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DayZAnimal.c File Reference

Data Structures

class  DayZCreatureAnimInterface
 
class  DayZCreature
 
class  AnimCommandBase
 base class of all commands exposed to script to provide common functionality over animations More...
 
class  DayZCreatureAI
 do not process rotations ! More...
 

Functions

class DayZCreatureAnimInterface RegisterAnimationEvent (string event_name, string function_name)
 
private void DayZCreatureAnimInterface ()
 
private void ~DayZCreatureAnimInterface ()
 
proto native TAnimGraphCommand BindCommand (string pCommandName)
 returns command index -

 
proto native TAnimGraphVariable BindVariableFloat (string pVariable)
 
proto native TAnimGraphVariable BindVariableInt (string pVariable)
 
proto native TAnimGraphVariable BindVariableBool (string pVariable)
 
proto native TAnimGraphTag BindTag (string pTagName)
 
proto native TAnimGraphEvent BindEvent (string pEventName)
 
proto native void SetAnimationInstanceByName (string animation_instance_name, int instance_uuid, float duration)
 
proto native int GetCurrentAnimationInstanceUUID ()
 
proto native DayZCreatureAnimInterface GetAnimInterface ()
 
proto native void UpdateSimulationPrecision (int simLOD)
 
proto native void StartDeath ()
 
proto native void ResetDeath ()
 
proto native void ResetDeathCooldown ()
 
proto native bool IsDeathProcessed ()
 
proto native bool IsDeathConditionMet ()
 
proto native int GetBoneIndexByName (string pBoneName)
 returns bone index for a name (-1 if pBoneName doesn't exist)
 
override bool IsDayZCreature ()
 
override bool CanBeSkinned ()
 
override bool IsIgnoredByConstruction ()
 
override bool IsManagingArrows ()
 
override bool DisableVicinityIcon ()
 
override void AddArrow (Object arrow, int componentIndex, vector closeBonePosWS, vector closeBoneRotWS)
 
override bool HasFixedActionTargetCursorPosition ()
 
override void GetDebugActions (out TSelectableActionInfoArrayEx outputList)
 
override bool OnAction (int action_id, Man player, ParamsReadContext ctx)
 
bool ModCommandHandlerBefore (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool ModCommandHandlerInside (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
bool ModCommandHandlerAfter (float pDt, int pCurrentCommandID, bool pCurrentCommandFinished)
 
class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished (bool pFinished)
 DayZAnimalCommandScript fully scriptable command.
 
proto native bool PrePhys_GetTranslation (out vector pOutTransl)
 script function usable in PrePhysUpdate
 
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
 

Variables

class DayZCreatureAI extends DayZCreature COMMANDID_MOVE
 
class DayZCreatureAI extends DayZCreature COMMANDID_JUMP
 
class DayZCreatureAI extends DayZCreature COMMANDID_DEATH
 
class DayZCreatureAI extends DayZCreature COMMANDID_HIT
 
class DayZCreatureAI extends DayZCreature COMMANDID_ATTACK
 
class DayZCreatureAI extends DayZCreature COMMANDID_SCRIPT
 

Function Documentation

◆ AddArrow()

override void AddArrow ( Object  arrow,
int  componentIndex,
vector  closeBonePosWS,
vector  closeBoneRotWS 
)

◆ BindCommand()

proto native TAnimGraphCommand BindCommand ( string  pCommandName)

returns command index -

◆ BindEvent()

proto native TAnimGraphEvent BindEvent ( string  pEventName)

◆ BindTag()

proto native TAnimGraphTag BindTag ( string  pTagName)

◆ BindVariableBool()

proto native TAnimGraphVariable BindVariableBool ( string  pVariable)

◆ BindVariableFloat()

proto native TAnimGraphVariable BindVariableFloat ( string  pVariable)

◆ BindVariableInt()

proto native TAnimGraphVariable BindVariableInt ( string  pVariable)

◆ CanBeSkinned()

override bool CanBeSkinned ( )

◆ DayZCreatureAnimInterface()

private void DayZCreatureAnimInterface ( )

◆ DisableVicinityIcon()

override bool DisableVicinityIcon ( )

◆ GetAnimInterface()

proto native DayZCreatureAnimInterface GetAnimInterface ( )

◆ GetBoneIndexByName()

◆ GetCurrentAnimationInstanceUUID()

proto native int GetCurrentAnimationInstanceUUID ( )

◆ GetDebugActions()

override void GetDebugActions ( out TSelectableActionInfoArrayEx  outputList)

References SAT_DEBUG_ACTION.

