Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_AvailableActionsConditionData Interface Reference

To prevent fetching data for each condition multiple times within a single frame, we use this container instead to pass around data where needed. More...

Public Member Functions

ChimeraCharacter GetCharacter ()
 
CharacterControllerComponent GetCharacterController ()
 
IEntity GetHeldGadget ()
 Returns held gadget or null if none.
 
SCR_GadgetComponent GetHeldGadgetComponent ()
 Returns held gadget component or null if none.
 
bool GetGadgetRaised ()
 Return held gadget being aimed with.
 
IEntity GetGadget (EGadgetType type)
 Returns gadget by type or null if none.
 
BaseMagazineComponent GetCurrentMagazine ()
 Returns current magazine or null if none.
 
BaseMuzzleComponent GetCurrentMuzzle ()
 Returns current weapon or none if null.
 
BaseWeaponComponent GetCurrentWeapon ()
 Returns current weapon or none if null.
 
ECharacterStance GetCharacterStance ()
 Returns current character stance.
 
ECompartmentType GetCompartmentType ()
 Returns current compartment type.
 
float GetFocusModeAmount ()
 Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.
 
float GetCharacterBleedingTime ()
 Returns for how long is character bleeding.
 
float GetCharacterSprintingTime ()
 Returns for how long is character bleeding.
 
int GetAdditionalMagazinesCount ()
 Returns count of additional available magazines for current weapon TODO: MuzzleInMag :)))))
 
int GetMedicalItemCount ()
 Returns count of medial items.
 
int GetMedicalItemCountInQuickSlots ()
 
bool GetIsCharacterInVehicle ()
 Returns whether character is in a vehicle or not.
 
bool GetIsCharacterGettingIn ()
 Returns whether character is getting in.
 
bool GetIsCharacterGettingOut ()
 Returns whether character is getting out.
 
bool GetIsCharacterSprinting ()
 Returns whether character is sprinting.
 
bool GetIsCharacterSwimming ()
 Returns whether character is swimming or not.
 
bool GetIsCharacterFalling ()
 Returns whether character is falling (airborne) or not.
 
bool GetIsCharacterReloading ()
 Returns whether character is reloading or not.
 
bool GetIsCharacterFreelook ()
 Returns whether character is freelooking.
 
bool GetIsCharacterFreelookForced ()
 Returns whether character is freelooking forced.
 
bool GetIsCharacterFreelookToggled ()
 Returns whether character is freelooking toggled.
 
bool GetIsCharacterADS ()
 Returns whether character is aiming down sights or not.
 
bool GetIsCharacterWeaponRaised ()
 Returns if character has raised weapon.
 
bool GetCanCharacterFireWeapon ()
 Return if player can fire weapon.
 
bool GetIsCharacterUsingItem ()
 Returns if character is currently using an item.
 
bool GetCanCharacterGetOutVehicle ()
 Returns whether character can get out of vehicle (if in any)
 
bool GetIsCharacterBleeding ()
 Returns if character is bleeding.
 
bool GetIsCharacterUsingRadio ()
 
int GetCharacterRadiosCount ()
 
bool IsInventoryOpen ()
 
bool IsQuickSlotAvailable ()
 
bool IsQuickSlotShown ()
 
bool IsGadgetSelection ()
 
bool IsWeaponManipulation ()
 
IEntity GetCurrentItemEntity ()
 Returns current character item or null if none.
 
IEntity GetCurrentWeaponEntity ()
 Returns current character weapon or null if none.
 
IEntity GetCurrentVehicle ()
 Returns current controlled vehicle.
 
BaseControllerComponent GetCurrentVehicleController ()
 Returns current controlled vehicle's controller.
 
SignalsManagerComponent GetCurrentVehicleSignals ()
 Returns current character weapon or null if none.
 
BaseWeaponComponent GetCurrentVehicleWeapon ()
 Returns current controlled vehicle weapon or null if none.
 
TurretControllerComponent GetCurrentTurretController ()
 Returns controller of currently controlled turret.
 
float GetCurrentVehicleTurboTime ()
 Returns for how long is vehicle using turbo.
 
CharacterAnimationComponent GetAnimationComponent ()
 Returns the actual animation controller.
 
SCR_CharacterDamageManagerComponent GetCharacterDamageComponent ()
 
bool GetIsCharacterConscious ()
 
bool GetHasBleedingLimbs ()
 
bool GetHasTourniquetLimb ()
 
bool IsValid ()
 
void FetchData (IEntity controlledEntity, float timeSlice)
 Fetches data from the provided entity Sets the validity of the data which can be received via IsValid()
 
void SCR_AvailableActionsConditionData ()
 Creates condition data container.
 

Public Attributes

bool m_bIsRadioLongRange
 
bool m_bOwnsLongRangeRadio
 
bool m_bCanRotateMapElement
 
bool m_bCanActivateMapElement
 
bool m_bCanDragMapElement
 

Protected Member Functions

IEntity GetVehicle (IEntity vehicle)
 Gets vehicle entity from potentially attached entity.
 
void FetchHealthData (float timeSlice)
 Fetch data related to character health state, bleeding, used medicals, etc.
 
void FetchMapData (float timeSlice)
 Fetch 2D map related data.
 

Protected Attributes

ChimeraCharacter m_Character
 
CharacterControllerComponent m_CharacterController
 
SCR_InventoryStorageManagerComponent m_StorageManager
 
bool m_bIsValid
 Whether data is valid at current moment, FetchData has to be called prior to this to have it updated.
 
ECharacterStance m_eCharacterStance
 Current character stance.
 
ECompartmentType m_eCompartmentType
 
bool m_bIsCharacterFreelook
 Is character freelooking?
 
bool m_bIsCharacterFreelookForced
 Is character freelooking forced?
 
bool m_bIsCharacterFreelookToggled
 Is character freelooking toggled?
 
bool m_bIsCharacterADS
 Is character aiming down sights?
 
bool m_bIsCharacterInVehicle
 Is character seated in a vehicle?
 
bool m_bIsCharacterGettingIn
 Is character getting in?
 
bool m_bIsCharacterGettingOut
 Is character getting out?
 
bool m_bIsCharacterSprinting
 Is character sprinting?
 
bool m_bIsCharacterSwimming
 Is character swimming?
 
bool m_bIsCharacterFalling
 Is character falling? (airborne)
 
bool m_bIsCharacterReloading
 Is character reloading.
 
bool m_bCanCharacterGetOutVehicle
 Can character get out of vehicle?
 
bool m_bIsCharacterWeaponRaised
 Is character weapon raised.
 
bool m_bCanCharacterFireWeapon
 Can character fire with weapon.
 
bool m_bIsCharacterUsingItem
 Is character using an item at the moment.
 
bool m_bIsCharacterBleeding
 Is character bleeding.
 
bool m_bIsInventoryOpen
 Is inventory open.
 
bool m_bIsQuickSlotAvailable
 Is quick slot bar available.
 
bool m_bIsQuickSlotShown
 Is weapon quick bar shown.
 
bool m_bIsGadgetSelection
 Is gadget selection mode active.
 
bool m_bIsWeaponManipulation
 Is weapon manipulation mode active.
 
float m_fFocusMode
 Is character in focus mode.
 
float m_fBleedingTime
 How long is character bleeding.
 
float m_fSprintingTime
 How long is character sprinting.
 
int m_iAdditionalMagazines
 Number of additional magazines character has for current weapon.
 
int m_iMedicalItemCount
 Number of medial items.
 
int m_iMedicalItemCountInQuickSlots
 Number of medical items in quick slots.
 
IEntity m_CurrentItemEntity
 Currently equipped item entity (if any)
 
IEntity m_CurrentWeaponEntity
 Current character weapon entity (if any)
 
BaseWeaponComponent m_CurrentWeapon
 Current weapon.
 
