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bool | CanInteract () |
| Get the interaction status of the character.
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override void | OnConsciousnessChanged (bool conscious) |
| Will be called when the consciousness of the character changes.
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ScriptInvoker | GetOnAnimationEvent () |
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override void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
| Will be called when gadget taken/removed from hand.
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override void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
| Will be called when gadget fully transitioned to or canceled focus mode.
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override void | OnItemUseBegan (ItemUseParameters itemUseParams) |
| Will be called when item use action is started.
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override void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
| Will be called when item use action is complete.
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override void | OnMeleeDamage (bool started) |
| Handling of melee events. Sends true if melee started, false, when melee ends.
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ScriptInvokerVoid | GetOnPlayerDeath () |
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OnPlayerDeathWithParamInvoker | GetOnPlayerDeathWithParam () |
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override void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
| Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
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override void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
| Will be called when the life state of the character changes.
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override bool | GetCanMeleeAttack () |
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override bool | GetCanEquipGadget (IEntity gadget) |
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override bool | OnPerformAction () |
| Override to handle what happens after pressing F button.
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override void | OnInit (IEntity owner) |
| Called during EOnInit.
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float | GetDrowningTime () |
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bool | IsCharacterDrowning () |
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override bool | ShouldAligningAdjustAimingAngles () |
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bool | IsAligningBeforeLoiter () |
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override bool | SCR_GetDisableMovementControls () |
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override void | SCR_OnDisabledJumpAction () |
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override void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
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void | SCR_CharacterControllerComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | ~SCR_CharacterControllerComponent () |
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void | SetNextSightsFOVInfo (int direction=1, bool allowCycling=false) |
| If a weapon with sights is equipped, advances to desired sights FOV info.
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void | SetNextSights (int direction=1) |
| If a weapon with multiple sights is equipped, switch the next or previous sights on the weapon (if any)
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SightsFOVInfo | GetSightsFOVInfo () |
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void | ActionNextWeapon (float value=0.0, EActionTrigger trigger=0) |
| Alternate between primary weapons.
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void | ActionUnequipItem (float value=0.0, EActionTrigger trigger=0) |
| Put current item away to inventory/back.
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void | ActionDropItem (float value=0.0, EActionTrigger trigger=0) |
| Drop current item on ground.
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void | ActionWeaponLowReady (float value=0.0, EActionTrigger trigger=0) |
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void | ActionWeaponRaised (float value=0.0, EActionTrigger trigger=0) |
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void | ActionWeaponBipod (float value=0.0, EActionTrigger trigger=0) |
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SCR_ScriptedCharacterInputContext | GetScrInputContext () |
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void | 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) |
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void | RPC_StopLoitering_S (bool terminateFast) |
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void | StopLoitering (bool terminateFast) |
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bool | IsLoitering () |
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proto external CharacterAimingComponent | GetAimingComponent () |
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proto external CharacterHeadAimingComponent | GetHeadAimingComponent () |
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proto external CharacterAnimationComponent | GetAnimationComponent () |
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proto external BaseWeaponManagerComponent | GetWeaponManagerComponent () |
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proto external CameraHandlerComponent | GetCameraHandlerComponent () |
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proto external InventoryStorageManagerComponent | GetInventoryStorageManager () |
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proto external VoNComponent | GetVONComponent () |
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proto external AIControlComponent | GetAIControlComponent () |
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proto external EntitySlotInfo | GetRightHandPointInfo () |
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proto external EntitySlotInfo | GetLeftHandPointInfo () |
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proto external CharacterInputContext | GetInputContext () |
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proto external float | GetMovementSpeed () |
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proto external void | SetMovement (float movementSpeed, vector movementDirModel) |
| Update animation about state of movement, define speed and direction in local space of character.
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proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
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proto external ECharacterStance | GetStance () |
| Returns the current stance of the character.
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proto external SCR_ChimeraCharacter | GetCharacter () |
| Returns the current controlled character.
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proto external void | SetFireWeaponWanted (bool val) |
| Set wanted input action values.
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proto external void | SetThrow (bool val, bool cancelThrow) |
| Set wanted input action values.
