VR-Engage  2.2
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makVre::DtHumanControlLogic Member List

This is the complete list of members for makVre::DtHumanControlLogic, including all inherited members.

addMoveLockTime(double seconds)makVre::DtHumanControlLogic
addRandomAimingError(DtTaitBryan &aimingOrientation)makVre::DtHumanControlLogicprotectedvirtual
aim(double val)makVre::DtHumanControlLogicvirtual
computeAimingError()makVre::DtHumanControlLogicprotectedvirtual
cycleWeaponState(double val)makVre::DtHumanControlLogicvirtual
desiredPosture() constmakVre::DtHumanControlLogicvirtual
disableFeaturesWhileParachuting()makVre::DtHumanControlLogicprotectedvirtual
DtCompassUnits typedefmakVre::DtHumanControlLogic
DtEntityControlLogic()makVre::DtEntityControlLogic
DtHumanControlLogic()makVre::DtHumanControlLogic
DtHumanVirtualRealityLogic classmakVre::DtHumanControlLogicfriend
DtPlayerComponent()makVre::DtPlayerComponent
DtPostureTransition typedefmakVre::DtHumanControlLogic
enableMouseControl(float val)makVre::DtEntityControlLogicvirtual
fatigueChangeCallback(float newFatigueValue)makVre::DtHumanControlLogicprotectedvirtual
fire(double val)makVre::DtHumanControlLogicvirtual
fireGun()makVre::DtHumanControlLogicprotectedvirtual
fireLauncher()makVre::DtHumanControlLogicprotectedvirtual
firepowerHealthChangeCallback(int newFirepowerHealthValue)makVre::DtHumanControlLogicprotectedvirtual
firstStageTrigger(double val)makVre::DtHumanControlLogicvirtual
flashlightPitchDown(double val)makVre::DtHumanControlLogicvirtual
flashlightPitchUp(double val)makVre::DtHumanControlLogicvirtual
flashlightYawLeft(double val)makVre::DtHumanControlLogicvirtual
flashlightYawRight(double val)makVre::DtHumanControlLogicvirtual
freeLook(double val)makVre::DtHumanControlLogicvirtual
gazePitch()makVre::DtHumanControlLogicvirtual
gazeYaw()makVre::DtHumanControlLogicvirtual
getCurrentAmmo()makVre::DtHumanControlLogicprotected
getCurrentEquipment()makVre::DtHumanControlLogicprotectedvirtual
getHealthFromAppearance()makVre::DtHumanControlLogicprotectedvirtual
getPostureFromAppearance(const DtEntityType &entityType, unsigned int appearanceBits)makVre::DtHumanControlLogicprotectedvirtual
goProne(double val)makVre::DtHumanControlLogicvirtual
handleAppFocusUpdate(makVre::DtVreMessage *msg)makVre::DtHumanControlLogicprotectedvirtual
handleFocusMessage(makVre::DtVreMessage *message)makVre::DtEntityControlLogicvirtual
handleGazeInput(bool pitch)makVre::DtHumanControlLogicprotected
handleReset(makVre::DtVreMessage *message)makVre::DtEntityControlLogicvirtual
handleSessionPlayState(makVre::DtVreMessage *msg)makVre::DtHumanControlLogicprotectedvirtual
handleSimState(makVre::DtVreMessage *msg) overridemakVre::DtHumanControlLogicprotectedvirtual
handleStateMessages(makVre::DtVreMessage *message)makVre::DtEntityControlLogicvirtual
handleViewModeMessage(makVre::DtVreMessage *msg)makVre::DtHumanControlLogicprotectedvirtual
initialize(DtPlayerStation *player, DtInitTable &config) overridemakVre::DtHumanControlLogicvirtual
initializeStateAttributes()makVre::DtPlayerComponentprotectedvirtual
initPostureStringMaps()makVre::DtHumanControlLogicprotectedvirtual
initWeaponIndex()makVre::DtHumanControlLogicprotected
isAimingLauncher() constmakVre::DtHumanControlLogicprotected
isAirborne()makVre::DtHumanControlLogicprotected
isDead()makVre::DtHumanControlLogicprotected
isMouseControlEnabled()makVre::DtEntityControlLogicvirtual
isMouseControlSupportAllowed() constmakVre::DtEntityControlLogicvirtual
isMoving()makVre::DtHumanControlLogicprotected
joystickGroups() constmakVre::DtEntityControlLogicvirtual
kneel(double val)makVre::DtHumanControlLogicvirtual
manipulateTerrainElement(TerrainElement element, TerrainAction action)makVre::DtHumanControlLogicvirtual
mapPostureToString(const HumanPosture posture, const std::string &postureString)makVre::DtHumanControlLogicprotectedvirtual
move(double val)makVre::DtHumanControlLogicvirtual
myActiveScopeOverlaymakVre::DtHumanControlLogicprotected
myAimingErrorPercentmakVre::DtHumanControlLogicprotected
myAimingImprovementPercentmakVre::DtHumanControlLogicprotected
myAimMultipliermakVre::DtHumanControlLogicprotected
myAttributeCallbacksmakVre::DtPlayerComponentprotected
myCachedObserverAttachModemakVre::DtHumanControlLogicprotected
myCachedShowCompassmakVre::DtHumanControlLogicprotected
myCommonInputLogicmakVre::DtEntityControlLogicprotected
myConfigmakVre::DtPlayerComponentprotected
myCurrentAmmoResourceAttributeCallbackmakVre::DtHumanControlLogicprotected
myCurrentHeadingmakVre::DtHumanControlLogicprotected
myCurrentPitchmakVre::DtHumanControlLogicprotected
myCurrentResourceHandlemakVre::DtHumanControlLogicprotected
myDemakVre::DtPlayerComponentprotected
myDelayedToggleWeaponDownTimermakVre::DtHumanControlLogicprotected
myDesiredPosturemakVre::DtHumanControlLogicprotected
myEventualWeaponStatemakVre::DtHumanControlLogicprotected
myExpectedPosturemakVre::DtHumanControlLogicprotected
myFatiguemakVre::DtHumanControlLogicprotected
myFirepowerHealthmakVre::DtHumanControlLogicprotected
myForceOrientationUpdatemakVre::DtHumanControlLogicprotected
myHumanInputLogicmakVre::DtHumanControlLogicprotected
myInitializedHeadingmakVre::DtHumanControlLogicprotected
myInputConfigFilemakVre::DtEntityControlLogicprotected
myInvertPitchmakVre::DtHumanControlLogicprotected
myJoystickFunctionGroupsmakVre::DtEntityControlLogicprotected
myJoystickSensitivitymakVre::DtHumanControlLogicprotected
myLasingLocationmakVre::DtHumanControlLogicprotected
myLastMoveValuemakVre::DtHumanControlLogicprotected
myLastPosturemakVre::DtHumanControlLogicprotected
myLastPostureTransitionmakVre::DtHumanControlLogicprotected
myLastStrafeValuemakVre::DtHumanControlLogicprotected
myMaxAimingErrormakVre::DtHumanControlLogicprotected
myMouseControlEnabledmakVre::DtEntityControlLogicprotected
myMouseControlSupportAllowedmakVre::DtEntityControlLogicprotected
myMoveLockActivemakVre::DtHumanControlLogicprotected
myMoveLockTimermakVre::DtHumanControlLogicprotected
myNamemakVre::DtPlayerComponentprotected
myObservermakVre::DtHumanControlLogicprotected
myPercentOfMaxSpeedmakVre::DtHumanControlLogicprotected
myPitchmakVre::DtHumanControlLogicprotected
myPitchingRatemakVre::DtHumanControlLogicprotected
myPlayermakVre::DtPlayerComponentprotected
myPostureAnimationWaitmakVre::DtHumanControlLogicprotected
myPostureAnimationWaitTimesmakVre::DtHumanControlLogicprotected
myPostureCommandTimeoutmakVre::DtHumanControlLogicprotected
myPostureRestrictionsmakVre::DtHumanControlLogicprotected
myPostureSequencemakVre::DtHumanControlLogicprotected
myPostureSequenceIndexmakVre::DtHumanControlLogicprotected
myPostureToStringmakVre::DtHumanControlLogicprotected
myProneAimingImprovementPercentmakVre::DtHumanControlLogicprotected
myRequiredAimingErrorPercentmakVre::DtHumanControlLogicprotected
myResolvermakVre::DtPlayerComponentprotected
myRunMultipliermakVre::DtHumanControlLogicprotected
mySendGazeAnglesmakVre::DtHumanControlLogicprotected
mySprintBackwardMultipliermakVre::DtHumanControlLogicprotected
mySprintMultipliermakVre::DtHumanControlLogicprotected
myStringToPosturemakVre::DtHumanControlLogicprotected
myTurningRatemakVre::DtHumanControlLogicprotected
myTwoStageFiremakVre::DtHumanControlLogicprotected
myUsingBinocularsInputMultipliermakVre::DtHumanControlLogicprotected
myWalkMultipliermakVre::DtHumanControlLogicprotected
myWantThrowGrenademakVre::DtHumanControlLogicprotected
myWeaponListmakVre::DtHumanControlLogicprotected
myWeaponResourceLogicmakVre::DtHumanControlLogicprotected
myYawmakVre::DtHumanControlLogicprotected
