DayZ 1.24
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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. | |
Return animation phase of animation on object.
Returns skeleton's bone index of named proxy selection.
Returns proxy object that corresponds given bone inside skeleton.
Returns whether simulation is disabled.
On server, entity's transformation is directly changed to targetTransform, on client entity's transformation is interpolated to targetTransform in time deltaT.
targetTransform | |
deltaT,interpolation | time between current transformation and target transformation |
callback called from C++ when AnimationPhase has started
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private |
callback called when entity is moved to world and creating its physics representation
Client event on transformation update from network.
pos,world | space position |
ypr,world | space orientation in radians in form of Yaw/Pitch/Roll |
Process animation on object. Animation is defined in config file. Wanted animation phase is set to phase.
Same as SetAnimationPhase, only ignores any animation and sets the phase immediately.
Definition at line 18 of file Entity.c.