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proto external void | SetMovementDirWorld (vector movementDirWorld) |
| Update simulation state with difference of world position.
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proto external vector | GetMovementDirWorld () |
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proto external void | SetWeaponRaised (bool val) |
| Set the current weapon-raised state.
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proto external void | SetWeaponADS (bool val) |
| Set the current weapon ADS state.
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proto external void | SetFreeLook (bool input, bool mouse, bool controller) |
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proto external bool | GetFreeLookInput () |
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proto external bool | GetFreeLookMouse () |
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proto external bool | GetFreeLookController () |
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proto external void | SetForcedFreeLook (bool enabled) |
| Force character to stay in freelook.
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proto external bool | IsFreeLookForced () |
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proto external void | ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true) |
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proto external void | SetDynamicSpeed (float value) |
| Sets dynamic speed of this character.
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proto external float | GetDynamicSpeed () |
| Returns dynamic speed value.
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proto external void | SetShouldApplyDynamicSpeedOverride (bool shouldApply) |
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proto external void | SetDynamicStance (float value) |
| Sets dynamic stance of this character.
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proto external float | GetVehicleRagdollSpeed () |
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proto external float | GetVehicleRagdollSpeedMsSq () |
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proto external bool | CanSetDynamicStance (float value) |
| Returns whether provided dynamic stance can be set for this character.
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proto external float | GetDynamicStance () |
| Returns current dynamic stance value.
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proto external void | SetInspect (IEntity targetItem) |
| Enables or disables inspection mode.
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proto external bool | CanInspect (IEntity targetItem) |
| Returns whether inspection mode can be set.
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proto external bool | GetInspect () |
| Returns whether character is in inspection mode.
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proto external bool | GetInspectCurrentWeapon () |
| Returns whether inspected item (if any) is currently equipped weapon or not.
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proto external IEntity | GetInspectEntity () |
| Returns entity that is currently inspected or null if none.
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proto external void | SetInspectState (int state) |
| Sets inspection state if inspection is enabled.
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proto external int | GetInspectState () |
| Returns inspection state if inspection is enabled.
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proto external bool | GetIsWeaponDeployed () |
| Returns true if weapon is deployed and stabilized.
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proto external bool | CanDeployWeapon () |
| Returns true if weapon can be deployed and stabilized.
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proto external bool | GetIsWeaponDeployedBipod () |
| Returns true if weapon is deployed and stabilized using a bipod.
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proto external IEntity | GetCurrentItemInHands () |
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proto external void | SetStanceChange (int stance) |
| CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
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proto external bool | CanChangeStance (int stance) |
| CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
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proto external void | ForceStance (int stance) |
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proto external void | ForceStanceUp (int stance) |
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proto external void | SetRoll (int val) |
| 2 - right, 1 - left
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proto external bool | IsRoll () |
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proto external bool | CanRoll (int val) |
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proto external bool | ShouldHoldInputForRoll () |
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proto external void | EnableHoldInputForRoll (bool enable) |
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proto external bool | IsPlayerControlled () |
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proto external void | SetJump (float val) |
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proto external void | SetWantedLeaning (float val) |
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proto external void | SetBanking (float val) |
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proto external void | SetMeleeAttack (bool val) |
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proto external float | GetLeaning () |
| Either character wants to lean.
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proto external float | GetWantedLeaning () |
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proto external bool | IsAdjustingLeaning () |
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proto external float | GetCurrentLeanAmount () |
| Returns current amount of leaning applied.
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proto external bool | IsLeaning () |
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proto external float | GetADSTime () |
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proto external bool | IsWeaponRaised () |
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proto external EWeaponObstructedState | GetWeaponObstructedState () |
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proto external float | GetObstructionAlpha () |
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proto external bool | IsClimbing () |
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proto external bool | IsSwimming () |
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proto external bool | IsSprinting () |
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proto external bool | IsChangingStance () |
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proto external bool | IsWeaponADS () |
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proto external bool | IsChangingFireMode () |
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proto external bool | IsPlayingGesture () |
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proto external bool | IsFreeLookEnabled () |
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proto external bool | IsTrackIREnabled () |
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proto external bool | IsFocusMode () |
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proto external bool | GetWeaponADSInput () |
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proto external bool | IsChangingItem () |
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proto external bool | IsFalling () |
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proto external bool | IsReloading () |
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proto external bool | CanFire () |
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proto external bool | IsDead () |
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proto external bool | IsUsingItem () |
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proto external bool | IsMeleeAttack () |
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proto external bool | CanEngageChangeItem () |
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proto external bool | SelectWeapon (BaseWeaponComponent newWeapon) |
| Set weapon on character with switching animations. If true, the request was successful.
