◆ GetLoiterEntity()
| IEntity SCR_ScriptedCharacterInputContext.GetLoiterEntity |
( |
| ) |
|
◆ OnRplLoad()
| void SCR_ScriptedCharacterInputContext.OnRplLoad |
( |
ScriptBitReader | r | ) |
|
◆ OnRplSave()
| void SCR_ScriptedCharacterInputContext.OnRplSave |
( |
ScriptBitWriter | w | ) |
|
◆ SetLoiteringEntity()
| void SCR_ScriptedCharacterInputContext.SetLoiteringEntity |
( |
IEntity | ent | ) |
|
◆ SetLoiteringEntityId()
| void SCR_ScriptedCharacterInputContext.SetLoiteringEntityId |
( |
RplId | id | ) |
|
◆ m_bLoiteringDisablePlayerInput
| bool SCR_ScriptedCharacterInputContext.m_bLoiteringDisablePlayerInput |
◆ m_bLoiteringRootMotion
| bool SCR_ScriptedCharacterInputContext.m_bLoiteringRootMotion |
◆ m_bLoiteringShouldAlignCharacter
| bool SCR_ScriptedCharacterInputContext.m_bLoiteringShouldAlignCharacter |
◆ m_bLoiteringShouldHolsterWeapon
| bool SCR_ScriptedCharacterInputContext.m_bLoiteringShouldHolsterWeapon |
◆ m_CustomAnimData
◆ m_iLoiteringType
| int SCR_ScriptedCharacterInputContext.m_iLoiteringType = -1 |
◆ m_loiterEntity
| IEntity SCR_ScriptedCharacterInputContext.m_loiterEntity |
◆ m_loiterEntityRplId
| RplId SCR_ScriptedCharacterInputContext.m_loiterEntityRplId = RplId.Invalid() |
◆ m_mLoiteringPosition
| vector SCR_ScriptedCharacterInputContext.m_mLoiteringPosition[4] |
The documentation for this interface was generated from the following file:
- Game/Character/SCR_ScriptedCharacterInputContext.c