◆ HasFixedActionTargetCursorPosition()

override bool HasFixedActionTargetCursorPosition ( )

◆ IsDayZCreature()

override bool IsDayZCreature ( )

◆ IsDeathConditionMet()

proto native bool IsDeathConditionMet ( )

◆ IsDeathProcessed()

proto native bool IsDeathProcessed ( )

◆ IsIgnoredByConstruction()

override bool IsIgnoredByConstruction ( )

◆ IsManagingArrows()

override bool IsManagingArrows ( )

◆ ModCommandHandlerAfter()

bool ModCommandHandlerAfter ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

◆ ModCommandHandlerBefore()

bool ModCommandHandlerBefore ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

◆ ModCommandHandlerInside()

bool ModCommandHandlerInside ( float  pDt,
int  pCurrentCommandID,
bool  pCurrentCommandFinished 
)

◆ OnAction()

override bool OnAction ( int  action_id,
Man  player,
ParamsReadContext  ctx 
)

◆ PostPhys_GetPosition()

proto native void PostPhys_GetPosition ( out vector  pOutTransl)

script function usable in PostPhysUpdate

◆ PostPhys_GetRotation()

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

vec3 in world space

◆ PostPhys_LockRotation()

proto native void PostPhys_LockRotation ( )

quaternion in world space

◆ PostPhys_SetPosition()

proto native void PostPhys_SetPosition ( vector  pInTransl)

quaternion in world space

◆ PostPhys_SetRotation()

proto native void PostPhys_SetRotation ( float  pInRot[4])

vec3 in world space

◆ PostPhysUpdate()

bool PostPhysUpdate ( float  pDt)

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))

◆ PrePhys_GetRotation()

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

◆ PrePhys_GetTranslation()

proto native bool PrePhys_GetTranslation ( out vector  pOutTransl)

script function usable in PrePhysUpdate

◆ PrePhys_SetRotation()

proto native void PrePhys_SetRotation ( float  pInRot[4])

◆ PrePhys_SetTranslation()

proto native void PrePhys_SetTranslation ( vector  pInTransl)

◆ RegisterAnimationEvent()

◆ ResetDeath()

proto native void ResetDeath ( )

◆ ResetDeathCooldown()

proto native void ResetDeathCooldown ( )

◆ SetAnimationInstanceByName()

proto native void SetAnimationInstanceByName ( string  animation_instance_name,
int  instance_uuid,
float  duration 
)

◆ SetFlagFinished()

class DayZAnimalCommandMove extends AnimCommandBase SetFlagFinished ( bool  pFinished)

DayZAnimalCommandScript fully scriptable command.

Warning
NON-MANAGED, will be managed by C++ once it is sent to the CommandHandler through DayZAnimal.StartCommand_Script
Note
So ideally, it is best to set up the DayZAnimalCommandScript, not create any instances and start it through DayZAnimal.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 constructor must have 1st parameter to be DayZAnimal this terminates command script and shows CommandHandler( ... pCurrentCommandFinished == true );

◆ StartDeath()

proto native void StartDeath ( )

◆ UpdateSimulationPrecision()

proto native void UpdateSimulationPrecision ( int  simLOD)

◆ ~DayZCreatureAnimInterface()

private void ~DayZCreatureAnimInterface ( )

Variable Documentation

◆ COMMANDID_ATTACK

class DayZCreatureAI extends DayZCreature COMMANDID_ATTACK

◆ COMMANDID_DEATH

class DayZCreatureAI extends DayZCreature COMMANDID_DEATH

◆ COMMANDID_HIT

class DayZCreatureAI extends DayZCreature COMMANDID_HIT

◆ COMMANDID_JUMP

class DayZCreatureAI extends DayZCreature COMMANDID_JUMP

◆ COMMANDID_MOVE

class DayZCreatureAI extends DayZCreature COMMANDID_MOVE

◆ COMMANDID_SCRIPT

class DayZCreatureAI extends DayZCreature COMMANDID_SCRIPT