Difference between revisions of "HPL3/Amnesia: Rebirth/Scripting/Scripting Api/Prop"

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Latest revision as of 01:06, 16 November 2020

Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!

Summary

Return Type Function and Description
void Prop_AddAttachedProp(tString &in asPropName, tString &in asAttachName, tString &in asAttachFile, cVector3f &in avPosOffset, cVector3f &in avRotOffset)
Attaches a prop mesh (any other data is skipped) to a Prop
void Prop_AddHealth(const tString &in asPropName, float afHealth)
Adds health to a prop
void Prop_AlignRotation(const tString &in asName, const tString &in asTargetEntity, float afAcceleration, float afMaxSpeed, float afSlowDownDist, bool abResetSpeed, const tString &in asCallback = "", const tString &in asOffsetEntity = "")
Aligns the rotation of the specified prop to the current rotation of the target entity
void Prop_ClearVelocity(const tString &in asPropName)
Clear out all velocity on a prop
bool Prop_Clone(const tString &in asSourceProp, const tString &in asDestName, float afScale = 1.0f)
Returns a new copy of asSourceProp as a new prop called asDestName, with asSourceProp's properties
bool Prop_CopyScriptProperties(const tString &in asSourceProp, const tString &in asDestProp)
Copies all script properties (but not position, bodies and so on) from one prop to another existing prop of the same type
bool Prop_CopyState(const tString &in asSourceProp, const tString &in asDestProp)
Copies all properties etc
void Prop_DisableCollisionUntilOutsidePlayer(const tString &in asPropName)
float Prop_GetHealth(const tString &in asPropName)
Gets the health of a prop
void Prop_MoveLinearTo(const tString &in asName, const tString &in asTargetEntity, float afAcceleration, float afMaxSpeed, float afSlowDownDist, bool abResetSpeed, const tString &in asCallback = "")
Moves the specified prop to the current position of the target entity
void Prop_RemoveAttachedProp(tString &in asPropName, tString &in asAttachName)
Removes an attached prop from a prop
void Prop_RotateToSpeed(const tString &in asPropName, float afAcc, float afGoalSpeed, const cVector3f &in avAxis, bool abResetSpeed, const tString &in asOffsetEntity)
Rotates a prop to a target speed
void Prop_RotateToSpeed(const tString &in asPropName, float afAcc, float afGoalSpeed, bool abResetSpeed, const tString &in asOffsetEntity)
Rotates a prop to a target speed
void Prop_SetActiveAndFade(const tString &in asPropName, bool abActive, float afFadeTime)
Activates or deactivates a entity and fades the mesh in or out
void Prop_SetAllowMapTransfer(const tString &in asPropName, bool abX)
Sets if a prop should be transfered
void Prop_SetHealth(const tString &in asPropName, float afHealth)
Sets the health of a prop
void Prop_SetStaticPhysics(const tString &in asPropName, bool abX)
Sets the physics of the object to static or dynamic
void Prop_StopMovement(const tString &in asPropName)
Stops the static movement of a prop

Function Detail

Prop_AddAttachedProp

void Prop_AddAttachedProp(tString &in asPropName,
                          tString &in asAttachName,
                          tString &in asAttachFile,
                          cVector3f &in avPosOffset,
                          cVector3f &in avRotOffset)

Attaches a prop mesh (any other data is skipped) to a Prop

Parameters

Returns:

  • void

Prop_AddHealth

void Prop_AddHealth(const tString &in asPropName,
                    float afHealth)

Adds health to a prop.

Parameters

  • asPropName (tString) —
  • afHealth (float) —

Returns:

  • void

Prop_AlignRotation

void Prop_AlignRotation(const tString &in asName,
                        const tString &in asTargetEntity,
                        float afAcceleration,
                        float afMaxSpeed,
                        float afSlowDownDist,
                        bool abResetSpeed,
                        const tString &in asCallback = "",
                        const tString &in asOffsetEntity = "")

Aligns the rotation of the specified prop to the current rotation of the target entity.

Parameters

  • asName (tString) —
  • asTargetEntity (tString) —
  • afAcceleration (float) —
  • afMaxSpeed (float) —
  • afSlowDownDist (float) —
  • abResetSpeed (bool) —
  • asCallback (tString) —
  • asOffsetEntity (tString) —

Returns:

  • void

Prop_ClearVelocity

void Prop_ClearVelocity(const tString &in asPropName)

Clear out all velocity on a prop.