myYawRatemakVre::DtHumanControlLogicprotected
name()makVre::DtPlayerComponentvirtual
nextWeapon(double val)makVre::DtHumanControlLogicvirtual
onAimingChanged(bool aiming)makVre::DtHumanControlLogicprotected
onAmmoCountChanged(const DtAttributeHandle &weaponResourceHandle)makVre::DtHumanControlLogicprotected
onBinocularsChanged(bool usingBinoculars)makVre::DtHumanControlLogicprotected
onCanMoveChanged(bool canMove)makVre::DtHumanControlLogicprotected
onCurrentStateChanged(std::string state)makVre::DtHumanControlLogicprotectedvirtual
onDiGuyActionChanged(std::string action)makVre::DtHumanControlLogicprotected
onEquipmentChanged(Equipment equipment)makVre::DtHumanControlLogicprotected
onForwardControlsChanged(bool forwardControls)makVre::DtHumanControlLogicprotected
onHealthChanged(double health)makVre::DtHumanControlLogicprotected
onLauncherIdChanged(makVrv::DtElementID launcherId)makVre::DtHumanControlLogicprotectedvirtual
onMovingBackwardChanged(bool movingBackward)makVre::DtHumanControlLogicprotected
onPostureChanged(HumanPosture posture)makVre::DtHumanControlLogicprotected
onSprintingChanged(bool sprinting)makVre::DtHumanControlLogicprotected
onWalkingChanged(bool walking)makVre::DtHumanControlLogicprotected
onWeaponIndexChanged(int weaponIndex)makVre::DtHumanControlLogicprotected
onWeaponListChanged(const DtAttributeHandle &weaponList)makVre::DtHumanControlLogicprotected
onWeaponStateChanged(int weaponState)makVre::DtHumanControlLogicprotected
parachuteDeploy(double val)makVre::DtHumanControlLogicvirtual
parachuteLeftToggle(double val)makVre::DtHumanControlLogicvirtual
parachuteRightToggle(double val)makVre::DtHumanControlLogicvirtual
percentOfMaxSpeedChangeCallback(float newPercentOfMaxSpeedValue)makVre::DtHumanControlLogicprotectedvirtual
pitch(double val, bool mouseInput=false)makVre::DtHumanControlLogicvirtual
playDiguyAction(const std::string &diguyAction, double duration=0)makVre::DtHumanControlLogicvirtual
playDiguyGesture(const std::string diguyGesture)makVre::DtHumanControlLogicvirtual
player()makVre::DtPlayerComponentvirtual
playerAttributeStore()makVre::DtPlayerComponentvirtual
playerAttributeStore() constmakVre::DtPlayerComponentvirtual
playerCanControl()makVre::DtHumanControlLogicprotected
postInitialize() overridemakVre::DtHumanControlLogicvirtual
postureDown(double val)makVre::DtHumanControlLogicvirtual
postureFromString(const std::string &posture) constmakVre::DtHumanControlLogicvirtual
postureSelect(double val)makVre::DtHumanControlLogicvirtual
postureUp(double val)makVre::DtHumanControlLogicvirtual
releaseControlOfPlayerEntity()makVre::DtEntityControlLogicprotectedvirtual
reload(double val)makVre::DtHumanControlLogicvirtual
reset(float value) overridemakVre::DtHumanControlLogicvirtual
resetInPlace(float value) overridemakVre::DtHumanControlLogicvirtual
selectWeapon(int index)makVre::DtHumanControlLogicvirtual
sendJoystickCommand(const DtEntityIdentifier &id, const std::string &functionGroup, const std::string &function, double val, bool repeat=false)makVre::DtHumanControlLogicvirtual
sendJoystickCommand(const std::string &functionGroup, const std::string &function, double val, bool repeat=false)makVre::DtHumanControlLogicvirtual
setCompassUnits(enum DtCompassUnits units)makVre::DtHumanControlLogicvirtual
setCurrentHeading(double yaw)makVre::DtHumanControlLogicvirtual
setCurrentPitch(double pitch)makVre::DtHumanControlLogicvirtual
setExtendedData(const std::string &key, const std::string &value, DtEntityIdentifier entity=DtEntityIdentifier::nullId())makVre::DtEntityControlLogicvirtual
setGazePitch(double pitch)makVre::DtHumanControlLogicprotected
setGazeYaw(double yaw)makVre::DtHumanControlLogicprotected
setLaserCode(int val)makVre::DtHumanControlLogicvirtual
