Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Character

Classes

class  CharacterAnimationComponent
class  CharacterAnimationComponentClass
class  CharacterBuoyancyComponent
class  CharacterBuoyancyComponentClass
class  CharacterCommand
class  CharacterCommandClimb
class  CharacterCommandClimbResult
class  CharacterCommandClimbSettings
class  CharacterCommandDamage
class  CharacterCommandDamageFullBody
class  CharacterCommandDeath
class  CharacterCommandFall
class  CharacterCommandGadget
class  CharacterCommandHandlerComponent
class  CharacterCommandHandlerComponentClass
class  CharacterCommandItemChange
class  CharacterCommandItemUse
class  CharacterCommandLadder
class  CharacterCommandMelee
class  CharacterCommandMove
 CharacterCommandMove. More...
class  CharacterCommandScripted
class  CharacterCommandSlide
class  CharacterCommandSwim
 CharacterCommandSwim - swimming implementation. More...
class  CharacterCommandSwimSettings
class  CharacterCommandUnconscious
class  CharacterCommandVehicle
class  CharacterCommandWeapon
class  CharacterHeadAimingComponentClass
class  CharacterHeadingAnimComponentClass
class  CharacterIdentityComponentClass
class  CharacterInputContext
class  CharacterMovementState
class  CharacterStaminaComponent
class  ChimeraCharacter
class  ChimeraCharacterClass
class  DebugShootComponentClass
class  ItemUseParameters
class  ScriptCharacterCommandMoveSettings

Enumerations

enum  ECharacterCollisionShapeIndex {
  ErectShapeIndex , CrouchShapeIndex , ProneShapeIndex , JumpShapeIndex ,
  SwimShapeIndex , LadderShapeIndex , VehicleShapeIndex , ErectShapeIndex ,
  CrouchShapeIndex , ProneShapeIndex , JumpShapeIndex , SwimShapeIndex ,
  LadderShapeIndex , VehicleShapeIndex
}
enum  ECharacterCollisionShapeIndex {
  ErectShapeIndex , CrouchShapeIndex , ProneShapeIndex , JumpShapeIndex ,
  SwimShapeIndex , LadderShapeIndex , VehicleShapeIndex , ErectShapeIndex ,
  CrouchShapeIndex , ProneShapeIndex , JumpShapeIndex , SwimShapeIndex ,
  LadderShapeIndex , VehicleShapeIndex
}
enum  ECharacterDataState {
  WeaponRaised , Inspection , Unconscious , Jumping ,
  Rolling , WeaponRaised , Inspection , Unconscious ,
  Jumping , Rolling
}
enum  ECharacterDataState {
  WeaponRaised , Inspection , Unconscious , Jumping ,
  Rolling , WeaponRaised , Inspection , Unconscious ,
  Jumping , Rolling
}
enum  ECharacterLifeState {
  ALIVE , INCAPACITATED , DEAD , ALIVE ,
  INCAPACITATED , DEAD
}
enum  ECharacterLifeState {
  ALIVE , INCAPACITATED , DEAD , ALIVE ,
  INCAPACITATED , DEAD
}
enum  ECharacterStance {
  STAND , CROUCH , PRONE , STAND ,
  CROUCH , PRONE
}
enum  ECharacterStance {
  STAND , CROUCH , PRONE , STAND ,
  CROUCH , PRONE
}
enum  ECharacterStanceChange {
  STANCECHANGE_NONE , STANCECHANGE_TOERECTED , STANCECHANGE_TOCROUCH , STANCECHANGE_TOPRONE ,
  STANCECHANGE_MAX , STANCECHANGE_NONE , STANCECHANGE_TOERECTED , STANCECHANGE_TOCROUCH ,
  STANCECHANGE_TOPRONE , STANCECHANGE_MAX
}
enum  ECharacterStanceChange {
  STANCECHANGE_NONE , STANCECHANGE_TOERECTED , STANCECHANGE_TOCROUCH , STANCECHANGE_TOPRONE ,
  STANCECHANGE_MAX , STANCECHANGE_NONE , STANCECHANGE_TOERECTED , STANCECHANGE_TOCROUCH ,
  STANCECHANGE_TOPRONE , STANCECHANGE_MAX
}
enum  EEquipItemType {
  EEquipTypeNone , EEquipTypeWeapon , EEquipTypeUnarmedDeliberate , EEquipTypeUnarmedContextual ,
  Max , EEquipTypeNone , EEquipTypeWeapon , EEquipTypeUnarmedDeliberate ,
  EEquipTypeUnarmedContextual , Max
}
enum  EEquipItemType {
  EEquipTypeNone , EEquipTypeWeapon , EEquipTypeUnarmedDeliberate , EEquipTypeUnarmedContextual ,
  Max , EEquipTypeNone , EEquipTypeWeapon , EEquipTypeUnarmedDeliberate ,
  EEquipTypeUnarmedContextual , Max
}
enum  EHitReactionType {
  HIT_REACTION_NONE , HIT_REACTION_LIGHT , HIT_REACTION_HEAVY , HIT_REACTION_NONE ,
  HIT_REACTION_LIGHT , HIT_REACTION_HEAVY
}
enum  EHitReactionType {
  HIT_REACTION_NONE , HIT_REACTION_LIGHT , HIT_REACTION_HEAVY , HIT_REACTION_NONE ,
  HIT_REACTION_LIGHT , HIT_REACTION_HEAVY
}
enum  EItemGesture {
  EItemGestureNone , EItemGesturePickUp , Max , EItemGestureNone ,
  EItemGesturePickUp , Max
}
enum  EItemGesture {
  EItemGestureNone , EItemGesturePickUp , Max , EItemGestureNone ,
  EItemGesturePickUp , Max
}
enum  ELandType {
  LANDTYPE_NONE , LANDTYPE_LIGHT , LANDTYPE_MEDIUM , LANDTYPE_HEAVY ,
  LANDTYPE_NONE , LANDTYPE_LIGHT , LANDTYPE_MEDIUM , LANDTYPE_HEAVY
}
enum  ELandType {
  LANDTYPE_NONE , LANDTYPE_LIGHT , LANDTYPE_MEDIUM , LANDTYPE_HEAVY ,
  LANDTYPE_NONE , LANDTYPE_LIGHT , LANDTYPE_MEDIUM , LANDTYPE_HEAVY
}
enum  EMovementType {
  IDLE , WALK , RUN , SPRINT ,
  IDLE , WALK , RUN , SPRINT
}
enum  EMovementType {
  IDLE , WALK , RUN , SPRINT ,
  IDLE , WALK , RUN , SPRINT
}
enum  EWeaponObstructedState {
  INVALID , UNOBSTRUCTED , SLIGHTLY_OBSTRUCTED , SIGNIFICANTLY_OBSTRUCTED ,
  FULLY_OBSTRUCTED_CANT_FIRE , INVALID , UNOBSTRUCTED , SLIGHTLY_OBSTRUCTED ,
  SIGNIFICANTLY_OBSTRUCTED , FULLY_OBSTRUCTED_CANT_FIRE
}
enum  EWeaponObstructedState {
  INVALID , UNOBSTRUCTED , SLIGHTLY_OBSTRUCTED , SIGNIFICANTLY_OBSTRUCTED ,
  FULLY_OBSTRUCTED_CANT_FIRE , INVALID , UNOBSTRUCTED , SLIGHTLY_OBSTRUCTED ,
  SIGNIFICANTLY_OBSTRUCTED , FULLY_OBSTRUCTED_CANT_FIRE
}
enum  ECharacterMovementMode {
  NONE , GROUND_MOVEMENT , FALLING , FLYING ,
  SWIMMING , NONE , GROUND_MOVEMENT , FALLING ,
  FLYING , SWIMMING
}
enum  ECharacterMovementMode {
  NONE , GROUND_MOVEMENT , FALLING , FLYING ,
  SWIMMING , NONE , GROUND_MOVEMENT , FALLING ,
  FLYING , SWIMMING
}
enum  ECharacterRotationMode {
  NONE , CONTROL_ROTATION , MOVEMENT , NONE ,
  CONTROL_ROTATION , MOVEMENT
}
enum  ECharacterRotationMode {
  NONE , CONTROL_ROTATION , MOVEMENT , NONE ,
  CONTROL_ROTATION , MOVEMENT
}

