Dayz Build 1.29.163047, Scripts Rev. 123548
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animcommand.c
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1
3{
4 // These would be private if not for the scripted commands
5 // As other commands lifetime are handled internally
6 protected void AnimCommandBase() {}
7 protected void ~AnimCommandBase() {}
8
10 proto native IEntity GetEntity();
11
13 void OnActivate() {}
14
16 void OnDeactivate() {}
17
20 void PreAnimUpdate(float pDt) {}
21
24 void PrePhysUpdate(float pDt) {}
25
27 proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat);
28 proto native void PreAnim_SetFloat(int pVar, float pFlt);
29 proto native void PreAnim_SetInt(int pVar, int pInt);
30 proto native void PreAnim_SetBool(int pVar, bool pBool);
31
33 proto native bool PrePhys_IsEvent(int pEvent);
34 proto native bool PrePhys_IsTag(int pTag);
35}
void OnActivate()
called when command starts
Definition animcommand.c:13
proto native bool PrePhys_IsEvent(int pEvent)
functions usable in PrePhysUpdate
proto native bool PrePhys_IsTag(int pTag)
void OnDeactivate()
called when command ends
Definition animcommand.c:16
proto native void PreAnim_SetBool(int pVar, bool pBool)
proto native void PreAnim_SetInt(int pVar, int pInt)
proto native IEntity GetEntity()
returns entity that this command is bount to
proto native void PreAnim_SetFloat(int pVar, float pFlt)
void PreAnimUpdate(float pDt)
called before any animation is processed here change animation values, add animation commands
Definition animcommand.c:20
void ~AnimCommandBase()
Definition animcommand.c:7
proto native void PreAnim_CallCommand(int pCommand, int pParamInt, float pParamFloat)
functions usable only from OnActivate or PreAnimUpdate
void PrePhysUpdate(float pDt)
after animation is processed, before physics is processed here you can listen to various events
Definition animcommand.c:24
void AnimCommandBase()
Definition animcommand.c:6
Internal ancestor of all Entity implementations.
Definition enentity.c:165