do not process rotations !
More...
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| proto native DayZAnimalInputController | GetInputController () |
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| proto native void | StartCommand_Death (int pType, int pDirection) |
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| proto native void | StartCommand_Move () |
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| proto native void | StartCommand_Jump () |
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| proto native void | StartCommand_Attack () |
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| proto native void | StartCommand_Hit (int pType, int pDirection) |
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| proto native DayZAnimalCommandScript | StartCommand_Script (DayZAnimalCommandScript pInfectedCommand) |
| | scripted commands
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| proto native DayZAnimalCommandScript | StartCommand_ScriptInst (typename pCallbackClass) |
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| proto native DayZAnimalCommandScript | GetCommand_Script () |
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| proto native void | SignalAIAttackStarted () |
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| proto native void | SignalAIAttackEnded () |
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| void | DayZAnimal () |
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| override bool | IsHealthVisible () |
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| override bool | IsAnimal () |
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| override bool | IsInventoryVisible () |
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| override int | GetHideIconMask () |
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| void | CommandHandler (float dt, int currentCommandID, bool currentCommandFinished) |
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| bool | HandleDeath (int currentCommandID, DayZAnimalInputController inputController) |
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| bool | HandleDamageHit (int currentCommandID) |
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| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
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| void | QueueDamageHit (int type, int direction) |
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| bool | ComputeDamageHitParams (EntityAI source, string dmgZone, string ammo, out int type, out int direction) |
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| float | ComputeHitDirectionAngleDeg (EntityAI source) |
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| int | TranslateHitAngleDegToDirectionIndex (float angleDeg) |
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| int | FindComponentDirectionOffset (string component) |
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| void | EOnContact (IEntity other, Contact extra) |
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| void | RegisterHitComponentsForAI () |
| | register hit components for AI melee (used by attacking AI)
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| override string | GetHitComponentForAI () |
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| override string | GetDefaultHitComponent () |
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| override string | GetDefaultHitPositionComponent () |
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| override vector | GetDefaultHitPosition () |
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| vector | SetDefaultHitPosition (string pSelection) |
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| float | ConvertNonlethalDamage (float damage, DamageType damageType) |
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do not process rotations !
Definition at line 653 of file dayzanimal.c.
◆ CommandHandler()
| void DayZCreatureAI::CommandHandler |
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float | dt, |
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int | currentCommandID, |
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bool | currentCommandFinished ) |
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◆ ComputeDamageHitParams()
◆ ComputeHitDirectionAngleDeg()
| float DayZCreatureAI::ComputeHitDirectionAngleDeg |
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EntityAI | source | ) |
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◆ ConvertNonlethalDamage()
◆ DayZAnimal()
| void DayZCreatureAI::DayZAnimal |
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sets default hit position and cache it here (mainly for impact particles)
Definition at line 678 of file dayzanimal.c.
◆ EEHitBy()
◆ EOnContact()
◆ FindComponentDirectionOffset()
| int DayZCreatureAI::FindComponentDirectionOffset |
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string | component | ) |
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◆ GetCommand_Script()
| proto native DayZAnimalCommandScript DayZCreatureAI::GetCommand_Script |
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◆ GetDefaultHitComponent()
| override string DayZCreatureAI::GetDefaultHitComponent |
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◆ GetDefaultHitPosition()
| override vector DayZCreatureAI::GetDefaultHitPosition |
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◆ GetDefaultHitPositionComponent()
| override string DayZCreatureAI::GetDefaultHitPositionComponent |
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◆ GetHideIconMask()
| override int DayZCreatureAI::GetHideIconMask |
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◆ GetHitComponentForAI()
| override string DayZCreatureAI::GetHitComponentForAI |
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◆ GetInputController()
◆ HandleDamageHit()
| bool DayZCreatureAI::HandleDamageHit |
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int | currentCommandID | ) |
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◆ HandleDeath()
◆ IsAnimal()
| override bool DayZCreatureAI::IsAnimal |
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◆ IsHealthVisible()
| override bool DayZCreatureAI::IsHealthVisible |
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◆ IsInventoryVisible()
| override bool DayZCreatureAI::IsInventoryVisible |
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◆ QueueDamageHit()
| void DayZCreatureAI::QueueDamageHit |
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int | type, |
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int | direction ) |
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◆ RegisterHitComponentsForAI()
| void DayZCreatureAI::RegisterHitComponentsForAI |
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register hit components for AI melee (used by attacking AI)
registers default hit compoent for the entity
registers default hit position component for entity
register hit components that are selected by probability
Definition at line 956 of file dayzanimal.c.
◆ SetDefaultHitPosition()
| vector DayZCreatureAI::SetDefaultHitPosition |
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string | pSelection | ) |
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◆ SignalAIAttackEnded()
| proto native void DayZCreatureAI::SignalAIAttackEnded |
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◆ SignalAIAttackStarted()
| proto native void DayZCreatureAI::SignalAIAttackStarted |
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◆ StartCommand_Attack()
| proto native void DayZCreatureAI::StartCommand_Attack |
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◆ StartCommand_Death()
| proto native void DayZCreatureAI::StartCommand_Death |
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int | pType, |
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int | pDirection ) |
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◆ StartCommand_Hit()
| proto native void DayZCreatureAI::StartCommand_Hit |
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int | pType, |
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int | pDirection ) |
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◆ StartCommand_Jump()
| proto native void DayZCreatureAI::StartCommand_Jump |
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◆ StartCommand_Move()
| proto native void DayZCreatureAI::StartCommand_Move |
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◆ StartCommand_Script()
| proto native DayZAnimalCommandScript DayZCreatureAI::StartCommand_Script |
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DayZAnimalCommandScript | pInfectedCommand | ) |
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◆ StartCommand_ScriptInst()
| proto native DayZAnimalCommandScript DayZCreatureAI::StartCommand_ScriptInst |
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typename pCallbackClass | | ) |
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◆ TranslateHitAngleDegToDirectionIndex()
| int DayZCreatureAI::TranslateHitAngleDegToDirectionIndex |
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float | angleDeg | ) |
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◆ m_DamageHitDirection
| int DayZCreatureAI::m_DamageHitDirection = 0 |
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◆ m_DamageHitToProcess
| bool DayZCreatureAI::m_DamageHitToProcess = false |
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◆ m_DamageHitType
| int DayZCreatureAI::m_DamageHitType = 0 |
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◆ m_DefaultHitComponent
| string DayZCreatureAI::m_DefaultHitComponent |
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◆ m_DefaultHitPosition
| vector DayZCreatureAI::m_DefaultHitPosition |
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◆ m_DefaultHitPositionComponent
| string DayZCreatureAI::m_DefaultHitPositionComponent |
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◆ m_HitComponentsForAI
Melee hit components (AI targeting)
Definition at line 657 of file dayzanimal.c.
The documentation for this class was generated from the following file: