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hpl3:game:scripting:entities

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hpl3:game:scripting:entities [2015/09/11 10:44]
ian.thomas [Overview]
hpl3:game:scripting:entities [2017/05/03 14:44]
alexkalopsia [Critter] Repetition of GiveDamage
Line 80: Line 80:
 **void OnPhysicsCollision(iPhysicsBody @apBody, iPhysicsBody @apCollideBody,​ cPhysicsContactData&​in apContactData)** \\ **void OnPhysicsCollision(iPhysicsBody @apBody, iPhysicsBody @apCollideBody,​ cPhysicsContactData&​in apContactData)** \\
 **float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** \\ **float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** \\
-**void OnAttachmentUpdate(const cMatrixf&​in a_mtxTransformAdd)** ​\\ +**void OnAttachmentUpdate(const cMatrixf&​in a_mtxTransformAdd)** 
-**void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)**+
 ==== Agent ==== ==== Agent ====
  
Line 111: Line 111:
 **float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** \\ **float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** \\
 **void SetupCharBody()** \\ **void SetupCharBody()** \\
-**void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)** \\ 
 **void HitByProp(float afAmount, float afMass, iPhysicsBody @apBody, cLuxProp @apProp)** **void HitByProp(float afAmount, float afMass, iPhysicsBody @apBody, cLuxProp @apProp)**
 +
 ==== Critter ==== ==== Critter ====
  
Line 134: Line 134:
 **void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)** \\ **void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)** \\
 **void OnUpdate(float afTimeStep)** \\ **void OnUpdate(float afTimeStep)** \\
-**void OnPostUpdate(float afTimeStep)\\ +**void OnPostUpdate(float afTimeStep)** \\ 
-****void OnVariableUpdate(float afDeltaTime)** \\+**void OnVariableUpdate(float afDeltaTime)** \\
 **void OnHealthChange()** \\ **void OnHealthChange()** \\
 **bool CanInteract(int alType, iPhysicsBody@ apBody)** \\ **bool CanInteract(int alType, iPhysicsBody@ apBody)** \\
 **bool OnInteract(int alType, iPhysicsBody@ apBody, const cVector3f &in avFocusPos, const tString&​in asData)** \\ **bool OnInteract(int alType, iPhysicsBody@ apBody, const cVector3f &in avFocusPos, const tString&​in asData)** \\
 **void OnConnectionStateChange(iLuxEntity@ apEntity,​int alState)** \\ **void OnConnectionStateChange(iLuxEntity@ apEntity,​int alState)** \\
-**float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** ​\\ +**float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** 
-**void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)**+
 ==== Area ==== ==== Area ====
  
Line 197: Line 197:
 **float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** \\ **float DrawDebugOutput(cGuiSet @apSet,​iFontData @apFont,​float afStartY)** \\
 **void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)** **void GiveDamage(float afAmount, int alStrength, const tString&​in asType, const tString&​in asSource)**
-==== Reverb Area ==== 
- 
-=== Overview === 
  
-A special kind of area that is only used to set reverb properties for an area of the map. Does not allow variants to be created using script (like LiquidArea does). 
  
hpl3/game/scripting/entities.txt · Last modified: 2017/05/03 14:44 by alexkalopsia