Arma Reforger Script API
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SCR_FlareAnimationComponent Interface Reference
Inheritance diagram for SCR_FlareAnimationComponent:
WeaponAnimationComponent BaseItemAnimationComponent

Public Member Functions

void SCR_FlareAnimationComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
- Public Member Functions inherited from WeaponAnimationComponent
proto external bool GetBipod ()
 
proto external bool HasBipod ()
 
proto external void SetBipod (bool open, bool fastForwardAnimations=false)
 
proto external void FoldWeapon (bool fastForwardAnimations=false)
 
proto external void UnfoldWeapon (bool fastForwardAnimations=false)
 
proto external bool IsFolded ()
 
- Public Member Functions inherited from BaseItemAnimationComponent
proto external IEntity GetOwner ()
 
proto external bool SyncWithCharacter (ChimeraCharacter pCharacter, bool isMainCharacter, string overrideStartNode)
 Syncs the item with the character and subscribes to its animation variable changes and animation command calls.
 
proto external bool RemoveSyncReference (ChimeraCharacter pCharacter)
 Removes previously synced character reference.
 
proto external bool IsAnimationTag (AnimationTagID animTagID)
 
proto external bool IsAnimationEvent (AnimationEventID animEventID, out int userInt)
 

Protected Member Functions

bool CanContinueTheAnimation ()
 
override void OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)
 
void FireFlare ()
 Method used to start flare firing procedure.
 
void OnItemUseEnded (IEntity item, bool successful, ItemUseParameters animParams)
 Callback method intended to capture interruption of the item usage.
 
void OnWeaponStateChanged (WeaponComponent weapon, bool active)
 Callback method called when weapon which is the owner of this component, is being used or stops being used.
 
void LockItem ()
 Method used to ensure that players wont be able to interact with this item.
 
void DisposeOfFlare ()
 Method used to drop the item on the ground.
 
- Protected Member Functions inherited from BaseItemAnimationComponent
bool OnPrepareAnimInput (IEntity owner, float ts)
 Called every frame right before the animation controller is updated.
 
bool OnProcessAnimOutput (IEntity owner, float ts)
 Called every frame right after the animation controller is updated.
 
void OnCharacterFloatVariablet (int variableID, float value)
 Called when variable was changed in synced character's animation logic.
 
void OnCharacterIntVariable (int variableID, int value)
 
void OnCharacterBoolVariable (int variableID, bool value)
 
void OnCharacterCommand (int commandID, int intValue, float floatValue)
 Called when animation command was called in synced character's animation logic.
 

Protected Attributes

SCR_CharacterControllerComponent m_UserController
 
AnimationEventID m_iFireFlare = -1
 
AnimationEventID m_iHideFlare = -1
 
bool m_bStartedProne
 

Static Protected Attributes

static const string CHARACTER_FIRE_INPUT_NAME = "CharacterFire"
 
static const string ANIMATION_EVENT_FIRE = "Fire"
 
static const string ANIMATION_EVENT_HIDE = "Weapon_Hide"
 
static const int GARBAGE_COLLECTION_TIME = 30
 

Constructor & Destructor Documentation

◆ SCR_FlareAnimationComponent()

void SCR_FlareAnimationComponent.SCR_FlareAnimationComponent ( IEntityComponentSource src,
IEntity ent,
IEntity parent )
Parameters
[in]src
[in]ent
[in]parent

Member Function Documentation

◆ CanContinueTheAnimation()

bool SCR_FlareAnimationComponent.CanContinueTheAnimation ( )
protected
Returns
true if animations should be possible to continue, otherwise false

◆ DisposeOfFlare()

void SCR_FlareAnimationComponent.DisposeOfFlare ( )
protected

Method used to drop the item on the ground.

◆ FireFlare()

void SCR_FlareAnimationComponent.FireFlare ( )
protected

Method used to start flare firing procedure.

◆ LockItem()

void SCR_FlareAnimationComponent.LockItem ( )
protected

Method used to ensure that players wont be able to interact with this item.

◆ OnAnimationEvent()

override void SCR_FlareAnimationComponent.OnAnimationEvent ( AnimationEventID animEventType,
AnimationEventID animUserString,
int intParam,
float timeFromStart,
float timeToEnd )
protected

◆ OnItemUseEnded()

void SCR_FlareAnimationComponent.OnItemUseEnded ( IEntity item,
bool successful,
ItemUseParameters animParams )
protected

Callback method intended to capture interruption of the item usage.

Parameters
[in]item
[in]successful
[in]animParams

◆ OnWeaponStateChanged()

void SCR_FlareAnimationComponent.OnWeaponStateChanged ( WeaponComponent weapon,
bool active )
protected

Callback method called when weapon which is the owner of this component, is being used or stops being used.

Parameters
[in]weapon
[in]active

Member Data Documentation

◆ ANIMATION_EVENT_FIRE

const string SCR_FlareAnimationComponent.ANIMATION_EVENT_FIRE = "Fire"
staticprotected

◆ ANIMATION_EVENT_HIDE

const string SCR_FlareAnimationComponent.ANIMATION_EVENT_HIDE = "Weapon_Hide"
staticprotected

◆ CHARACTER_FIRE_INPUT_NAME

const string SCR_FlareAnimationComponent.CHARACTER_FIRE_INPUT_NAME = "CharacterFire"
staticprotected

◆ GARBAGE_COLLECTION_TIME

const int SCR_FlareAnimationComponent.GARBAGE_COLLECTION_TIME = 30
staticprotected

◆ m_bStartedProne

bool SCR_FlareAnimationComponent.m_bStartedProne
protected

◆ m_iFireFlare

AnimationEventID SCR_FlareAnimationComponent.m_iFireFlare = -1
protected

◆ m_iHideFlare

AnimationEventID SCR_FlareAnimationComponent.m_iHideFlare = -1
protected

◆ m_UserController

SCR_CharacterControllerComponent SCR_FlareAnimationComponent.m_UserController
protected

The documentation for this interface was generated from the following file: