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| void  | IntroSceneCharacter () | 
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| void  | ~IntroSceneCharacter () | 
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| bool  | IsDefaultCharacter () | 
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| void  | SetToDefaultCharacter () | 
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| void  | SetCharacterID (int char_id) | 
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| int  | GetCharacterID () | 
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| PlayerBase  | GetCharacterObj () | 
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| TStringArray  | GetCharGenderList () | 
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| TStringArray  | GetCharList (ECharGender gender) | 
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| TStringArray  | GetCharShirtsList () | 
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| TStringArray  | GetCharPantsList () | 
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| TStringArray  | GetCharShoesList () | 
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| void  | SetCharacterGender (ECharGender gender) | 
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| bool  | IsCharacterFemale () | 
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| ECharGender  | GetCharacterGender () | 
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| vector  | GetPosition () | 
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| int  | GetNextCharacterID () | 
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| int  | GetPrevCharacterID () | 
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| void  | CreateNewCharacterRandom () | 
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| void  | CreateNewCharacterById (int character_id) | 
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| void  | CreateNewCharacterByName (string character_name, bool randomize_equip=true) | 
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| void  | CreateDefaultCharacter () | 
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| void  | GetLastPlayedServer (int characterID, out string address, out string name, out int port) | 
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| void  | CreateNewCharacter () | 
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| void  | LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false) | 
|   | Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.  
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| void  | CharacterUnload () | 
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| void  | CharacterLoad (int character_id, vector char_pos, vector char_rot) | 
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| void  | SetupPlayerName (bool new_name) | 
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| void  | SetAttachment (string type, int slot) | 
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| string  | GetCharacterNameById (int char_id) | 
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| string  | GetCharacterName () | 
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| void  | SaveCharName (string name) | 
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| void  | SaveDefaultCharacter () | 
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| void  | TransferValues (PlayerBase player) | 
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| void  | Init () | 
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| void  | OnScheduledTick (float deltatime) | 
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| void  | CheckValues () | 
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| float  | GetBlood () | 
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| float  | GetHealth () | 
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| void  | CheckHealth () | 
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| void  | CheckBlood () | 
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| void  | SendInitValues () | 
|   | Sends values on object creation.  
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| void  | SendValue (int value_type, float value) | 
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| void  | ReceiveValue (int value_type, float value) | 
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| void  | OnRPC (ParamsReadContext ctx) | 
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| void  | ShowDebugValues (bool show) | 
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| void  | BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent) | 
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| void  | InitIndicator (vector position) | 
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| void  | StopIndicator (bool instant=false) | 
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| void  | StartRunningDrops () | 
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| bool  | IsRunningDrops () | 
|   | Are any drops currently being animated?  
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| void  | TrySpawnNextDrop () | 
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| void  | ResetSequence () | 
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| void  | ResetIndicator () | 
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| void  | Update (float timeSlice) | 
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| bool  | GetEndNow () | 
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| int  | GetSeverity () | 
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| void  | GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1) | 
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| void  | Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1) | 
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| array< ref Widget >  | GetWidgetSet () | 
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| int  | GetWidgetSetType () | 
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| int  | GetWidgetSetID () | 
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| bool  | HasDefinedHandle () | 
|   | Returns 'true' if this class contains update info.  
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| bool  | DataInitialized () | 
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| void  | UpdateVisibility (bool state) | 
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| void  | RegisterData (Param p) | 
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| void  | Update (float timeSlice=0, Param p=null, int handle=-1) | 
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| void  | ForceStop () | 
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Definition at line 1 of file JsonDataCreditsDepartment.c.