Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | List of all members
CharacterCommandHandlerComponent Interface Reference
Inheritance diagram for CharacterCommandHandlerComponent:
[legend]

Public Member Functions

proto external IEntity GetCharacter ()
 
proto external CharacterControllerComponent GetControllerComponent ()
 Returns the current character controller component.
 
proto external void GetMovementState (out notnull CharacterMovementState pMovementState)
 gets some basic info about movement
 
proto external void AlignNewTurns ()
 
proto external bool IsVehicleSwitchingSeats ()
 
proto external bool IsWeaponADSAllowed (bool allowSprint)
 
proto external bool IsSprintingAllowed ()
 
proto external bool IsItemInspectionAllowed ()
 
proto external bool IsWeaponInspectionAllowed ()
 
proto external bool IsWeaponDeploymentAllowed ()
 
proto external bool IsThrowingAction ()
 
proto external bool IsProneStanceTransition ()
 
proto external bool IsUsingItem ()
 
proto external bool IsItemActionLoopTag ()
 
proto external void CancelItemUse ()
 
proto external void FinishItemUse ()
 
proto external bool WasMovement ()
 
proto external bool WasRotation ()
 
proto external CharacterCommandFall StartCommand_Fall (float pYVelocity)
 
proto external CharacterCommandLadder StartCommand_Ladder (LadderComponent pLadder)
 
proto external CharacterCommandVehicle StartCommand_Vehicle (BaseCompartmentSlot pCompartment)
 
proto external CharacterCommandMove StartCommand_Move ()
 
proto external CharacterCommandClimb StartCommand_Climb (CharacterCommandClimbResult pClimbResult, int pType)
 
proto external CharacterCommandSwim StartCommand_Swim ()
 
proto external CharacterCommandDamageFullBody StartCommand_DamageFullBody (float direction, int pType)
 
proto external CharacterCommandSlide StartCommand_Slide ()
 
proto external CharacterCommandDamage AddCommandModifier_Damage (float direction, int pType)
 
proto external void DeleteCommandModifier_Damage (CharacterCommandDamage pDamage)
 
proto external CharacterCommandMove GetCommandMove ()
 
proto external CharacterCommandFall GetCommandFall ()
 
proto external CharacterCommandClimb GetCommandClimb ()
 
proto external CharacterCommandVehicle GetCommandVehicle ()
 
proto external CharacterCommandLadder GetCommandLadder ()
 
proto external CharacterCommandDeath GetCommandModifier_Death ()
 
proto external CharacterCommandUnconscious GetCommandModifier_Unconscious ()
 
proto external CharacterCommandMelee GetCommandModifier_Melee ()
 
proto external CharacterCommandSwim GetCommandSwim ()
 
proto external CharacterCommandSlide GetCommandSlide ()
 
proto external CharacterCommandDamageFullBody GetCommandDamageFullBody ()
 
proto external CharacterCommandDamage GetCommandModifier_Damage ()
 
proto external CharacterCommandWeapon GetCommandModifier_Weapon ()
 
proto external CharacterCommandItemChange GetCommandModifier_ItemChange ()
 
proto external CharacterCommandItemUse GetCommandModifier_ItemUse ()
 
proto external CharacterCommandGadget GetCommandModifier_Gadget ()
 
proto external CharacterCommandMoveSettings GetDefaultCommandMoveSettings ()
 
proto external CharacterCommandMoveSettings GetCurrentCommandMoveSettings ()
 
proto external void SetCurrentCommandMoveSettings (CharacterCommandMoveSettings pCmdMoveSettings)
 
proto external CharacterCommandClimbSettings GetDefaultCommandClimbSettings ()
 
proto external CharacterCommandClimbSettings GetCurrentCommandClimbSettings ()
 
proto external void SetCurrentCommandClimbSettings (CharacterCommandClimbSettings pCmdClimbSettings)
 
proto external CharacterCommandSwimSettings GetDefaultCommandSwimSettings ()
 
proto external CharacterCommandSwimSettings GetCurrentCommandSwimSettings ()
 
proto external void SetCurrentCommandSwimSettings (CharacterCommandSwimSettings pCmdSwimSettings)
 
proto external LadderComponent GetTargetLadder ()
 Returns the current cached ladder.
 
proto external LadderComponent FindTargetLadder ()
 Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible.
 
