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

Go to the source code of this file.

Data Structures

class  IEntity
 

Enumerations

enum  ProcessDirectDamageFlags { ALL_TRANSFER, NO_ATTACHMENT_TRANSFER, NO_GLOBAL_TRANSFER, NO_TRANSFER }
 

Functions

void OnSetup ()
 The transformation currently being debugged. More...
 
void OnDebug (vector p0, vector p1, bool hasHit, bool found)
 Debug callback for rendering on the screen. More...
 
bool OnFirstContact (Object other)
 Called for first layer contacts to determine if this object should be snapped around or default rv raycast placement is fine. More...
 
bool OnQuery (Object other)
 Initial query around the owner position to see if an object should be processed in contact testing. More...
 
bool OnCollide (Object other)
 Ray cast line test from owner to a tested position. More...
 

Variables

enum ProcessDirectDamageFlags m_Owner
 
vector m_OwnerPosition
 The owner performing the snap callback. More...
 
vector m_OwnerDirection
 The position of the owner in world space. More...
 
vector m_Offset
 The direction of the owner in world space. More...
 
vector m_Extents
 The true center of the bounding box of the object to be dropped in model space. More...
 
vector m_DirectionFunc
 The size of the boundig box, centered. More...
 
bool m_DebugEnabled
 How much should the direction be favoured. More...
 
vector m_Transform [4]
 If 'OnDebug' is to be called. More...
 

Enumeration Type Documentation

◆ ProcessDirectDamageFlags

Enumerator
ALL_TRANSFER 
NO_ATTACHMENT_TRANSFER 

Do not transfer damage to attachments.

NO_GLOBAL_TRANSFER 

Do not transfer damage to global.

NO_TRANSFER 

NO_ATTACHMENT_TRANSFER | NO_GLOBAL_TRANSFER.

Definition at line 1 of file object.c.

Function Documentation

◆ OnCollide()

bool OnCollide ( Object  other)

Ray cast line test from owner to a tested position.

Returns
True if the line test should be broken and make the transformation invalid

Definition at line 58 of file object.c.

◆ OnDebug()

void OnDebug ( vector  p0,
vector  p1,
bool  hasHit,
bool  found 
)

Debug callback for rendering on the screen.

Definition at line 32 of file object.c.

◆ OnFirstContact()

bool OnFirstContact ( Object  other)

Called for first layer contacts to determine if this object should be snapped around or default rv raycast placement is fine.

Returns
True if bounding snap is to be used

Definition at line 40 of file object.c.

◆ OnQuery()

bool OnQuery ( Object  other)

Initial query around the owner position to see if an object should be processed in contact testing.

Returns
True if the object should be counted

Definition at line 49 of file object.c.

◆ OnSetup()

void OnSetup ( )

The transformation currently being debugged.

Initialization of script variables

Definition at line 26 of file object.c.

Variable Documentation

◆ m_DebugEnabled

bool m_DebugEnabled

How much should the direction be favoured.

Definition at line 20 of file object.c.

◆ m_DirectionFunc

vector m_DirectionFunc

The size of the boundig box, centered.

Definition at line 18 of file object.c.

◆ m_Extents

vector m_Extents

The true center of the bounding box of the object to be dropped in model space.

Definition at line 16 of file object.c.

◆ m_Offset

vector m_Offset

The direction of the owner in world space.

Definition at line 15 of file object.c.

◆ m_Owner

◆ m_OwnerDirection

vector m_OwnerDirection

The position of the owner in world space.

Definition at line 13 of file object.c.

◆ m_OwnerPosition

vector m_OwnerPosition

The owner performing the snap callback.

Definition at line 12 of file object.c.

◆ m_Transform

vector m_Transform[4]

If 'OnDebug' is to be called.

Definition at line 21 of file object.c.