionsConditionData.c.

◆ GetCompartmentType()

ECompartmentType SCR_AvailableActionsConditionData::GetCompartmentType ( )
inlineprotected

Returns current compartment type.

Definition at line 320 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentItemEntity()

IEntity SCR_AvailableActionsConditionData::GetCurrentItemEntity ( )
inlineprotected

Returns current character item or null if none.

Definition at line 520 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentlyPlacedItemName()

string SCR_AvailableActionsConditionData::GetCurrentlyPlacedItemName ( )
inlineprotected

Returns current character weapon or null if none.

Definition at line 534 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentMagazine()

BaseMagazineComponent SCR_AvailableActionsConditionData::GetCurrentMagazine ( )
inlineprotected

Returns current magazine or null if none.

Definition at line 292 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentMuzzle()

BaseMuzzleComponent SCR_AvailableActionsConditionData::GetCurrentMuzzle ( )
inlineprotected

Returns current weapon or none if null.

Definition at line 299 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentTurretController()

TurretControllerComponent SCR_AvailableActionsConditionData::GetCurrentTurretController ( )
inlineprotected

Returns controller of currently controlled turret.

Definition at line 569 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentVehicle()

IEntity SCR_AvailableActionsConditionData::GetCurrentVehicle ( )
inlineprotected

Returns current controlled vehicle.

Definition at line 541 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentVehicleController()

BaseControllerComponent SCR_AvailableActionsConditionData::GetCurrentVehicleController ( )
inlineprotected

Returns current controlled vehicle's controller.

Definition at line 548 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentVehicleSignals()

SignalsManagerComponent SCR_AvailableActionsConditionData::GetCurrentVehicleSignals ( )
inlineprotected

Returns current character weapon or null if none.

Definition at line 555 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentVehicleTurboTime()

float SCR_AvailableActionsConditionData::GetCurrentVehicleTurboTime ( )
inlineprotected

Returns for how long is vehicle using turbo.

Definition at line 576 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentVehicleWeapon()

BaseWeaponComponent SCR_AvailableActionsConditionData::GetCurrentVehicleWeapon ( )
inlineprotected

Returns current controlled vehicle weapon or null if none.

Definition at line 562 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentWeapon()

BaseWeaponComponent SCR_AvailableActionsConditionData::GetCurrentWeapon ( )
inlineprotected

Returns current weapon or none if null.

Definition at line 306 of file SCR_AvailableActionsConditionData.c.

◆ GetCurrentWeaponEntity()

IEntity SCR_AvailableActionsConditionData::GetCurrentWeaponEntity ( )
inlineprotected

Returns current character weapon or null if none.

Definition at line 527 of file SCR_AvailableActionsConditionData.c.

◆ GetFocusModeAmount()

float SCR_AvailableActionsConditionData::GetFocusModeAmount ( )
inlineprotected

Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.

Definition at line 327 of file SCR_AvailableActionsConditionData.c.

◆ GetGadget()

IEntity SCR_AvailableActionsConditionData::GetGadget ( EGadgetType type)
inlineprotected

Returns gadget by type or null if none.

Definition at line 283 of file SCR_AvailableActionsConditionData.c.

◆ GetGadgetRaised()

bool SCR_AvailableActionsConditionData::GetGadgetRaised ( )
inlineprotected

Return held gadget being aimed with.

Definition at line 274 of file SCR_AvailableActionsConditionData.c.

◆ GetHasBleedingLimbs()

bool SCR_AvailableActionsConditionData::GetHasBleedingLimbs ( )
inlineprotected

Definition at line 604 of file SCR_AvailableActionsConditionData.c.

◆ GetHasTourniquetLimb()

bool SCR_AvailableActionsConditionData::GetHasTourniquetLimb ( )
inlineprotected

Definition at line 610 of file SCR_AvailableActionsConditionData.c.

◆ GetHeldGadget()

IEntity SCR_AvailableActionsConditionData::GetHeldGadget ( )
inlineprotected

Returns held gadget or null if none.

Definition at line 256 of file SCR_AvailableActionsConditionData.c.

◆ GetHeldGadgetComponent()

SCR_GadgetComponent SCR_AvailableActionsConditionData::GetHeldGadgetComponent ( )
inlineprotected

Returns held gadget component or null if none.

Definition at line 265 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterADS()

bool SCR_AvailableActionsConditionData::GetIsCharacterADS ( )
inlineprotected

Returns whether character is aiming down sights or not.

Definition at line 439 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterBleeding()

bool SCR_AvailableActionsConditionData::GetIsCharacterBleeding ( )
inlineprotected

Returns if character is bleeding.

Definition at line 471 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterConscious()

bool SCR_AvailableActionsConditionData::GetIsCharacterConscious ( )
inlineprotected

Definition at line 598 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterFalling()

bool SCR_AvailableActionsConditionData::GetIsCharacterFalling ( )
inlineprotected

Returns whether character is falling (airborne) or not.

Definition at line 404 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterFreelook()

bool SCR_AvailableActionsConditionData::GetIsCharacterFreelook ( )
inlineprotected

Returns whether character is freelooking.

Definition at line 418 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterFreelookForced()

bool SCR_AvailableActionsConditionData::GetIsCharacterFreelookForced ( )
inlineprotected

Returns whether character is freelooking forced.

Definition at line 425 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterFreelookToggled()

bool SCR_AvailableActionsConditionData::GetIsCharacterFreelookToggled ( )
inlineprotected

Returns whether character is freelooking toggled.

Definition at line 432 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterGettingIn()

bool SCR_AvailableActionsConditionData::GetIsCharacterGettingIn ( )
inlineprotected

Returns whether character is getting in.

Definition at line 376 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterGettingOut()

bool SCR_AvailableActionsConditionData::GetIsCharacterGettingOut ( )
inlineprotected

Returns whether character is getting out.

Definition at line 383 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterInVehicle()

bool SCR_AvailableActionsConditionData::GetIsCharacterInVehicle ( )
inlineprotected

Returns whether character is in a vehicle or not.

Definition at line 369 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterReloading()

bool SCR_AvailableActionsConditionData::GetIsCharacterReloading ( )
inlineprotected

Returns whether character is reloading or not.

Definition at line 411 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterSprinting()

bool SCR_AvailableActionsConditionData::GetIsCharacterSprinting ( )
inlineprotected

Returns whether character is sprinting.

Definition at line 390 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterSwimming()

bool SCR_AvailableActionsConditionData::GetIsCharacterSwimming ( )
inlineprotected

Returns whether character is swimming or not.

Definition at line 397 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterUsingItem()

bool SCR_AvailableActionsConditionData::GetIsCharacterUsingItem ( )
inlineprotected

Returns if character is currently using an item.

Definition at line 457 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterUsingRadio()

bool SCR_AvailableActionsConditionData::GetIsCharacterUsingRadio ( )
inlineprotected

Definition at line 477 of file SCR_AvailableActionsConditionData.c.

◆ GetIsCharacterWeaponRaised()

bool SCR_AvailableActionsConditionData::GetIsCharacterWeaponRaised ( )
inlineprotected

Returns if character has raised weapon.

Definition at line 446 of file SCR_AvailableActionsConditionData.c.

◆ GetMedicalItemCount()

int SCR_AvailableActionsConditionData::GetMedicalItemCount ( )
inlineprotected

Returns count of medial items.

Definition at line 356 of file SCR_AvailableActionsConditionData.c.

◆ GetMedicalItemCountInQuickSlots()

int SCR_AvailableActionsConditionData::GetMedicalItemCountInQuickSlots ( )
inlineprotected

Definition at line 362 of file SCR_AvailableActionsConditionData.c.

◆ GetVehicle()

IEntity SCR_AvailableActionsConditionData::GetVehicle ( IEntity vehicle)
inlineprotected

Gets vehicle entity from potentially attached entity.

Definition at line 936 of file SCR_AvailableActionsConditionData.c.

◆ IsGadgetSelection()

bool SCR_AvailableActionsConditionData::IsGadgetSelection ( )
inlineprotected

Definition at line 507 of file SCR_AvailableActionsConditionData.c.

◆ IsInventoryOpen()

bool SCR_AvailableActionsConditionData::IsInventoryOpen ( )
inlineprotected

Definition at line 489 of file SCR_AvailableActionsConditionData.c.

◆ IsQuickSlotAvailable()

bool SCR_AvailableActionsConditionData::IsQuickSlotAvailable ( )
inlineprotected

Definition at line 495 of file SCR_AvailableActionsConditionData.c.

◆ IsQuickSlotShown()

bool SCR_AvailableActionsConditionData::IsQuickSlotShown ( )
inlineprotected

Definition at line 501 of file SCR_AvailableActionsConditionData.c.