BaseMuzzleComponent m_CurrentMuzzle
 Current weapon muzzle.
 
BaseMagazineComponent m_CurrentMagazine
 Current weapon magazine.
 
IEntity m_CurrentVehicle
 Current vehicle.
 
float m_fTurboTime
 How long is player using turbo as driver of vehicle.
 
BaseControllerComponent m_CurrentVehicleController
 Current vehicle controller.
 
SignalsManagerComponent m_CurrentVehicleSignals
 Current vehicle signals.
 
BaseWeaponComponent m_CurrentVehicleWeapon
 Current vehicle weapon.
 
TurretControllerComponent m_CurrentTurretController
 Current turret controller.
 
SCR_CharacterDamageManagerComponent m_CharacterDamageComponent
 
bool m_bIsCharacterConscious
 
bool m_bHasBleedingLimbs
 
bool m_bHasTourniquetLimb
 
SCR_VoNComponent m_VON
 
SCR_VONController m_VONController
 
bool m_bCharacterIsUsingRadio
 Is character using radio.
 
bool m_bCharacterRadiosCount
 Count of available radios.
 
bool m_bCanFetchInventory = true
 Inventory fetching limitation.
 
SCR_MapEntity m_MapEntity
 Map vars.
 
SCR_GadgetManagerComponent m_GadgetManager
 

Detailed Description

To prevent fetching data for each condition multiple times within a single frame, we use this container instead to pass around data where needed.

TODO: Possibly reuse for other HUD needs to save some perf?

Constructor & Destructor Documentation

◆ SCR_AvailableActionsConditionData()

void SCR_AvailableActionsConditionData.SCR_AvailableActionsConditionData ( )

Creates condition data container.

Member Function Documentation

◆ FetchData()

void SCR_AvailableActionsConditionData.FetchData ( IEntity  controlledEntity,
float  timeSlice 
)

Fetches data from the provided entity Sets the validity of the data which can be received via IsValid()

◆ FetchHealthData()

void SCR_AvailableActionsConditionData.FetchHealthData ( float  timeSlice)
protected

Fetch data related to character health state, bleeding, used medicals, etc.

◆ FetchMapData()

void SCR_AvailableActionsConditionData.FetchMapData ( float  timeSlice)
protected

Fetch 2D map related data.

◆ GetAdditionalMagazinesCount()

int SCR_AvailableActionsConditionData.GetAdditionalMagazinesCount ( )

Returns count of additional available magazines for current weapon TODO: MuzzleInMag :)))))

◆ GetAnimationComponent()

CharacterAnimationComponent SCR_AvailableActionsConditionData.GetAnimationComponent ( )

Returns the actual animation controller.

◆ GetCanCharacterFireWeapon()

bool SCR_AvailableActionsConditionData.GetCanCharacterFireWeapon ( )

Return if player can fire weapon.

◆ GetCanCharacterGetOutVehicle()

bool SCR_AvailableActionsConditionData.GetCanCharacterGetOutVehicle ( )

Returns whether character can get out of vehicle (if in any)

◆ GetCharacter()

ChimeraCharacter SCR_AvailableActionsConditionData.GetCharacter ( )

◆ GetCharacterBleedingTime()

float SCR_AvailableActionsConditionData.GetCharacterBleedingTime ( )

Returns for how long is character bleeding.

◆ GetCharacterController()

CharacterControllerComponent SCR_AvailableActionsConditionData.GetCharacterController ( )

◆ GetCharacterDamageComponent()

SCR_CharacterDamageManagerComponent SCR_AvailableActionsConditionData.GetCharacterDamageComponent ( )

◆ GetCharacterRadiosCount()

int SCR_AvailableActionsConditionData.GetCharacterRadiosCount ( )

◆ GetCharacterSprintingTime()

float SCR_AvailableActionsConditionData.GetCharacterSprintingTime ( )

Returns for how long is character bleeding.

◆ GetCharacterStance()

ECharacterStance SCR_AvailableActionsConditionData.GetCharacterStance ( )

Returns current character stance.

