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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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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. | |
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.
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Creates condition data container.
Definition at line 1019 of file SCR_AvailableActionsConditionData.c.
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Definition at line 626 of file SCR_AvailableActionsConditionData.c.
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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.
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Definition at line 656 of file SCR_AvailableActionsConditionData.c.
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Fetch data related to character health state, bleeding, used medicals, etc.
Definition at line 951 of file SCR_AvailableActionsConditionData.c.
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Fetch 2D map related data.
Definition at line 987 of file SCR_AvailableActionsConditionData.c.
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Returns count of additional available magazines for current weapon TODO: MuzzleInMag :)))))
Definition at line 349 of file SCR_AvailableActionsConditionData.c.
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Returns the actual animation controller.
Definition at line 583 of file SCR_AvailableActionsConditionData.c.
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Return if player can fire weapon.
Definition at line 453 of file SCR_AvailableActionsConditionData.c.
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Returns whether character can get out of vehicle (if in any).
Definition at line 464 of file SCR_AvailableActionsConditionData.c.
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Definition at line 243 of file SCR_AvailableActionsConditionData.c.
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Returns for how long is character bleeding.
Definition at line 334 of file SCR_AvailableActionsConditionData.c.
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Definition at line 249 of file SCR_AvailableActionsConditionData.c.
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Definition at line 592 of file SCR_AvailableActionsConditionData.c.
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Definition at line 483 of file SCR_AvailableActionsConditionData.c.
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Returns for how long is character bleeding.
Definition at line 341 of file SCR_AvailableActionsConditionData.c.
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Returns current character stance.
Definition at line 313 of file SCR_AvailableActionsConditionData.c.
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Returns current compartment type.
Definition at line 320 of file SCR_AvailableActionsConditionData.c.
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Returns current character item or null if none.
Definition at line 520 of file SCR_AvailableActionsConditionData.c.
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Returns current character weapon or null if none.
Definition at line 534 of file SCR_AvailableActionsConditionData.c.
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Returns current magazine or null if none.
Definition at line 292 of file SCR_AvailableActionsConditionData.c.
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Returns current weapon or none if null.
Definition at line 299 of file SCR_AvailableActionsConditionData.c.
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Returns controller of currently controlled turret.
Definition at line 569 of file SCR_AvailableActionsConditionData.c.
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Returns current controlled vehicle.
Definition at line 541 of file SCR_AvailableActionsConditionData.c.
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Returns current controlled vehicle's controller.
Definition at line 548 of file SCR_AvailableActionsConditionData.c.
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Returns current character weapon or null if none.
Definition at line 555 of file SCR_AvailableActionsConditionData.c.
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Returns for how long is vehicle using turbo.
Definition at line 576 of file SCR_AvailableActionsConditionData.c.
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Returns current controlled vehicle weapon or null if none.
Definition at line 562 of file SCR_AvailableActionsConditionData.c.
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Returns current weapon or none if null.
Definition at line 306 of file SCR_AvailableActionsConditionData.c.
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Returns current character weapon or null if none.
Definition at line 527 of file SCR_AvailableActionsConditionData.c.
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Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.
Definition at line 327 of file SCR_AvailableActionsConditionData.c.
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Returns gadget by type or null if none.
Definition at line 283 of file SCR_AvailableActionsConditionData.c.
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Return held gadget being aimed with.
Definition at line 274 of file SCR_AvailableActionsConditionData.c.
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Definition at line 604 of file SCR_AvailableActionsConditionData.c.
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Definition at line 610 of file SCR_AvailableActionsConditionData.c.
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Returns held gadget or null if none.
Definition at line 256 of file SCR_AvailableActionsConditionData.c.
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Returns held gadget component or null if none.
Definition at line 265 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is aiming down sights or not.
Definition at line 439 of file SCR_AvailableActionsConditionData.c.
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Returns if character is bleeding.
Definition at line 471 of file SCR_AvailableActionsConditionData.c.