setMouseControlEnabled(bool enabled) overridemakVre::DtHumanControlLogicprotectedvirtual
setMouseControlSupportAllowed(bool enable)makVre::DtEntityControlLogicvirtual
setMoveLockTime(double seconds)makVre::DtHumanControlLogic
setName(const std::string &name)makVre::DtPlayerComponentvirtual
setObserverAttachMode(ObserverAttachMode mode)makVre::DtHumanControlLogicvirtual
setPitch(double pitch)makVre::DtHumanControlLogicvirtual
setPosture(double val, HumanPosture posture, DtPostureTransition postureTransition)makVre::DtHumanControlLogicvirtual
setupExternalLauncher()makVre::DtHumanControlLogicprotectedvirtual
setWeaponDown(bool down)makVre::DtHumanControlLogicprotected
setWeaponState(int state)makVre::DtHumanControlLogicprotected
setWeaponStowed(bool stowed)makVre::DtHumanControlLogicprotected
setYaw(double yaw)makVre::DtHumanControlLogicvirtual
shouldAllowMovement()makVre::DtHumanControlLogicprotectedvirtual
shouldEnableGaze(bool pitch) constmakVre::DtHumanControlLogicprotected
showQmlOverlay(const std::string &name)makVre::DtHumanControlLogicprotected
shutdown() overridemakVre::DtHumanControlLogicvirtual
simulatePitch(double dt)makVre::DtHumanControlLogicvirtual
simulateYaw(double dt)makVre::DtHumanControlLogicvirtual
sprint(double val)makVre::DtHumanControlLogicvirtual
standUp(double val)makVre::DtHumanControlLogicvirtual
startLasing()makVre::DtHumanControlLogicprotectedvirtual
stopLasing()makVre::DtHumanControlLogicprotectedvirtual
strafe(double val)makVre::DtHumanControlLogicvirtual
stringForPosture(const HumanPosture posture) constmakVre::DtHumanControlLogicvirtual
takeControlOfPlayerEntity()makVre::DtEntityControlLogicprotectedvirtual
teardownExternalLauncher()makVre::DtHumanControlLogicprotectedvirtual
thirdPersonAllowed()makVre::DtHumanControlLogicprotectedvirtual
throwGrenade()makVre::DtHumanControlLogicprotectedvirtual
tick(double dt) overridemakVre::DtHumanControlLogicvirtual
toggleBinoculars(double val)makVre::DtHumanControlLogicvirtual
toggleCompass(double val)makVre::DtHumanControlLogicvirtual
toggleCompassUnits(double val)makVre::DtHumanControlLogicvirtual
toggleFlashlight(double val)makVre::DtHumanControlLogicvirtual
toggleHUD(double val)makVre::DtHumanControlLogicvirtual
toggleMissileAttackMode(double val)makVre::DtHumanControlLogicvirtual
toggleMouseControl(float val)makVre::DtEntityControlLogicvirtual
toggleNorthReference(double val)makVre::DtHumanControlLogicvirtual
toggleNVG(double val)makVre::DtHumanControlLogicvirtual
toggleObserverAttachMode(double val)makVre::DtHumanControlLogicvirtual
toggleWeaponDown(double val)makVre::DtHumanControlLogicvirtual
toggleWeaponStowed(double val)makVre::DtHumanControlLogicvirtual
type() const overridemakVre::DtHumanControlLogicvirtual
updateDiGuyHandItem()makVre::DtHumanControlLogicvirtual
updateLasingState()makVre::DtHumanControlLogicprotectedvirtual
updateMoveLock()makVre::DtHumanControlLogicprotected
updateWeaponReady()makVre::DtHumanControlLogicprotectedvirtual
walk(double val)makVre::DtHumanControlLogicvirtual
walkingVelocity()makVre::DtHumanControlLogicprotected
weaponCycleOrDown(bool press)makVre::DtHumanControlLogicvirtual
weaponDown()makVre::DtHumanControlLogicvirtual
weaponStow(bool stow)makVre::DtHumanControlLogicvirtual
weaponUp()makVre::DtHumanControlLogicvirtual
yaw(double val, bool mouseInput=false)makVre::DtHumanControlLogicvirtual
zoomInScope(double val)makVre::DtHumanControlLogic
zoomInToggleBinoculars(double val)makVre::DtHumanControlLogicvirtual
zoomOutScope(double val)makVre::DtHumanControlLogic
zoomOutToggleBinoculars(double val)makVre::DtHumanControlLogicvirtual
~DtEntityControlLogic() overridemakVre::DtEntityControlLogicvirtual
~DtHumanControlLogic() overridemakVre::DtHumanControlLogicvirtual
~DtPlayerComponent()makVre::DtPlayerComponentvirtual