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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. | |
| string | GetCurrentlyPlacedItemName () |
| 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 |
| bool | m_bCanResetElementRotation |
Protected Member Functions | |
| void | FetchCurrentlyPlacedItemName () |
| 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. | |
| string | m_sCurrentlyPlacedItemName |
| IEntity | m_LastPlacedItem |
| 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.
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| 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()
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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.
| string SCR_AvailableActionsConditionData.GetCurrentlyPlacedItemName | ( | ) |
Returns current character weapon 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_bCanResetElementRotation |
| 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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