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proto external void | AlignPosDirWS (vector pPredictedPos, vector pPredictedDir, vector pTargetPos, vector pTargetDir, bool bSnap=false) |
| tries to align myPredictedPos so its aligned with real pos tries to rotate internally so pMyPredictedDir will align with pRealDir Use bSnap parameter if you don't want the alignment to be smooth.
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proto external void | AlignPosRotWS (vector pPredictedPos, float pPredictedRot[4], vector pTargetPos, float pTargetRot[4], bool bSnap=false) |
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proto external void | AlignRotWS (float pPredictedRot[4], float pTargetRot[4], bool bSnap=false) |
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proto external void | ResetAligning () |
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proto external void | SetFiltering (float pFilterTimeout, float pMaxVel) |
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proto external bool | IsAligning () |
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◆ AlignPosDirWS()
proto external void CharacterHeadingAnimComponent.AlignPosDirWS |
( |
vector |
pPredictedPos, |
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vector |
pPredictedDir, |
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vector |
pTargetPos, |
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vector |
pTargetDir, |
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bool |
bSnap = false |
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) |
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tries to align myPredictedPos so its aligned with real pos tries to rotate internally so pMyPredictedDir will align with pRealDir Use bSnap parameter if you don't want the alignment to be smooth.
◆ AlignPosRotWS()
proto external void CharacterHeadingAnimComponent.AlignPosRotWS |
( |
vector |
pPredictedPos, |
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float |
pPredictedRot[4], |
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vector |
pTargetPos, |
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float |
pTargetRot[4], |
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bool |
bSnap = false |
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) |
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◆ AlignRotWS()
proto external void CharacterHeadingAnimComponent.AlignRotWS |
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float |
pPredictedRot[4], |
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float |
pTargetRot[4], |
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bool |
bSnap = false |
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) |
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◆ IsAligning()
proto external bool CharacterHeadingAnimComponent.IsAligning |
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◆ ResetAligning()
proto external void CharacterHeadingAnimComponent.ResetAligning |
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◆ SetFiltering()
proto external void CharacterHeadingAnimComponent.SetFiltering |
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float |
pFilterTimeout, |
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float |
pMaxVel |
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) |
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The documentation for this interface was generated from the following file:
- Game/generated/Character/CharacterHeadingAnimComponent.c