Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Member Functions | List of all members
CharacterControllerComponent Interface Reference
Inheritance diagram for CharacterControllerComponent:
[legend]

Public Member Functions

proto external CharacterAimingComponent GetAimingComponent ()
 
proto external CharacterHeadAimingComponent GetHeadAimingComponent ()
 
proto external CharacterAnimationComponent GetAnimationComponent ()
 
proto external BaseWeaponManagerComponent GetWeaponManagerComponent ()
 
proto external CameraHandlerComponent GetCameraHandlerComponent ()
 
proto external InventoryStorageManagerComponent GetInventoryStorageManager ()
 
proto external VoNComponent GetVONComponent ()
 
proto external AIControlComponent GetAIControlComponent ()
 
proto external EntitySlotInfo GetRightHandPointInfo ()
 
proto external EntitySlotInfo GetLeftHandPointInfo ()
 
proto external CharacterInputContext GetInputContext ()
 
proto external float GetMovementSpeed ()
 
proto external void SetMovement (float movementSpeed, vector movementDirModel)
 Update animation about state of movement, define speed and direction in local space of character.
 
proto external void SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false)
 
proto external ECharacterStance GetStance ()
 Returns the current stance of the character.
 
proto external SCR_ChimeraCharacter GetCharacter ()
 Returns the current controlled character.
 
proto external void SetFireWeaponWanted (bool val)
 Set wanted input action values.
 
proto external void SetThrow (bool val, bool cancelThrow)
 Set wanted input action values.
 
proto external void SetMovementDirWorld (vector movementDirWorld)
 Update simulation state with difference of world position.
 
proto external vector GetMovementDirWorld ()
 
proto external void SetWeaponRaised (bool val)
 Set the current weapon-raised state.
 
proto external void SetWeaponADS (bool val)
 Set the current weapon ADS state.
 
proto external void SetFreeLook (bool input, bool mouse, bool controller)
 
proto external bool GetFreeLookInput ()
 
proto external bool GetFreeLookMouse ()
 
proto external bool GetFreeLookController ()
 
proto external void SetForcedFreeLook (bool enabled)
 Force character to stay in freelook.
 
proto external bool IsFreeLookForced ()
 
proto external void ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true)
 
proto external void SetDynamicSpeed (float value)
 Sets dynamic speed of this character.
 
proto external float GetDynamicSpeed ()
 Returns dynamic speed value.
 
proto external void SetShouldApplyDynamicSpeedOverride (bool shouldApply)
 
proto external void SetDynamicStance (float value)
 Sets dynamic stance of this character.
 
proto external float GetVehicleRagdollSpeed ()
 
proto external float GetVehicleRagdollSpeedMsSq ()
 
proto external bool CanSetDynamicStance (float value)
 Returns whether provided dynamic stance can be set for this character.
 
proto external float GetDynamicStance ()
 Returns current dynamic stance value.
 
proto external void SetInspect (IEntity targetItem)
 Enables or disables inspection mode.
 
proto external bool CanInspect (IEntity targetItem)
 Returns whether inspection mode can be set.
 
proto external bool GetInspect ()
 Returns whether character is in inspection mode.
 
proto external bool GetInspectCurrentWeapon ()
 Returns whether inspected item (if any) is currently equipped weapon or not.
 
proto external IEntity GetInspectEntity ()
 Returns entity that is currently inspected or null if none.
 
proto external void SetInspectState (int state)
 Sets inspection state if inspection is enabled.
 
proto external int GetInspectState ()
 Returns inspection state if inspection is enabled.
 
proto external bool GetIsWeaponDeployed ()
 Returns true if weapon is deployed and stabilized.
 
proto external bool CanDeployWeapon ()
 Returns true if weapon can be deployed and stabilized.
 
proto external bool GetIsWeaponDeployedBipod ()
 Returns true if weapon is deployed and stabilized using a bipod.
 
proto external IEntity GetCurrentItemInHands ()
 
proto external void SetStanceChange (int stance)
 CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
 
proto external bool CanChangeStance (int stance)
 CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
 
proto external void ForceStance (int stance)
 
proto external void ForceStanceUp (int stance)
 
proto external void SetRoll (int val)
 2 - right, 1 - left
 
proto external bool IsRoll ()
 
proto external bool CanRoll (int val)
 
proto external bool ShouldHoldInputForRoll ()
 
proto external void EnableHoldInputForRoll (bool enable)
 
proto external bool IsPlayerControlled ()
 
proto external void SetJump (float val)
 
proto external void SetWantedLeaning (float val)
 
proto external void SetBanking (float val)
 
proto external void SetMeleeAttack (bool val)
 
proto external float GetLeaning ()
 Either character wants to lean.
 
proto external float GetWantedLeaning ()
 
proto external bool IsAdjustingLeaning ()
 
proto external float GetCurrentLeanAmount ()
 Returns current amount of leaning applied.
 
proto external bool IsLeaning ()
 
proto external float GetADSTime ()
 
proto external bool IsWeaponRaised ()
 
proto external EWeaponObstructedState GetWeaponObstructedState ()
 
proto external float GetObstructionAlpha ()
 
proto external bool IsClimbing ()
 
proto external bool IsSwimming ()
 
proto external bool IsSprinting ()
 
proto external bool IsChangingStance ()
 
proto external bool IsWeaponADS ()
 
proto external bool IsChangingFireMode ()
 
proto external bool IsPlayingGesture ()
 
proto external bool IsFreeLookEnabled ()
 
proto external bool IsTrackIREnabled ()
 
proto external bool IsFocusMode ()
 
proto external bool GetWeaponADSInput ()
 
proto external bool IsChangingItem ()
 
proto external bool IsFalling ()
 
proto external bool IsReloading ()
 
proto external bool CanFire ()
 
proto external bool IsDead ()
 
proto external bool IsUsingItem ()
 
proto external bool IsMeleeAttack ()
 
proto external bool CanEngageChangeItem ()
 
proto external bool SelectWeapon (BaseWeaponComponent newWeapon)
 Set weapon on character with switching animations. If true, the request was successful.
 
proto external bool SetMuzzle (int index)
 
proto external bool SetFireMode (int index)
 
proto external void SetSightsRange (int index)
 
proto external void SetWeaponADSInput (bool val)
 
proto external bool SetSafety (bool safety, bool automatic)
 Set the safety of the current weapon.
 
proto external float GetStamina ()
 
proto external bool ReloadWeapon ()
 Request weapon reload. If true, request was sucessful.
 
proto external bool ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false)
 
proto external ECharacterLifeState GetLifeState ()
 
proto external void SetUnconscious (bool enabled)
 
proto external bool IsUnconscious ()
 
proto external bool CanReviveCharacter ()
 
proto external bool CanEnterUnconsciousness ()
 
proto external void EnableReviveCharacter (bool enabled)
 
proto external void Ragdoll (bool broadcast=true)
 Dying.
 
proto external void ForceDeath ()
 Kills the character. Skips invincibility checks.
 
proto external void TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false)
 
proto external bool CanEquipGadget (IEntity gadget)
 
proto external IEntity GetAttachedGadgetAtLeftHandSlot ()
 
proto external bool TryUseBandage (IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true)
 Try to use bandage on specified body part for a specific duration.
 
proto external void RemoveGadgetFromHand (bool skipAnimations=false)
 Remove held gadget.
 
proto external void RecoverHiddenGadget (bool respectSettings, bool skipAnims)
 Put held gadget on hold.
 
proto external bool IsGadgetInHands ()
 Returns true if there is a gadget in hands.
 
proto external bool SetGadgetRaisedModeWanted (bool newRaised)
 Returns true if focus will be changed to requested.
 
proto external bool IsGadgetRaisedModeWanted ()
 Returns true if character will be (or is) using gadget in raised mode.
 
proto external bool TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null)
 Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed.
 
proto external bool TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null)
 
proto external IEntity GetRightHandItem ()
 Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)
 
proto external bool TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false)
 Try to use equipped item.
 
proto external bool TryUseItemOverrideParams (notnull ItemUseParameters params)
 Try to use equipped item with custom command and variables.
 
proto external bool CanUseItem ()
 Returns true if the character can use an item.
 
proto external bool TryStartCharacterGesture (int gesture, int durationMS=0)
 Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called)
 
proto external void StopCharacterGesture ()
 
proto external bool TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="")
 Try to play the specified gesture.
 
proto external bool IsPlayingItemGesture ()
 Returns true if the character is playing a gesture.
 
proto external bool CanPlayItemGesture ()
 Returns true if the character can play a gesture.
 
proto external bool CanUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false)
 Returns true if the character can use provided ladder.
 
proto external bool TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0)
 Start climbing provided ladder.
 
proto external void DropWeapon (WeaponSlotComponent weaponSlot)
 Makes character drop weapon from the weapon slot given by parameter.
 
proto external void DropItemFromLeftHand ()
 Makes character drop item from left hand.
 
proto external void StopDeployment ()
 
proto external void RequestActionByID (int actionID, float value)
 
proto external bool IsPartiallyLowered ()
 Returns true if the character is partially lowered.
 
proto external bool CanPartialLower ()
 Returns true if the character can partially lower (weapon).
 
proto external void SetPartialLower (bool state)
 Sets desired partial lower state, if allowed.
 
proto external vector GetCameraWeaponOffset ()
 
proto external bool GetDisableMovementControls ()
 
proto external void SetDisableMovementControls (bool other)
 
proto external bool GetDisableViewControls ()
 
proto external void SetDisableViewControls (bool other)
 
proto external bool GetDisableWeaponControls ()
 
proto external void SetDisableWeaponControls (bool other)
 
proto external vector GetMovementVelocity ()
 
proto external vector GetMovementInput ()
 
proto external vector GetVelocity ()
 
proto external bool GetIsSprintingToggle ()
 
proto external float GetLastStanceChangeDelay ()
 
proto external int GetCurrentMovementPhase ()
 
proto external bool GetCanFireWeapon ()
 
proto external bool GetCanThrow ()
 
proto external void SetWeaponNoFireTime (float t)
 
proto external bool IsInThirdPersonView ()
 
proto external void SetInThirdPersonView (bool state)
 
proto external float GetStanceChangeDelayTime ()
 
proto external float GetJumpSpeed ()
 
proto external bool GetMeleeAttackInput ()
 
proto external bool IsFreeLookEnforced ()
 Returns true if freelook is enforced by game logic.
 
proto external bool GetPositionInView (vector pos, float angMax)
 Returns whether a position is in the character's view.
 
proto external void GetWeaponModifiers (float baseScale, float moveScale, out vector scaleA, out vector scaleB)
 Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale.
 
proto external CharacterStaminaComponent GetStaminaComponent ()
 Returns locally cached stamina component or null if none.
 
proto external bool IsCharacterStationary ()
 
void OnInspectionModeChanged (bool newState)
 
void UpdateDrowning (float timeSlice, vector waterLevel)
 
EHitReactionType ComputeHitReaction (float damageValue, EDamageType damageType)
 When this character gets hit, this function gets called.
 
bool GetCanMeleeAttack ()
 
bool GetCanEquipGadget (IEntity gadget)
 
bool CanGetOutVehicleScript ()
 Override to handle whether character can get out of vehicle via GetOut input action.
 
bool CanJumpOutVehicleScript ()
 Override to handle whether character can eject from vehicle via JumpOut input action.
 
float GetInspectTargetLookAt (out vector targetAngles)
 Output target angles vector is used during inspection to adjust look at.
 
bool ShouldAligningAdjustAimingAngles ()
 
bool ShouldGadgetBeDropped (IEntity gadget)
 
bool SCR_GetDisableMovementControls ()
 
void SCR_OnDisabledJumpAction ()
 
bool SCR_GetDisableViewControls ()
 
- Public Member Functions inherited from BaseControllerComponent
proto external IEntity GetOwner ()
 Returns the entity owner of the component.
 
proto external bool CanMove ()
 Returns state of movement capacity.
 
proto external void SetCanMove (bool canMove)
 Changes state of movement capacity. Internally verifies if all necessary conditions are met.
 
bool ValidateCanMove ()
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Static Public Member Functions

static proto void SetAimingSensitivity (float mouse, float gamepad, float ads)
 
static proto void GetAimingSensitivity (out float mouse, out float gamepad, out float ads)
 
static proto void SetFOVInputCurve (float mouse, float gamepad, float gyro)
 
static proto void GetFOVInputCurve (out float mouse, out float gamepad, out float gyro)
 
static proto void SetGyroSensitivity (float yaw, float pitch, float roll)
 
static proto void GetGyroSensitivity (out float yaw, out float pitch, out float roll)
 
static proto void SetGyroControl (bool always, bool freelook, bool ads)
 
static proto void GetGyroControl (out bool always, out bool freelook, out bool ads)
 
static proto void SetStickyGadget (bool enable)
 
static proto void SetStickyADS (bool enable)
 
static proto void SetGamepadControlAircraft (bool enable)
 
static proto bool GetGamepadControlAircraft ()
 
static proto void SetMouseControlAircraft (bool enable)
 
static proto bool GetMouseControlAircraft ()
 
static proto void SetTrackIRFreelookEnable (bool enable)
 
static proto bool GetTrackIRFreelookEnable ()
 
static proto void SetTrackIRLeaningEnable (bool enable)
 
static proto bool GetTrackIRLeaningEnable ()
 
static proto void SetTrackIRFreelookSensitivity (float sensitivity)
 
static proto float GetTrackIRFreelookSensitivity ()
 
static proto void SetTrackIRLeaningSensitivity (float sensitivity)
 
static proto float GetTrackIRLeaningSensitivity ()
 
static proto void SetTrackIRLeaningDeadzone (float deadzone)
 
static proto float GetTrackIRLeaningDeadzone ()
 
static proto void SetTrackIRLeaningActiveYawRange (float range)
 
static proto float GetTrackIRLeaningActiveYawRange ()
 

Protected Member Functions

void OnInit (IEntity owner)
 Called during EOnInit.
 
void OnDiag (IEntity owner, float timeslice)
 Called during EOnDiag.
 
void OnReloaded (IEntity owner, BaseWeaponComponent weapon)
 
void OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player)
 
void OnApplyControls (IEntity owner, float timeSlice)
 
void OnMeleeDamage (bool started)
 Handling of melee events. Sends true if melee started, false, when melee ends.
 
bool OnPerformAction ()
 Override to handle what happens after pressing F button, return false to use default cpp behavior.
 
void OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 Will be called when the life state of the character changes.
 
void OnConsciousnessChanged (bool conscious)
 Will be called when the consciousness of the character changes.
 
void OnDeath (IEntity instigatorEntity, notnull Instigator instigator)
 Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
 
void OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround)
 Will be called when gadget taken/removed from hand.
 
void OnGadgetFocusStateChanged (IEntity gadget, bool isFocused)
 Will be called when gadget fully transitioned to or canceled focus mode.
 
void OnItemUseBegan (ItemUseParameters itemUseParams)
 Will be called when item use action is started.
 
void OnItemUseEnded (ItemUseParameters itemUseParams, bool successful)
 Will be called when item use action is complete.
 
void OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)
 
void OnWeaponDropped (IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot)
 Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.
 
void OnItemDroppedFromLeftHand (IEntity pItemEntity)
 Runs after the left hand item is dropped. Returns dropped item entity.
 
void OnControlledByPlayer (IEntity owner, bool controlled)
 Called when a player has been assigned to this controller.
 

Member Function Documentation

◆ CanChangeStance()

proto external bool CharacterControllerComponent.CanChangeStance ( int  stance)

CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.

◆ CanDeployWeapon()

proto external bool CharacterControllerComponent.CanDeployWeapon ( )

Returns true if weapon can be deployed and stabilized.

This method uses traces to see if the surface is suitable for weapon deployment.

◆ CanEngageChangeItem()

proto external bool CharacterControllerComponent.CanEngageChangeItem ( )

◆ CanEnterUnconsciousness()

proto external bool CharacterControllerComponent.CanEnterUnconsciousness ( )

◆ CanEquipGadget()

proto external bool CharacterControllerComponent.CanEquipGadget ( IEntity  gadget)

◆ CanFire()

proto external bool CharacterControllerComponent.CanFire ( )

◆ CanGetOutVehicleScript()

bool CharacterControllerComponent.CanGetOutVehicleScript ( )

Override to handle whether character can get out of vehicle via GetOut input action.

◆ CanInspect()

proto external bool CharacterControllerComponent.CanInspect ( IEntity  targetItem)

Returns whether inspection mode can be set.

Returns
True in case inspection mode can be set, false otherwise.

◆ CanJumpOutVehicleScript()

bool CharacterControllerComponent.CanJumpOutVehicleScript ( )

Override to handle whether character can eject from vehicle via JumpOut input action.

◆ CanPartialLower()

proto external bool CharacterControllerComponent.CanPartialLower ( )

Returns true if the character can partially lower (weapon).

◆ CanPlayItemGesture()

proto external bool CharacterControllerComponent.CanPlayItemGesture ( )

Returns true if the character can play a gesture.

◆ CanReviveCharacter()

proto external bool CharacterControllerComponent.CanReviveCharacter ( )

◆ CanRoll()

proto external bool CharacterControllerComponent.CanRoll ( int  val)

◆ CanSetDynamicStance()

proto external bool CharacterControllerComponent.CanSetDynamicStance ( float  value)

Returns whether provided dynamic stance can be set for this character.

See also
CharacterControllerComponent::SetDynamicStance(float value)
Parameters
valueDesired stance height as percentage of full erect <0,1>.

◆ CanUseItem()

proto external bool CharacterControllerComponent.CanUseItem ( )

Returns true if the character can use an item.

◆ CanUseLadder()

proto external bool CharacterControllerComponent.CanUseLadder ( IEntity  pLadderOwner,
int  ladderComponentIndex = 0,
float  maxTestDistance = -1.0,
float  maxEntryAngle = -1.0,
bool  performTraceCheck = false 
)

Returns true if the character can use provided ladder.

if optional maxTestDistance or maxEntryAngle is below 0, distance for test will be taken from character's ladder auto detection settings

◆ ComputeHitReaction()

EHitReactionType CharacterControllerComponent.ComputeHitReaction ( float  damageValue,
EDamageType  damageType 
)

When this character gets hit, this function gets called.

float damageValue: Raw damage of the hit (no damage multipliers have been applied). Can be negative for "healing" damage. EDamageType damageType: return EHitReactionType: Type of hit reaction that should be played for this impact.

Implemented in SCR_CharacterControllerComponent.

◆ DropItemFromLeftHand()

proto external void CharacterControllerComponent.DropItemFromLeftHand ( )

Makes character drop item from left hand.

◆ DropWeapon()

proto external void CharacterControllerComponent.DropWeapon ( WeaponSlotComponent  weaponSlot)

Makes character drop weapon from the weapon slot given by parameter.

◆ EnableHoldInputForRoll()

proto external void CharacterControllerComponent.EnableHoldInputForRoll ( bool  enable)

◆ EnableReviveCharacter()

proto external void CharacterControllerComponent.EnableReviveCharacter ( bool  enabled)

◆ ForceDeath()

proto external void CharacterControllerComponent.ForceDeath ( )

Kills the character. Skips invincibility checks.

◆ ForceStance()

proto external void CharacterControllerComponent.ForceStance ( int  stance)

◆ ForceStanceUp()

proto external void CharacterControllerComponent.ForceStanceUp ( int  stance)

◆ GetADSTime()

proto external float CharacterControllerComponent.GetADSTime ( )

◆ GetAIControlComponent()

proto external AIControlComponent CharacterControllerComponent.GetAIControlComponent ( )

◆ GetAimingComponent()

proto external CharacterAimingComponent CharacterControllerComponent.GetAimingComponent ( )

◆ GetAimingSensitivity()

static proto void CharacterControllerComponent.GetAimingSensitivity ( out float  mouse,
out float  gamepad,
out float  ads 
)
static

◆ GetAnimationComponent()

proto external CharacterAnimationComponent CharacterControllerComponent.GetAnimationComponent ( )

◆ GetAttachedGadgetAtLeftHandSlot()

proto external IEntity CharacterControllerComponent.GetAttachedGadgetAtLeftHandSlot ( )

◆ GetCameraHandlerComponent()

proto external CameraHandlerComponent CharacterControllerComponent.GetCameraHandlerComponent ( )

◆ GetCameraWeaponOffset()

proto external vector CharacterControllerComponent.GetCameraWeaponOffset ( )

◆ GetCanEquipGadget()

bool CharacterControllerComponent.GetCanEquipGadget ( IEntity  gadget)

◆ GetCanFireWeapon()

proto external bool CharacterControllerComponent.GetCanFireWeapon ( )

◆ GetCanMeleeAttack()

bool CharacterControllerComponent.GetCanMeleeAttack ( )

◆ GetCanThrow()

proto external bool CharacterControllerComponent.GetCanThrow ( )

◆ GetCharacter()

proto external SCR_ChimeraCharacter CharacterControllerComponent.GetCharacter ( )

Returns the current controlled character.

◆ GetCurrentItemInHands()

proto external IEntity CharacterControllerComponent.GetCurrentItemInHands ( )

◆ GetCurrentLeanAmount()

proto external float CharacterControllerComponent.GetCurrentLeanAmount ( )

Returns current amount of leaning applied.

◆ GetCurrentMovementPhase()

proto external int CharacterControllerComponent.GetCurrentMovementPhase ( )

◆ GetDisableMovementControls()

proto external bool CharacterControllerComponent.GetDisableMovementControls ( )

◆ GetDisableViewControls()

proto external bool CharacterControllerComponent.GetDisableViewControls ( )

◆ GetDisableWeaponControls()

proto external bool CharacterControllerComponent.GetDisableWeaponControls ( )

◆ GetDynamicSpeed()

proto external float CharacterControllerComponent.GetDynamicSpeed ( )

Returns dynamic speed value.

Set by mousewheel or by pressing walk button. Not set by gamepad analogue stick.

Returns
Dynamic speed value as <0, 1>.

◆ GetDynamicStance()

proto external float CharacterControllerComponent.GetDynamicStance ( )

Returns current dynamic stance value.

Returns
Dynamic stance value as <0,1>.

◆ GetFOVInputCurve()

static proto void CharacterControllerComponent.GetFOVInputCurve ( out float  mouse,
out float  gamepad,
out float  gyro 
)
static

◆ GetFreeLookController()

proto external bool CharacterControllerComponent.GetFreeLookController ( )

◆ GetFreeLookInput()

proto external bool CharacterControllerComponent.GetFreeLookInput ( )

◆ GetFreeLookMouse()

proto external bool CharacterControllerComponent.GetFreeLookMouse ( )

◆ GetGamepadControlAircraft()

static proto bool CharacterControllerComponent.GetGamepadControlAircraft ( )
static

◆ GetGyroControl()

static proto void CharacterControllerComponent.GetGyroControl ( out bool  always,
out bool  freelook,
out bool  ads 
)
static

◆ GetGyroSensitivity()

static proto void CharacterControllerComponent.GetGyroSensitivity ( out float  yaw,
out float  pitch,
out float  roll 
)
static

◆ GetHeadAimingComponent()

proto external CharacterHeadAimingComponent CharacterControllerComponent.GetHeadAimingComponent ( )

◆ GetInputContext()

proto external CharacterInputContext CharacterControllerComponent.GetInputContext ( )

◆ GetInspect()

proto external bool CharacterControllerComponent.GetInspect ( )

Returns whether character is in inspection mode.

Returns
True in case character is in inspection mode, false otherwise.

◆ GetInspectCurrentWeapon()

proto external bool CharacterControllerComponent.GetInspectCurrentWeapon ( )

Returns whether inspected item (if any) is currently equipped weapon or not.

Returns
True in case inspected weapon is valid and is current weapon.

◆ GetInspectEntity()

proto external IEntity CharacterControllerComponent.GetInspectEntity ( )

Returns entity that is currently inspected or null if none.

◆ GetInspectState()

proto external int CharacterControllerComponent.GetInspectState ( )

Returns inspection state if inspection is enabled.

Returns
Returns desired state, see SetInspectState.

◆ GetInspectTargetLookAt()

float CharacterControllerComponent.GetInspectTargetLookAt ( out vector  targetAngles)

Output target angles vector is used during inspection to adjust look at.

Returned value is speed at which the look angles are adjusted, or 0 if no adjustment is to be made.

Implemented in SCR_CharacterControllerComponent.

◆ GetInventoryStorageManager()

proto external InventoryStorageManagerComponent CharacterControllerComponent.GetInventoryStorageManager ( )

◆ GetIsSprintingToggle()

proto external bool CharacterControllerComponent.GetIsSprintingToggle ( )

◆ GetIsWeaponDeployed()

proto external bool CharacterControllerComponent.GetIsWeaponDeployed ( )

Returns true if weapon is deployed and stabilized.