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Definition at line 598 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is falling (airborne) or not.
Definition at line 404 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is freelooking.
Definition at line 418 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is freelooking forced.
Definition at line 425 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is freelooking toggled.
Definition at line 432 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is getting in.
Definition at line 376 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is getting out.
Definition at line 383 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is in a vehicle or not.
Definition at line 369 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is reloading or not.
Definition at line 411 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is sprinting.
Definition at line 390 of file SCR_AvailableActionsConditionData.c.
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Returns whether character is swimming or not.
Definition at line 397 of file SCR_AvailableActionsConditionData.c.
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Returns if character is currently using an item.
Definition at line 457 of file SCR_AvailableActionsConditionData.c.
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Definition at line 477 of file SCR_AvailableActionsConditionData.c.
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Returns if character has raised weapon.
Definition at line 446 of file SCR_AvailableActionsConditionData.c.
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Returns count of medial items.
Definition at line 356 of file SCR_AvailableActionsConditionData.c.
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Definition at line 362 of file SCR_AvailableActionsConditionData.c.
Gets vehicle entity from potentially attached entity.
Definition at line 936 of file SCR_AvailableActionsConditionData.c.
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Definition at line 507 of file SCR_AvailableActionsConditionData.c.
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Definition at line 489 of file SCR_AvailableActionsConditionData.c.
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Definition at line 495 of file SCR_AvailableActionsConditionData.c.
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Definition at line 501 of file SCR_AvailableActionsConditionData.c.
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Definition at line 616 of file SCR_AvailableActionsConditionData.c.
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Definition at line 513 of file SCR_AvailableActionsConditionData.c.
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Definition at line 129 of file SCR_AvailableActionsConditionData.c.
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Can character fire with weapon.
Definition at line 45 of file SCR_AvailableActionsConditionData.c.
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Can character get out of vehicle?
Definition at line 41 of file SCR_AvailableActionsConditionData.c.
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Definition at line 130 of file SCR_AvailableActionsConditionData.c.
Inventory fetching limitation.
Definition at line 117 of file SCR_AvailableActionsConditionData.c.
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Definition at line 131 of file SCR_AvailableActionsConditionData.c.
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Definition at line 128 of file SCR_AvailableActionsConditionData.c.
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Is character using radio.
Definition at line 110 of file SCR_AvailableActionsConditionData.c.
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Count of available radios.
Definition at line 112 of file SCR_AvailableActionsConditionData.c.
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Definition at line 102 of file SCR_AvailableActionsConditionData.c.
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Definition at line 103 of file SCR_AvailableActionsConditionData.c.
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Is character aiming down sights?
Definition at line 25 of file SCR_AvailableActionsConditionData.c.
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Is character bleeding.
Definition at line 49 of file SCR_AvailableActionsConditionData.c.
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Definition at line 101 of file SCR_AvailableActionsConditionData.c.
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Is character falling? (airborne).
Definition at line 37 of file SCR_AvailableActionsConditionData.c.
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Is character freelooking?
Definition at line 19 of file SCR_AvailableActionsConditionData.c.
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Is character freelooking forced?
Definition at line 21 of file SCR_AvailableActionsConditionData.c.
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Is character freelooking toggled?
Definition at line 23 of file SCR_AvailableActionsConditionData.c.
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Is character getting in?
Definition at line 29 of file SCR_AvailableActionsConditionData.c.
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Is character getting out?
Definition at line 31 of file SCR_AvailableActionsConditionData.c.
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Is character seated in a vehicle?
Definition at line 27 of file SCR_AvailableActionsConditionData.c.
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Is character reloading.
Definition at line 39 of file SCR_AvailableActionsConditionData.c.
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Is character sprinting?
Definition at line 33 of file SCR_AvailableActionsConditionData.c.
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Is character swimming?
Definition at line 35 of file SCR_AvailableActionsConditionData.c.
