Arma Reforger Script API
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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 |
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?
void SCR_AvailableActionsConditionData.SCR_AvailableActionsConditionData | ( | ) |
Creates condition data container.
void SCR_AvailableActionsConditionData.FetchData | ( | IEntity | controlledEntity, |
float | timeSlice | ||
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Fetches data from the provided entity Sets the validity of the data which can be received via IsValid()
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Fetch data related to character health state, bleeding, used medicals, etc.
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Fetch 2D map related data.
int SCR_AvailableActionsConditionData.GetAdditionalMagazinesCount | ( | ) |
Returns count of additional available magazines for current weapon TODO: MuzzleInMag :)))))
CharacterAnimationComponent SCR_AvailableActionsConditionData.GetAnimationComponent | ( | ) |
Returns the actual animation controller.
bool SCR_AvailableActionsConditionData.GetCanCharacterFireWeapon | ( | ) |
Return if player can fire weapon.
bool SCR_AvailableActionsConditionData.GetCanCharacterGetOutVehicle | ( | ) |
Returns whether character can get out of vehicle (if in any)
ChimeraCharacter SCR_AvailableActionsConditionData.GetCharacter | ( | ) |
float SCR_AvailableActionsConditionData.GetCharacterBleedingTime | ( | ) |
Returns for how long is character bleeding.
CharacterControllerComponent SCR_AvailableActionsConditionData.GetCharacterController | ( | ) |
SCR_CharacterDamageManagerComponent SCR_AvailableActionsConditionData.GetCharacterDamageComponent | ( | ) |
int SCR_AvailableActionsConditionData.GetCharacterRadiosCount | ( | ) |
float SCR_AvailableActionsConditionData.GetCharacterSprintingTime | ( | ) |
Returns for how long is character bleeding.
ECharacterStance SCR_AvailableActionsConditionData.GetCharacterStance | ( | ) |
Returns current character stance.
ECompartmentType SCR_AvailableActionsConditionData.GetCompartmentType | ( | ) |
Returns current compartment type.
IEntity SCR_AvailableActionsConditionData.GetCurrentItemEntity | ( | ) |
Returns current character item or null if none.
BaseMagazineComponent SCR_AvailableActionsConditionData.GetCurrentMagazine | ( | ) |
Returns current magazine or null if none.
BaseMuzzleComponent SCR_AvailableActionsConditionData.GetCurrentMuzzle | ( | ) |
Returns current weapon or none if null.
TurretControllerComponent SCR_AvailableActionsConditionData.GetCurrentTurretController | ( | ) |
Returns controller of currently controlled turret.
IEntity SCR_AvailableActionsConditionData.GetCurrentVehicle | ( | ) |
Returns current controlled vehicle.
BaseControllerComponent SCR_AvailableActionsConditionData.GetCurrentVehicleController | ( | ) |
Returns current controlled vehicle's controller.
SignalsManagerComponent SCR_AvailableActionsConditionData.GetCurrentVehicleSignals | ( | ) |
Returns current character weapon or null if none.
float SCR_AvailableActionsConditionData.GetCurrentVehicleTurboTime | ( | ) |
Returns for how long is vehicle using turbo.
BaseWeaponComponent SCR_AvailableActionsConditionData.GetCurrentVehicleWeapon | ( | ) |
Returns current controlled vehicle weapon or null if none.
BaseWeaponComponent SCR_AvailableActionsConditionData.GetCurrentWeapon | ( | ) |
Returns current weapon or none if null.
IEntity SCR_AvailableActionsConditionData.GetCurrentWeaponEntity | ( | ) |
Returns current character weapon or null if none.
float SCR_AvailableActionsConditionData.GetFocusModeAmount | ( | ) |
Returns <0,1> of focus mode amount; 0 = none, 1 = full focus.
IEntity SCR_AvailableActionsConditionData.GetGadget | ( | EGadgetType | type | ) |
Returns gadget by type or null if none.
bool SCR_AvailableActionsConditionData.GetGadgetRaised | ( | ) |
Return held gadget being aimed with.
bool SCR_AvailableActionsConditionData.GetHasBleedingLimbs | ( | ) |
bool SCR_AvailableActionsConditionData.GetHasTourniquetLimb | ( | ) |
IEntity SCR_AvailableActionsConditionData.GetHeldGadget | ( | ) |
Returns held gadget or null if none.
SCR_GadgetComponent SCR_AvailableActionsConditionData.GetHeldGadgetComponent | ( | ) |
Returns held gadget component or null if none.
bool SCR_AvailableActionsConditionData.GetIsCharacterADS | ( | ) |
Returns whether character is aiming down sights or not.
bool SCR_AvailableActionsConditionData.GetIsCharacterBleeding | ( | ) |
Returns if character is bleeding.
bool SCR_AvailableActionsConditionData.GetIsCharacterConscious | ( | ) |
bool SCR_AvailableActionsConditionData.GetIsCharacterFalling | ( | ) |
Returns whether character is falling (airborne) or not.
bool SCR_AvailableActionsConditionData.GetIsCharacterFreelook | ( | ) |
Returns whether character is freelooking.
bool SCR_AvailableActionsConditionData.GetIsCharacterFreelookForced | ( | ) |
Returns whether character is freelooking forced.
bool SCR_AvailableActionsConditionData.GetIsCharacterFreelookToggled | ( | ) |
Returns whether character is freelooking toggled.
bool SCR_AvailableActionsConditionData.GetIsCharacterGettingIn | ( | ) |
Returns whether character is getting in.
bool SCR_AvailableActionsConditionData.GetIsCharacterGettingOut | ( | ) |
Returns whether character is getting out.
bool SCR_AvailableActionsConditionData.GetIsCharacterInVehicle | ( | ) |
Returns whether character is in a vehicle or not.
bool SCR_AvailableActionsConditionData.GetIsCharacterReloading | ( | ) |
Returns whether character is reloading or not.
bool SCR_AvailableActionsConditionData.GetIsCharacterSprinting | ( | ) |
Returns whether character is sprinting.
bool SCR_AvailableActionsConditionData.GetIsCharacterSwimming | ( | ) |
Returns whether character is swimming or not.
bool SCR_AvailableActionsConditionData.GetIsCharacterUsingItem | ( | ) |
Returns if character is currently using an item.
bool SCR_AvailableActionsConditionData.GetIsCharacterUsingRadio | ( | ) |
bool SCR_AvailableActionsConditionData.GetIsCharacterWeaponRaised | ( | ) |
Returns if character has raised weapon.
int SCR_AvailableActionsConditionData.GetMedicalItemCount | ( | ) |
Returns count of medial items.
int SCR_AvailableActionsConditionData.GetMedicalItemCountInQuickSlots | ( | ) |
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Gets vehicle entity from potentially attached entity.
bool SCR_AvailableActionsConditionData.IsGadgetSelection | ( | ) |
bool SCR_AvailableActionsConditionData.IsInventoryOpen | ( | ) |
bool SCR_AvailableActionsConditionData.IsQuickSlotAvailable | ( | ) |
bool SCR_AvailableActionsConditionData.IsQuickSlotShown | ( | ) |
bool SCR_AvailableActionsConditionData.IsValid | ( | ) |
bool SCR_AvailableActionsConditionData.IsWeaponManipulation | ( | ) |
bool SCR_AvailableActionsConditionData.m_bCanActivateMapElement |
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Can character fire with weapon.
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Can character get out of vehicle?
bool SCR_AvailableActionsConditionData.m_bCanDragMapElement |
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Inventory fetching limitation.
bool SCR_AvailableActionsConditionData.m_bCanRotateMapElement |
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Is character using radio.
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Count of available radios.
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Is character aiming down sights?
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Is character bleeding.
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Is character falling? (airborne)
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Is character freelooking?
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Is character freelooking forced?
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Is character freelooking toggled?
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Is character getting in?
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Is character getting out?
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Is character seated in a vehicle?
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Is character reloading.
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Is character sprinting?
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Is character swimming?
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Is character using an item at the moment.
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Is character weapon raised.
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Is gadget selection mode active.
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Is inventory open.
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Is quick slot bar available.
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Is weapon quick bar shown.
bool SCR_AvailableActionsConditionData.m_bIsRadioLongRange |
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Whether data is valid at current moment, FetchData has to be called prior to this to have it updated.
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Is weapon manipulation mode active.
bool SCR_AvailableActionsConditionData.m_bOwnsLongRangeRadio |
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Currently equipped item entity (if any)
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Current weapon magazine.
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Current weapon muzzle.
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Current turret controller.
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Current vehicle.
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Current vehicle controller.
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Current vehicle signals.
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Current vehicle weapon.
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Current weapon.
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Current character weapon entity (if any)
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Current character stance.
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How long is character bleeding.
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Is character in focus mode.
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How long is character sprinting.
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How long is player using turbo as driver of vehicle.
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Number of additional magazines character has for current weapon.
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Number of medial items.
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Number of medical items in quick slots.
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Map vars.
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