Dayz Explorer  1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
envisual.c File Reference

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Data Structures

class  BoneMask
 

Enumerations

enum  EmitorParam {
  CONEANGLE, EMITOFFSET, VELOCITY, VELOCITY_RND,
  AVELOCITY, SIZE, STRETCH, RANDOM_ANGLE,
  RANDOM_ROT, AIR_RESISTANCE, AIR_RESISTANCE_RND, GRAVITY_SCALE,
  GRAVITY_SCALE_RND, BIRTH_RATE, BIRTH_RATE_RND, LIFETIME,
  LIFETIME_RND, LIFETIME_BY_ANIM, ANIM_ONCE, RAND_FRAME,
  EFFECT_TIME, REPEAT, CURRENT_TIME, ACTIVE_PARTICLES,
  SORT, WIND, SPRING
}
 

Functions

proto native vobject GetObject (string name)
 Loads object from data, or gets it from cache. Object must be released when not used. More...
 
proto native void ReleaseObject (vobject object, int flag=0)
 
proto native int GetNumAnimFrames (vobject anim)
 Returns number of frames, if the object is animation. More...
 
proto string vtoa (vobject vobj)
 Returns name of visual object. More...
 
proto int GetObjectMaterials (vobject object, string materials[])
 
proto vobject CreateXOB (int nsurfaces, int nverts[], int numindices[], string materials[])
 Dynamic MeshObject. More...
 
proto void UpdateVertsEx (notnull IEntity ent, int surf, vector verts[], float uv[])
 
proto void UpdateIndices (vobject obj, int surf, int indices[])
 
proto native void SetBone (notnull IEntity ent, int bone, vector angles, vector trans, float scale)
 
proto native bool SetBoneMatrix (notnull IEntity ent, int bone, vector mat[4])
 
proto native void SetBoneGlobal (notnull IEntity ent, int bone, vector mat[4])
 
proto native bool GetBoneMatrix (notnull IEntity ent, int bone, vector mat[4])
 
proto native bool GetBoneLocalMatrix (notnull IEntity ent, int bone, vector mat[4])
 
proto native void SetAnimFrame (notnull IEntity ent, int slot, float frame)
 
proto native void SetAnimSlot (notnull IEntity ent, int slot, vobject anim, float blendin, float blendout, BoneMask mask, int fps, AnimFlags flags)
 
proto native void ChangeAnimSlotMask (notnull IEntity ent, int slot, float blendin, BoneMask mask)
 
proto native void ChangeAnimSlotFPS (notnull IEntity ent, int slot, int fps)
 
proto native void SetAnimMask (notnull IEntity ent, int mask)
 
proto native int ClearAnimMask (notnull IEntity ent, int mask)
 
proto native int IsAnimSlotPlaying (notnull IEntity ent, int mask)
 
proto native bool SetMorphState (notnull IEntity ent, string morph, float value)
 
proto native int GetParticleCount (notnull IEntity ent)
 
proto bool HasActiveParticle (notnull IEntity ent)
 
int ParticleGetCount (IEntity ent)
 
bool ParticleHasActive (IEntity ent)
 
proto int GetParticleEmitors (notnull IEntity ent, out string emitors[], int max)
 
proto int GetParticleEmitorCount (notnull IEntity ent)
 
proto void SetParticleParm (notnull IEntity ent, int emitor, EmitorParam parameter, void value)
 
proto void GetParticleParm (notnull IEntity ent, int emitor, EmitorParam parameter, out void value)
 
proto void GetParticleParmOriginal (notnull IEntity ent, int emitor, EmitorParam parameter, out void value)
 
proto native void ResetParticlePosition (notnull IEntity ent)
 
proto native void RestartParticle (notnull IEntity ent)
 

Variables

class BoneMask ONCE
 animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called More...
 
class BoneMask BLENDOUT
 
class BoneMask USER
 animation waits on the first frame. Frame is set by calling SetFrame() More...
 
class BoneMask RESET
 forces animation to start from begining (including blending) More...
 
class BoneMask FORCEFPS
 
class BoneMask NOANIMEND
 EntityEvent.ANIMEND will not be called. More...
 
class BoneMask NOANIMHOOKS
 Animhooks will not be called. More...