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Is character using an item at the moment.
Definition at line 47 of file SCR_AvailableActionsConditionData.c.
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Is character weapon raised.
Definition at line 43 of file SCR_AvailableActionsConditionData.c.
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Is gadget selection mode active.
Definition at line 57 of file SCR_AvailableActionsConditionData.c.
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Is inventory open.
Definition at line 51 of file SCR_AvailableActionsConditionData.c.
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Is quick slot bar available.
Definition at line 53 of file SCR_AvailableActionsConditionData.c.
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Is weapon quick bar shown.
Definition at line 55 of file SCR_AvailableActionsConditionData.c.
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Definition at line 113 of file SCR_AvailableActionsConditionData.c.
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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.
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Is weapon manipulation mode active.
Definition at line 59 of file SCR_AvailableActionsConditionData.c.
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Definition at line 114 of file SCR_AvailableActionsConditionData.c.
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Definition at line 7 of file SCR_AvailableActionsConditionData.c.
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Definition at line 8 of file SCR_AvailableActionsConditionData.c.
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Definition at line 100 of file SCR_AvailableActionsConditionData.c.
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Currently equipped item entity (if any).
Definition at line 73 of file SCR_AvailableActionsConditionData.c.
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Definition at line 121 of file SCR_AvailableActionsConditionData.c.
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Current weapon magazine.
Definition at line 81 of file SCR_AvailableActionsConditionData.c.
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Current weapon muzzle.
Definition at line 79 of file SCR_AvailableActionsConditionData.c.
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Current turret controller.
Definition at line 97 of file SCR_AvailableActionsConditionData.c.
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Current vehicle.
Definition at line 87 of file SCR_AvailableActionsConditionData.c.
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Current vehicle controller.
Definition at line 91 of file SCR_AvailableActionsConditionData.c.
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Current vehicle signals.
Definition at line 93 of file SCR_AvailableActionsConditionData.c.
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Current vehicle weapon.
Definition at line 95 of file SCR_AvailableActionsConditionData.c.
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Current weapon.
Definition at line 77 of file SCR_AvailableActionsConditionData.c.
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Current character weapon entity (if any).
Definition at line 75 of file SCR_AvailableActionsConditionData.c.
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Current character stance.
Definition at line 15 of file SCR_AvailableActionsConditionData.c.
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Definition at line 17 of file SCR_AvailableActionsConditionData.c.
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Editor.
Definition at line 120 of file SCR_AvailableActionsConditionData.c.
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Definition at line 122 of file SCR_AvailableActionsConditionData.c.
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Definition at line 123 of file SCR_AvailableActionsConditionData.c.
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How long is character bleeding.
Definition at line 63 of file SCR_AvailableActionsConditionData.c.
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Is character in focus mode.
Definition at line 61 of file SCR_AvailableActionsConditionData.c.
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How long is character sprinting.
Definition at line 65 of file SCR_AvailableActionsConditionData.c.
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How long is player using turbo as driver of vehicle.
Definition at line 89 of file SCR_AvailableActionsConditionData.c.
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Definition at line 236 of file SCR_AvailableActionsConditionData.c.
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Number of additional magazines character has for current weapon.
Definition at line 67 of file SCR_AvailableActionsConditionData.c.
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Number of medial items.
Definition at line 69 of file SCR_AvailableActionsConditionData.c.
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Number of medical items in quick slots.
Definition at line 71 of file SCR_AvailableActionsConditionData.c.
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Definition at line 84 of file SCR_AvailableActionsConditionData.c.
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Map vars.
Definition at line 127 of file SCR_AvailableActionsConditionData.c.
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Definition at line 83 of file SCR_AvailableActionsConditionData.c.
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Definition at line 9 of file SCR_AvailableActionsConditionData.c.
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Definition at line 106 of file SCR_AvailableActionsConditionData.c.
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Definition at line 107 of file SCR_AvailableActionsConditionData.c.