◆ IsValid()

bool SCR_AvailableActionsConditionData::IsValid ( )
inlineprotected

Definition at line 616 of file SCR_AvailableActionsConditionData.c.

◆ IsWeaponManipulation()

bool SCR_AvailableActionsConditionData::IsWeaponManipulation ( )
inlineprotected

Definition at line 513 of file SCR_AvailableActionsConditionData.c.

Member Data Documentation

◆ m_bCanActivateMapElement

bool SCR_AvailableActionsConditionData::m_bCanActivateMapElement
protected

Definition at line 129 of file SCR_AvailableActionsConditionData.c.

◆ m_bCanCharacterFireWeapon

bool SCR_AvailableActionsConditionData::m_bCanCharacterFireWeapon
protected

Can character fire with weapon.

Definition at line 45 of file SCR_AvailableActionsConditionData.c.

◆ m_bCanCharacterGetOutVehicle

bool SCR_AvailableActionsConditionData::m_bCanCharacterGetOutVehicle
protected

Can character get out of vehicle?

Definition at line 41 of file SCR_AvailableActionsConditionData.c.

◆ m_bCanDragMapElement

bool SCR_AvailableActionsConditionData::m_bCanDragMapElement
protected

Definition at line 130 of file SCR_AvailableActionsConditionData.c.

◆ m_bCanFetchInventory

bool SCR_AvailableActionsConditionData::m_bCanFetchInventory = true
protected

Inventory fetching limitation.

Definition at line 117 of file SCR_AvailableActionsConditionData.c.

◆ m_bCanResetElementRotation

bool SCR_AvailableActionsConditionData::m_bCanResetElementRotation
protected

Definition at line 131 of file SCR_AvailableActionsConditionData.c.

◆ m_bCanRotateMapElement

bool SCR_AvailableActionsConditionData::m_bCanRotateMapElement
protected

Definition at line 128 of file SCR_AvailableActionsConditionData.c.

◆ m_bCharacterIsUsingRadio

bool SCR_AvailableActionsConditionData::m_bCharacterIsUsingRadio
protected

Is character using radio.

Definition at line 110 of file SCR_AvailableActionsConditionData.c.

◆ m_bCharacterRadiosCount

bool SCR_AvailableActionsConditionData::m_bCharacterRadiosCount
protected

Count of available radios.

Definition at line 112 of file SCR_AvailableActionsConditionData.c.

◆ m_bHasBleedingLimbs

bool SCR_AvailableActionsConditionData::m_bHasBleedingLimbs
protected

Definition at line 102 of file SCR_AvailableActionsConditionData.c.

◆ m_bHasTourniquetLimb

bool SCR_AvailableActionsConditionData::m_bHasTourniquetLimb
protected

Definition at line 103 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterADS

bool SCR_AvailableActionsConditionData::m_bIsCharacterADS
protected

Is character aiming down sights?

Definition at line 25 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterBleeding

bool SCR_AvailableActionsConditionData::m_bIsCharacterBleeding
protected

Is character bleeding.

Definition at line 49 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterConscious

bool SCR_AvailableActionsConditionData::m_bIsCharacterConscious
protected

Definition at line 101 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterFalling

bool SCR_AvailableActionsConditionData::m_bIsCharacterFalling
protected

Is character falling? (airborne).

Definition at line 37 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterFreelook

bool SCR_AvailableActionsConditionData::m_bIsCharacterFreelook
protected

Is character freelooking?

Definition at line 19 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterFreelookForced

bool SCR_AvailableActionsConditionData::m_bIsCharacterFreelookForced
protected

Is character freelooking forced?

Definition at line 21 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterFreelookToggled

bool SCR_AvailableActionsConditionData::m_bIsCharacterFreelookToggled
protected

Is character freelooking toggled?

Definition at line 23 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterGettingIn

bool SCR_AvailableActionsConditionData::m_bIsCharacterGettingIn
protected

Is character getting in?

Definition at line 29 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterGettingOut

bool SCR_AvailableActionsConditionData::m_bIsCharacterGettingOut
protected

Is character getting out?

Definition at line 31 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterInVehicle

bool SCR_AvailableActionsConditionData::m_bIsCharacterInVehicle
protected

Is character seated in a vehicle?

