Dayz Explorer
1.24.157551 (v105080)
Dayz Code Explorer by Zeroy
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Go to the source code of this file.
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... | |