DayZ 1.24
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ObjectTyped Class Reference

Private Member Functions

proto native void DisableSimulation (bool disable)
 
proto native bool GetIsSimulationDisabled ()
 Returns whether simulation is disabled.
 
proto native int GetSimulationTimeStamp ()
 Returns simulation timestamp.
 
proto native float GetAnimationPhase (string animation)
 Return animation phase of animation on object.
 
proto native void SetAnimationPhase (string animation, float phase)
 Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.
 
void SetAnimationPhaseNow (string animation, float phase)
 Same as SetAnimationPhase, only ignores any animation and sets the phase immediately.
 
proto native void ResetAnimationPhase (string animation, float phase)
 
void OnAnimationPhaseStarted (string animSource, float phase)
 callback called from C++ when AnimationPhase has started
 
proto native int GetBoneIndex (string proxySelectionName)
 Returns skeleton's bone index of named proxy selection.
 
proto native Object GetBoneObject (int boneIndex)
 Returns proxy object that corresponds given bone inside skeleton.
 
proto native void SetInvisible (bool invisible)
 Turns on/off invisibility.
 
void OnInvisibleSet (bool invisible)
 event
 
proto void MoveInTime (vector targetTransform[4], float deltaT)
 On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT.
 
void OnCreatePhysics ()
 callback called when entity is moved to world and creating its physics representation
 
bool OnNetworkTransformUpdate (out vector pos, out vector ypr)
 Client event on transformation update from network.
 

Detailed Description

Definition at line 1 of file Entity.c.

Member Function Documentation

◆ DisableSimulation()

proto native void ObjectTyped::DisableSimulation ( bool disable)
private

◆ GetAnimationPhase()

proto native float ObjectTyped::GetAnimationPhase ( string animation)
private

Return animation phase of animation on object.

◆ GetBoneIndex()

proto native int ObjectTyped::GetBoneIndex ( string proxySelectionName)
private

Returns skeleton's bone index of named proxy selection.

◆ GetBoneObject()

proto native Object ObjectTyped::GetBoneObject ( int boneIndex)
private

Returns proxy object that corresponds given bone inside skeleton.

◆ GetIsSimulationDisabled()

proto native bool ObjectTyped::GetIsSimulationDisabled ( )
private

Returns whether simulation is disabled.

◆ GetSimulationTimeStamp()

proto native int ObjectTyped::GetSimulationTimeStamp ( )
private

Returns simulation timestamp.

◆ MoveInTime()

proto void ObjectTyped::MoveInTime ( vector targetTransform[4],
float deltaT )
private

On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT.

Parameters
targetTransform
deltaT,interpolationtime between current transformation and target transformation
Note
it's not recommended to call this on client as it can break interpolation process if called on server previously

◆ OnAnimationPhaseStarted()

void ObjectTyped::OnAnimationPhaseStarted ( string animSource,
float phase )
private

callback called from C++ when AnimationPhase has started

◆ OnCreatePhysics()

void ObjectTyped::OnCreatePhysics ( )
private

callback called when entity is moved to world and creating its physics representation

◆ OnInvisibleSet()

void ObjectTyped::OnInvisibleSet ( bool invisible)
private

event

◆ OnNetworkTransformUpdate()

bool ObjectTyped::OnNetworkTransformUpdate ( out vector pos,
out vector ypr )
private

Client event on transformation update from network.

Parameters
pos,worldspace position
ypr,worldspace orientation in radians in form of Yaw/Pitch/Roll
Returns
true if visual cut (won't do any interpolation) should be done after calling this callback

◆ ResetAnimationPhase()

proto native void ObjectTyped::ResetAnimationPhase ( string animation,
float phase )
private

◆ SetAnimationPhase()

proto native void ObjectTyped::SetAnimationPhase ( string animation,
float phase )
private

Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.

◆ SetAnimationPhaseNow()

void ObjectTyped::SetAnimationPhaseNow ( string animation,
float phase )
inlineprivate

Same as SetAnimationPhase, only ignores any animation and sets the phase immediately.

Definition at line 18 of file Entity.c.

19 {
22 }
proto native void SetAnimationPhase(string animation, float phase)
Process animation on object. Animation is defined in config file. Wanted animation phase is set to ph...
proto native void ResetAnimationPhase(string animation, float phase)

◆ SetInvisible()

proto native void ObjectTyped::SetInvisible ( bool invisible)
private

Turns on/off invisibility.


The documentation for this class was generated from the following file: