H7CombatPlayerController¶
Class in MMH7Game · MMH7Game.H7CombatPlayerController · native, config
Object › Actor › Controller › PlayerController › GamePlayerController › SaveGameStatePlayerController › H7PlayerController › H7CombatPlayerController
Subclasses: H7AdventurePlayerController
Using it from Lua
Constants¶
| Name | Value |
|---|---|
INSTANT_COMMAND_MAX_INT_PARAMS | 8 |
MP_MAX_ARMY_UNITS | 15 |
MP_MAX_EXT_PATH_LENGTH | 100 |
MP_MAX_OFF_GRID_DEPLOYABLES | 7 |
MP_MAX_PATH_LENGTH | 25 |
MP_MAX_TARGET_UNITS | 16 |
NORMAL_COMMAND_MAX_INT_PARAMS | 15 |
Properties¶
| Name | Type | Notes |
|---|---|---|
mCombatController | H7CombatController | protected |
mCombatMapGridController | H7CombatMapGridController | protected |
mIsUnitActionBlockedForMouseRelease | bool | protected |
mLastTimeSynchedUpArmies | float | protected |
mLeftMouseDown | bool | protected |
mLeftMouseDownMouseCoordinates | Vector2D | protected |
mLeftMouseDownTimer | float | protected |
mLeftMouseDownUnit | H7Unit | protected |
mRotationSelectLockInDone | bool | protected |
Functions¶
| Name | Declaration |
|---|---|
ArmyVictoryCameraAction | exec function ArmyVictoryCameraAction() |
CancelSpellOnMouse | function CancelSpellOnMouse() |
CastInstaKillSpell | exec function CastInstaKillSpell() |
CheckOutOfSynch | function CheckOutOfSynch(int ToPlayer) |
ClientCheckOutOfSynch | simulated reliable client function ClientCheckOutOfSynch(int unitActionCounter, int SynchRNG, int IDCounter, int UnitsCount, int ResCount, bool IsCombat, int PlayerNumber) |
ClientCommandCancelled | simulated reliable client function ClientCommandCancelled(H7StructsAndEnums.ESimTurnCommandCancelledReason Reason, optional MPCommand Command) |
ClientDamageApply | simulated reliable client function ClientDamageApply(int CreatureStackId, int StackSize, int TopCreatureHealth) |
ClientGameWentOOSMessage | simulated reliable client function ClientGameWentOOSMessage(string Message, int uac, bool displayToPlayers) |
ClientHostLeftGame | simulated reliable client function ClientHostLeftGame() |
ClientInstantCommand | simulated reliable client function ClientInstantCommand(H7StructsAndEnums.EInstantCommandType instantCommandType, int unitActionCounter, string stringParam, int CurrentPlayer, int intParams[8], bool IsCombat) |
ClientPlayerDisconnected | simulated reliable client function ClientPlayerDisconnected(int disconnectedPlayerNum) |
ClientPlayUnitCommand | simulated reliable client function ClientPlayUnitCommand(int Parameters[15], bool IsCombat) |
ClientPlayUnitCommandConvertedPath | function ClientPlayUnitCommandConvertedPath(int Parameters[15], bool IsCombat, optional array<H7BaseCell> convertedPath) |
ClientPlayUnitCommandWithExtPath | simulated reliable client function ClientPlayUnitCommandWithExtPath(int Parameters[15], int Path[100], bool IsCombat) |
ClientPlayUnitCommandWithPath | simulated reliable client function ClientPlayUnitCommandWithPath(int Parameters[15], int Path[25], bool IsCombat) |
ClientStartSynchUp | simulated reliable client function ClientStartSynchUp(H7StructsAndEnums.EOOSType oosType) |
ClientSynchUp | simulated reliable client function ClientSynchUp(int unitActionCounter, int RNGCounter, int IDCounter, bool IsCombat) |
ClientSynchUpArmy | simulated reliable client function ClientSynchUpArmy(int unitActionCounter, int heroId, string stackIDStrings, int stackCounts[7], bool IsCombat) |
ClientSynchUpCombatUnit | simulated reliable client function ClientSynchUpCombatUnit(int unitActionCounter, int StackId, int StackCount, int TopCreatureHealth) |
ClientTacticsPhaseFinished | simulated reliable client function ClientTacticsPhaseFinished(bool IsDefender, MPUnitsPos unitsPos[15], int offGridDeployables) |
ContinueContextOrChat | exec function ContinueContextOrChat() |
DoDefend | exec function DoDefend() |
DoWait | exec function DoWait() |
FadeFromBlack | exec function FadeFromBlack(int Duration) |
FadeFromWhite | exec function FadeFromWhite(int Duration) |
FadeToBlack | exec function FadeToBlack(int Duration) |
FadeToWhite | exec function FadeToWhite(int Duration) |
GetCombatController | event H7CombatController GetCombatController() |
GetCombatMapGridController | function H7CombatMapGridController GetCombatMapGridController() |
GetCombatPlayerController | static function H7CombatPlayerController GetCombatPlayerController() |
GetICUAC | protected function int GetICUAC() |
GetLeftMouseDownTimer | function float GetLeftMouseDownTimer() |
GetPlayerControllerByNumber | function H7CombatPlayerController GetPlayerControllerByNumber(int Number) |
HostIsReady | reliable server function HostIsReady() |
IntroduceHero | exec function IntroduceHero() |
IsInRotationSelectMode | function bool IsInRotationSelectMode() |