Definition at line 27 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterReloading

bool SCR_AvailableActionsConditionData::m_bIsCharacterReloading
protected

Is character reloading.

Definition at line 39 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterSprinting

bool SCR_AvailableActionsConditionData::m_bIsCharacterSprinting
protected

Is character sprinting?

Definition at line 33 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterSwimming

bool SCR_AvailableActionsConditionData::m_bIsCharacterSwimming
protected

Is character swimming?

Definition at line 35 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterUsingItem

bool SCR_AvailableActionsConditionData::m_bIsCharacterUsingItem
protected

Is character using an item at the moment.

Definition at line 47 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsCharacterWeaponRaised

bool SCR_AvailableActionsConditionData::m_bIsCharacterWeaponRaised
protected

Is character weapon raised.

Definition at line 43 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsGadgetSelection

bool SCR_AvailableActionsConditionData::m_bIsGadgetSelection
protected

Is gadget selection mode active.

Definition at line 57 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsInventoryOpen

bool SCR_AvailableActionsConditionData::m_bIsInventoryOpen
protected

Is inventory open.

Definition at line 51 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsQuickSlotAvailable

bool SCR_AvailableActionsConditionData::m_bIsQuickSlotAvailable
protected

Is quick slot bar available.

Definition at line 53 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsQuickSlotShown

bool SCR_AvailableActionsConditionData::m_bIsQuickSlotShown
protected

Is weapon quick bar shown.

Definition at line 55 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsRadioLongRange

bool SCR_AvailableActionsConditionData::m_bIsRadioLongRange
protected

Definition at line 113 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsValid

bool SCR_AvailableActionsConditionData::m_bIsValid
protected

Whether data is valid at current moment, FetchData has to be called prior to this to have it updated.

Definition at line 12 of file SCR_AvailableActionsConditionData.c.

◆ m_bIsWeaponManipulation

bool SCR_AvailableActionsConditionData::m_bIsWeaponManipulation
protected

Is weapon manipulation mode active.

Definition at line 59 of file SCR_AvailableActionsConditionData.c.

◆ m_bOwnsLongRangeRadio

bool SCR_AvailableActionsConditionData::m_bOwnsLongRangeRadio
protected

Definition at line 114 of file SCR_AvailableActionsConditionData.c.

◆ m_Character

ChimeraCharacter SCR_AvailableActionsConditionData::m_Character
protected

Definition at line 7 of file SCR_AvailableActionsConditionData.c.

◆ m_CharacterController

CharacterControllerComponent SCR_AvailableActionsConditionData::m_CharacterController
protected

Definition at line 8 of file SCR_AvailableActionsConditionData.c.

◆ m_CharacterDamageComponent

SCR_CharacterDamageManagerComponent SCR_AvailableActionsConditionData::m_CharacterDamageComponent
protected

Definition at line 100 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentItemEntity

IEntity SCR_AvailableActionsConditionData::m_CurrentItemEntity
protected

Currently equipped item entity (if any).

Definition at line 73 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentlyUsedEditor

SCR_EditorModeEntity SCR_AvailableActionsConditionData::m_CurrentlyUsedEditor
protected

Definition at line 121 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentMagazine

BaseMagazineComponent SCR_AvailableActionsConditionData::m_CurrentMagazine
protected

Current weapon magazine.

Definition at line 81 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentMuzzle

BaseMuzzleComponent SCR_AvailableActionsConditionData::m_CurrentMuzzle
protected

Current weapon muzzle.

Definition at line 79 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentTurretController

TurretControllerComponent SCR_AvailableActionsConditionData::m_CurrentTurretController
protected

Current turret controller.

Definition at line 97 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentVehicle

IEntity SCR_AvailableActionsConditionData::m_CurrentVehicle
protected

Current vehicle.

Definition at line 87 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentVehicleController

BaseControllerComponent SCR_AvailableActionsConditionData::m_CurrentVehicleController
protected

Current vehicle controller.

Definition at line 91 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentVehicleSignals

SignalsManagerComponent SCR_AvailableActionsConditionData::m_CurrentVehicleSignals
protected

Current vehicle signals.

Definition at line 93 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentVehicleWeapon

BaseWeaponComponent SCR_AvailableActionsConditionData::m_CurrentVehicleWeapon
protected

Current vehicle weapon.

Definition at line 95 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentWeapon

BaseWeaponComponent SCR_AvailableActionsConditionData::m_CurrentWeapon
protected

Current weapon.

