Dayz Build 1.29.163047, Scripts Rev. 123548
Dayz Code Explorer by Zeroy
Loading...
Searching...
No Matches
dayzanimal.c File Reference

Go to the source code of this file.

Data Structures

class  AnimCommandBase
 base class of all commands exposed to script to provide common functionality over animations More...
class  DayZCreature
class  DayZCreatureAI
 do not process rotations ! More...
class  DayZCreatureAnimInterface

Functions

void ~DayZCreatureAnimInterface ()
override void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
proto native TAnimGraphCommand BindCommand (string pCommandName)
 returns command index -
proto native TAnimGraphEvent BindEvent (string pEventName)
proto native TAnimGraphTag BindTag (string pTagName)
proto native TAnimGraphVariable BindVariableBool (string pVariable)
proto native TAnimGraphVariable BindVariableFloat (string pVariable)
proto native TAnimGraphVariable BindVariableInt (string pVariable)
override bool CanBeSkinned ()
void DayZCreatureAnimInterface ()
override bool DisableVicinityIcon ()
proto native DayZCreatureAnimInterface GetAnimInterface ()
proto native int GetBoneIndexByName (string pBoneName)
 returns bone index for a name (-1 if pBoneName doesn't exist)
proto native int GetCurrentAnimationInstanceUUID ()
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
override bool HasFixedActionTargetCursorPosition ()
override bool IsDayZCreature ()
proto native bool IsDeathConditionMet ()
proto native bool IsDeathProcessed ()
override bool IsIgnoredByConstruction ()
override bool IsManagingArrows ()
bool ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
bool ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 ModOverrides.
bool ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
proto native void PostPhys_GetPosition (out vector pOutTransl)
 script function usable in PostPhysUpdate
proto native void PostPhys_GetRotation (out float pOutRot[4])
 vec3 in world space
proto native void PostPhys_LockRotation ()
 quaternion in world space
proto native void PostPhys_SetPosition (vector pInTransl)
 quaternion in world space
proto native void PostPhys_SetRotation (float pInRot[4])
 vec3 in world space
bool PostPhysUpdate (float pDt)
 override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
proto native bool PrePhys_GetRotation (out float pOutRot[4])
proto native bool PrePhys_GetTranslation (out vector pOutTransl)
 script function usable in PrePhysUpdate
proto native void PrePhys_SetRotation (float pInRot[4])
proto native void PrePhys_SetTranslation (vector pInTransl)
class DayZCreatureAnimInterface RegisterAnimationEvent (string event_name, string function_name)
proto native void ResetDeath ()
proto native void ResetDeathCooldown ()
proto native void SetAnimationInstanceByName (string animation_instance_name, int instance_uuid, float duration)
class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished (bool pFinished)
 DayZAnimalCommandScript fully scriptable command.
proto native void StartDeath ()
proto native void UpdateSimulationPrecision (int simLOD)

Variables

class DayZCreatureAI extends DayZCreature COMMANDID_ATTACK
class DayZCreatureAI extends DayZCreature COMMANDID_DEATH
class DayZCreatureAI extends DayZCreature COMMANDID_HIT
class DayZCreatureAI extends DayZCreature COMMANDID_JUMP
class DayZCreatureAI extends DayZCreature COMMANDID_MOVE
class DayZCreatureAI extends DayZCreature COMMANDID_SCRIPT

Function Documentation

◆ ~DayZCreatureAnimInterface()

void ~DayZCreatureAnimInterface ( )
private

Definition at line 1 of file dayzanimal.c.

◆ AddArrow()

override void AddArrow ( Object arrow,
int componentIndex,
vector closeBonePosWS,
vector closeBoneRotWS )

◆ BindCommand()

proto native TAnimGraphCommand BindCommand ( string pCommandName)
private

returns command index -

◆ BindEvent()

proto native TAnimGraphEvent BindEvent ( string pEventName)
private

◆ BindTag()

proto native TAnimGraphTag BindTag ( string pTagName)
private

◆ BindVariableBool()

proto native TAnimGraphVariable BindVariableBool ( string pVariable)
private

◆ BindVariableFloat()

proto native TAnimGraphVariable BindVariableFloat ( string pVariable)
private

◆ BindVariableInt()

proto native TAnimGraphVariable BindVariableInt ( string pVariable)
private

◆ CanBeSkinned()

override bool CanBeSkinned ( )

Definition at line 60 of file dayzanimal.c.

◆ DayZCreatureAnimInterface()

void DayZCreatureAnimInterface ( )
private

Definition at line 0 of file dayzanimal.c.

◆ DisableVicinityIcon()

override bool DisableVicinityIcon ( )

Definition at line 75 of file dayzanimal.c.

◆ GetAnimInterface()

proto native DayZCreatureAnimInterface GetAnimInterface ( )

◆ GetBoneIndexByName()

◆ GetCurrentAnimationInstanceUUID()

proto native int GetCurrentAnimationInstanceUUID ( )

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx outputList)

Definition at line 125 of file dayzanimal.c.

References SAT_DEBUG_ACTION.

◆ HasFixedActionTargetCursorPosition()

override bool HasFixedActionTargetCursorPosition ( )

Definition at line 120 of file dayzanimal.c.

Referenced by ActionTargetsCursor::GetOnScreenPosition().

◆ IsDayZCreature()

override bool IsDayZCreature ( )

Definition at line 55 of file dayzanimal.c.

Referenced by IEntity::CanBeIgnoredByDroppedItem().

◆ IsDeathConditionMet()

proto native bool IsDeathConditionMet ( )

◆ IsDeathProcessed()

proto native bool IsDeathProcessed ( )

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )

Definition at line 65 of file dayzanimal.c.

◆ IsManagingArrows()

override bool IsManagingArrows ( )

Definition at line 70 of file dayzanimal.c.

◆ ModCommandHandlerAfter()

bool ModCommandHandlerAfter ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )

◆ ModCommandHandlerBefore()

bool ModCommandHandlerBefore ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )

◆ ModCommandHandlerInside()

bool ModCommandHandlerInside ( float pDt,
int pCurrentCommandID,
bool pCurrentCommandFinished )

◆ OnAction()

override bool OnAction ( int action_id,
Man player,
ParamsReadContext ctx )

◆ PostPhys_GetPosition()

proto native void PostPhys_GetPosition ( out vector pOutTransl)

script function usable in PostPhysUpdate

◆ PostPhys_GetRotation()

proto native void PostPhys_GetRotation ( out float pOutRot[4])

vec3 in world space

◆ PostPhys_LockRotation()

proto native void PostPhys_LockRotation ( )

quaternion in world space

◆ PostPhys_SetPosition()

proto native void PostPhys_SetPosition ( vector pInTransl)

quaternion in world space

◆ PostPhys_SetRotation()

proto native void PostPhys_SetRotation ( float pInRot[4])

vec3 in world space

◆ PostPhysUpdate()

bool PostPhysUpdate ( float pDt)

override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))

◆ PrePhys_GetRotation()

proto native bool PrePhys_GetRotation ( out float pOutRot[4])

◆ PrePhys_GetTranslation()

proto native bool PrePhys_GetTranslation ( out vector pOutTransl)

script function usable in PrePhysUpdate

◆ PrePhys_SetRotation()

proto native void PrePhys_SetRotation ( float pInRot[4])

◆ PrePhys_SetTranslation()

proto native void PrePhys_SetTranslation ( vector pInTransl)

◆ RegisterAnimationEvent()

◆ ResetDeath()

proto native void ResetDeath ( )

◆ ResetDeathCooldown()

proto native void ResetDeathCooldown ( )

◆ SetAnimationInstanceByName()

proto native void SetAnimationInstanceByName ( string animation_instance_name,
int instance_uuid,
float duration )

◆ SetFlagFinished()

class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished ( bool pFinished)

DayZAnimalCommandScript fully scriptable command.

Warning
NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through DayZAnimal.StartCommand_Script
Note
So ideally, it is best to set up the DayZAnimalCommandScript, not create any instances and start it through DayZAnimal.StartCommand_ScriptInst In case an instance needs to be created, it needs manual deletion if not sent to the CommandHandler But deleting it while it is in the CommandHandler will cause crashes constructor must have 1st parameter to be DayZAnimal this terminates command script and shows CommandHandler( ... pCurrentCommandFinished == true );

◆ StartDeath()

proto native void StartDeath ( )

◆ UpdateSimulationPrecision()

proto native void UpdateSimulationPrecision ( int simLOD)

Variable Documentation

◆ COMMANDID_ATTACK

class DayZCreatureAI extends DayZCreature COMMANDID_ATTACK

◆ COMMANDID_DEATH

class DayZCreatureAI extends DayZCreature COMMANDID_DEATH

◆ COMMANDID_HIT

class DayZCreatureAI extends DayZCreature COMMANDID_HIT

◆ COMMANDID_JUMP

class DayZCreatureAI extends DayZCreature COMMANDID_JUMP

◆ COMMANDID_MOVE

class DayZCreatureAI extends DayZCreature COMMANDID_MOVE

◆ COMMANDID_SCRIPT

class DayZCreatureAI extends DayZCreature COMMANDID_SCRIPT