proto external bool IsMovingInProne ()
 
proto external bool HandleFinishedCommandsDefault (bool pCurrentCommandFinished)
 default full body handlers
 
proto external bool HandleDeathDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
proto external bool HandleUnconsciousDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleVehicleDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleSwimmingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleLaddersDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleClimbingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleMeleeDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleFallingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleDamageHitDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleSlideDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleWeaponsDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 default additive handlers
 
proto external bool HandleThrowingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleItemChangeDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleItemUseDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleItemGestureDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleWeaponObstructionDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleWeaponReloadingDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleWeaponADSDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleWeaponDeploymentDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleWeaponFireDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleLeftHandGadgetDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool HandleDynamicStanceDefault (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
proto external bool TransitionMove_JumpClimbDefault (CharacterInputContext pInputCtx)
 
proto external bool TransitionMove_SwimmingDefault (CharacterInputContext pInputCtx)
 
proto external bool TransitionMove_LadderDefault (CharacterInputContext pInputCtx)
 
proto external void DropLiveGrenadeFromHand (bool throwWithForce)
 
proto external void CancelThrowDefault ()
 
bool HandleFinishedCommands (bool pCurrentCommandFinished)
 
bool HandleDeath (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool HandleUnconscious (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleVehicle (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleSwimming (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleLadders (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleClimbing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleMelee (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleFalling (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleDamageHit (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleSlide (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleWeapons (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleThrowing (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleItemChange (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleItemUse (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleItemGesture (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleWeaponReloading (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleWeaponADS (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleWeaponDeployment (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleWeaponFire (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleWeaponObstruction (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleLeftHandGadget (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool HandleDynamicStance (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool TransitionMove_JumpClimb (CharacterInputContext pInputCtx)
 
bool TransitionMove_Swimming (CharacterInputContext pInputCtx)
 
bool TransitionMove_Ladder (CharacterInputContext pInputCtx)
 
bool SubhandlerStatesBegin (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool SubhandlerStatesEnd (CharacterInputContext pInputCtx, float pDt, int pCurrentCommandID)
 
bool SubhandlerTransitionsMove (CharacterInputContext InputCtx)
 
int SelectMeleeAnimationType ()
 
- Public Member Functions inherited from BaseCommandHandlerComponent
proto external void SetSimulationDisabled (bool pSimulationDisabled)
 Sets the flag for disabling animation update.
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Additional Inherited Members

- Protected Member Functions inherited from BaseCommandHandlerComponent
void OnInit (IEntity owner)
 Called during EOnInit.
 
void OnCommandActivate (int pCmdId)
 
void OnCommandDeactivate (int pCmdId)
 
void Update (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 Overrides the whole native command handling.
 

Member Function Documentation

◆ AddCommandModifier_Damage()

proto external CharacterCommandDamage CharacterCommandHandlerComponent.AddCommandModifier_Damage ( float  direction,
int  pType 
)

◆ AlignNewTurns()

proto external void CharacterCommandHandlerComponent.AlignNewTurns ( )

◆ CancelItemUse()

proto external void CharacterCommandHandlerComponent.CancelItemUse ( )

◆ CancelThrowDefault()

proto external void CharacterCommandHandlerComponent.CancelThrowDefault ( )

◆ DeleteCommandModifier_Damage()

proto external void CharacterCommandHandlerComponent.DeleteCommandModifier_Damage ( CharacterCommandDamage  pDamage)

◆ DropLiveGrenadeFromHand()

proto external void CharacterCommandHandlerComponent.DropLiveGrenadeFromHand ( bool  throwWithForce)

◆ FindTargetLadder()

proto external LadderComponent CharacterCommandHandlerComponent.FindTargetLadder ( )

Returns the current ladder. Use carefully, you should use GetTargetLadder when it's possible.

◆ FinishItemUse()

proto external void CharacterCommandHandlerComponent.FinishItemUse ( )

◆ GetCharacter()

proto external IEntity CharacterCommandHandlerComponent.GetCharacter ( )

◆ GetCommandClimb()

proto external CharacterCommandClimb CharacterCommandHandlerComponent.GetCommandClimb ( )

◆ GetCommandDamageFullBody()

proto external CharacterCommandDamageFullBody CharacterCommandHandlerComponent.GetCommandDamageFullBody ( )

◆ GetCommandFall()

proto external CharacterCommandFall CharacterCommandHandlerComponent.GetCommandFall ( )