◆ GetCompartmentType()

ECompartmentType SCR_AvailableActionsConditionData.GetCompartmentType ( )

Returns current compartment type.

◆ GetCurrentItemEntity()

IEntity SCR_AvailableActionsConditionData.GetCurrentItemEntity ( )

Returns current character item or null if none.

◆ GetCurrentMagazine()

BaseMagazineComponent SCR_AvailableActionsConditionData.GetCurrentMagazine ( )

Returns current magazine or null if none.

◆ GetCurrentMuzzle()

BaseMuzzleComponent SCR_AvailableActionsConditionData.GetCurrentMuzzle ( )

Returns current weapon or none if null.

◆ GetCurrentTurretController()

TurretControllerComponent SCR_AvailableActionsConditionData.GetCurrentTurretController ( )

Returns controller of currently controlled turret.

◆ GetCurrentVehicle()

IEntity SCR_AvailableActionsConditionData.GetCurrentVehicle ( )

Returns current controlled vehicle.

◆ GetCurrentVehicleController()

BaseControllerComponent SCR_AvailableActionsConditionData.GetCurrentVehicleController ( )

Returns current controlled vehicle's controller.

◆ GetCurrentVehicleSignals()

SignalsManagerComponent SCR_AvailableActionsConditionData.GetCurrentVehicleSignals ( )

Returns current character weapon or null if none.

◆ GetCurrentVehicleTurboTime()

float SCR_AvailableActionsConditionData.GetCurrentVehicleTurboTime ( )

Returns for how long is vehicle using turbo.

◆ GetCurrentVehicleWeapon()

BaseWeaponComponent SCR_AvailableActionsConditionData.GetCurrentVehicleWeapon ( )

Returns current controlled vehicle weapon or null if none.

◆ GetCurrentWeapon()

BaseWeaponComponent SCR_AvailableActionsConditionData.GetCurrentWeapon ( )

Returns current weapon or none if null.

◆ GetCurrentWeaponEntity()

IEntity SCR_AvailableActionsConditionData.GetCurrentWeaponEntity ( )

Returns current character weapon or null if none.

◆ GetFocusModeAmount()

float SCR_AvailableActionsConditionData.GetFocusModeAmount ( )

Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.

◆ GetGadget()

IEntity SCR_AvailableActionsConditionData.GetGadget ( EGadgetType  type)

Returns gadget by type or null if none.

◆ GetGadgetRaised()

bool SCR_AvailableActionsConditionData.GetGadgetRaised ( )

Return held gadget being aimed with.

◆ GetHasBleedingLimbs()

bool SCR_AvailableActionsConditionData.GetHasBleedingLimbs ( )

◆ GetHasTourniquetLimb()

bool SCR_AvailableActionsConditionData.GetHasTourniquetLimb ( )

◆ GetHeldGadget()

IEntity SCR_AvailableActionsConditionData.GetHeldGadget ( )

Returns held gadget or null if none.

◆ GetHeldGadgetComponent()

SCR_GadgetComponent SCR_AvailableActionsConditionData.GetHeldGadgetComponent ( )

Returns held gadget component or null if none.

◆ GetIsCharacterADS()

bool SCR_AvailableActionsConditionData.GetIsCharacterADS ( )

Returns whether character is aiming down sights or not.

◆ GetIsCharacterBleeding()

bool SCR_AvailableActionsConditionData.GetIsCharacterBleeding ( )

Returns if character is bleeding.

◆ GetIsCharacterConscious()

bool SCR_AvailableActionsConditionData.GetIsCharacterConscious ( )

◆ GetIsCharacterFalling()

bool SCR_AvailableActionsConditionData.GetIsCharacterFalling ( )

Returns whether character is falling (airborne) or not.

◆ GetIsCharacterFreelook()

bool SCR_AvailableActionsConditionData.GetIsCharacterFreelook ( )

Returns whether character is freelooking.