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proto external bool | SetMuzzle (int index) |
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proto external bool | SetFireMode (int index) |
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proto external void | SetSightsRange (int index) |
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proto external void | SetWeaponADSInput (bool val) |
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proto external bool | SetSafety (bool safety, bool automatic) |
| Set the safety of the current weapon.
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proto external float | GetStamina () |
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proto external bool | ReloadWeapon () |
| Request weapon reload. If true, request was sucessful.
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proto external bool | ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false) |
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proto external ECharacterLifeState | GetLifeState () |
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proto external void | SetUnconscious (bool enabled) |
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proto external bool | IsUnconscious () |
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proto external bool | CanReviveCharacter () |
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proto external bool | CanEnterUnconsciousness () |
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proto external void | EnableReviveCharacter (bool enabled) |
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proto external void | Ragdoll (bool broadcast=true) |
| Dying.
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proto external void | ForceDeath () |
| Kills the character. Skips invincibility checks.
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proto external void | TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false) |
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proto external bool | CanEquipGadget (IEntity gadget) |
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proto external IEntity | GetAttachedGadgetAtLeftHandSlot () |
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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.
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proto external void | RemoveGadgetFromHand (bool skipAnimations=false) |
| Remove held gadget.
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proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
| Put held gadget on hold.
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proto external bool | IsGadgetInHands () |
| Returns true if there is a gadget in hands.
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proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
| Returns true if focus will be changed to requested.
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proto external bool | IsGadgetRaisedModeWanted () |
| Returns true if character will be (or is) using gadget in raised mode.
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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.
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proto external bool | TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null) |
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proto external IEntity | GetRightHandItem () |
| Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)
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proto external bool | TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false) |
| Try to use equipped item.
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proto external bool | TryUseItemOverrideParams (notnull ItemUseParameters params) |
| Try to use equipped item with custom command and variables.
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proto external bool | CanUseItem () |
| Returns true if the character can use an item.
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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)
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proto external void | StopCharacterGesture () |
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proto external bool | TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="") |
| Try to play the specified gesture.
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proto external bool | IsPlayingItemGesture () |
| Returns true if the character is playing a gesture.
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proto external bool | CanPlayItemGesture () |
| Returns true if the character can play a gesture.
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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.
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proto external bool | TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0) |
| Start climbing provided ladder.
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proto external void | DropWeapon (WeaponSlotComponent weaponSlot) |
| Makes character drop weapon from the weapon slot given by parameter.
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proto external void | DropItemFromLeftHand () |
| Makes character drop item from left hand.
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proto external void | StopDeployment () |
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proto external void | RequestActionByID (int actionID, float value) |
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proto external bool | IsPartiallyLowered () |
| Returns true if the character is partially lowered.
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proto external bool | CanPartialLower () |
| Returns true if the character can partially lower (weapon).
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proto external void | SetPartialLower (bool state) |
| Sets desired partial lower state, if allowed.
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proto external vector | GetCameraWeaponOffset () |
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proto external bool | GetDisableMovementControls () |
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proto external void | SetDisableMovementControls (bool other) |
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proto external bool | GetDisableViewControls () |
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proto external void | SetDisableViewControls (bool other) |
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proto external bool | GetDisableWeaponControls () |
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proto external void | SetDisableWeaponControls (bool other) |
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proto external vector | GetMovementVelocity () |
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proto external vector | GetMovementInput () |
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proto external vector | GetVelocity () |
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proto external bool | GetIsSprintingToggle () |
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proto external float | GetLastStanceChangeDelay () |
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proto external int | GetCurrentMovementPhase () |
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proto external bool | GetCanFireWeapon () |
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proto external bool | GetCanThrow () |
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proto external void | SetWeaponNoFireTime (float t) |
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proto external bool | IsInThirdPersonView () |
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proto external void | SetInThirdPersonView (bool state) |
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proto external float | GetStanceChangeDelayTime () |
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proto external float | GetJumpSpeed () |
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proto external bool | GetMeleeAttackInput () |
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proto external bool | IsFreeLookEnforced () |
| Returns true if freelook is enforced by game logic.
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proto external bool | GetPositionInView (vector pos, float angMax) |
| Returns whether a position is in the character's view.
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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.
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proto external CharacterStaminaComponent | GetStaminaComponent () |
| Returns locally cached stamina component or null if none.
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proto external bool | IsCharacterStationary () |
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void | OnInspectionModeChanged (bool newState) |
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void | UpdateDrowning (float timeSlice, vector waterLevel) |
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EHitReactionType | ComputeHitReaction (float damageValue, EDamageType damageType) |
| When this character gets hit, this function gets called.
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bool | GetCanMeleeAttack () |
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bool | GetCanEquipGadget (IEntity gadget) |
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bool | CanGetOutVehicleScript () |
| Override to handle whether character can get out of vehicle via GetOut input action.
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bool | CanJumpOutVehicleScript () |
| Override to handle whether character can eject from vehicle via JumpOut input action.
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float | GetInspectTargetLookAt (out vector targetAngles) |
| Output target angles vector is used during inspection to adjust look at.
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bool | ShouldAligningAdjustAimingAngles () |
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bool | ShouldGadgetBeDropped (IEntity gadget) |
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bool | SCR_GetDisableMovementControls () |
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void | SCR_OnDisabledJumpAction () |
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bool | SCR_GetDisableViewControls () |
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proto external IEntity | GetOwner () |
| Returns the entity owner of the component.
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proto external bool | CanMove () |
| Returns state of movement capacity.
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proto external void | SetCanMove (bool canMove) |
| Changes state of movement capacity. Internally verifies if all necessary conditions are met.
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bool | ValidateCanMove () |
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bool | OnTicksOnRemoteProxy () |
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override void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
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override EHitReactionType | ComputeHitReaction (float damageValue, EDamageType damageType) |
| When this character gets hit, this function gets called.
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override void | OnApplyControls (IEntity owner, float timeSlice) |
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override void | UpdateDrowning (float timeSlice, vector waterLevel) |
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override void | OnControlledByPlayer (IEntity owner, bool controlled) |
| Called when a player has been assigned to this controller.
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override void | OnInspectionModeChanged (bool newState) |
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override float | GetInspectTargetLookAt (out vector targetAngles) |
| Output target angles vector is used during inspection to adjust look at.
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bool | AlignToPositionFromCurrentPosition (vector targetPosition[4], float toleranceXZ=0.01, float toleranceY=0.01) |
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void | Rpc_StartLoitering_S (int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData) |
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void | Rpc_StartLoitering_BCNO (int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData) |
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bool | TryStartLoiteringInternal () |
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void | OnInit (IEntity owner) |
| Called during EOnInit.
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void | OnDiag (IEntity owner, float timeslice) |
| Called during EOnDiag.
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void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
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void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
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void | OnApplyControls (IEntity owner, float timeSlice) |
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void | OnMeleeDamage (bool started) |
| Handling of melee events. Sends true if melee started, false, when melee ends.
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bool | OnPerformAction () |
| Override to handle what happens after pressing F button, return false to use default cpp behavior.
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void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
| Will be called when the life state of the character changes.
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void | OnConsciousnessChanged (bool conscious) |
| Will be called when the consciousness of the character changes.
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void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
| Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
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void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
| Will be called when gadget taken/removed from hand.
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void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
| Will be called when gadget fully transitioned to or canceled focus mode.
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void | OnItemUseBegan (ItemUseParameters itemUseParams) |
| Will be called when item use action is started.
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void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
| Will be called when item use action is complete.
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void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
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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.
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void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
| Runs after the left hand item is dropped. Returns dropped item entity.
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void | OnControlledByPlayer (IEntity owner, bool controlled) |
| Called when a player has been assigned to this controller.
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