Go to the source code of this file.
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| void | EmoteManager (PlayerBase player) |
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| void | ~EmoteManager () |
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| void | ConstructData () |
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| void | SetGesture (int id) |
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| int | GetGesture () |
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| int | DetermineGestureIndex () |
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| bool | DetermineEmoteData (EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody) |
| | Also includes a stance check for FB callbacks.
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| void | Update (float deltaT) |
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| void | OnEmoteEnd () |
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| bool | OnInputUserDataProcess (int userDataType, ParamsReadContext ctx) |
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| void | OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx) |
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| void | OnCallbackEnd () |
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| void | AfterStoreLoad () |
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| bool | PlayEmote (int id) |
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| void | CreateEmoteCallback (typename callbacktype, int id, int mask, bool fullbody) |
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| void | HideItemInHands () |
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| void | ShowItemInHands () |
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| void | RequestCommitSuicide () |
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| void | CommitSuicide () |
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| void | KillPlayer () |
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| void | LogSuicide () |
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| void | CreateEmoteCBFromMenu (int id, bool interrupts_same=false) |
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| EmoteLauncher | GetEmoteLauncher () |
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| void | InterruptCallbackCommand () |
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| void | EndCallbackCommand () |
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| void | SendEmoteRequestSync (int id) |
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| bool | IsControllsLocked () |
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| bool | CanPlayEmote (int id) |
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| bool | CanPlayEmoteClientCheck (int id) |
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| void | PlaySurrenderInOut (bool state) |
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| void | SetEmoteLockState (bool state) |
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| void | CheckEmoteLockedState () |
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| void | EndSurrenderRequest (SurrenderData data=null) |
| | directly force-ends surrender state AND requests hard cancel
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| void | ClearSurrenderState () |
| | clears surrender state only
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| void | ForceSurrenderState (bool state) |
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| void | PostSurrenderRequestServer () |
| | server only
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| void | ServerRequestEmoteCancel () |
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| bool | InterruptGestureCheck () |
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| bool | InterruptWaterCheck () |
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| bool | IsEmotePlaying () |
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| map< int, ref EmoteBase > | GetNameEmoteMap () |
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| void | CreateBleedingEffect (int Callback_ID) |
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| void | PickEmote (int gestureslot) |
| | Deprecated.
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| void | End () |
| | called on surrender end request end
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| void | ChainedDropAndKillPlayerLambda (EntityAI old_item, string new_item_type, PlayerBase player) |
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| override void | Execute (HumanInventoryWithFSM fsm_to_notify=null) |
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◆ AfterStoreLoad()
◆ CanPlayEmote()
◆ CanPlayEmoteClientCheck()
| bool CanPlayEmoteClientCheck |
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int | id | ) |
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◆ ChainedDropAndKillPlayerLambda()
◆ CheckEmoteLockedState()
| void CheckEmoteLockedState |
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◆ ClearSurrenderState()
| void ClearSurrenderState |
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◆ CommitSuicide()
◆ ConstructData()
◆ CreateBleedingEffect()
| void CreateBleedingEffect |
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int | Callback_ID | ) |
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◆ CreateEmoteCallback()
◆ CreateEmoteCBFromMenu()
| void CreateEmoteCBFromMenu |
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int | id, |
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bool | interrupts_same = false ) |
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◆ DetermineEmoteData()
Also includes a stance check for FB callbacks.
Definition at line 249 of file emotemanager.c.
◆ DetermineGestureIndex()
| int DetermineGestureIndex |
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◆ EmoteManager()
◆ End()
| void ChainedDropAndKillPlayerLambda::End |
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called on surrender end request end
◆ EndCallbackCommand()
| void EndCallbackCommand |
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◆ EndSurrenderRequest()
directly force-ends surrender state AND requests hard cancel
Definition at line 1089 of file emotemanager.c.
◆ Execute()
◆ ForceSurrenderState()
| void ForceSurrenderState |
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bool | state | ) |
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◆ GetEmoteLauncher()
◆ GetGesture()
◆ GetNameEmoteMap()
◆ HideItemInHands()
◆ InterruptCallbackCommand()
| void InterruptCallbackCommand |
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◆ InterruptGestureCheck()
| bool InterruptGestureCheck |
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◆ InterruptWaterCheck()
| bool InterruptWaterCheck |
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◆ IsControllsLocked()
| bool IsControllsLocked |
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◆ IsEmotePlaying()
◆ KillPlayer()
◆ LogSuicide()
◆ OnCallbackEnd()
◆ OnEmoteEnd()
◆ OnInputUserDataProcess()
◆ OnSyncJuncture()
◆ PickEmote()
| void PickEmote |
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int | gestureslot | ) |
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◆ PlayEmote()
◆ PlaySurrenderInOut()
| void PlaySurrenderInOut |
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bool | state | ) |
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◆ PostSurrenderRequestServer()
| void PostSurrenderRequestServer |
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◆ RequestCommitSuicide()
| void RequestCommitSuicide |
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◆ SendEmoteRequestSync()
| void SendEmoteRequestSync |
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int | id | ) |
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◆ ServerRequestEmoteCancel()
| void ServerRequestEmoteCancel |
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◆ SetEmoteLockState()
| void SetEmoteLockState |
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bool | state | ) |
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◆ SetGesture()
| void SetGesture |
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int | id | ) |
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◆ ShowItemInHands()
◆ Update()
| void Update |
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float | deltaT | ) |
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◆ ~EmoteManager()
◆ CALLBACK_CMD_END
| const int CALLBACK_CMD_END = -2 |
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◆ CALLBACK_CMD_GESTURE_INTERRUPT
| const int CALLBACK_CMD_GESTURE_INTERRUPT = -3 |
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◆ CALLBACK_CMD_INSTACANCEL
| const int CALLBACK_CMD_INSTACANCEL = -4 |
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◆ CALLBACK_CMD_INVALID
| const int CALLBACK_CMD_INVALID = -1 |
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◆ m_AdminLog
| PluginAdminLog m_AdminLog |
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◆ m_bEmoteIsPlaying
◆ m_bEmoteIsRequestPending
| bool m_bEmoteIsRequestPending |
◆ m_Callback
◆ m_CancelEmote
◆ m_controllsLocked
◆ m_CurrentGestureID
◆ m_DeferredEmoteExecution
| int m_DeferredEmoteExecution |
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◆ m_EmoteClassArray
◆ m_EmoteIDs
◆ m_EmoteInputIDs
◆ m_EmoteLockState
◆ m_GestureID
◆ m_GestureInterruptInput
| bool m_GestureInterruptInput |
◆ m_HandInventoryLocation
◆ m_HIC
◆ m_HumanSwimSettings
| SHumanCommandSwimSettings m_HumanSwimSettings |
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◆ m_InstantCancelEmote
| bool m_InstantCancelEmote |
◆ m_InterruptInputDirect
◆ m_InterruptInputs
◆ m_InterruptInputsCount
| int m_InterruptInputsCount |
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◆ m_InventoryAccessLocked
| bool m_InventoryAccessLocked |
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◆ m_IsSurrendered
◆ m_item
◆ m_ItemIsOn
◆ m_ItemToBeCreated
◆ m_ItemToHands
◆ m_LastMask
◆ m_MenuEmote
◆ m_MouseButtonPressed
| bool m_MouseButtonPressed |
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◆ m_NameEmoteMap
◆ m_Player
◆ m_PlayerDies
◆ m_PreviousGestureID
◆ m_ReservationTimer
| ref Timer m_ReservationTimer |
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◆ m_RPSOutcome