◆ GetIsWeaponDeployedBipod()

proto external bool CharacterControllerComponent.GetIsWeaponDeployedBipod ( )

Returns true if weapon is deployed and stabilized using a bipod.

◆ GetJumpSpeed()

proto external float CharacterControllerComponent.GetJumpSpeed ( )

◆ GetLastStanceChangeDelay()

proto external float CharacterControllerComponent.GetLastStanceChangeDelay ( )

◆ GetLeaning()

proto external float CharacterControllerComponent.GetLeaning ( )

Either character wants to lean.

◆ GetLeftHandPointInfo()

proto external EntitySlotInfo CharacterControllerComponent.GetLeftHandPointInfo ( )

◆ GetLifeState()

proto external ECharacterLifeState CharacterControllerComponent.GetLifeState ( )

◆ GetMeleeAttackInput()

proto external bool CharacterControllerComponent.GetMeleeAttackInput ( )

◆ GetMouseControlAircraft()

static proto bool CharacterControllerComponent.GetMouseControlAircraft ( )
static

◆ GetMovementDirWorld()

proto external vector CharacterControllerComponent.GetMovementDirWorld ( )

◆ GetMovementInput()

proto external vector CharacterControllerComponent.GetMovementInput ( )

◆ GetMovementSpeed()

proto external float CharacterControllerComponent.GetMovementSpeed ( )

◆ GetMovementVelocity()

proto external vector CharacterControllerComponent.GetMovementVelocity ( )

◆ GetObstructionAlpha()

proto external float CharacterControllerComponent.GetObstructionAlpha ( )

◆ GetPositionInView()

proto external bool CharacterControllerComponent.GetPositionInView ( vector  pos,
float  angMax 
)

Returns whether a position is in the character's view.

Parameters
posWorld Position to check is within view
angMaxMaximum(exclusive) angular offset in Degrees to consider the position within view

◆ GetRightHandItem()

proto external IEntity CharacterControllerComponent.GetRightHandItem ( )

Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)

◆ GetRightHandPointInfo()

proto external EntitySlotInfo CharacterControllerComponent.GetRightHandPointInfo ( )

◆ GetStamina()

proto external float CharacterControllerComponent.GetStamina ( )

◆ GetStaminaComponent()

proto external CharacterStaminaComponent CharacterControllerComponent.GetStaminaComponent ( )

Returns locally cached stamina component or null if none.

◆ GetStance()

proto external ECharacterStance CharacterControllerComponent.GetStance ( )

Returns the current stance of the character.

◆ GetStanceChangeDelayTime()

proto external float CharacterControllerComponent.GetStanceChangeDelayTime ( )

◆ GetTrackIRFreelookEnable()

static proto bool CharacterControllerComponent.GetTrackIRFreelookEnable ( )
static

◆ GetTrackIRFreelookSensitivity()

static proto float CharacterControllerComponent.GetTrackIRFreelookSensitivity ( )
static

◆ GetTrackIRLeaningActiveYawRange()

static proto float CharacterControllerComponent.GetTrackIRLeaningActiveYawRange ( )
static

◆ GetTrackIRLeaningDeadzone()

static proto float CharacterControllerComponent.GetTrackIRLeaningDeadzone ( )
static

◆ GetTrackIRLeaningEnable()

static proto bool CharacterControllerComponent.GetTrackIRLeaningEnable ( )
static

◆ GetTrackIRLeaningSensitivity()

static proto float CharacterControllerComponent.GetTrackIRLeaningSensitivity ( )
static

◆ GetVehicleRagdollSpeed()

proto external float CharacterControllerComponent.GetVehicleRagdollSpeed ( )

◆ GetVehicleRagdollSpeedMsSq()

proto external float CharacterControllerComponent.GetVehicleRagdollSpeedMsSq ( )

◆ GetVelocity()

proto external vector CharacterControllerComponent.GetVelocity ( )

◆ GetVONComponent()

proto external VoNComponent CharacterControllerComponent.GetVONComponent ( )

◆ GetWantedLeaning()

proto external float CharacterControllerComponent.GetWantedLeaning ( )

◆ GetWeaponADSInput()

proto external bool CharacterControllerComponent.GetWeaponADSInput ( )

◆ GetWeaponManagerComponent()

proto external BaseWeaponManagerComponent CharacterControllerComponent.GetWeaponManagerComponent ( )

◆ GetWeaponModifiers()

proto external void CharacterControllerComponent.GetWeaponModifiers ( float  baseScale,
float  moveScale,
out vector  scaleA,
out vector  scaleB 
)

Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale.

◆ GetWeaponObstructedState()

proto external EWeaponObstructedState CharacterControllerComponent.GetWeaponObstructedState ( )

◆ IsAdjustingLeaning()

proto external bool CharacterControllerComponent.IsAdjustingLeaning ( )

◆ IsChangingFireMode()

proto external bool CharacterControllerComponent.IsChangingFireMode ( )

◆ IsChangingItem()

proto external bool CharacterControllerComponent.IsChangingItem ( )

◆ IsChangingStance()

proto external bool CharacterControllerComponent.IsChangingStance ( )

◆ IsCharacterStationary()

proto external bool CharacterControllerComponent.IsCharacterStationary ( )

◆ IsClimbing()

proto external bool CharacterControllerComponent.IsClimbing ( )

◆ IsDead()

proto external bool CharacterControllerComponent.IsDead ( )

◆ IsFalling()

proto external bool CharacterControllerComponent.IsFalling ( )

◆ IsFocusMode()

proto external bool CharacterControllerComponent.IsFocusMode ( )

◆ IsFreeLookEnabled()

proto external bool CharacterControllerComponent.IsFreeLookEnabled ( )

◆ IsFreeLookEnforced()

proto external bool CharacterControllerComponent.IsFreeLookEnforced ( )

Returns true if freelook is enforced by game logic.

◆ IsFreeLookForced()

proto external bool CharacterControllerComponent.IsFreeLookForced ( )

◆ IsGadgetInHands()

proto external bool CharacterControllerComponent.IsGadgetInHands ( )

Returns true if there is a gadget in hands.