Definition at line 77 of file SCR_AvailableActionsConditionData.c.

◆ m_CurrentWeaponEntity

IEntity SCR_AvailableActionsConditionData::m_CurrentWeaponEntity
protected

Current character weapon entity (if any).

Definition at line 75 of file SCR_AvailableActionsConditionData.c.

◆ m_eCharacterStance

ECharacterStance SCR_AvailableActionsConditionData::m_eCharacterStance
protected

Current character stance.

Definition at line 15 of file SCR_AvailableActionsConditionData.c.

◆ m_eCompartmentType

ECompartmentType SCR_AvailableActionsConditionData::m_eCompartmentType
protected

Definition at line 17 of file SCR_AvailableActionsConditionData.c.

◆ m_EditorManager

SCR_EditorManagerEntity SCR_AvailableActionsConditionData::m_EditorManager
protected

Editor.

Definition at line 120 of file SCR_AvailableActionsConditionData.c.

◆ m_EditorPlacingComponent

SCR_PlacingEditorComponent SCR_AvailableActionsConditionData::m_EditorPlacingComponent
protected

Definition at line 122 of file SCR_AvailableActionsConditionData.c.

◆ m_EditorStatesManagerComponent

SCR_StatesEditorComponent SCR_AvailableActionsConditionData::m_EditorStatesManagerComponent
protected

Definition at line 123 of file SCR_AvailableActionsConditionData.c.

◆ m_fBleedingTime

float SCR_AvailableActionsConditionData::m_fBleedingTime
protected

How long is character bleeding.

Definition at line 63 of file SCR_AvailableActionsConditionData.c.

◆ m_fFocusMode

float SCR_AvailableActionsConditionData::m_fFocusMode
protected

Is character in focus mode.

Definition at line 61 of file SCR_AvailableActionsConditionData.c.

◆ m_fSprintingTime

float SCR_AvailableActionsConditionData::m_fSprintingTime
protected

How long is character sprinting.

Definition at line 65 of file SCR_AvailableActionsConditionData.c.

◆ m_fTurboTime

float SCR_AvailableActionsConditionData::m_fTurboTime
protected

How long is player using turbo as driver of vehicle.

Definition at line 89 of file SCR_AvailableActionsConditionData.c.

◆ m_GadgetManager

SCR_GadgetManagerComponent SCR_AvailableActionsConditionData::m_GadgetManager
protected

Definition at line 236 of file SCR_AvailableActionsConditionData.c.

◆ m_iAdditionalMagazines

int SCR_AvailableActionsConditionData::m_iAdditionalMagazines
protected

Number of additional magazines character has for current weapon.

Definition at line 67 of file SCR_AvailableActionsConditionData.c.

◆ m_iMedicalItemCount

int SCR_AvailableActionsConditionData::m_iMedicalItemCount
protected

Number of medial items.

Definition at line 69 of file SCR_AvailableActionsConditionData.c.

◆ m_iMedicalItemCountInQuickSlots

int SCR_AvailableActionsConditionData::m_iMedicalItemCountInQuickSlots
protected

Number of medical items in quick slots.

Definition at line 71 of file SCR_AvailableActionsConditionData.c.

◆ m_LastPlacedItem

IEntity SCR_AvailableActionsConditionData::m_LastPlacedItem
protected

Definition at line 84 of file SCR_AvailableActionsConditionData.c.

◆ m_MapEntity

SCR_MapEntity SCR_AvailableActionsConditionData::m_MapEntity
protected

Map vars.

Definition at line 127 of file SCR_AvailableActionsConditionData.c.

◆ m_sCurrentlyPlacedItemName

string SCR_AvailableActionsConditionData::m_sCurrentlyPlacedItemName
protected

Definition at line 83 of file SCR_AvailableActionsConditionData.c.

◆ m_StorageManager

SCR_InventoryStorageManagerComponent SCR_AvailableActionsConditionData::m_StorageManager
protected

Definition at line 9 of file SCR_AvailableActionsConditionData.c.

◆ m_VON

SCR_VoNComponent SCR_AvailableActionsConditionData::m_VON
protected

Definition at line 106 of file SCR_AvailableActionsConditionData.c.

◆ m_VONController

SCR_VONController SCR_AvailableActionsConditionData::m_VONController
protected

Definition at line 107 of file SCR_AvailableActionsConditionData.c.


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