◆ GetCommandLadder()

proto external CharacterCommandLadder CharacterCommandHandlerComponent.GetCommandLadder ( )

◆ GetCommandModifier_Damage()

proto external CharacterCommandDamage CharacterCommandHandlerComponent.GetCommandModifier_Damage ( )

◆ GetCommandModifier_Death()

proto external CharacterCommandDeath CharacterCommandHandlerComponent.GetCommandModifier_Death ( )

◆ GetCommandModifier_Gadget()

proto external CharacterCommandGadget CharacterCommandHandlerComponent.GetCommandModifier_Gadget ( )

◆ GetCommandModifier_ItemChange()

proto external CharacterCommandItemChange CharacterCommandHandlerComponent.GetCommandModifier_ItemChange ( )

◆ GetCommandModifier_ItemUse()

proto external CharacterCommandItemUse CharacterCommandHandlerComponent.GetCommandModifier_ItemUse ( )

◆ GetCommandModifier_Melee()

proto external CharacterCommandMelee CharacterCommandHandlerComponent.GetCommandModifier_Melee ( )

◆ GetCommandModifier_Unconscious()

proto external CharacterCommandUnconscious CharacterCommandHandlerComponent.GetCommandModifier_Unconscious ( )

◆ GetCommandModifier_Weapon()

proto external CharacterCommandWeapon CharacterCommandHandlerComponent.GetCommandModifier_Weapon ( )

◆ GetCommandMove()

proto external CharacterCommandMove CharacterCommandHandlerComponent.GetCommandMove ( )

◆ GetCommandSlide()

proto external CharacterCommandSlide CharacterCommandHandlerComponent.GetCommandSlide ( )

◆ GetCommandSwim()

proto external CharacterCommandSwim CharacterCommandHandlerComponent.GetCommandSwim ( )

◆ GetCommandVehicle()

proto external CharacterCommandVehicle CharacterCommandHandlerComponent.GetCommandVehicle ( )

◆ GetControllerComponent()

proto external CharacterControllerComponent CharacterCommandHandlerComponent.GetControllerComponent ( )

Returns the current character controller component.

◆ GetCurrentCommandClimbSettings()

proto external CharacterCommandClimbSettings CharacterCommandHandlerComponent.GetCurrentCommandClimbSettings ( )

◆ GetCurrentCommandMoveSettings()

proto external CharacterCommandMoveSettings CharacterCommandHandlerComponent.GetCurrentCommandMoveSettings ( )

◆ GetCurrentCommandSwimSettings()

proto external CharacterCommandSwimSettings CharacterCommandHandlerComponent.GetCurrentCommandSwimSettings ( )

◆ GetDefaultCommandClimbSettings()

proto external CharacterCommandClimbSettings CharacterCommandHandlerComponent.GetDefaultCommandClimbSettings ( )

◆ GetDefaultCommandMoveSettings()

proto external CharacterCommandMoveSettings CharacterCommandHandlerComponent.GetDefaultCommandMoveSettings ( )

◆ GetDefaultCommandSwimSettings()

proto external CharacterCommandSwimSettings CharacterCommandHandlerComponent.GetDefaultCommandSwimSettings ( )

◆ GetMovementState()

proto external void CharacterCommandHandlerComponent.GetMovementState ( out notnull CharacterMovementState  pMovementState)

gets some basic info about movement

◆ GetTargetLadder()

proto external LadderComponent CharacterCommandHandlerComponent.GetTargetLadder ( )

Returns the current cached ladder.

◆ HandleClimbing()

bool CharacterCommandHandlerComponent.HandleClimbing ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleClimbingDefault()

proto external bool CharacterCommandHandlerComponent.HandleClimbingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDamageHit()

bool CharacterCommandHandlerComponent.HandleDamageHit ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDamageHitDefault()

proto external bool CharacterCommandHandlerComponent.HandleDamageHitDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDeath()

bool CharacterCommandHandlerComponent.HandleDeath ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

◆ HandleDeathDefault()

proto external bool CharacterCommandHandlerComponent.HandleDeathDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

◆ HandleDynamicStance()

bool CharacterCommandHandlerComponent.HandleDynamicStance ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleDynamicStanceDefault()

proto external bool CharacterCommandHandlerComponent.HandleDynamicStanceDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleFalling()

bool CharacterCommandHandlerComponent.HandleFalling ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleFallingDefault()

proto external bool CharacterCommandHandlerComponent.HandleFallingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleFinishedCommands()

bool CharacterCommandHandlerComponent.HandleFinishedCommands ( bool  pCurrentCommandFinished)

◆ HandleFinishedCommandsDefault()

proto external bool CharacterCommandHandlerComponent.HandleFinishedCommandsDefault ( bool  pCurrentCommandFinished)

default full body handlers

◆ HandleItemChange()

bool CharacterCommandHandlerComponent.HandleItemChange ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemChangeDefault()

proto external bool CharacterCommandHandlerComponent.HandleItemChangeDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemGesture()

bool CharacterCommandHandlerComponent.HandleItemGesture ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemGestureDefault()

proto external bool CharacterCommandHandlerComponent.HandleItemGestureDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemUse()

bool CharacterCommandHandlerComponent.HandleItemUse ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleItemUseDefault()

proto external bool CharacterCommandHandlerComponent.HandleItemUseDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLadders()

bool CharacterCommandHandlerComponent.HandleLadders ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLaddersDefault()

proto external bool CharacterCommandHandlerComponent.HandleLaddersDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLeftHandGadget()

bool CharacterCommandHandlerComponent.HandleLeftHandGadget ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleLeftHandGadgetDefault()

proto external bool CharacterCommandHandlerComponent.HandleLeftHandGadgetDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleMelee()

bool CharacterCommandHandlerComponent.HandleMelee ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleMeleeDefault()

proto external bool CharacterCommandHandlerComponent.HandleMeleeDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSlide()

bool CharacterCommandHandlerComponent.HandleSlide ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSlideDefault()

proto external bool CharacterCommandHandlerComponent.HandleSlideDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSwimming()

bool CharacterCommandHandlerComponent.HandleSwimming ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleSwimmingDefault()

proto external bool CharacterCommandHandlerComponent.HandleSwimmingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleThrowing()

bool CharacterCommandHandlerComponent.HandleThrowing ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleThrowingDefault()

proto external bool CharacterCommandHandlerComponent.HandleThrowingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleUnconscious()

bool CharacterCommandHandlerComponent.HandleUnconscious ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleUnconsciousDefault()

proto external bool CharacterCommandHandlerComponent.HandleUnconsciousDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleVehicle()

bool CharacterCommandHandlerComponent.HandleVehicle ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleVehicleDefault()

proto external bool CharacterCommandHandlerComponent.HandleVehicleDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponADS()

bool CharacterCommandHandlerComponent.HandleWeaponADS ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponADSDefault()

proto external bool CharacterCommandHandlerComponent.HandleWeaponADSDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponDeployment()

bool CharacterCommandHandlerComponent.HandleWeaponDeployment ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponDeploymentDefault()

proto external bool CharacterCommandHandlerComponent.HandleWeaponDeploymentDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponFire()

bool CharacterCommandHandlerComponent.HandleWeaponFire ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponFireDefault()

proto external bool CharacterCommandHandlerComponent.HandleWeaponFireDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponObstruction()

bool CharacterCommandHandlerComponent.HandleWeaponObstruction ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponObstructionDefault()

proto external bool CharacterCommandHandlerComponent.HandleWeaponObstructionDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponReloading()

bool CharacterCommandHandlerComponent.HandleWeaponReloading ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponReloadingDefault()

proto external bool CharacterCommandHandlerComponent.HandleWeaponReloadingDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeapons()

bool CharacterCommandHandlerComponent.HandleWeapons ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ HandleWeaponsDefault()

proto external bool CharacterCommandHandlerComponent.HandleWeaponsDefault ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

default additive handlers

◆ IsItemActionLoopTag()

proto external bool CharacterCommandHandlerComponent.IsItemActionLoopTag ( )

◆ IsItemInspectionAllowed()

proto external bool CharacterCommandHandlerComponent.IsItemInspectionAllowed ( )

◆ IsMovingInProne()

proto external bool CharacterCommandHandlerComponent.IsMovingInProne ( )

◆ IsProneStanceTransition()

proto external bool CharacterCommandHandlerComponent.IsProneStanceTransition ( )

◆ IsSprintingAllowed()

proto external bool CharacterCommandHandlerComponent.IsSprintingAllowed ( )

◆ IsThrowingAction()

proto external bool CharacterCommandHandlerComponent.IsThrowingAction ( )

◆ IsUsingItem()

proto external bool CharacterCommandHandlerComponent.IsUsingItem ( )