◆ GetIsCharacterFreelookForced()

bool SCR_AvailableActionsConditionData.GetIsCharacterFreelookForced ( )

Returns whether character is freelooking forced.

◆ GetIsCharacterFreelookToggled()

bool SCR_AvailableActionsConditionData.GetIsCharacterFreelookToggled ( )

Returns whether character is freelooking toggled.

◆ GetIsCharacterGettingIn()

bool SCR_AvailableActionsConditionData.GetIsCharacterGettingIn ( )

Returns whether character is getting in.

◆ GetIsCharacterGettingOut()

bool SCR_AvailableActionsConditionData.GetIsCharacterGettingOut ( )

Returns whether character is getting out.

◆ GetIsCharacterInVehicle()

bool SCR_AvailableActionsConditionData.GetIsCharacterInVehicle ( )

Returns whether character is in a vehicle or not.

◆ GetIsCharacterReloading()

bool SCR_AvailableActionsConditionData.GetIsCharacterReloading ( )

Returns whether character is reloading or not.

◆ GetIsCharacterSprinting()

bool SCR_AvailableActionsConditionData.GetIsCharacterSprinting ( )

Returns whether character is sprinting.

◆ GetIsCharacterSwimming()

bool SCR_AvailableActionsConditionData.GetIsCharacterSwimming ( )

Returns whether character is swimming or not.

◆ GetIsCharacterUsingItem()

bool SCR_AvailableActionsConditionData.GetIsCharacterUsingItem ( )

Returns if character is currently using an item.

◆ GetIsCharacterUsingRadio()

bool SCR_AvailableActionsConditionData.GetIsCharacterUsingRadio ( )

◆ GetIsCharacterWeaponRaised()

bool SCR_AvailableActionsConditionData.GetIsCharacterWeaponRaised ( )

Returns if character has raised weapon.

◆ GetMedicalItemCount()

int SCR_AvailableActionsConditionData.GetMedicalItemCount ( )

Returns count of medial items.

◆ GetMedicalItemCountInQuickSlots()

int SCR_AvailableActionsConditionData.GetMedicalItemCountInQuickSlots ( )

◆ GetVehicle()

IEntity SCR_AvailableActionsConditionData.GetVehicle ( IEntity  vehicle)
protected

Gets vehicle entity from potentially attached entity.

◆ IsGadgetSelection()

bool SCR_AvailableActionsConditionData.IsGadgetSelection ( )

◆ IsInventoryOpen()

bool SCR_AvailableActionsConditionData.IsInventoryOpen ( )

◆ IsQuickSlotAvailable()

bool SCR_AvailableActionsConditionData.IsQuickSlotAvailable ( )

◆ IsQuickSlotShown()

bool SCR_AvailableActionsConditionData.IsQuickSlotShown ( )

◆ IsValid()

bool SCR_AvailableActionsConditionData.IsValid ( )

◆ IsWeaponManipulation()

bool SCR_AvailableActionsConditionData.IsWeaponManipulation ( )

Member Data Documentation

◆ m_bCanActivateMapElement

bool SCR_AvailableActionsConditionData.m_bCanActivateMapElement

◆ m_bCanCharacterFireWeapon

bool SCR_AvailableActionsConditionData.m_bCanCharacterFireWeapon
protected

Can character fire with weapon.

◆ m_bCanCharacterGetOutVehicle

bool SCR_AvailableActionsConditionData.m_bCanCharacterGetOutVehicle
protected

Can character get out of vehicle?

◆ m_bCanDragMapElement

bool SCR_AvailableActionsConditionData.m_bCanDragMapElement

◆ m_bCanFetchInventory

bool SCR_AvailableActionsConditionData.m_bCanFetchInventory = true
protected

Inventory fetching limitation.

◆ m_bCanRotateMapElement

bool SCR_AvailableActionsConditionData.m_bCanRotateMapElement

◆ m_bCharacterIsUsingRadio

bool SCR_AvailableActionsConditionData.m_bCharacterIsUsingRadio
protected

Is character using radio.

◆ m_bCharacterRadiosCount

bool SCR_AvailableActionsConditionData.m_bCharacterRadiosCount
protected

Count of available radios.

◆ m_bHasBleedingLimbs

bool SCR_AvailableActionsConditionData.m_bHasBleedingLimbs
protected

◆ m_bHasTourniquetLimb

bool SCR_AvailableActionsConditionData.m_bHasTourniquetLimb
protected

◆ m_bIsCharacterADS

bool SCR_AvailableActionsConditionData.m_bIsCharacterADS
protected

Is character aiming down sights?

◆ m_bIsCharacterBleeding

bool SCR_AvailableActionsConditionData.m_bIsCharacterBleeding
protected

Is character bleeding.

◆ m_bIsCharacterConscious

bool SCR_AvailableActionsConditionData.m_bIsCharacterConscious
protected

◆ m_bIsCharacterFalling

bool SCR_AvailableActionsConditionData.m_bIsCharacterFalling
protected

Is character falling? (airborne)

◆ m_bIsCharacterFreelook

bool SCR_AvailableActionsConditionData.m_bIsCharacterFreelook
protected

Is character freelooking?

◆ m_bIsCharacterFreelookForced

bool SCR_AvailableActionsConditionData.m_bIsCharacterFreelookForced
protected

Is character freelooking forced?

◆ m_bIsCharacterFreelookToggled

bool SCR_AvailableActionsConditionData.m_bIsCharacterFreelookToggled
protected

Is character freelooking toggled?

◆ m_bIsCharacterGettingIn

bool SCR_AvailableActionsConditionData.m_bIsCharacterGettingIn
protected

Is character getting in?

◆ m_bIsCharacterGettingOut

bool SCR_AvailableActionsConditionData.m_bIsCharacterGettingOut
protected

Is character getting out?

◆ m_bIsCharacterInVehicle

bool SCR_AvailableActionsConditionData.m_bIsCharacterInVehicle
protected

Is character seated in a vehicle?

◆ m_bIsCharacterReloading

bool SCR_AvailableActionsConditionData.m_bIsCharacterReloading
protected

Is character reloading.

◆ m_bIsCharacterSprinting

bool SCR_AvailableActionsConditionData.m_bIsCharacterSprinting
protected

Is character sprinting?

◆ m_bIsCharacterSwimming

bool SCR_AvailableActionsConditionData.m_bIsCharacterSwimming
protected

Is character swimming?

◆ m_bIsCharacterUsingItem

bool SCR_AvailableActionsConditionData.m_bIsCharacterUsingItem
protected

Is character using an item at the moment.

◆ m_bIsCharacterWeaponRaised

bool SCR_AvailableActionsConditionData.m_bIsCharacterWeaponRaised
protected

Is character weapon raised.

◆ m_bIsGadgetSelection

bool SCR_AvailableActionsConditionData.m_bIsGadgetSelection
protected

Is gadget selection mode active.

◆ m_bIsInventoryOpen

bool SCR_AvailableActionsConditionData.m_bIsInventoryOpen
protected

Is inventory open.

◆ m_bIsQuickSlotAvailable

bool SCR_AvailableActionsConditionData.m_bIsQuickSlotAvailable
protected

Is quick slot bar available.

◆ m_bIsQuickSlotShown

bool SCR_AvailableActionsConditionData.m_bIsQuickSlotShown
protected

Is weapon quick bar shown.

◆ m_bIsRadioLongRange

bool SCR_AvailableActionsConditionData.m_bIsRadioLongRange

◆ m_bIsValid

bool SCR_AvailableActionsConditionData.m_bIsValid
protected

Whether data is valid at current moment, FetchData has to be called prior to this to have it updated.

◆ m_bIsWeaponManipulation

bool SCR_AvailableActionsConditionData.m_bIsWeaponManipulation
protected

Is weapon manipulation mode active.