Parameters

Returns:

  • void

Prop_Clone

bool Prop_Clone(const tString &in asSourceProp,
                const tString &in asDestName,
                float afScale = 1.0f)

Returns a new copy of asSourceProp as a new prop called asDestName, with asSourceProp's properties.

Parameters

  • asSourceProp (tString) —
  • asDestName (tString) —
  • afScale (float) —

Returns:

  • bool

Prop_CopyScriptProperties

bool Prop_CopyScriptProperties(const tString &in asSourceProp,
                               const tString &in asDestProp)

Copies all script properties (but not position, bodies and so on) from one prop to another existing prop of the same type.

Parameters

Returns:

  • bool

Prop_CopyState

bool Prop_CopyState(const tString &in asSourceProp,
                    const tString &in asDestProp)

Copies all properties etc. from one prop to another existing prop of the same type.

Parameters

Returns:

  • bool

Prop_DisableCollisionUntilOutsidePlayer

void Prop_DisableCollisionUntilOutsidePlayer(const tString &in asPropName)


Parameters

Returns:

  • void

Prop_GetHealth

float Prop_GetHealth(const tString &in asPropName)

Gets the health of a prop.

Parameters

Returns:

  • float—float, the health of the specified prop.

Prop_MoveLinearTo

void Prop_MoveLinearTo(const tString &in asName,
                       const tString &in asTargetEntity,
                       float afAcceleration,
                       float afMaxSpeed,
                       float afSlowDownDist,
                       bool abResetSpeed,
                       const tString &in asCallback = "")

Moves the specified prop to the current position of the target entity.

Parameters

  • asName (tString) —
  • asTargetEntity (tString) —
  • afAcceleration (float) —
  • afMaxSpeed (float) —
  • afSlowDownDist (float) —
  • abResetSpeed (bool) —
  • asCallback (tString) —

Returns:

  • void

Prop_RemoveAttachedProp

void Prop_RemoveAttachedProp(tString &in asPropName,
                             tString &in asAttachName)

Removes an attached prop from a prop

Parameters

Returns:

  • void

Prop_RotateToSpeed

void Prop_RotateToSpeed(const tString &in asPropName,
                        float afAcc,
                        float afGoalSpeed,
                        const cVector3f &in avAxis,
                        bool abResetSpeed,
                        const tString &in asOffsetEntity)

Rotates a prop to a target speed.
the prop will rotate around its own axis.

Parameters

  • asPropName (tString) —
  • afAcc (float) —
  • afGoalSpeed (float) —
  • avAxis (cVector3f) —
  • abResetSpeed (bool) —
  • asOffsetEntity (tString) —

Returns:

  • void

Prop_RotateToSpeed

void Prop_RotateToSpeed(const tString &in asPropName,
                        float afAcc,
                        float afGoalSpeed,
                        bool abResetSpeed,
                        const tString &in asOffsetEntity)

Rotates a prop to a target speed. Using the up vector of offset entity as axis.
If left as , the prop will rotate around its own up axis.

Parameters

  • asPropName (tString) —
  • afAcc (float) —
  • afGoalSpeed (float) —
  • abResetSpeed (bool) —
  • asOffsetEntity (tString) —

Returns:

  • void

Prop_SetActiveAndFade

void Prop_SetActiveAndFade(const tString &in asPropName,
                           bool abActive,
                           float afFadeTime)

Activates or deactivates a entity and fades the mesh in or out.

Parameters

  • asPropName (tString) —
  • abActive (bool) —
  • afFadeTime (float) —

Returns:

  • void

Prop_SetAllowMapTransfer

void Prop_SetAllowMapTransfer(const tString &in asPropName,
                              bool abX)

Sets if a prop should be transfered

Parameters

  • asPropName (tString) —
  • abX (bool) —

Returns:

  • void

Prop_SetHealth

void Prop_SetHealth(const tString &in asPropName,
                    float afHealth)

Sets the health of a prop

Parameters

  • asPropName (tString) —
  • afHealth (float) —

Returns:

  • void

Prop_SetStaticPhysics

void Prop_SetStaticPhysics(const tString &in asPropName,
                           bool abX)

Sets the physics of the object to static or dynamic

Parameters

  • asPropName (tString) —
  • abX (bool) —

Returns:

  • void

Prop_StopMovement

void Prop_StopMovement(const tString &in asPropName)

Stops the static movement of a prop.

Parameters

Returns:

  • void