Dayz 1.25
Dayz Code Explorer by KGB
Загрузка...
Поиск...
Не найдено
Файл Object.c

См. исходные тексты.

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.
 

Перечисления

◆ ProcessDirectDamageFlags

Элементы перечислений
ALL_TRANSFER 
NO_ATTACHMENT_TRANSFER 

Do not transfer damage to attachments.

NO_GLOBAL_TRANSFER 

Do not transfer damage to global.

NO_TRANSFER 

NO_ATTACHMENT_TRANSFER | NO_GLOBAL_TRANSFER.

2{
7}
@ NO_ATTACHMENT_TRANSFER
Do not transfer damage to attachments.
Definition Object.c:4
@ ALL_TRANSFER
Definition Object.c:3
@ NO_GLOBAL_TRANSFER
Do not transfer damage to global.
Definition Object.c:5
@ NO_TRANSFER
NO_ATTACHMENT_TRANSFER | NO_GLOBAL_TRANSFER.
Definition Object.c:6

Функции

◆ OnCollide()

bool OnCollide ( Object other)

Ray cast line test from owner to a tested position.

Возвращает
True if the line test should be broken and make the transformation invalid
59 {
60 return true;
61 }

◆ OnDebug()

void OnDebug ( vector p0,
vector p1,
bool hasHit,
bool found )

Debug callback for rendering on the screen.

33 {
34 }

◆ OnFirstContact()

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.

Возвращает
True if bounding snap is to be used
41 {
42 return false;
43 }

◆ OnQuery()

bool OnQuery ( Object other)

Initial query around the owner position to see if an object should be processed in contact testing.

Возвращает
True if the object should be counted
50 {
51 return true;
52 }

◆ OnSetup()

void OnSetup ( )

The transformation currently being debugged.

Initialization of script variables

27 {
28 }

Переменные

◆ m_DebugEnabled

bool m_DebugEnabled

How much should the direction be favoured.

Используется в EntityPlacementCallback::OnSetup().

◆ m_DirectionFunc

vector m_DirectionFunc

The size of the boundig box, centered.

Используется в EntityPlacementCallback::OnSetup().

◆ m_Extents

vector m_Extents

The true center of the bounding box of the object to be dropped in model space.

Используется в EntityPlacementCallback::OnDebug().

◆ m_Offset

vector m_Offset

The direction of the owner in world space.

Используется в BleedingSource() и CreateParticle().

◆ m_Owner

◆ m_OwnerDirection

vector m_OwnerDirection

The position of the owner in world space.

Используется в EntityPlacementCallback::OnSetup().

◆ m_OwnerPosition

vector m_OwnerPosition

The owner performing the snap callback.

Используется в EntityPlacementCallback::OnSetup().

◆ m_Transform

vector m_Transform[4]

If 'OnDebug' is to be called.

Используется в EntityPlacementCallback::OnDebug().