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Public Member Functions | |
| override void | EOnInit (IEntity owner) |
| Faction | GetFaction () |
| string | GetFactionKey () |
| void | SetIllumination (bool illuminated, RplId rplId) |
| void | SetNewZoomLevel (int zoomLevel, bool increased, RplId rplId) |
| bool | IsDriving (float minSpeedSq=-1) |
| Returns true if character is in driver compartment, optionally can check if vehicle is moving fast enough. | |
| bool | IsRecruitable () |
| void | SetRecruitable (bool isRecruitable) |
| bool | IsRecruited () |
| void | SetRecruited (bool recruited) |
| override void | OnSpecialContactsChagned (notnull array< IEntity > contacts) |
| This is called locally by the owner of the character. | |
| void | SetSpeedLimit (Managed source, float limit) |
| Used whenever an entity slows the player down (as of writing this code only used for bushes and barbed wire) This system mostly handles finding the strongest acting slow and restricting the character to that amount. | |
| void | UpdateSlowdown (float transitionTime) |
| Called by SCR_CharacterSlowdownEasingSystem to make the transition during slowdowns better. | |
Public Member Functions inherited from ChimeraCharacter | |
| proto external BaseInfoDisplay | GetInfoDisplay () |
| proto external AIControlComponent | GetAIControlComponent () |
| Returns ai controller. | |
| proto external CharacterAnimationComponent | GetAnimationComponent () |
| Returns component which has animations controlling logic. | |
| proto external CharacterCommandHandlerComponent | GetCommandHandler () |
| proto external CompartmentAccessComponent | GetCompartmentAccessComponent () |
| Returns component which stores information about compartment used by character. | |
| proto external CharacterControllerComponent | GetCharacterController () |
| Returns component which has character controlling logic. | |
| proto external SCR_DamageManagerComponent | GetDamageManager () |
| Returns component which handles damage. | |
| proto external BaseWeaponManagerComponent | GetWeaponManager () |
| Returns component which handles weapons. | |
| proto external bool | IsInVehicle () |
| Returns true if the character is inside a vehicle. | |
| proto external bool | IsInVehicleADS () |
| Returns true if the character is in vehicle in ADS. | |
| proto external vector | AimingPosition () |
| Returns the aim position on the character. | |
| proto external vector | EyePosition () |
| Returns the world position of eyes. | |
| proto external vector | EyePositionModel () |
| Returns the local position of eyes. | |
| proto external vector | GetAimRotationModel () |
| Returns character head yaw and pitch in local space (in rads) | |
| proto external AimingComponent | GetHeadAimingComponent () |
| Returns component which controls head aiming. | |
| proto external AimingComponent | GetWeaponAimingComponent () |
| Returns component which controls weapon aiming. | |
| proto external void | DoStartObjectAction (BaseUserAction pAction) |
| Start performing action by the current character. | |
| proto external void | DoPerformObjectAction (BaseUserAction pAction) |
| Perform action by current character. | |
| proto external void | DoPerformContinuousObjectAction (BaseUserAction pAction, float timeSlice) |
| Perform continuous action by current character. | |
| proto external void | DoCancelObjectAction (BaseUserAction pAction) |
| Cancel action performed by the current character. | |
| void | OnSpecialContact (IEntity other) |
Public Member Functions inherited from BaseGameEntity | |
| proto external void | Teleport (vector mat[4]) |
| Teleport the entity to a coordinate. | |
| proto external RplComponent | GetRplComponent () |
| Returns the replication component associated to this entity. | |
Public Attributes | |
| float | m_fFaceAlphaTest = 0 |
| FactionAffiliationComponent | m_pFactionComponent |
| SCR_CharacterPerceivableComponent | m_pPerceivableComponent |
Protected Member Functions | |
| void | RPC_SetIllumination_BC (bool state, RplId rplId) |
| Using RPC here because it is only for sound, so we don't care when weapon is streamed in. | |
| void | RPC_SetIllumination_S (bool state, RplId rplId) |
| void | RPC_SetNewZoomLevel_BC (int zoomLevel, bool increased, RplId rplId) |
| Using RPC here because it is only for sound, so we don't care when weapon is streamed in. | |
| void | RPC_SetNewZoomLevel_S (int zoomLevel, bool increased, RplId rplId) |
| float | GetModifiedBushHeight (float foliageHeight, ETreeSoundTypes treeType=ETreeSoundTypes.Bush) |
| void | CalculateAndSetSlowdown (float bushModdedHeight) |
| void | Rpc_ContactChanged (RplId changedEntityRplId, bool wasAdded) |
| void | AddNewContact (notnull IEntity newContact) |
| void | RemoveOldContact (IEntity oldContact=null) |
| void | OverrideSpeed (float speed) |
Protected Attributes | |
| bool | m_bRecruitable |
| ref array< IEntity > | m_aContacts |
| bool | m_bIsRecruited = 0 |
| ref map< Managed, float > | m_mSpeedReferences = new map<Managed, float>() |
| float | m_fTargetSpeed |
| float | m_fCurrentSpeed = 1 |
Static Protected Attributes | |
| static const string | SIGNAL_NAME_SPECIAL_CONTACT = "SpecialContact" |
| static const string | SIGNAL_NAME_SPECIAL_ENTITY_HEIGHT = "SpecialContactEntityHeight" |
Additional Inherited Members | |
Static Public Member Functions inherited from ChimeraCharacter | |
| static proto float | TraceMoveWithoutCharacters (BaseWorld world, inout TraceParam param) |
| This variant of TraceMove can be used as an optimization if you want to do BaseWorld.TraceMove with a filter that filters out all ChimeraCharacter entities. | |
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| override void SCR_ChimeraCharacter.EOnInit | ( | IEntity | owner | ) |
| Faction SCR_ChimeraCharacter.GetFaction | ( | ) |
| string SCR_ChimeraCharacter.GetFactionKey | ( | ) |
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| bool SCR_ChimeraCharacter.IsDriving | ( | float | minSpeedSq = -1 | ) |
Returns true if character is in driver compartment, optionally can check if vehicle is moving fast enough.
| minSpeedSq | Minimum speed squared [m/s] |
| bool SCR_ChimeraCharacter.IsRecruitable | ( | ) |
| bool SCR_ChimeraCharacter.IsRecruited | ( | ) |
| override void SCR_ChimeraCharacter.OnSpecialContactsChagned | ( | notnull array< IEntity > | contacts | ) |
This is called locally by the owner of the character.
Implements ChimeraCharacter.
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Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
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Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
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| void SCR_ChimeraCharacter.SetIllumination | ( | bool | illuminated, |
| RplId | rplId ) |
| void SCR_ChimeraCharacter.SetNewZoomLevel | ( | int | zoomLevel, |
| bool | increased, | ||
| RplId | rplId ) |
| void SCR_ChimeraCharacter.SetRecruitable | ( | bool | isRecruitable | ) |
| void SCR_ChimeraCharacter.SetRecruited | ( | bool | recruited | ) |
| void SCR_ChimeraCharacter.SetSpeedLimit | ( | Managed | source, |
| float | limit ) |
Used whenever an entity slows the player down (as of writing this code only used for bushes and barbed wire) This system mostly handles finding the strongest acting slow and restricting the character to that amount.
| [in] | source | Origin of the slowing force |
| [in] | limit | Percentage amount of base speed the character maxes out to, if set to 1 will remove source automatically |
| void SCR_ChimeraCharacter.UpdateSlowdown | ( | float | transitionTime | ) |
Called by SCR_CharacterSlowdownEasingSystem to make the transition during slowdowns better.
| [in] | transitionTime | Amount of time passed since last update * transition strength |
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| float SCR_ChimeraCharacter.m_fFaceAlphaTest = 0 |
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| FactionAffiliationComponent SCR_ChimeraCharacter.m_pFactionComponent |
| SCR_CharacterPerceivableComponent SCR_ChimeraCharacter.m_pPerceivableComponent |
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