ActionDropItem(float value=0.0, EActionTrigger trigger=0) | SCR_CharacterControllerComponent | |
ActionNextWeapon(float value=0.0, EActionTrigger trigger=0) | SCR_CharacterControllerComponent | |
ActionUnequipItem(float value=0.0, EActionTrigger trigger=0) | SCR_CharacterControllerComponent | |
ActionWeaponBipod(float value=0.0, EActionTrigger trigger=0) | SCR_CharacterControllerComponent | |
ActionWeaponLowReady(float value=0.0, EActionTrigger trigger=0) | SCR_CharacterControllerComponent | |
ActionWeaponRaised(float value=0.0, EActionTrigger trigger=0) | SCR_CharacterControllerComponent | |
AlignToPositionFromCurrentPosition(vector targetPosition[4], float toleranceXZ=0.01, float toleranceY=0.01) | SCR_CharacterControllerComponent | protected |
CanChangeStance(int stance) | CharacterControllerComponent | |
CanDeployWeapon() | CharacterControllerComponent | |
CanEngageChangeItem() | CharacterControllerComponent | |
CanEnterUnconsciousness() | CharacterControllerComponent | |
CanEquipGadget(IEntity gadget) | CharacterControllerComponent | |
CanFire() | CharacterControllerComponent | |
CanGetOutVehicleScript() | CharacterControllerComponent | |
CanInspect(IEntity targetItem) | CharacterControllerComponent | |
CanInteract() | SCR_CharacterControllerComponent | |
CanJumpOutVehicleScript() | CharacterControllerComponent | |
CanMove() | BaseControllerComponent | |
CanPartialLower() | CharacterControllerComponent | |
CanPlayItemGesture() | CharacterControllerComponent | |
CanReviveCharacter() | CharacterControllerComponent | |
CanRoll(int val) | CharacterControllerComponent | |
CanSetDynamicStance(float value) | CharacterControllerComponent | |
CanUseItem() | CharacterControllerComponent | |
CanUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false) | CharacterControllerComponent | |
ComputeHitReaction(float damageValue, EDamageType damageType) | SCR_CharacterControllerComponent | protected |
DropItemFromLeftHand() | CharacterControllerComponent | |
DropWeapon(WeaponSlotComponent weaponSlot) | CharacterControllerComponent | |
EnableHoldInputForRoll(bool enable) | CharacterControllerComponent | |
EnableReviveCharacter(bool enabled) | CharacterControllerComponent | |
ForceDeath() | CharacterControllerComponent | |
ForceStance(int stance) | CharacterControllerComponent | |
ForceStanceUp(int stance) | CharacterControllerComponent | |
GetADSTime() | CharacterControllerComponent | |
GetAIControlComponent() | CharacterControllerComponent | |
GetAimingComponent() | CharacterControllerComponent | |
GetAimingSensitivity(out float mouse, out float gamepad, out float ads) | CharacterControllerComponent | static |
GetAnimationComponent() | CharacterControllerComponent | |
GetAttachedGadgetAtLeftHandSlot() | CharacterControllerComponent | |
GetCameraHandlerComponent() | CharacterControllerComponent | |
GetCameraWeaponOffset() | CharacterControllerComponent | |
GetCanEquipGadget(IEntity gadget) | SCR_CharacterControllerComponent | |
GetCanFireWeapon() | CharacterControllerComponent | |
GetCanMeleeAttack() | SCR_CharacterControllerComponent | |
GetCanThrow() | CharacterControllerComponent | |
GetCharacter() | CharacterControllerComponent | |
GetCurrentItemInHands() | CharacterControllerComponent | |
GetCurrentLeanAmount() | CharacterControllerComponent | |
GetCurrentMovementPhase() | CharacterControllerComponent | |
GetDisableMovementControls() | CharacterControllerComponent | |
GetDisableViewControls() | CharacterControllerComponent | |
GetDisableWeaponControls() | CharacterControllerComponent | |
GetDrowningTime() | SCR_CharacterControllerComponent | |
GetDynamicSpeed() | CharacterControllerComponent | |
GetDynamicStance() | CharacterControllerComponent | |
GetFOVInputCurve(out float mouse, out float gamepad, out float gyro) | CharacterControllerComponent | static |
GetFreeLookController() | CharacterControllerComponent | |
GetFreeLookInput() | CharacterControllerComponent | |
GetFreeLookMouse() | CharacterControllerComponent | |
GetGamepadControlAircraft() | CharacterControllerComponent | static |
GetGyroControl(out bool always, out bool freelook, out bool ads) | CharacterControllerComponent | static |
GetGyroSensitivity(out float yaw, out float pitch, out float roll) | CharacterControllerComponent | static |
GetHeadAimingComponent() | CharacterControllerComponent | |
GetInputContext() | CharacterControllerComponent | |
GetInspect() | CharacterControllerComponent | |
GetInspectCurrentWeapon() | CharacterControllerComponent | |
GetInspectEntity() | CharacterControllerComponent | |
GetInspectState() | CharacterControllerComponent | |
GetInspectTargetLookAt(out vector targetAngles) | SCR_CharacterControllerComponent | protected |
GetInventoryStorageManager() | CharacterControllerComponent | |
GetIsSprintingToggle() | CharacterControllerComponent | |
GetIsWeaponDeployed() | CharacterControllerComponent | |
GetIsWeaponDeployedBipod() | CharacterControllerComponent | |
GetJumpSpeed() | CharacterControllerComponent | |
GetLastStanceChangeDelay() | CharacterControllerComponent | |
GetLeaning() | CharacterControllerComponent | |
GetLeftHandPointInfo() | CharacterControllerComponent | |
GetLifeState() | CharacterControllerComponent | |
GetMeleeAttackInput() | CharacterControllerComponent | |
GetMouseControlAircraft() | CharacterControllerComponent | static |
GetMovementDirWorld() | CharacterControllerComponent | |
GetMovementInput() | CharacterControllerComponent | |
GetMovementSpeed() | CharacterControllerComponent | |
GetMovementVelocity() | CharacterControllerComponent | |
GetObstructionAlpha() | CharacterControllerComponent | |
GetOnAnimationEvent() | SCR_CharacterControllerComponent | |
GetOnPlayerDeath() | SCR_CharacterControllerComponent | |
GetOnPlayerDeathWithParam() | SCR_CharacterControllerComponent | |
GetOwner() | BaseControllerComponent | |
GetPositionInView(vector pos, float angMax) | CharacterControllerComponent | |
GetRightHandItem() | CharacterControllerComponent | |
GetRightHandPointInfo() | CharacterControllerComponent | |
GetScrInputContext() | SCR_CharacterControllerComponent | |
GetSightsFOVInfo() | SCR_CharacterControllerComponent | |
GetStamina() | CharacterControllerComponent | |
GetStaminaComponent() | CharacterControllerComponent | |
GetStance() | CharacterControllerComponent | |
GetStanceChangeDelayTime() | CharacterControllerComponent | |
GetTrackIRFreelookEnable() | CharacterControllerComponent | static |
GetTrackIRFreelookSensitivity() | CharacterControllerComponent | static |
GetTrackIRLeaningActiveYawRange() | CharacterControllerComponent | static |
GetTrackIRLeaningDeadzone() | CharacterControllerComponent | static |
GetTrackIRLeaningEnable() | CharacterControllerComponent | static |
GetTrackIRLeaningSensitivity() | CharacterControllerComponent | static |
GetVehicleRagdollSpeed() | CharacterControllerComponent | |
GetVehicleRagdollSpeedMsSq() | CharacterControllerComponent | |
GetVelocity() | CharacterControllerComponent | |
GetVONComponent() | CharacterControllerComponent | |
GetWantedLeaning() | CharacterControllerComponent | |
GetWeaponADSInput() | CharacterControllerComponent | |
GetWeaponManagerComponent() | CharacterControllerComponent | |
GetWeaponModifiers(float baseScale, float moveScale, out vector scaleA, out vector scaleB) | CharacterControllerComponent | |
GetWeaponObstructedState() | CharacterControllerComponent | |
IsAdjustingLeaning() | CharacterControllerComponent | |
IsAligningBeforeLoiter() | SCR_CharacterControllerComponent | |
IsChangingFireMode() | CharacterControllerComponent | |
IsChangingItem() | CharacterControllerComponent | |
IsChangingStance() | CharacterControllerComponent | |
IsCharacterDrowning() | SCR_CharacterControllerComponent | |
IsCharacterStationary() | CharacterControllerComponent | |
IsClimbing() | CharacterControllerComponent | |
IsDead() | CharacterControllerComponent | |
IsFalling() | CharacterControllerComponent | |
IsFocusMode() | CharacterControllerComponent | |
IsFreeLookEnabled() | CharacterControllerComponent | |
IsFreeLookEnforced() | CharacterControllerComponent | |
IsFreeLookForced() | CharacterControllerComponent | |
IsGadgetInHands() | CharacterControllerComponent | |
IsGadgetRaisedModeWanted() | CharacterControllerComponent | |
IsInThirdPersonView() | CharacterControllerComponent | |
IsLeaning() | CharacterControllerComponent | |
IsLoitering() | SCR_CharacterControllerComponent | |
IsMeleeAttack() | CharacterControllerComponent | |
IsPartiallyLowered() | CharacterControllerComponent | |
IsPlayerControlled() | CharacterControllerComponent | |
IsPlayingGesture() | CharacterControllerComponent | |
IsPlayingItemGesture() | CharacterControllerComponent | |
IsReloading() | CharacterControllerComponent | |
IsRoll() | CharacterControllerComponent | |
IsSprinting() | CharacterControllerComponent | |
IsSwimming() | CharacterControllerComponent | |
IsTrackIREnabled() | CharacterControllerComponent | |
IsUnconscious() | CharacterControllerComponent | |
IsUsingItem() | CharacterControllerComponent | |
IsWeaponADS() | CharacterControllerComponent | |
IsWeaponRaised() | CharacterControllerComponent | |
m_bCharacterIsDrowning | SCR_CharacterControllerComponent | protected |
m_bInspectionFocus | SCR_CharacterControllerComponent | protected |
m_bOverrideActions | SCR_CharacterControllerComponent | protected |
m_CameraHandler | SCR_CharacterControllerComponent | protected |
m_fAnimatedHitReactionThreshold | SCR_CharacterControllerComponent | protected |
m_fDrowningDuration | SCR_CharacterControllerComponent | protected |
m_fDrowningTime | SCR_CharacterControllerComponent | protected |
m_iTargetContext | SCR_CharacterControllerComponent | protected |
m_MeleeComponent | SCR_CharacterControllerComponent | protected |
m_OnAnimationEvent | SCR_CharacterControllerComponent | protected |
m_OnControlledByPlayer | SCR_CharacterControllerComponent | |
m_OnGadgetFocusStateChangedInvoker | SCR_CharacterControllerComponent | |
m_OnGadgetStateChangedInvoker | SCR_CharacterControllerComponent | |
m_OnItemUseBeganInvoker | SCR_CharacterControllerComponent | |
m_OnItemUseEndedInvoker | SCR_CharacterControllerComponent | |
m_OnItemUseFinishedInvoker | SCR_CharacterControllerComponent | |
m_OnLifeStateChanged | SCR_CharacterControllerComponent | |
m_OnPlayerDeath | SCR_CharacterControllerComponent | |
m_OnPlayerDeathWithParam | SCR_CharacterControllerComponent | |
m_OnPlayerDrowning | SCR_CharacterControllerComponent | |
m_OnPlayerStopDrowning | SCR_CharacterControllerComponent | |
m_pScrInputContext | SCR_CharacterControllerComponent | protected |
OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) | SCR_CharacterControllerComponent | protected |
OnApplyControls(IEntity owner, float timeSlice) | SCR_CharacterControllerComponent | protected |
OnConsciousnessChanged(bool conscious) | SCR_CharacterControllerComponent | |
OnControlledByPlayer(IEntity owner, bool controlled) | SCR_CharacterControllerComponent | protected |
OnDeath(IEntity instigatorEntity, notnull Instigator instigator) | SCR_CharacterControllerComponent | |
OnDiag(IEntity owner, float timeslice) | CharacterControllerComponent | protected |
OnGadgetFocusStateChanged(IEntity gadget, bool isFocused) | SCR_CharacterControllerComponent | |
OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround) | SCR_CharacterControllerComponent | |
OnInit(IEntity owner) | SCR_CharacterControllerComponent | |
OnInspectionModeChanged(bool newState) | SCR_CharacterControllerComponent | protected |
OnItemDroppedFromLeftHand(IEntity pItemEntity) | CharacterControllerComponent | protected |
OnItemUseBegan(ItemUseParameters itemUseParams) | SCR_CharacterControllerComponent | |
OnItemUseEnded(ItemUseParameters itemUseParams, bool successful) | SCR_CharacterControllerComponent | |
OnLifeStateChanged(ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) | SCR_CharacterControllerComponent | |
OnMeleeDamage(bool started) | SCR_CharacterControllerComponent | |
OnPerformAction() | SCR_CharacterControllerComponent | |
OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player) | SCR_CharacterControllerComponent | |
OnReloaded(IEntity owner, BaseWeaponComponent weapon) | CharacterControllerComponent | protected |
OnTicksOnRemoteProxy() | GameComponent | |
OnWeaponDropped(IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot) | CharacterControllerComponent | protected |
Ragdoll(bool broadcast=true) | CharacterControllerComponent | |
RecoverHiddenGadget(bool respectSettings, bool skipAnims) | CharacterControllerComponent | |
ReloadWeapon() | CharacterControllerComponent | |
ReloadWeaponWith(IEntity ammunitionEntity, bool bForceDetach=false) | CharacterControllerComponent | |
RemoveGadgetFromHand(bool skipAnimations=false) | CharacterControllerComponent | |
RequestActionByID(int actionID, float value) | CharacterControllerComponent | |
ResetPersistentStates(bool resetADSState=true, bool resetGadgetState=true) | CharacterControllerComponent | |
Rpc_StartLoitering_BCNO(int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData) | SCR_CharacterControllerComponent | protected |
Rpc_StartLoitering_S(int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData) | SCR_CharacterControllerComponent | protected |
RPC_StopLoitering_S(bool terminateFast) | SCR_CharacterControllerComponent | |
s_aHitReactionDamageTypes | SCR_CharacterControllerComponent | protectedstatic |
SCR_CharacterControllerComponent(IEntityComponentSource src, IEntity ent, IEntity parent) | SCR_CharacterControllerComponent | |
SCR_GetDisableMovementControls() | SCR_CharacterControllerComponent | |
SCR_GetDisableViewControls() | CharacterControllerComponent | |
SCR_OnDisabledJumpAction() | SCR_CharacterControllerComponent | |
SelectWeapon(BaseWeaponComponent newWeapon) | CharacterControllerComponent | |
SetAimingSensitivity(float mouse, float gamepad, float ads) | CharacterControllerComponent | static |
SetBanking(float val) | CharacterControllerComponent | |
SetCanMove(bool canMove) | BaseControllerComponent | |
SetDisableMovementControls(bool other) | CharacterControllerComponent | |
SetDisableViewControls(bool other) | CharacterControllerComponent | |
SetDisableWeaponControls(bool other) | CharacterControllerComponent | |
SetDynamicSpeed(float value) | CharacterControllerComponent | |
SetDynamicStance(float value) | CharacterControllerComponent | |
SetFireMode(int index) | CharacterControllerComponent | |
SetFireWeaponWanted(bool val) | CharacterControllerComponent | |
SetForcedFreeLook(bool enabled) | CharacterControllerComponent | |
SetFOVInputCurve(float mouse, float gamepad, float gyro) | CharacterControllerComponent | static |
SetFreeLook(bool input, bool mouse, bool controller) | CharacterControllerComponent | |
SetGadgetRaisedModeWanted(bool newRaised) | CharacterControllerComponent | |
SetGamepadControlAircraft(bool enable) | CharacterControllerComponent | static |
SetGyroControl(bool always, bool freelook, bool ads) | CharacterControllerComponent | static |
SetGyroSensitivity(float yaw, float pitch, float roll) | CharacterControllerComponent | static |
SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw=false) | CharacterControllerComponent | |
SetInspect(IEntity targetItem) | CharacterControllerComponent | |
SetInspectState(int state) | CharacterControllerComponent | |
SetInThirdPersonView(bool state) | CharacterControllerComponent | |
SetJump(float val) | CharacterControllerComponent | |