◆ IsGadgetRaisedModeWanted()

proto external bool CharacterControllerComponent.IsGadgetRaisedModeWanted ( )

Returns true if character will be (or is) using gadget in raised mode.

◆ IsInThirdPersonView()

proto external bool CharacterControllerComponent.IsInThirdPersonView ( )

◆ IsLeaning()

proto external bool CharacterControllerComponent.IsLeaning ( )

◆ IsMeleeAttack()

proto external bool CharacterControllerComponent.IsMeleeAttack ( )

◆ IsPartiallyLowered()

proto external bool CharacterControllerComponent.IsPartiallyLowered ( )

Returns true if the character is partially lowered.

◆ IsPlayerControlled()

proto external bool CharacterControllerComponent.IsPlayerControlled ( )

◆ IsPlayingGesture()

proto external bool CharacterControllerComponent.IsPlayingGesture ( )

◆ IsPlayingItemGesture()

proto external bool CharacterControllerComponent.IsPlayingItemGesture ( )

Returns true if the character is playing a gesture.

◆ IsReloading()

proto external bool CharacterControllerComponent.IsReloading ( )

◆ IsRoll()

proto external bool CharacterControllerComponent.IsRoll ( )

◆ IsSprinting()

proto external bool CharacterControllerComponent.IsSprinting ( )

◆ IsSwimming()

proto external bool CharacterControllerComponent.IsSwimming ( )

◆ IsTrackIREnabled()

proto external bool CharacterControllerComponent.IsTrackIREnabled ( )

◆ IsUnconscious()

proto external bool CharacterControllerComponent.IsUnconscious ( )

◆ IsUsingItem()

proto external bool CharacterControllerComponent.IsUsingItem ( )

◆ IsWeaponADS()

proto external bool CharacterControllerComponent.IsWeaponADS ( )

◆ IsWeaponRaised()

proto external bool CharacterControllerComponent.IsWeaponRaised ( )

◆ OnAnimationEvent()

void CharacterControllerComponent.OnAnimationEvent ( AnimationEventID  animEventType,
AnimationEventID  animUserString,
int  intParam,
float  timeFromStart,
float  timeToEnd 
)
protected

◆ OnApplyControls()

void CharacterControllerComponent.OnApplyControls ( IEntity  owner,
float  timeSlice 
)
protected

◆ OnConsciousnessChanged()

void CharacterControllerComponent.OnConsciousnessChanged ( bool  conscious)
protected

Will be called when the consciousness of the character changes.

Implemented in SCR_CharacterControllerComponent.

◆ OnControlledByPlayer()

void CharacterControllerComponent.OnControlledByPlayer ( IEntity  owner,
bool  controlled 
)
protected

Called when a player has been assigned to this controller.

Implemented in SCR_CharacterControllerComponent.

◆ OnDeath()

void CharacterControllerComponent.OnDeath ( IEntity  instigatorEntity,
notnull Instigator  instigator 
)
protected

Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.

Implemented in SCR_CharacterControllerComponent.

◆ OnDiag()

void CharacterControllerComponent.OnDiag ( IEntity  owner,
float  timeslice 
)
protected

Called during EOnDiag.

Parameters
ownerEntity this component is attached to. \poaram timeSlice Delta time since last update.

◆ OnGadgetFocusStateChanged()

void CharacterControllerComponent.OnGadgetFocusStateChanged ( IEntity  gadget,
bool  isFocused 
)
protected

Will be called when gadget fully transitioned to or canceled focus mode.

Implemented in SCR_CharacterControllerComponent.

◆ OnGadgetStateChanged()

void CharacterControllerComponent.OnGadgetStateChanged ( IEntity  gadget,
bool  isInHand,
bool  isOnGround 
)
protected

Will be called when gadget taken/removed from hand.

Implemented in SCR_CharacterControllerComponent.

◆ OnInit()

void CharacterControllerComponent.OnInit ( IEntity  owner)
protected

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Implemented in SCR_CharacterControllerComponent.

◆ OnInspectionModeChanged()

void CharacterControllerComponent.OnInspectionModeChanged ( bool  newState)

◆ OnItemDroppedFromLeftHand()

void CharacterControllerComponent.OnItemDroppedFromLeftHand ( IEntity  pItemEntity)
protected

Runs after the left hand item is dropped. Returns dropped item entity.

◆ OnItemUseBegan()

void CharacterControllerComponent.OnItemUseBegan ( ItemUseParameters  itemUseParams)
protected

Will be called when item use action is started.

Implemented in SCR_CharacterControllerComponent.

◆ OnItemUseEnded()

void CharacterControllerComponent.OnItemUseEnded ( ItemUseParameters  itemUseParams,
bool  successful 
)
protected

Will be called when item use action is complete.

Implemented in SCR_CharacterControllerComponent.

◆ OnLifeStateChanged()

void CharacterControllerComponent.OnLifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)
protected

Will be called when the life state of the character changes.

Implemented in SCR_CharacterControllerComponent.

◆ OnMeleeDamage()

void CharacterControllerComponent.OnMeleeDamage ( bool  started)
protected

Handling of melee events. Sends true if melee started, false, when melee ends.

Implemented in SCR_CharacterControllerComponent.

◆ OnPerformAction()

bool CharacterControllerComponent.OnPerformAction ( )
protected

Override to handle what happens after pressing F button, return false to use default cpp behavior.

Implemented in SCR_CharacterControllerComponent.

◆ OnPrepareControls()

void CharacterControllerComponent.OnPrepareControls ( IEntity  owner,
ActionManager  am,
float  dt,
bool  player 
)
protected

◆ OnReloaded()

void CharacterControllerComponent.OnReloaded ( IEntity  owner,
BaseWeaponComponent  weapon 
)
protected

◆ OnWeaponDropped()

void CharacterControllerComponent.OnWeaponDropped ( IEntity  pWeaponEntity,
WeaponSlotComponent  pWeaponSlot 
)
protected

Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.

◆ Ragdoll()

proto external void CharacterControllerComponent.Ragdoll ( bool  broadcast = true)

Dying.

◆ RecoverHiddenGadget()

proto external void CharacterControllerComponent.RecoverHiddenGadget ( bool  respectSettings,
bool  skipAnims 
)

Put held gadget on hold.

◆ ReloadWeapon()

proto external bool CharacterControllerComponent.ReloadWeapon ( )

Request weapon reload. If true, request was sucessful.