◆ m_bOwnsLongRangeRadio

bool SCR_AvailableActionsConditionData.m_bOwnsLongRangeRadio

◆ m_Character

ChimeraCharacter SCR_AvailableActionsConditionData.m_Character
protected

◆ m_CharacterController

CharacterControllerComponent SCR_AvailableActionsConditionData.m_CharacterController
protected

◆ m_CharacterDamageComponent

SCR_CharacterDamageManagerComponent SCR_AvailableActionsConditionData.m_CharacterDamageComponent
protected

◆ m_CurrentItemEntity

IEntity SCR_AvailableActionsConditionData.m_CurrentItemEntity
protected

Currently equipped item entity (if any)

◆ m_CurrentMagazine

BaseMagazineComponent SCR_AvailableActionsConditionData.m_CurrentMagazine
protected

Current weapon magazine.

◆ m_CurrentMuzzle

BaseMuzzleComponent SCR_AvailableActionsConditionData.m_CurrentMuzzle
protected

Current weapon muzzle.

◆ m_CurrentTurretController

TurretControllerComponent SCR_AvailableActionsConditionData.m_CurrentTurretController
protected

Current turret controller.

◆ m_CurrentVehicle

IEntity SCR_AvailableActionsConditionData.m_CurrentVehicle
protected

Current vehicle.

◆ m_CurrentVehicleController

BaseControllerComponent SCR_AvailableActionsConditionData.m_CurrentVehicleController
protected

Current vehicle controller.

◆ m_CurrentVehicleSignals

SignalsManagerComponent SCR_AvailableActionsConditionData.m_CurrentVehicleSignals
protected

Current vehicle signals.

◆ m_CurrentVehicleWeapon

BaseWeaponComponent SCR_AvailableActionsConditionData.m_CurrentVehicleWeapon
protected

Current vehicle weapon.

◆ m_CurrentWeapon

BaseWeaponComponent SCR_AvailableActionsConditionData.m_CurrentWeapon
protected

Current weapon.

◆ m_CurrentWeaponEntity

IEntity SCR_AvailableActionsConditionData.m_CurrentWeaponEntity
protected

Current character weapon entity (if any)

◆ m_eCharacterStance

ECharacterStance SCR_AvailableActionsConditionData.m_eCharacterStance
protected

Current character stance.

◆ m_eCompartmentType

ECompartmentType SCR_AvailableActionsConditionData.m_eCompartmentType
protected

◆ m_fBleedingTime

float SCR_AvailableActionsConditionData.m_fBleedingTime
protected

How long is character bleeding.

◆ m_fFocusMode

float SCR_AvailableActionsConditionData.m_fFocusMode
protected

Is character in focus mode.

◆ m_fSprintingTime

float SCR_AvailableActionsConditionData.m_fSprintingTime
protected

How long is character sprinting.

◆ m_fTurboTime

float SCR_AvailableActionsConditionData.m_fTurboTime
protected

How long is player using turbo as driver of vehicle.

◆ m_GadgetManager

SCR_GadgetManagerComponent SCR_AvailableActionsConditionData.m_GadgetManager
protected

◆ m_iAdditionalMagazines

int SCR_AvailableActionsConditionData.m_iAdditionalMagazines
protected

Number of additional magazines character has for current weapon.

◆ m_iMedicalItemCount

int SCR_AvailableActionsConditionData.m_iMedicalItemCount
protected

Number of medial items.

◆ m_iMedicalItemCountInQuickSlots

int SCR_AvailableActionsConditionData.m_iMedicalItemCountInQuickSlots
protected

Number of medical items in quick slots.

◆ m_MapEntity

SCR_MapEntity SCR_AvailableActionsConditionData.m_MapEntity
protected

Map vars.

◆ m_StorageManager

SCR_InventoryStorageManagerComponent SCR_AvailableActionsConditionData.m_StorageManager
protected

◆ m_VON

SCR_VoNComponent SCR_AvailableActionsConditionData.m_VON
protected

◆ m_VONController

SCR_VONController SCR_AvailableActionsConditionData.m_VONController
protected

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