Functions

CharacterHeadAimingComponentClass AimingComponentClass GetCharacterAimingComponent ()
proto external void SetLimitAnglesOverride (float fDown, float fUp, float fLeft, float fRight)
 Set limit angles overrides in degrees.
proto external void ResetLimitAnglesOverride ()
 Reset limit angles overrides to default values.
proto external void SetPitchLimitReductionMultiplier (float value)
proto external vector GetLookAngles ()
proto external void GetLookTransformationMS (int nodeID, EDirectBoneMode mode, inout vector offsetFromHead, inout vector baseRotation, inout vector transformFromBone[4])
 computes look transformation in model space relative to Pivot if set in properties
proto external void GetLookTransformationLS (int nodeID, EDirectBoneMode mode, inout vector offsetFromHead, inout vector baseRotation, inout vector transformFromBone[4])
 computes look transformation in local space relative to Pivot if set in properties
CharacterHeadingAnimComponentClass GenericComponentClass AlignPosDirWS (vector pPredictedPos, vector pPredictedDir, vector pTargetPos, vector pTargetDir, bool bSnap=false)
proto external void AlignPosRotWS (vector pPredictedPos, float pPredictedRot[4], vector pTargetPos, float pTargetRot[4], bool bSnap=false)
proto external void AlignRotWS (float pPredictedRot[4], float pTargetRot[4], bool bSnap=false)
proto external void ResetAligning ()
proto external void SetFiltering (float pFilterTimeout, float pMaxVel)
proto external bool IsAligning ()
CharacterIdentityComponentClass GameComponentClass GetHeadEntity ()
proto external void SetHeadAlpha (int a)
proto external void SetVisibleAll (bool visible)
proto external bool SetWoundState (string bodyPart, bool wound)
proto external bool IsCovered (string bodyPart)
proto external void CommitChanges ()
proto external Identity GetIdentity ()
 Get identity of this character.
proto external bool CheckIdentityIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity)
proto external bool SetIdentityFromIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity)
proto external void SetIdentity (Identity cfg)
 Set the identity to the player, and replicates the identity to clients.
event void OnBodyPartStateChanged (string bodyPart, bool visible, bool wounded)
DebugShootComponentClass ScriptComponentClass Fire (vector dir, vector mat[], IEntity projectile, IEntity owner)

Detailed Description

Enumeration Type Documentation

◆ ECharacterCollisionShapeIndex [1/2]

Enumerator
ErectShapeIndex 
CrouchShapeIndex 
ProneShapeIndex 
JumpShapeIndex 
SwimShapeIndex 
LadderShapeIndex 
VehicleShapeIndex 
ErectShapeIndex 
CrouchShapeIndex 
ProneShapeIndex 
JumpShapeIndex 
SwimShapeIndex 
LadderShapeIndex 
VehicleShapeIndex 

Definition at line 12 of file ECharacterCollisionShapeIndex.c.

◆ ECharacterCollisionShapeIndex [2/2]

Enumerator
ErectShapeIndex 
CrouchShapeIndex 
ProneShapeIndex 
JumpShapeIndex 
SwimShapeIndex 
LadderShapeIndex 
VehicleShapeIndex 
ErectShapeIndex 
CrouchShapeIndex 
ProneShapeIndex 
JumpShapeIndex 
SwimShapeIndex 
LadderShapeIndex 
VehicleShapeIndex 

Definition at line 12 of file ECharacterCollisionShapeIndex.c.

◆ ECharacterDataState [1/2]

Enumerator
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 

Definition at line 12 of file ECharacterDataState.c.

◆ ECharacterDataState [2/2]

Enumerator
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 
WeaponRaised 
Inspection 
Unconscious 
Jumping 
Rolling 

Definition at line 12 of file ECharacterDataState.c.

◆ ECharacterLifeState [1/2]

Enumerator
ALIVE 
INCAPACITATED 
DEAD 
ALIVE 
INCAPACITATED 
DEAD 

Definition at line 12 of file ECharacterLifeState.c.

◆ ECharacterLifeState [2/2]

Enumerator
ALIVE 
INCAPACITATED 
DEAD 
ALIVE 
INCAPACITATED 
DEAD 

Definition at line 12 of file ECharacterLifeState.c.

◆ ECharacterMovementMode [1/2]

Enumerator
NONE 
GROUND_MOVEMENT 
FALLING 
FLYING 
SWIMMING 
NONE 
GROUND_MOVEMENT 
FALLING 
FLYING 
SWIMMING 

Definition at line 12 of file ECharacterMovementMode.c.

◆ ECharacterMovementMode [2/2]

Enumerator
NONE 
GROUND_MOVEMENT 
FALLING 
FLYING 
SWIMMING 
NONE 
GROUND_MOVEMENT 
FALLING 
FLYING 
SWIMMING 

Definition at line 12 of file ECharacterMovementMode.c.

◆ ECharacterRotationMode [1/2]

Enumerator
NONE 
CONTROL_ROTATION 
MOVEMENT 
NONE 
CONTROL_ROTATION 
MOVEMENT 

Definition at line 12 of file ECharacterRotationMode.c.

◆ ECharacterRotationMode [2/2]

Enumerator
NONE 
CONTROL_ROTATION 
MOVEMENT 
NONE 
CONTROL_ROTATION 
MOVEMENT 

Definition at line 12 of file ECharacterRotationMode.c.

◆ ECharacterStance [1/2]

Enumerator
STAND 
CROUCH 
PRONE 
STAND 
CROUCH 
PRONE 

Definition at line 12 of file ECharacterStance.c.

◆ ECharacterStance [2/2]

Enumerator
STAND 
CROUCH 
PRONE 
STAND 
CROUCH 
PRONE 

Definition at line 12 of file ECharacterStance.c.

◆ ECharacterStanceChange [1/2]

Enumerator
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 

Definition at line 12 of file ECharacterStanceChange.c.

◆ ECharacterStanceChange [2/2]

Enumerator
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 
STANCECHANGE_NONE 
STANCECHANGE_TOERECTED 
STANCECHANGE_TOCROUCH 
STANCECHANGE_TOPRONE 
STANCECHANGE_MAX 

Definition at line 12 of file ECharacterStanceChange.c.

◆ EEquipItemType [1/2]

Enumerator
EEquipTypeNone 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 
EEquipTypeNone 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 

Definition at line 12 of file EEquipItemType.c.

◆ EEquipItemType [2/2]

Enumerator
EEquipTypeNone 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 
EEquipTypeNone 
EEquipTypeWeapon 
EEquipTypeUnarmedDeliberate 
EEquipTypeUnarmedContextual 
Max 

Definition at line 12 of file EEquipItemType.c.

◆ EHitReactionType [1/2]

Enumerator
HIT_REACTION_NONE 
HIT_REACTION_LIGHT 
HIT_REACTION_HEAVY 
HIT_REACTION_NONE 
HIT_REACTION_LIGHT 
HIT_REACTION_HEAVY 

Definition at line 12 of file EHitReactionType.c.

◆ EHitReactionType [2/2]

Enumerator
HIT_REACTION_NONE 
HIT_REACTION_LIGHT 
HIT_REACTION_HEAVY 
HIT_REACTION_NONE 
HIT_REACTION_LIGHT 
HIT_REACTION_HEAVY 

Definition at line 12 of file EHitReactionType.c.

◆ EItemGesture [1/2]

Enumerator
EItemGestureNone 
EItemGesturePickUp 
Max 
EItemGestureNone 
EItemGesturePickUp 
Max 

Definition at line 12 of file EItemGesture.c.

◆ EItemGesture [2/2]

Enumerator
EItemGestureNone 
EItemGesturePickUp 
Max 
EItemGestureNone 
EItemGesturePickUp 
Max 

Definition at line 12 of file EItemGesture.c.

◆ ELandType [1/2]

enum ELandType
Enumerator
LANDTYPE_NONE 
LANDTYPE_LIGHT 
LANDTYPE_MEDIUM 
LANDTYPE_HEAVY 
LANDTYPE_NONE 
LANDTYPE_LIGHT 
LANDTYPE_MEDIUM 
LANDTYPE_HEAVY 

Definition at line 13 of file ELandType.c.

◆ ELandType [2/2]

enum ELandType
Enumerator
LANDTYPE_NONE 
LANDTYPE_LIGHT 
LANDTYPE_MEDIUM 
LANDTYPE_HEAVY 
LANDTYPE_NONE 
LANDTYPE_LIGHT 
LANDTYPE_MEDIUM 
LANDTYPE_HEAVY 

Definition at line 13 of file ELandType.c.

◆ EMovementType [1/2]

Enumerator
IDLE 
WALK 
RUN 
SPRINT 
IDLE 
WALK 
RUN 
SPRINT 

Definition at line 12 of file EMovementType.c.

◆ EMovementType [2/2]

Enumerator
IDLE 
WALK 
RUN 
SPRINT 
IDLE 
WALK 
RUN 
SPRINT 

Definition at line 12 of file EMovementType.c.

◆ EWeaponObstructedState [1/2]

Enumerator
INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED 

Character is moving back to avoid obstruction and can still shoot and ADS.

SIGNIFICANTLY_OBSTRUCTED 

Character is moving their weapon back to avoid obstruction, can shoot but cannot ADS.

FULLY_OBSTRUCTED_CANT_FIRE 

obstruction alpha higher then fully obstructed threshold

INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED 

Character is moving back to avoid obstruction and can still shoot and ADS.

SIGNIFICANTLY_OBSTRUCTED 

Character is moving their weapon back to avoid obstruction, can shoot but cannot ADS.

FULLY_OBSTRUCTED_CANT_FIRE 

obstruction alpha higher then fully obstructed threshold

Definition at line 12 of file EWeaponObstructedState.c.

◆ EWeaponObstructedState [2/2]

Enumerator
INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED 

Character is moving back to avoid obstruction and can still shoot and ADS.

