◆ SCR_EditorImagePositionEntity()
void SCR_EditorImagePositionEntity.SCR_EditorImagePositionEntity |
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IEntitySource | src, |
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IEntity | parent ) |
◆ ~SCR_EditorImagePositionEntity()
void SCR_EditorImagePositionEntity.~SCR_EditorImagePositionEntity |
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◆ _WB_AfterWorldUpdate()
override void SCR_EditorImagePositionEntity._WB_AfterWorldUpdate |
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float | timeSlice | ) |
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◆ _WB_GetAfterWorldUpdateSpecs()
override int SCR_EditorImagePositionEntity._WB_GetAfterWorldUpdateSpecs |
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IEntitySource | src | ) |
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◆ ActivateCharacterPosition()
void SCR_EditorImagePositionEntity.ActivateCharacterPosition |
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ResourceName | prefab | ) |
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◆ ActivateGroupPosition()
bool SCR_EditorImagePositionEntity.ActivateGroupPosition |
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SCR_AIGroup | group, |
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EntitySpawnParams | spawnParams ) |
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◆ ActivatePosition()
bool SCR_EditorImagePositionEntity.ActivatePosition |
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ResourceName | prefab | ) |
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◆ AddSubPosition()
◆ CharacterWeaponIK()
Find anim IK of currently held player weapon.
◆ CloneCharacter()
void SCR_EditorImagePositionEntity.CloneCharacter |
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out IEntity | character, |
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vector | transform[4] ) |
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◆ CurrentPose()
Return pose used for current character.
◆ DeactivatePosition()
void SCR_EditorImagePositionEntity.DeactivatePosition |
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◆ EOnImagePositonActivate()
void SCR_EditorImagePositionEntity.EOnImagePositonActivate |
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IEntity | entity | ) |
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◆ EOnInit()
override void SCR_EditorImagePositionEntity.EOnInit |
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IEntity | owner | ) |
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◆ FindSuitableSubPosition()
◆ GetDelay()
float SCR_EditorImagePositionEntity.GetDelay |
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◆ GetPositionName()
string SCR_EditorImagePositionEntity.GetPositionName |
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◆ GetPriority()
int SCR_EditorImagePositionEntity.GetPriority |
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◆ IsSuitable()
bool SCR_EditorImagePositionEntity.IsSuitable |
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array< EEditableEntityLabel > | labels | ) |
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◆ QueryEntitiesCallback()
bool SCR_EditorImagePositionEntity.QueryEntitiesCallback |
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IEntity | e | ) |
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◆ SetPose()
Set character pose animation and holding weapon animation.
◆ UpdateNearbyEntities()
void SCR_EditorImagePositionEntity.UpdateNearbyEntities |
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◆ ANIM_ARM_IK
const string SCR_EditorImagePositionEntity.ANIM_ARM_IK = "ArmIK" |
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◆ ANIM_TIME_STEP
const float SCR_EditorImagePositionEntity.ANIM_TIME_STEP = 30.0 |
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◆ m_aCameraNames
ref array<string> SCR_EditorImagePositionEntity.m_aCameraNames |
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◆ m_aCameras
ref array<SCR_CameraBase> SCR_EditorImagePositionEntity.m_aCameras = {} |
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◆ m_aCurrentNearbyEntities
ref array<IEntity> SCR_EditorImagePositionEntity.m_aCurrentNearbyEntities = {} |
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◆ m_aFactionPoses
◆ m_aOriginalNearbyEntities
ref array<IEntity> SCR_EditorImagePositionEntity.m_aOriginalNearbyEntities = {} |
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◆ m_ArmIKResource
ResourceName SCR_EditorImagePositionEntity.m_ArmIKResource |
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◆ m_aSubPositions
◆ m_bEnablePhysics
bool SCR_EditorImagePositionEntity.m_bEnablePhysics |
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◆ m_bMustFitInView
bool SCR_EditorImagePositionEntity.m_bMustFitInView |
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◆ m_bUseBoundingCenter
bool SCR_EditorImagePositionEntity.m_bUseBoundingCenter |
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◆ m_DefaultPose
◆ m_Entity
IEntity SCR_EditorImagePositionEntity.m_Entity |
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◆ m_fDelay
float SCR_EditorImagePositionEntity.m_fDelay |
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◆ m_fLatitude
float SCR_EditorImagePositionEntity.m_fLatitude |
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◆ m_fLongitude
float SCR_EditorImagePositionEntity.m_fLongitude |
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◆ m_ForceWeaponType
EWeaponType SCR_EditorImagePositionEntity.m_ForceWeaponType |
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◆ m_fTime
float SCR_EditorImagePositionEntity.m_fTime |
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◆ m_iArmIK
int SCR_EditorImagePositionEntity.m_iArmIK |
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◆ m_iDay
int SCR_EditorImagePositionEntity.m_iDay |
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◆ m_iMonth
int SCR_EditorImagePositionEntity.m_iMonth |
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◆ m_iPoseID
int SCR_EditorImagePositionEntity.m_iPoseID |
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◆ m_iPriority
int SCR_EditorImagePositionEntity.m_iPriority |
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◆ m_iYear
int SCR_EditorImagePositionEntity.m_iYear |
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◆ m_Labels
ref array<EEditableEntityLabel> SCR_EditorImagePositionEntity.m_Labels |
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◆ m_Parent
◆ m_PosesGraph
ResourceName SCR_EditorImagePositionEntity.m_PosesGraph |
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◆ m_PosesInstance
ResourceName SCR_EditorImagePositionEntity.m_PosesInstance |
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◆ m_PreviewMesh
ResourceName SCR_EditorImagePositionEntity.m_PreviewMesh |
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◆ m_sCurrentWeaponMesh
string SCR_EditorImagePositionEntity.m_sCurrentWeaponMesh |
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◆ m_sNewWeaponMesh
string SCR_EditorImagePositionEntity.m_sNewWeaponMesh |
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◆ m_sPoseVar
string SCR_EditorImagePositionEntity.m_sPoseVar |
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◆ m_sStartNode
string SCR_EditorImagePositionEntity.m_sStartNode |
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The documentation for this interface was generated from the following file:
- Game/Editor/Entities/SCR_EditorImagePositionEntity.c