Dayz Build 1.29.163047, Scripts Rev. 123548
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ObjectTyped Class Reference

Private Member Functions

proto native void DisableSimulation (bool disable)
proto native float GetAnimationPhase (string animation)
 Return animation phase of animation on object.
proto native int GetBoneIndex (string proxySelectionName)
 Returns skeleton's bone index of named proxy selection.
proto native Object GetBoneObject (int boneIndex)
 Returns proxy object that corresponds given bone inside skeleton.
proto native bool GetIsSimulationDisabled ()
 Returns whether simulation is disabled.
proto int GetNumUserAnimationSourceNames ()
proto native int GetSimulationTimeStamp ()
 Returns simulation timestamp.
proto string GetUserAnimationSourceName (int index)
proto void MoveInTime (vector targetTransform[4], float deltaT)
 On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT.
void OnAnimationPhaseStarted (string animSource, float phase)
 callback called from C++ when AnimationPhase has started
void OnCreatePhysics ()
 callback called when entity is moved to world and creating its physics representation
void OnInvisibleSet (bool invisible)
 event
bool OnNetworkTransformUpdate (out vector pos, out vector ypr)
 Client event on transformation update from network.
proto native void ResetAnimationPhase (string animation, float phase)
proto native void SetAnimationPhase (string animation, float phase)
 Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.
void SetAnimationPhaseNow (string animation, float phase)
 Same as SetAnimationPhase, only ignores any animation and sets the phase immediately.
proto native void SetInvisible (bool invisible)
 Turns on/off invisibility.

Detailed Description

Definition at line 1 of file entity.c.

Member Function Documentation

◆ DisableSimulation()

proto native void DisableSimulation ( bool disable)
private

◆ GetAnimationPhase()

proto native float GetAnimationPhase ( string animation)
private

Return animation phase of animation on object.

◆ GetBoneIndex()

proto native int GetBoneIndex ( string proxySelectionName)
private

Returns skeleton's bone index of named proxy selection.

◆ GetBoneObject()

proto native Object GetBoneObject ( int boneIndex)
private

Returns proxy object that corresponds given bone inside skeleton.

References Object.

◆ GetIsSimulationDisabled()

proto native bool GetIsSimulationDisabled ( )
private

Returns whether simulation is disabled.

◆ GetNumUserAnimationSourceNames()

proto int GetNumUserAnimationSourceNames ( )
private

◆ GetSimulationTimeStamp()

proto native int GetSimulationTimeStamp ( )
private

Returns simulation timestamp.

◆ GetUserAnimationSourceName()

proto string GetUserAnimationSourceName ( int index)
private

◆ MoveInTime()

proto void MoveInTime ( vector targetTransform[4],
float deltaT )
private

On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT.

Parameters
targetTransform
deltaT,interpolationtime between current transformation and target transformation
Note
it's not recommended to call this on client as it can break interpolation process if called on server previously

◆ OnAnimationPhaseStarted()

void OnAnimationPhaseStarted ( string animSource,
float phase )
private

callback called from C++ when AnimationPhase has started

◆ OnCreatePhysics()

void OnCreatePhysics ( )
private

callback called when entity is moved to world and creating its physics representation

◆ OnInvisibleSet()

void OnInvisibleSet ( bool invisible)
private

event

◆ OnNetworkTransformUpdate()

bool OnNetworkTransformUpdate ( out vector pos,
out vector ypr )
private

Client event on transformation update from network.

Parameters
pos,worldspace position
ypr,worldspace orientation in radians in form of Yaw/Pitch/Roll
Returns
true if visual cut (won't do any interpolation) should be done after calling this callback

◆ ResetAnimationPhase()

proto native void ResetAnimationPhase ( string animation,
float phase )
private

Referenced by SetAnimationPhaseNow().

◆ SetAnimationPhase()

proto native void SetAnimationPhase ( string animation,
float phase )
private

Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.

Referenced by SetAnimationPhaseNow().

◆ SetAnimationPhaseNow()

void SetAnimationPhaseNow ( string animation,
float phase )
inlineprivate

Same as SetAnimationPhase, only ignores any animation and sets the phase immediately.

Definition at line 22 of file entity.c.

References ResetAnimationPhase(), and SetAnimationPhase().

◆ SetInvisible()

proto native void SetInvisible ( bool invisible)
private

Turns on/off invisibility.


The documentation for this class was generated from the following file:
  • F:/Games/Dayz/scripts/3_game/entities/entity.c