DayZ 1.26
DayZ Explorer by KGB
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Структуры данных | |
class | IEntity |
Перечисления | |
enum | ProcessDirectDamageFlags { ALL_TRANSFER , NO_ATTACHMENT_TRANSFER , NO_GLOBAL_TRANSFER , NO_TRANSFER } |
Функции | |
void | OnSetup () |
The transformation currently being debugged. | |
void | OnDebug (vector p0, vector p1, bool hasHit, bool found) |
Debug callback for rendering on the screen. | |
bool | OnFirstContact (Object other) |
Called for first layer contacts to determine if this object should be snapped around or default rv raycast placement is fine. | |
bool | OnQuery (Object other) |
Initial query around the owner position to see if an object should be processed in contact testing. | |
bool | OnCollide (Object other) |
Ray cast line test from owner to a tested position. | |
Переменные | |
enum ProcessDirectDamageFlags | m_Owner |
vector | m_OwnerPosition |
The owner performing the snap callback. | |
vector | m_OwnerDirection |
The position of the owner in world space. | |
vector | m_Offset |
The direction of the owner in world space. | |
vector | m_Extents |
The true center of the bounding box of the object to be dropped in model space. | |
vector | m_DirectionFunc |
The size of the boundig box, centered. | |
bool | m_DebugEnabled |
How much should the direction be favoured. | |
vector | m_Transform [4] |
If 'OnDebug' is to be called. | |
Ray cast line test from owner to a tested position.
Debug callback for rendering on the screen.
Called for first layer contacts to determine if this object should be snapped around or default rv raycast placement is fine.
Initial query around the owner position to see if an object should be processed in contact testing.
void OnSetup | ( | ) |
The transformation currently being debugged.
Initialization of script variables
bool m_DebugEnabled |
How much should the direction be favoured.
Используется в EntityPlacementCallback::OnSetup().
vector m_DirectionFunc |
The size of the boundig box, centered.
Используется в EntityPlacementCallback::OnSetup().
vector m_Extents |
The true center of the bounding box of the object to be dropped in model space.
Используется в EntityPlacementCallback::OnDebug().
vector m_Offset |
The direction of the owner in world space.
Используется в BleedingSource() и CreateParticle().
enum ProcessDirectDamageFlags m_Owner |
Используется в ScriptedWidgetEventHandler::OnClick(), BotStateBase::OnEntry(), OnEntry(), BotWaitForChangeInHands::OnEntry(), BotTestSpamUserActions_Start::OnExit(), ScriptedWidgetEventHandler::OnMouseButtonDown(), ScriptedWidgetEventHandler::OnMouseButtonUp(), EntityPlacementCallback::OnSetup(), OnTimeout(), BotStateBase::OnTimeout(), BotStateBase::OnUpdate(), OnUpdate() и BotStateBase::SelectTarget().
vector m_OwnerDirection |
The position of the owner in world space.
Используется в EntityPlacementCallback::OnSetup().
vector m_OwnerPosition |
The owner performing the snap callback.
Используется в EntityPlacementCallback::OnSetup().
vector m_Transform[4] |
If 'OnDebug' is to be called.
Используется в EntityPlacementCallback::OnDebug().