IsLeftMouseDown | function bool IsLeftMouseDown() |
IsSimTurnAIPlaying | function bool IsSimTurnAIPlaying() |
IsSimTurnCommandMode | function bool IsSimTurnCommandMode() |
LearnAllSpells | exec function LearnAllSpells() |
LeftMouseDown | exec function LeftMouseDown() |
MousePastRotationSelectionThreshold | function bool MousePastRotationSelectionThreshold() |
NotifyHostMigrationStarted | simulated function NotifyHostMigrationStarted() |
OpenSpellBook | exec function OpenSpellBook() |
PlayerTick | event PlayerTick(float DeltaTime) |
PresentArmy | exec function PresentArmy() |
ReleaseLeftMouse | exec function ReleaseLeftMouse() |
ReleaseRightMouse | exec function ReleaseRightMouse() |
RightMouseDown | exec function RightMouseDown() |
SelectHeroDefaultAttack | exec function SelectHeroDefaultAttack() |
SendCombatSynchUpData | function SendCombatSynchUpData(H7CombatArmy Army, int ToPlayer) |
SendDamageApply | function SendDamageApply(int CreatureStackId, int StackSize, int TopCreatureHealth, int ToPlayer) |
SendGameWentOOS | function SendGameWentOOS(H7StructsAndEnums.EOOSType oosType, int uac, int ToPlayer, int synchUpPlayer) |
SendInitStartCombat | simulated reliable client function SendInitStartCombat() |
SendInstantCommand | function SendInstantCommand(MPInstantCommand Command, optional int ToPlayer) |
SendPlayCommand | function SendPlayCommand(int unitActionCounter, int UnitTurnCounter, H7StructsAndEnumsNative.EUnitCommand CommandType, H7ICaster Source, H7BaseAbility Ability, H7IEffectTargetable Target, int TeleportTarget, array<H7BaseCell> Path, H7StructsAndEnumsNative.ECommandTag CommandTag, H7StructsAndEnumsNative.EDirection Direction, bool ReplaceFakeAttacker, bool InsertHead, int CurrentPlayer, H7CombatMapCell TrueHitCell, optional bool doOOSCheck = true, optional int movementPoints) |
SendPlayerDisconnected | function SendPlayerDisconnected(int disconnectedPlayerNum) |
SendPreInitStartCombat | simulated reliable client function SendPreInitStartCombat() |
SendRefillRNGPool | native simulated reliable client event SendRefillRNGPool(int synchSeed) |
SendSynchUpData | function SendSynchUpData(H7StructsAndEnums.EOOSType oosType, int ToPlayer) |
SendTacticsPhaseFinished | function SendTacticsPhaseFinished(bool IsDefender, H7CombatArmy Army, int ToPlayer) |
ServerCheckOutOfSynch | reliable server function ServerCheckOutOfSynch(int unitActionCounter, int SynchRNG, int IDCounter, int UnitsCount, int ResCount, bool IsCombat, int ToPlayer) |
ServerDamageApply | reliable server function ServerDamageApply(int CreatureStackId, int StackSize, int TopCreatureHealth, int ToPlayer) |
ServerGameWentOOS | reliable server function ServerGameWentOOS(H7StructsAndEnums.EOOSType oosType, int uac, int ToPlayer, int synchUpPlayer) |
ServerGameWentOOSMessage | reliable server function ServerGameWentOOSMessage(string Message, int uac, bool displayToPlayers, int ToPlayer) |
ServerHostLeftGame | reliable server function ServerHostLeftGame() |
ServerInstantCommand | reliable server function ServerInstantCommand(H7StructsAndEnums.EInstantCommandType instantCommandType, int unitActionCounter, string stringParam, int CurrentPlayer, int intParams[8], bool IsCombat, int ToPlayer, bool IsTactics) |
ServerPlayerDisconnected | reliable server function ServerPlayerDisconnected(int disconnectedPlayerNum) |
ServerPlayUnitCommand | reliable server function ServerPlayUnitCommand(int Parameters[15], bool IsCombat, int ToPlayer, bool ignoreResetTurnFinished) |
ServerPlayUnitCommandWithExtPath | reliable server function ServerPlayUnitCommandWithExtPath(int Parameters[15], int Path[100], bool IsCombat, int ToPlayer, bool ignoreResetTurnFinished) |
ServerPlayUnitCommandWithPath | reliable server function ServerPlayUnitCommandWithPath(int Parameters[15], int Path[25], bool IsCombat, int ToPlayer, bool ignoreResetTurnFinished) |
ServerSynchUp | reliable server function ServerSynchUp(int unitActionCounter, int RNGCounter, int IDCounter, int ToPlayer) |
ServerSynchUpArmy | reliable server function ServerSynchUpArmy(int unitActionCounter, int heroId, string stackIDStrings, int stackCounts[7], int ToPlayer) |
ServerSynchUpCombatUnit | reliable server function ServerSynchUpCombatUnit(int unitActionCounter, int StackId, int StackCount, int TopCreatureHealth, int ToPlayer) |
ServerTacticsPhaseFinished | reliable server function ServerTacticsPhaseFinished(bool IsDefender, MPUnitsPos unitsPos[15], int ToPlayer, int offGridDeployables) |
SetIsUnrealInputAllowed | function SetIsUnrealInputAllowed(bool isAllowed) |
SetUnitActionBlockedForMouseRelease | function SetUnitActionBlockedForMouseRelease(bool val) |
ToggleCreatureHpBars | exec function ToggleCreatureHpBars() |
ToggleMenu | exec function ToggleMenu() |