◆ IsVehicleSwitchingSeats()

proto external bool CharacterCommandHandlerComponent.IsVehicleSwitchingSeats ( )

◆ IsWeaponADSAllowed()

proto external bool CharacterCommandHandlerComponent.IsWeaponADSAllowed ( bool  allowSprint)

◆ IsWeaponDeploymentAllowed()

proto external bool CharacterCommandHandlerComponent.IsWeaponDeploymentAllowed ( )

◆ IsWeaponInspectionAllowed()

proto external bool CharacterCommandHandlerComponent.IsWeaponInspectionAllowed ( )

◆ SelectMeleeAnimationType()

int CharacterCommandHandlerComponent.SelectMeleeAnimationType ( )

◆ SetCurrentCommandClimbSettings()

proto external void CharacterCommandHandlerComponent.SetCurrentCommandClimbSettings ( CharacterCommandClimbSettings  pCmdClimbSettings)

◆ SetCurrentCommandMoveSettings()

proto external void CharacterCommandHandlerComponent.SetCurrentCommandMoveSettings ( CharacterCommandMoveSettings  pCmdMoveSettings)

◆ SetCurrentCommandSwimSettings()

proto external void CharacterCommandHandlerComponent.SetCurrentCommandSwimSettings ( CharacterCommandSwimSettings  pCmdSwimSettings)

◆ StartCommand_Climb()

proto external CharacterCommandClimb CharacterCommandHandlerComponent.StartCommand_Climb ( CharacterCommandClimbResult  pClimbResult,
int  pType 
)

◆ StartCommand_DamageFullBody()

proto external CharacterCommandDamageFullBody CharacterCommandHandlerComponent.StartCommand_DamageFullBody ( float  direction,
int  pType 
)

◆ StartCommand_Fall()

proto external CharacterCommandFall CharacterCommandHandlerComponent.StartCommand_Fall ( float  pYVelocity)

◆ StartCommand_Ladder()

proto external CharacterCommandLadder CharacterCommandHandlerComponent.StartCommand_Ladder ( LadderComponent  pLadder)

◆ StartCommand_Move()

proto external CharacterCommandMove CharacterCommandHandlerComponent.StartCommand_Move ( )

◆ StartCommand_Slide()

proto external CharacterCommandSlide CharacterCommandHandlerComponent.StartCommand_Slide ( )

◆ StartCommand_Swim()

proto external CharacterCommandSwim CharacterCommandHandlerComponent.StartCommand_Swim ( )

◆ StartCommand_Vehicle()

proto external CharacterCommandVehicle CharacterCommandHandlerComponent.StartCommand_Vehicle ( BaseCompartmentSlot  pCompartment)

◆ SubhandlerStatesBegin()

bool CharacterCommandHandlerComponent.SubhandlerStatesBegin ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ SubhandlerStatesEnd()

bool CharacterCommandHandlerComponent.SubhandlerStatesEnd ( CharacterInputContext  pInputCtx,
float  pDt,
int  pCurrentCommandID 
)

◆ SubhandlerTransitionsMove()

bool CharacterCommandHandlerComponent.SubhandlerTransitionsMove ( CharacterInputContext  InputCtx)

◆ TransitionMove_JumpClimb()

bool CharacterCommandHandlerComponent.TransitionMove_JumpClimb ( CharacterInputContext  pInputCtx)

◆ TransitionMove_JumpClimbDefault()

proto external bool CharacterCommandHandlerComponent.TransitionMove_JumpClimbDefault ( CharacterInputContext  pInputCtx)

◆ TransitionMove_Ladder()

bool CharacterCommandHandlerComponent.TransitionMove_Ladder ( CharacterInputContext  pInputCtx)

◆ TransitionMove_LadderDefault()

proto external bool CharacterCommandHandlerComponent.TransitionMove_LadderDefault ( CharacterInputContext  pInputCtx)

◆ TransitionMove_Swimming()

bool CharacterCommandHandlerComponent.TransitionMove_Swimming ( CharacterInputContext  pInputCtx)

◆ TransitionMove_SwimmingDefault()

proto external bool CharacterCommandHandlerComponent.TransitionMove_SwimmingDefault ( CharacterInputContext  pInputCtx)

◆ WasMovement()

proto external bool CharacterCommandHandlerComponent.WasMovement ( )

◆ WasRotation()

proto external bool CharacterCommandHandlerComponent.WasRotation ( )

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