|
| 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
} |
|
| 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) |