Arma Reforger Script API
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Public Member Functions | Protected Member Functions | List of all members
AnimPhysCommandScripted Interface Reference
Inheritance diagram for AnimPhysCommandScripted:
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Public Member Functions

void OnActivate ()
 virtual to be overridden called when command starts
 
void OnDeactivate ()
 called when command ends
 
proto native bool IsFlagAutoDelete ()
 autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands
 
proto native void SetFlagAutoDelete (bool pV)
 
proto native void SetFlagFinished (bool pFinished)
 this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
 
proto native bool IsFlagFinished ()
 
void PreAnimUpdate (float pDt)
 override this ! called before any animation is processed here change animation values, add animation commands

 
proto native void PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat)
 
proto native void PreAnim_CallCommand4I (int pCommand, int pParamInt1, int pParamInt2, int pParamInt3, int pParamInt4, float pParamFloat)
 
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 PrePhysUpdate (float pDt)
 override this ! after animation is processed, before physics is processed
 
proto native bool PrePhys_IsEvent (int pEvent)
 script function usable in PrePhysUpdate
 
proto native bool PrePhys_IsTag (int pTag)
 
proto bool PrePhys_GetPredictionEval (int pPrediction, out int pGlobalBoneIndex, out bool pIsTranslation, out bool pIsRotation, out vector pOutTransl, out float pOutRot[4], out float pTimeToPrediction, out float pNormTimeInAnims)
 
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)
 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))
 
proto native void PostPhys_GetPosition (out vector pOutTransl)
 script function usable in PostPhysUpdate
 
proto native void PostPhys_GetRotation (out float pOutRot[4])
 
proto native void PostPhys_SetPosition (vector pInTransl)
 
proto native void PostPhys_SetRotation (float pInRot[4])
 
proto native void PostPhys_LockRotation ()
 

Protected Member Functions

void AnimPhysCommandScripted ()
 constructor is protected - we don't wnat instances of this "abstract" class
 

Constructor & Destructor Documentation

◆ AnimPhysCommandScripted()

void AnimPhysCommandScripted.AnimPhysCommandScripted ( )
protected

constructor is protected - we don't wnat instances of this "abstract" class

Member Function Documentation

◆ IsFlagAutoDelete()

proto native bool AnimPhysCommandScripted.IsFlagAutoDelete ( )

autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands

◆ IsFlagFinished()

proto native bool AnimPhysCommandScripted.IsFlagFinished ( )

◆ OnActivate()

void AnimPhysCommandScripted.OnActivate ( )

virtual to be overridden called when command starts

Implemented in SCR_CharacterCommandLoiter, SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ OnDeactivate()

void AnimPhysCommandScripted.OnDeactivate ( )

called when command ends

Implemented in SCR_CharacterCommandLoiter, SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ PostPhys_GetPosition()

proto native void AnimPhysCommandScripted.PostPhys_GetPosition ( out vector  pOutTransl)

script function usable in PostPhysUpdate

◆ PostPhys_GetRotation()

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

◆ PostPhys_LockRotation()

proto native void AnimPhysCommandScripted.PostPhys_LockRotation ( )

◆ PostPhys_SetPosition()

proto native void AnimPhysCommandScripted.PostPhys_SetPosition ( vector  pInTransl)

◆ PostPhys_SetRotation()

proto native void AnimPhysCommandScripted.PostPhys_SetRotation ( float  pInRot[4])

◆ PostPhysUpdate()

bool AnimPhysCommandScripted.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))

Implemented in SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ PreAnim_CallCommand()

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

◆ PreAnim_CallCommand4I()

proto native void AnimPhysCommandScripted.PreAnim_CallCommand4I ( int  pCommand,
int  pParamInt1,
int  pParamInt2,
int  pParamInt3,
int  pParamInt4,
float  pParamFloat 
)

◆ PreAnim_SetBool()

proto native void AnimPhysCommandScripted.PreAnim_SetBool ( int  pVar,
bool  pBool 
)

◆ PreAnim_SetFloat()

proto native void AnimPhysCommandScripted.PreAnim_SetFloat ( int  pVar,
float  pFlt 
)

◆ PreAnim_SetInt()

proto native void AnimPhysCommandScripted.PreAnim_SetInt ( int  pVar,
int  pInt 
)

◆ PreAnimUpdate()

void AnimPhysCommandScripted.PreAnimUpdate ( float  pDt)

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

Implemented in SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ PrePhys_GetPredictionEval()

proto bool AnimPhysCommandScripted.PrePhys_GetPredictionEval ( int  pPrediction,
out int  pGlobalBoneIndex,
out bool  pIsTranslation,
out bool  pIsRotation,
out vector  pOutTransl,
out float  pOutRot[4],
out float  pTimeToPrediction,
out float  pNormTimeInAnims 
)

◆ PrePhys_GetRotation()

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

◆ PrePhys_GetTranslation()

proto native bool AnimPhysCommandScripted.PrePhys_GetTranslation ( out vector  pOutTransl)

◆ PrePhys_IsEvent()

proto native bool AnimPhysCommandScripted.PrePhys_IsEvent ( int  pEvent)

script function usable in PrePhysUpdate

◆ PrePhys_IsTag()

proto native bool AnimPhysCommandScripted.PrePhys_IsTag ( int  pTag)

◆ PrePhys_SetRotation()

proto native void AnimPhysCommandScripted.PrePhys_SetRotation ( float  pInRot[4])

◆ PrePhys_SetTranslation()

proto native void AnimPhysCommandScripted.PrePhys_SetTranslation ( vector  pInTransl)

◆ PrePhysUpdate()

void AnimPhysCommandScripted.PrePhysUpdate ( float  pDt)

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

Implemented in SCR_CharacterCommandLoiter, SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ SetFlagAutoDelete()

proto native void AnimPhysCommandScripted.SetFlagAutoDelete ( bool  pV)

◆ SetFlagFinished()

proto native void AnimPhysCommandScripted.SetFlagFinished ( bool  pFinished)

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


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