Dayz Build 1.29.163047, Scripts Rev. 123548
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envisual.c File Reference

Go to the source code of this file.

Data Structures

class  BoneMask
 BoneMask == NULL means that all bits are set WARNING: Non-managed, needs manual delete call, should not be ref'd. More...

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

Variables

class BoneMask BLENDOUT
 defaultne zustava animace pri prehravani a AF_ONCE po skonceni na posledni frame "zamrzla", dokud neni nahrazena jinou, nebo neni kanal vynulovan.
class BoneMask FORCEFPS
 defaul framerate is from anim.def.
class BoneMask NOANIMEND
 EntityEvent.ANIMEND will not be called.
class BoneMask NOANIMHOOKS
 Animhooks will not be called.
class BoneMask ONCE
 animation is played only once and then if freezes at the last frame. EntityEvent.ANIMEND is called
class BoneMask RESET
 forces animation to start from begining (including blending)
class BoneMask USER
 animation waits on the first frame. Frame is set by calling SetFrame()