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UCombatState

#include <CombatState.h>

Inherits from UAssemblyInstance, UObject

Inherited by UBaseCombatState, UHorseMovementState

Public Functions

Name
void AddTimerHandle(int32 Handle, FName CombatStateName)
bool AutomaticReload() const
bool CanBeCancelled(bool bIsCancelIntoParry) const
bool CanComboFromState() const
bool CanCrouch() const
bool CanDash() const
bool CanFeint() const
bool CanInitiateCrouch() const
bool CanInitiateQueuedAttack() const
bool CanJump() const
bool CanMountActors() const
bool CanSprint() const
bool CanSwitchInventoryItems() const
bool CanUseWeaponsAndSiegeActors() const
void CancelAttack()
bool CannotMove() const
bool CannotUseInteractables() const
void CombatStateEvent(FName EventName)
bool DisableSprintTurn() const
float GetAbilityPropertyValue(FName PropertyName) const
[[EAttackTransition]] GetAttackTransition() const
FName GetCancelledCombatState() const
ATBLCharacter * GetCharacter() const
UTBLCharacterMovement * GetCharacterMovement() const
void GetCharactersCurrentEmote(bool & IsRootAnimation, FPersonalityEmoteTableRow & Emote, int32 & EmoteId) const
AInventoryItem * GetCharactersEquippedWeapon() const
FName GetCombatStateFromQueuedAttack() const
FName GetCurrentAttackCategory() const
FName GetCurrentAttackName() const
UAttackType * GetCurrentAttackType() const
[[EAttackTypeCategory]] GetCurrentAttackTypeCategory() const
float GetDrawStrengthModifier() const
float GetMaxDrawStrengthTime() const
float GetMinimumHoldingTime() const
AActor * GetOwner() const
bool GetQueuedAttackCanComboInInterrupt() const
FName GetQueuedAttackCategory() const
FName GetQueuedAttackName() const
UAttackType * GetQueuedAttackType() const
[[EAttackTypeCategory]] GetQueuedAttackTypeCategory() const
float GetRemainingTime() const
float GetSoftRecoveryPercent() const
float GetTimeInState() const
float GetTimeInStatePercent() const
float GetTimeSinceLastQueuedAttack() const
void Getup(FName Direction)
void HoldState([[EHeldBehavior]] HeldBehavior)
bool IsAttackQueued() const
bool IsCombatStateTimerActive(int32 Handle) const
bool IsCombo() const
bool IsCounter() const
bool IsFeint() const
bool IsFocusQueued()
bool IsHeavy() const
bool IsHoldAttackPressed() const
bool IsHoldingInput() const
bool IsHoldingReloadableThrowable() const
bool IsInitialized() const
bool IsOutOfAmmo() const
bool IsRiposte() const
bool IsWithinWindow(float WindowTime, bool bFromEndOfState) const
void KnockRiderOffHorse()
bool NeedsReload() const
void OnActivateAbility()
void OnFireProjectile()
void OnFocusPressed()
void OnFocusReleased()
void OnItemStackChanged(AInventoryItem * Item, int32 Delta)
void OnJumpPressed()
void OnMovementInput(FName Direction)
void OnReloadPressed()
void OnStartEquip(AInventoryItem * Item)
bool OverrideCrowdControlEvent([[ECrowdControlCombatState]] CombatState, [[ECrowdControlVariant]] Variant)
void PlayEquipAnimation(AInventoryItem * Item)
void ProjectileInterrupted()
void ResetAmmoAttachment()
void ResetMinimumHoldingTime()
void RestOfCurrentState(bool InCanSwitchInventoryItems, bool InCanMountActors)
void Revive()
void SetCombatStateTimer(int32 & OutHandle, FTimerDynamicDelegate Delegate, float Time, bool bLooping)
void SetWeaponLoaded(bool bLoaded)
bool ShouldRemainInSprint() const
bool ShouldSprintDecelerate() const
bool ShouldUseDrawStrengthModifier() const
void StartAttack()
void StartChargeStab()
void StartFeint()
void StartFire()
void StartFocus()
void StartHeavyAttack(bool bIsHeavy)
void StartHoldAttack()
void StartReleaseStab()
void StartRevive(ATBLCharacter * DownedCharacter)
void StopFocus()
void SyncDrawStrength() const
UCombatState()
void UseItem()

Protected Functions

Name
void ActionClearAttackQueue()
void ActionClearHeldAttackQueue()
void ActionClearToggleAltAttack()
void ActionGotoState(FName NextState, float OverrideStateTime, bool bResetStateTime)
void ActionQueueAttack()
void EventBeginFire(FName AttackName, bool bHeldQueue)
void EventBeginState(FName PreviousState, float PreviousStateTime, float AnimationLength)
void EventCancelAttack()
bool EventCannotQueueAttack(UAttackType * AttackType)
void EventDamage(const FDamageTakenEvent & DamageEvent)
void EventDamageCaused(const FDamageTakenEvent & DamageEvent)
void EventEndAnimation()
void EventEndState(FName NextState, bool bStartAttack)
void EventLanded(ACharacter * InTarget)
void EventMeleeSuccess(ATBLCharacter * DamagedCharacter)
void EventParrySuccess(ATBLCharacter * ParriedCharacter)
void EventRagdolled()
void EventTick(float DeltaSeconds)
void EventWasParried(ATBLCharacter * ParryingCharacter)
void HandleDelayedStartAttack()
void OnEndTurnLock()
void OnTurnLockTimeout(float OverTime)

Public Attributes

Name
TArray< FName > AttackTags
int32 CrowdControlPriority
float CrowdControlThreshold
float CurrentAnimationLength
float DefaultTime
TEnumAsByte< [[EAbilityTermination::Type]] > EndAttackReason
[[EKillReason]] KillReason
FRotator KnockRiderOffHorseRotation
float MinimumHoldingTime
FCombatStateModifiers ModifierList
TArray< TEnumAsByte< [[EMod::Type]] > > Modifiers
int32 PushingPriority
FScaleDirectionParams ScaleDirectionalMovement
float StartTime
FName StateName
FTurnLimitParams TurnLimit
FTurnLockParams TurnLock
int32 Version
uint8 bAnimationEnded
uint8 bCanBeRestarted
uint8 bCanMountActors
uint8 bCanSwitchInventoryItems
uint8 bCancelHorseAttack
uint8 bEndSpawnSpeedBonus
uint8 bEndWeaponTracers
uint8 bIsAttackState
uint8 bIsClimbingState
uint8 bIsSprintState
uint8 bKnockRiderOffHorse
uint8 bRemainInSprint
uint8 bSameAttackClash
bool bSoftRecovery
uint8 bSprintDecelerate
uint8 bUseScaleDirectionalMovement
uint8 bUseTurnLock

Protected Attributes

Name
[[EAttackTransition]] AttackTransition
TArray< FNextStateTimer > NextStateTimers
int32 PushingId
int32 ScaleDirectionId
int32 SlowdownId
FCombatStateSlowdown SlowdownState
TArray< int32 > TimerHandles
FTurnLockState TurnLockState
uint8 bBeginFire
uint8 bCanInitiateCrouch
uint8 bDidStartAttack
uint8 bIsActive

Updated on 2025-01-21 at 09:02:24 +0100