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HumanCommandScript Class Reference

HumanCommandScript fully scriptable command. More...

Private Member Functions

void OnActivate ()
 constructor must have 1st parameter to be Human
 
void OnDeactivate ()
 called when command ends
 
proto native void SetFlagFinished (bool pFinished)
 this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
 
proto native void SetHeading (float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX)
 sets character rotation (heading) (PreAnim/PrePhys only!)
 
proto native void AddHeadingRelativeTo (HumanRelativeHeadingMode mode, float yawAngle, float filterDt=-1, float maxYawSpeed=FLT_MAX)
 
int GetCurrentStance ()
 Override this to return the current stance of the human.
 
int GetCurrentMovement ()
 Override this to return the current movement state of the human.
 
float GetCurrentLeaning ()
 Override this to return the current leaning state of the human. <-1, 1>
 
void PreAnimUpdate (float pDt)
 
proto native void PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat)
 function usable in PreAnimUpdate or in !!! OnActivate !!!
 
proto native void PreAnim_SetFloat (int pVar, float pFlt)
 
proto native void PreAnim_SetInt (int pVar, int pInt)
 
proto native void PreAnim_SetBool (int pVar, bool pBool)
 
void PreAnim_SetFilteredHeading (float pYawAngle, float pFilterDt, float pMaxYawSpeed)
 
void PrePhysUpdate (float pDt)
 
proto native bool PrePhys_IsEvent (int pEvent)
 script function usable in PrePhysUpdate
 
proto native bool PrePhys_IsTag (int pTag)
 
proto native bool PrePhys_GetTranslation (out vector pOutTransl)
 
proto native bool PrePhys_GetRotation (out float pOutRot[4])
 
proto native void PrePhys_SetTranslation (vector pInTransl)
 
proto native void PrePhys_SetRotation (float pInRot[4])
 
bool PostPhysUpdate (float pDt)
 
proto native void PostPhys_GetPosition (out vector pOutTransl)
 script function usable in PostPhysUpdate
 
proto native void PostPhys_GetRotation (out float pOutRot[4])
 vec3 in world space
 
proto native void PostPhys_SetPosition (vector pInTransl)
 quaternion in world space
 
proto native void PostPhys_SetRotation (float pInRot[4])
 vec3 in world space
 
proto native void PostPhys_LockRotation ()
 quaternion in world space
 

Detailed Description

HumanCommandScript fully scriptable command.

Warning
NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through Human.StartCommand_Script
Note
So ideally, it is best to set up the HumanCommandScript, not create any instances and start it through Human.StartCommand_ScriptInst In case an instance needs to be created, it needs manual deletion if not sent to the CommandHandler But deleting it while it is in the CommandHandler will cause crashes

Member Function Documentation

◆ AddHeadingRelativeTo()

proto native void AddHeadingRelativeTo ( HumanRelativeHeadingMode  mode,
float  yawAngle,
float  filterDt = -1,
float  maxYawSpeed = FLT_MAX 
)
private

◆ GetCurrentLeaning()

float GetCurrentLeaning ( )
inlineprivate

Override this to return the current leaning state of the human. <-1, 1>

◆ GetCurrentMovement()

int GetCurrentMovement ( )
inlineprivate

Override this to return the current movement state of the human.

◆ GetCurrentStance()

int GetCurrentStance ( )
inlineprivate

Override this to return the current stance of the human.

◆ OnActivate()

void OnActivate ( )
inlineprivate

constructor must have 1st parameter to be Human

virtual to be overridden called when command starts

◆ OnDeactivate()

void OnDeactivate ( )
inlineprivate

called when command ends

◆ PostPhys_GetPosition()

proto native void PostPhys_GetPosition ( out vector  pOutTransl)
private

script function usable in PostPhysUpdate

◆ PostPhys_GetRotation()

proto native void PostPhys_GetRotation ( out float  pOutRot[4])
private

vec3 in world space

◆ PostPhys_LockRotation()

proto native void PostPhys_LockRotation ( )
private

quaternion in world space

◆ PostPhys_SetPosition()

proto native void PostPhys_SetPosition ( vector  pInTransl)
private

quaternion in world space

◆ PostPhys_SetRotation()

proto native void PostPhys_SetRotation ( float  pInRot[4])
private

vec3 in world space

◆ PostPhysUpdate()

bool PostPhysUpdate ( float  pDt)
private

override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))

◆ PreAnim_CallCommand()

proto native void PreAnim_CallCommand ( int  pCommand,
int  pParamInt,
float  pParamFloat 
)
private

function usable in PreAnimUpdate or in !!! OnActivate !!!

◆ PreAnim_SetBool()

proto native void PreAnim_SetBool ( int  pVar,
bool  pBool 
)
private

◆ PreAnim_SetFilteredHeading()

void PreAnim_SetFilteredHeading ( float  pYawAngle,
float  pFilterDt,
float  pMaxYawSpeed 
)
inlineprivate

References SetHeading().

◆ PreAnim_SetFloat()

proto native void PreAnim_SetFloat ( int  pVar,
float  pFlt 
)
private

◆ PreAnim_SetInt()

proto native void PreAnim_SetInt ( int  pVar,
int  pInt 
)
private

◆ PreAnimUpdate()

void PreAnimUpdate ( float  pDt)
private

override this ! called before any animation is processed here change animation values, add animation commands

◆ PrePhys_GetRotation()

proto native bool PrePhys_GetRotation ( out float  pOutRot[4])
private

◆ PrePhys_GetTranslation()

proto native bool PrePhys_GetTranslation ( out vector  pOutTransl)
private

◆ PrePhys_IsEvent()

proto native bool PrePhys_IsEvent ( int  pEvent)
private

script function usable in PrePhysUpdate

◆ PrePhys_IsTag()

proto native bool PrePhys_IsTag ( int  pTag)
private

◆ PrePhys_SetRotation()

proto native void PrePhys_SetRotation ( float  pInRot[4])
private

◆ PrePhys_SetTranslation()

proto native void PrePhys_SetTranslation ( vector  pInTransl)
private

◆ PrePhysUpdate()

void PrePhysUpdate ( float  pDt)
private

override this ! after animation is processed, before physics is processed

◆ SetFlagFinished()

proto native void SetFlagFinished ( bool  pFinished)
private

this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );

◆ SetHeading()

proto native void SetHeading ( float  yawAngle,
float  filterDt = -1,
float  maxYawSpeed = FLT_MAX 
)
private

sets character rotation (heading) (PreAnim/PrePhys only!)

Referenced by PreAnim_SetFilteredHeading().


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