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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 from outside of normal flow
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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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