SIGNIFICANTLY_OBSTRUCTED 

Character is moving their weapon back to avoid obstruction, can shoot but cannot ADS.

FULLY_OBSTRUCTED_CANT_FIRE 

obstruction alpha higher then fully obstructed threshold

INVALID 

Missing components, or obstruction test was not possible.

UNOBSTRUCTED 

Obstruction is at 0.0.

SLIGHTLY_OBSTRUCTED 

Character is moving back to avoid obstruction and can still shoot and ADS.

SIGNIFICANTLY_OBSTRUCTED 

Character is moving their weapon back to avoid obstruction, can shoot but cannot ADS.

FULLY_OBSTRUCTED_CANT_FIRE 

obstruction alpha higher then fully obstructed threshold

Definition at line 12 of file EWeaponObstructedState.c.

Function Documentation

◆ AlignPosDirWS()

CharacterHeadingAnimComponentClass GenericComponentClass AlignPosDirWS ( vector pPredictedPos,
vector pPredictedDir,
vector pTargetPos,
vector pTargetDir,
bool bSnap = false )

tries to align myPredictedPos so its aligned with real pos tries to rotate internally so pMyPredictedDir will align with pRealDir Use bSnap parameter if you don't want the alignment to be smooth.

◆ AlignPosRotWS()

proto external void AlignPosRotWS ( vector pPredictedPos,
float pPredictedRot[4],
vector pTargetPos,
float pTargetRot[4],
bool bSnap = false )

◆ AlignRotWS()

proto external void AlignRotWS ( float pPredictedRot[4],
float pTargetRot[4],
bool bSnap = false )

◆ CheckIdentityIDs()

proto external bool CheckIdentityIDs ( int alias,
int name,
int surname,
int soundIdentity,
int visualIdentity )

Check if given IDs are within bounds of existing identities in the current faction assigned to the owner.

Returns
true if all parameters are correct, false if one or more values is wrong or there is no faction component

◆ CommitChanges()

proto external void CommitChanges ( )

◆ Fire()

DebugShootComponentClass ScriptComponentClass Fire ( vector dir,
vector mat[],
IEntity projectile,
IEntity owner )

◆ GetCharacterAimingComponent()

◆ GetHeadEntity()

Component that takes care of identity of characters

◆ GetIdentity()

proto external Identity GetIdentity ( )

Get identity of this character.

◆ GetLookAngles()

proto external vector GetLookAngles ( )

◆ GetLookTransformationLS()

proto external void GetLookTransformationLS ( int nodeID,
EDirectBoneMode mode,
inout vector offsetFromHead,
inout vector baseRotation,
inout vector transformFromBone[4] )

computes look transformation in local space relative to Pivot if set in properties

◆ GetLookTransformationMS()

proto external void GetLookTransformationMS ( int nodeID,
EDirectBoneMode mode,
inout vector offsetFromHead,
inout vector baseRotation,
inout vector transformFromBone[4] )

computes look transformation in model space relative to Pivot if set in properties

◆ IsAligning()

proto external bool IsAligning ( )

◆ IsCovered()

proto external bool IsCovered ( string bodyPart)

Check if bodypart is covered

Parameters
bodyPartname of bodypart

◆ OnBodyPartStateChanged()

event void OnBodyPartStateChanged ( string bodyPart,
bool visible,
bool wounded )

◆ ResetAligning()

proto external void ResetAligning ( )

◆ ResetLimitAnglesOverride()

proto external void ResetLimitAnglesOverride ( )

Reset limit angles overrides to default values.

◆ SetFiltering()

proto external void SetFiltering ( float pFilterTimeout,
float pMaxVel )

◆ SetHeadAlpha()

proto external void SetHeadAlpha ( int a)

◆ SetIdentity()

proto external void SetIdentity ( Identity cfg)

Set the identity to the player, and replicates the identity to clients.

◆ SetIdentityFromIDs()

proto external bool SetIdentityFromIDs ( int alias,
int name,
int surname,
int soundIdentity,
int visualIdentity )

This will change identity to given ids defined in characters faction -> factionIdentity

Returns
true on success false on wrong input

◆ SetLimitAnglesOverride()

proto external void SetLimitAnglesOverride ( float fDown,
float fUp,
float fLeft,
float fRight )

Set limit angles overrides in degrees.

◆ SetPitchLimitReductionMultiplier()

proto external void SetPitchLimitReductionMultiplier ( float value)

◆ SetVisibleAll()

proto external void SetVisibleAll ( bool visible)

◆ SetWoundState()

proto external bool SetWoundState ( string bodyPart,
bool wound )