◆ ReloadWeaponWith()

proto external bool CharacterControllerComponent.ReloadWeaponWith ( IEntity  ammunitionEntity,
bool  bForceDetach = false 
)

◆ RemoveGadgetFromHand()

proto external void CharacterControllerComponent.RemoveGadgetFromHand ( bool  skipAnimations = false)

Remove held gadget.

◆ RequestActionByID()

proto external void CharacterControllerComponent.RequestActionByID ( int  actionID,
float  value 
)

◆ ResetPersistentStates()

proto external void CharacterControllerComponent.ResetPersistentStates ( bool  resetADSState = true,
bool  resetGadgetState = true 
)

◆ SCR_GetDisableMovementControls()

bool CharacterControllerComponent.SCR_GetDisableMovementControls ( )

◆ SCR_GetDisableViewControls()

bool CharacterControllerComponent.SCR_GetDisableViewControls ( )

◆ SCR_OnDisabledJumpAction()

void CharacterControllerComponent.SCR_OnDisabledJumpAction ( )

◆ SelectWeapon()

proto external bool CharacterControllerComponent.SelectWeapon ( BaseWeaponComponent  newWeapon)

Set weapon on character with switching animations. If true, the request was successful.

◆ SetAimingSensitivity()

static proto void CharacterControllerComponent.SetAimingSensitivity ( float  mouse,
float  gamepad,
float  ads 
)
static

Aiming input sensitivities

◆ SetBanking()

proto external void CharacterControllerComponent.SetBanking ( float  val)

◆ SetDisableMovementControls()

proto external void CharacterControllerComponent.SetDisableMovementControls ( bool  other)

◆ SetDisableViewControls()

proto external void CharacterControllerComponent.SetDisableViewControls ( bool  other)

◆ SetDisableWeaponControls()

proto external void CharacterControllerComponent.SetDisableWeaponControls ( bool  other)

◆ SetDynamicSpeed()

proto external void CharacterControllerComponent.SetDynamicSpeed ( float  value)

Sets dynamic speed of this character.

Parameters
valueDesired speed as percentage <0,1>.

◆ SetDynamicStance()

proto external void CharacterControllerComponent.SetDynamicStance ( float  value)

Sets dynamic stance of this character.

Parameters
valueDesired stance height as percentage of full erect <0,1>.

◆ SetFireMode()

proto external bool CharacterControllerComponent.SetFireMode ( int  index)

◆ SetFireWeaponWanted()

proto external void CharacterControllerComponent.SetFireWeaponWanted ( bool  val)

Set wanted input action values.

◆ SetForcedFreeLook()

proto external void CharacterControllerComponent.SetForcedFreeLook ( bool  enabled)

Force character to stay in freelook.

◆ SetFOVInputCurve()

static proto void CharacterControllerComponent.SetFOVInputCurve ( float  mouse,
float  gamepad,
float  gyro 
)
static

FOV input curves

◆ SetFreeLook()

proto external void CharacterControllerComponent.SetFreeLook ( bool  input,
bool  mouse,
bool  controller 
)

◆ SetGadgetRaisedModeWanted()

proto external bool CharacterControllerComponent.SetGadgetRaisedModeWanted ( bool  newRaised)

Returns true if focus will be changed to requested.

◆ SetGamepadControlAircraft()

static proto void CharacterControllerComponent.SetGamepadControlAircraft ( bool  enable)
static

When enabled, controller freelook is not forced while piloting aircraft

◆ SetGyroControl()

static proto void CharacterControllerComponent.SetGyroControl ( bool  always,
bool  freelook,
bool  ads 
)
static

Gyro control scope

◆ SetGyroSensitivity()

static proto void CharacterControllerComponent.SetGyroSensitivity ( float  yaw,
float  pitch,
float  roll 
)
static

Gyro input sensitivity yaw/pitch/roll

◆ SetHeadingAngle()

proto external void CharacterControllerComponent.SetHeadingAngle ( float  newHeadingAngle,
bool  adjustAimingYaw = false 
)

◆ SetInspect()

proto external void CharacterControllerComponent.SetInspect ( IEntity  targetItem)

Enables or disables inspection mode.

Parameters
targetItemItem to enable the inspection mode on.

◆ SetInspectState()

proto external void CharacterControllerComponent.SetInspectState ( int  state)

Sets inspection state if inspection is enabled.

Parameters
stateTarget state, 0 = default, 1 = alternate.

◆ SetInThirdPersonView()

proto external void CharacterControllerComponent.SetInThirdPersonView ( bool  state)

◆ SetJump()

proto external void CharacterControllerComponent.SetJump ( float  val)

◆ SetMeleeAttack()

proto external void CharacterControllerComponent.SetMeleeAttack ( bool  val)

◆ SetMouseControlAircraft()

static proto void CharacterControllerComponent.SetMouseControlAircraft ( bool  enable)
static

When enabled, mouse freelook is not forced while piloting aircraft

◆ SetMovement()

proto external void CharacterControllerComponent.SetMovement ( float  movementSpeed,
vector  movementDirModel 
)

Update animation about state of movement, define speed and direction in local space of character.

◆ SetMovementDirWorld()

proto external void CharacterControllerComponent.SetMovementDirWorld ( vector  movementDirWorld)

Update simulation state with difference of world position.

◆ SetMuzzle()

proto external bool CharacterControllerComponent.SetMuzzle ( int  index)

◆ SetPartialLower()

proto external void CharacterControllerComponent.SetPartialLower ( bool  state)

Sets desired partial lower state, if allowed.

◆ SetRoll()

proto external void CharacterControllerComponent.SetRoll ( int  val)

2 - right, 1 - left

◆ SetSafety()

proto external bool CharacterControllerComponent.SetSafety ( bool  safety,
bool  automatic 
)

Set the safety of the current weapon.

Parameters
safetyTrue to set the weapon safety.
automaticTrue to set the automatic safety otherwise false to set manual safety.
Returns
Returns true if the action has been successfull otherwise false.

◆ SetShouldApplyDynamicSpeedOverride()

proto external void CharacterControllerComponent.SetShouldApplyDynamicSpeedOverride ( bool  shouldApply)

◆ SetSightsRange()

proto external void CharacterControllerComponent.SetSightsRange ( int  index)

◆ SetStanceChange()

proto external void CharacterControllerComponent.SetStanceChange ( int  stance)

CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.

