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EmoteManager.c File Reference

Data Structures

class  EmoteCB
 
class  EmoteLauncher
 
class  SurrenderData
 

Functions

void EmoteManager (PlayerBase player)
 
void ~EmoteManager ()
 
void ConstructData ()
 
void SetGesture (int id)
 
int GetGesture ()
 
int DetermineGestureIndex ()
 
bool DetermineEmoteData (EmoteBase emote, out int callback_ID, out int stancemask, out bool is_fullbody)
 Also includes a stance check for FB callbacks.
 
void Update (float deltaT)
 
void OnEmoteEnd ()
 
bool OnInputUserDataProcess (int userDataType, ParamsReadContext ctx)
 
void OnSyncJuncture (int pJunctureID, ParamsReadContext pCtx)
 
void OnCallbackEnd ()
 
void AfterStoreLoad ()
 
bool PlayEmote (int id)
 
protected void CreateEmoteCallback (typename callbacktype, int id, int mask, bool fullbody)
 
protected void HideItemInHands ()
 
protected void ShowItemInHands ()
 
void RequestCommitSuicide ()
 
protected void CommitSuicide ()
 
void KillPlayer ()
 
void LogSuicide ()
 
void CreateEmoteCBFromMenu (int id, bool interrupts_same=false)
 
EmoteLauncher GetEmoteLauncher ()
 
void InterruptCallbackCommand ()
 
void EndCallbackCommand ()
 
void SendEmoteRequestSync (int id)
 
bool IsControllsLocked ()
 
bool CanPlayEmote (int id)
 
bool CanPlayEmoteClientCheck (int id)
 
void PlaySurrenderInOut (bool state)
 
void SetEmoteLockState (bool state)
 
void CheckEmoteLockedState ()
 
void EndSurrenderRequest (SurrenderData data=null)
 directly force-ends surrender state AND requests hard cancel
 
protected void ClearSurrenderState ()
 clears surrender state only
 
void ForceSurrenderState (bool state)
 
protected void PostSurrenderRequestServer ()
 server only
 
void ServerRequestEmoteCancel ()
 
bool InterruptGestureCheck ()
 
bool InterruptWaterCheck ()
 
bool IsEmotePlaying ()
 
map< int, ref EmoteBaseGetNameEmoteMap ()
 
void CreateBleedingEffect (int Callback_ID)
 
protected void PickEmote (int gestureslot)
 Deprecated.
 
void End ()
 called on surrender end request end
 
void ChainedDropAndKillPlayerLambda (EntityAI old_item, string new_item_type, PlayerBase player)
 
override void Execute (HumanInventoryWithFSM fsm_to_notify=null)
 

Variables

class EmoteLauncher m_Player
 
ItemBase m_item
 
EmoteCB m_Callback
 
HumanInputController m_HIC
 
ref array< stringm_InterruptInputs
 
ref array< UAIDWrapperm_InterruptInputDirect
 
ref InventoryLocation m_HandInventoryLocation
 
ref EmoteLauncher m_MenuEmote
 
bool m_bEmoteIsRequestPending
 
bool m_bEmoteIsPlaying
 
bool m_IsSurrendered
 
bool m_ItemToBeCreated
 
bool m_CancelEmote
 
bool m_InstantCancelEmote
 
bool m_GestureInterruptInput
 
protected bool m_ItemToHands
 
protected bool m_ItemIsOn
 
protected bool m_MouseButtonPressed
 
protected bool m_PlayerDies
 
protected bool m_controllsLocked
 
protected bool m_InventoryAccessLocked
 
protected bool m_EmoteLockState
 
protected int m_DeferredEmoteExecution
 
protected int m_GestureID
 
protected int m_PreviousGestureID
 
protected int m_CurrentGestureID
 
protected int m_LastMask
 
protected int m_RPSOutcome
 
protected int m_InterruptInputsCount
 
protected const int CALLBACK_CMD_INVALID = -1
 
protected const int CALLBACK_CMD_END = -2
 
protected const int CALLBACK_CMD_GESTURE_INTERRUPT = -3
 
protected const int CALLBACK_CMD_INSTACANCEL = -4
 
PluginAdminLog m_AdminLog
 
protected ref Timer m_ReservationTimer
 
protected ref map< int, ref EmoteBasem_NameEmoteMap
 
protected ref array< ref EmoteBasem_EmoteClassArray
 
protected ref array< intm_EmoteIDs
 
protected ref array< intm_EmoteInputIDs
 
protected SHumanCommandSwimSettings m_HumanSwimSettings
 

Function Documentation

◆ AfterStoreLoad()

void AfterStoreLoad ( )

References m_Player.

◆ CanPlayEmote()

◆ CanPlayEmoteClientCheck()

bool CanPlayEmoteClientCheck ( int  id)

References GetGame(), and MENU_INVENTORY.

Referenced by SendEmoteRequestSync().

◆ ChainedDropAndKillPlayerLambda()

void ChainedDropAndKillPlayerLambda ( EntityAI  old_item,
string  new_item_type,
PlayerBase  player 
)

◆ CheckEmoteLockedState()

void CheckEmoteLockedState ( )

◆ ClearSurrenderState()

protected void ClearSurrenderState ( )

clears surrender state only

References IsEmotePlaying(), m_IsSurrendered, m_Player, and SetEmoteLockState().

Referenced by Update().

◆ CommitSuicide()

◆ ConstructData()

◆ CreateBleedingEffect()

void CreateBleedingEffect ( int  Callback_ID)

References ErrorEx, GetGame(), and m_Player.

◆ CreateEmoteCallback()

protected void CreateEmoteCallback ( typename callbacktype  ,
int  id,
int  mask,
bool  fullbody 
)

◆ CreateEmoteCBFromMenu()

void CreateEmoteCBFromMenu ( int  id,
bool  interrupts_same = false 
)

References m_MenuEmote.

Referenced by Update().

◆ DetermineEmoteData()

bool DetermineEmoteData ( EmoteBase  emote,
out int  callback_ID,
out int  stancemask,
out bool  is_fullbody 
)

◆ DetermineGestureIndex()

int DetermineGestureIndex ( )

References GetUApi(), m_EmoteIDs, and m_EmoteInputIDs.

Referenced by Update().

◆ EmoteManager()

◆ End()

void End ( )

called on surrender end request end

◆ EndCallbackCommand()

◆ EndSurrenderRequest()

void EndSurrenderRequest ( SurrenderData  data = null)

directly force-ends surrender state AND requests hard cancel

References m_IsSurrendered, and PostSurrenderRequestServer().

◆ Execute()

◆ ForceSurrenderState()

void ForceSurrenderState ( bool  state)

◆ GetEmoteLauncher()

EmoteLauncher GetEmoteLauncher ( )

References m_MenuEmote.

◆ GetGesture()

int GetGesture ( )

References m_GestureID.

◆ GetNameEmoteMap()

map< int, ref EmoteBase > GetNameEmoteMap ( )

References m_NameEmoteMap.

◆ HideItemInHands()

protected void HideItemInHands ( )

References m_Callback, m_item, and m_Player.

Referenced by PlayEmote().

◆ InterruptCallbackCommand()

void InterruptCallbackCommand ( )

◆ InterruptGestureCheck()

◆ InterruptWaterCheck()

◆ IsControllsLocked()

bool IsControllsLocked ( )

References m_controllsLocked.

Referenced by ManBase::HeadingModel().

◆ IsEmotePlaying()

◆ KillPlayer()

void KillPlayer ( )

References GetGame(), and m_Player.

Referenced by CommitSuicide().

◆ LogSuicide()

void LogSuicide ( )

References GetGame(), m_AdminLog, and m_Player.

◆ OnCallbackEnd()

void OnCallbackEnd ( )

◆ OnEmoteEnd()

◆ OnInputUserDataProcess()

◆ OnSyncJuncture()

◆ PickEmote()

protected void PickEmote ( int  gestureslot)

Deprecated.

◆ PlayEmote()

◆ PlaySurrenderInOut()

◆ PostSurrenderRequestServer()

protected void PostSurrenderRequestServer ( )

◆ RequestCommitSuicide()

void RequestCommitSuicide ( )

References CommitSuicide(), and GetGame().

◆ SendEmoteRequestSync()

◆ ServerRequestEmoteCancel()

◆ SetEmoteLockState()

◆ SetGesture()

void SetGesture ( int  id)

References m_GestureID.

◆ ShowItemInHands()

protected void ShowItemInHands ( )

References m_item, and m_Player.

Referenced by OnEmoteEnd().

◆ Update()

◆ ~EmoteManager()

void ~EmoteManager ( )

Variable Documentation

◆ CALLBACK_CMD_END

protected const int CALLBACK_CMD_END = -2

◆ CALLBACK_CMD_GESTURE_INTERRUPT

protected const int CALLBACK_CMD_GESTURE_INTERRUPT = -3

◆ CALLBACK_CMD_INSTACANCEL

protected const int CALLBACK_CMD_INSTACANCEL = -4

◆ CALLBACK_CMD_INVALID

protected const int CALLBACK_CMD_INVALID = -1

◆ m_AdminLog

◆ m_bEmoteIsPlaying

bool m_bEmoteIsPlaying

◆ m_bEmoteIsRequestPending

◆ m_Callback

◆ m_CancelEmote

bool m_CancelEmote

Referenced by OnSyncJuncture(), and Update().

◆ m_controllsLocked

protected bool m_controllsLocked

◆ m_CurrentGestureID

◆ m_DeferredEmoteExecution

◆ m_EmoteClassArray

protected ref array<ref EmoteBase> m_EmoteClassArray

Referenced by ConstructData().

◆ m_EmoteIDs

protected ref array<int> m_EmoteIDs

◆ m_EmoteInputIDs

protected ref array<int> m_EmoteInputIDs

◆ m_EmoteLockState

protected bool m_EmoteLockState

◆ m_GestureID

protected int m_GestureID

Referenced by GetGesture(), and SetGesture().

◆ m_GestureInterruptInput

bool m_GestureInterruptInput

Referenced by OnEmoteEnd(), and Update().

◆ m_HandInventoryLocation

◆ m_HIC

◆ m_HumanSwimSettings

protected SHumanCommandSwimSettings m_HumanSwimSettings

◆ m_InstantCancelEmote

bool m_InstantCancelEmote

Referenced by OnSyncJuncture(), and Update().

◆ m_InterruptInputDirect

ref array<UAIDWrapper> m_InterruptInputDirect

Referenced by InterruptGestureCheck().

◆ m_InterruptInputs

ref array<string> m_InterruptInputs

◆ m_InterruptInputsCount

protected int m_InterruptInputsCount

Referenced by InterruptGestureCheck().

◆ m_InventoryAccessLocked

protected bool m_InventoryAccessLocked

Referenced by EmoteManager(), and SetEmoteLockState().

◆ m_IsSurrendered

◆ m_item

ItemBase m_item

Referenced by HideItemInHands(), and ShowItemInHands().

◆ m_ItemIsOn

protected bool m_ItemIsOn

Referenced by EmoteManager().

◆ m_ItemToBeCreated

bool m_ItemToBeCreated

Referenced by Update().

◆ m_ItemToHands

protected bool m_ItemToHands

◆ m_LastMask

protected int m_LastMask

Referenced by CreateEmoteCallback(), and Update().

◆ m_MenuEmote

◆ m_MouseButtonPressed

protected bool m_MouseButtonPressed

◆ m_NameEmoteMap

◆ m_Player

m_Player

◆ m_PlayerDies

protected bool m_PlayerDies

Referenced by OnEmoteEnd().

◆ m_PreviousGestureID

protected int m_PreviousGestureID

Referenced by PlayEmote(), and PlaySurrenderInOut().

◆ m_ReservationTimer

protected ref Timer m_ReservationTimer

Referenced by EmoteManager(), and ~EmoteManager().

◆ m_RPSOutcome

protected int m_RPSOutcome