SetMeleeAttack(bool val) | CharacterControllerComponent | |
SetMouseControlAircraft(bool enable) | CharacterControllerComponent | static |
SetMovement(float movementSpeed, vector movementDirModel) | CharacterControllerComponent | |
SetMovementDirWorld(vector movementDirWorld) | CharacterControllerComponent | |
SetMuzzle(int index) | CharacterControllerComponent | |
SetNextSights(int direction=1) | SCR_CharacterControllerComponent | |
SetNextSightsFOVInfo(int direction=1, bool allowCycling=false) | SCR_CharacterControllerComponent | |
SetPartialLower(bool state) | CharacterControllerComponent | |
SetRoll(int val) | CharacterControllerComponent | |
SetSafety(bool safety, bool automatic) | CharacterControllerComponent | |
SetShouldApplyDynamicSpeedOverride(bool shouldApply) | CharacterControllerComponent | |
SetSightsRange(int index) | CharacterControllerComponent | |
SetStanceChange(int stance) | CharacterControllerComponent | |
SetStickyADS(bool enable) | CharacterControllerComponent | static |
SetStickyGadget(bool enable) | CharacterControllerComponent | static |
SetThrow(bool val, bool cancelThrow) | CharacterControllerComponent | |
SetTrackIRFreelookEnable(bool enable) | CharacterControllerComponent | static |
SetTrackIRFreelookSensitivity(float sensitivity) | CharacterControllerComponent | static |
SetTrackIRLeaningActiveYawRange(float range) | CharacterControllerComponent | static |
SetTrackIRLeaningDeadzone(float deadzone) | CharacterControllerComponent | static |
SetTrackIRLeaningEnable(bool enable) | CharacterControllerComponent | static |
SetTrackIRLeaningSensitivity(float sensitivity) | CharacterControllerComponent | static |
SetUnconscious(bool enabled) | CharacterControllerComponent | |
SetWantedLeaning(float val) | CharacterControllerComponent | |
SetWeaponADS(bool val) | CharacterControllerComponent | |
SetWeaponADSInput(bool val) | CharacterControllerComponent | |
SetWeaponNoFireTime(float t) | CharacterControllerComponent | |
SetWeaponRaised(bool val) | CharacterControllerComponent | |
ShouldAligningAdjustAimingAngles() | SCR_CharacterControllerComponent | |
ShouldGadgetBeDropped(IEntity gadget) | CharacterControllerComponent | |
ShouldHoldInputForRoll() | CharacterControllerComponent | |
StartLoitering(int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4]={ "1 0 0", "0 1 0", "0 0 1", "0 0 0" }, bool disableInput=false, SCR_LoiterCustomAnimData customAnimData=SCR_LoiterCustomAnimData.Default) | SCR_CharacterControllerComponent | |
StopCharacterGesture() | CharacterControllerComponent | |
StopDeployment() | CharacterControllerComponent | |
StopLoitering(bool terminateFast) | SCR_CharacterControllerComponent | |
TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false) | CharacterControllerComponent | |
TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) | CharacterControllerComponent | |
TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="") | CharacterControllerComponent | |
TryRecoverLastRightHandItem(bool swap=false, BaseUserAction callbackAction=null) | CharacterControllerComponent | |
TryStartCharacterGesture(int gesture, int durationMS=0) | CharacterControllerComponent | |
TryStartLoiteringInternal() | SCR_CharacterControllerComponent | protected |
TryUseBandage(IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true) | CharacterControllerComponent | |
TryUseItem(IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false) | CharacterControllerComponent | |
TryUseItemOverrideParams(notnull ItemUseParameters params) | CharacterControllerComponent | |
TryUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0) | CharacterControllerComponent | |
UpdateDrowning(float timeSlice, vector waterLevel) | SCR_CharacterControllerComponent | protected |
ValidateCanMove() | BaseControllerComponent | |
~SCR_CharacterControllerComponent() | SCR_CharacterControllerComponent | |