◆ SetStickyADS()

static proto void CharacterControllerComponent.SetStickyADS ( bool  enable)
static

Sets ads and gadget focus into persistent mode

◆ SetStickyGadget()

static proto void CharacterControllerComponent.SetStickyGadget ( bool  enable)
static

Sets gadget handling into persistent mode

◆ SetThrow()

proto external void CharacterControllerComponent.SetThrow ( bool  val,
bool  cancelThrow 
)

Set wanted input action values.

◆ SetTrackIRFreelookEnable()

static proto void CharacterControllerComponent.SetTrackIRFreelookEnable ( bool  enable)
static

Track-IR controls

◆ SetTrackIRFreelookSensitivity()

static proto void CharacterControllerComponent.SetTrackIRFreelookSensitivity ( float  sensitivity)
static

◆ SetTrackIRLeaningActiveYawRange()

static proto void CharacterControllerComponent.SetTrackIRLeaningActiveYawRange ( float  range)
static

◆ SetTrackIRLeaningDeadzone()

static proto void CharacterControllerComponent.SetTrackIRLeaningDeadzone ( float  deadzone)
static

◆ SetTrackIRLeaningEnable()

static proto void CharacterControllerComponent.SetTrackIRLeaningEnable ( bool  enable)
static

◆ SetTrackIRLeaningSensitivity()

static proto void CharacterControllerComponent.SetTrackIRLeaningSensitivity ( float  sensitivity)
static

◆ SetUnconscious()

proto external void CharacterControllerComponent.SetUnconscious ( bool  enabled)

◆ SetWantedLeaning()

proto external void CharacterControllerComponent.SetWantedLeaning ( float  val)

◆ SetWeaponADS()

proto external void CharacterControllerComponent.SetWeaponADS ( bool  val)

Set the current weapon ADS state.

◆ SetWeaponADSInput()

proto external void CharacterControllerComponent.SetWeaponADSInput ( bool  val)

◆ SetWeaponNoFireTime()

proto external void CharacterControllerComponent.SetWeaponNoFireTime ( float  t)

◆ SetWeaponRaised()

proto external void CharacterControllerComponent.SetWeaponRaised ( bool  val)

Set the current weapon-raised state.

◆ ShouldAligningAdjustAimingAngles()

bool CharacterControllerComponent.ShouldAligningAdjustAimingAngles ( )

◆ ShouldGadgetBeDropped()

bool CharacterControllerComponent.ShouldGadgetBeDropped ( IEntity  gadget)

◆ ShouldHoldInputForRoll()

proto external bool CharacterControllerComponent.ShouldHoldInputForRoll ( )

◆ StopCharacterGesture()

proto external void CharacterControllerComponent.StopCharacterGesture ( )

◆ StopDeployment()

proto external void CharacterControllerComponent.StopDeployment ( )

◆ TakeGadgetInLeftHand()

proto external void CharacterControllerComponent.TakeGadgetInLeftHand ( IEntity  gadget,
int  gadgetType,
bool  autoFocus = false,
bool  skipAnimations = false 
)

◆ TryEquipRightHandItem()

proto external bool CharacterControllerComponent.TryEquipRightHandItem ( IEntity  item,
EEquipItemType  type,
bool  swap = false,
BaseUserAction  callbackAction = null 
)

Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed.

◆ TryPlayItemGesture()

proto external bool CharacterControllerComponent.TryPlayItemGesture ( EItemGesture  gesture,
BaseUserAction  callbackAction = null,
string  confirmEvent = "" 
)

Try to play the specified gesture.

Parameters
gestureThe gesture which should be played.
callbackActionOptional UserAction as callback that will be called when target animation event is hit or gesture is complete
confirmEvent
Returns
Returns true if the gesture has been played.

◆ TryRecoverLastRightHandItem()

proto external bool CharacterControllerComponent.TryRecoverLastRightHandItem ( bool  swap = false,
BaseUserAction  callbackAction = null 
)

◆ TryStartCharacterGesture()

proto external bool CharacterControllerComponent.TryStartCharacterGesture ( int  gesture,
int  durationMS = 0 
)

Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called)

◆ TryUseBandage()

proto external bool CharacterControllerComponent.TryUseBandage ( IEntity  bandage,
int  bodyPart,
float  duration = 4.0,
bool  bandageSelf = true 
)

Try to use bandage on specified body part for a specific duration.

Parameters
bandageBandage entity used for bandage action.
bodyPartBody part where the bandage will be applied.
durationDuration of the bandage in seconds.
bandageSelfTrue if the player is bandaging himself.

◆ TryUseItem()

proto external bool CharacterControllerComponent.TryUseItem ( IEntity  item,
bool  allowMovementDuringAction = false,
bool  keepInHandAfterSuccessfulAction = false 
)

Try to use equipped item.

Returns
Returns true if the equipped item has been used.

◆ TryUseItemOverrideParams()

proto external bool CharacterControllerComponent.TryUseItemOverrideParams ( notnull ItemUseParameters  params)

Try to use equipped item with custom command and variables.

Parameters
item- the item which we want to use. Must be either the current gadget, or the current weapon.
allowMovementDuringAction- if true, any movement input will be disabled during the item use.
cmdId- Id of the command to be called - use AnimationComponent.BindCommand(commandName) to receive it.
cmdIntArg,cmdFloatArg- parameters with which the command will be called.
intParam,floatParam,boolParam- Currently, BodyPart variable will be set to the intParam value, other two are yet not in use.
animLength- maximum length of the animation - if the animation graph will finish sooner (TagRItemAction or TagLItemAction tags will not be active), the animation can end before this time is out.
alignmentPoint- point of the item to which the ItemUsePrediction predictioned bone of the character will keep being aligned during the animation.
Returns
Returns true if the equipped item has been used.

◆ TryUseLadder()

proto external bool CharacterControllerComponent.TryUseLadder ( IEntity  pLadderOwner,
int  ladderComponentIndex = 0,
float  maxTestDistance = -1.0,
float  maxEntryAngle = -1.0 
)

Start climbing provided ladder.

Returns true if request was successful.

◆ UpdateDrowning()

void CharacterControllerComponent.UpdateDrowning ( float  timeSlice,
vector  waterLevel 
)

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