class HumanCommandScriptSource
HumanCommandScript fully scriptable command
Methods 28
void OnActivate()virtual to be overridden called when command starts
void OnDeactivate()called when command ends
proto native void SetFlagFinished(bool pFinished)this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
proto native void OverrideCorrectionType(AnimPhysCorrectionType correctionType)FEATURE_NETWORK_RECONCILIATIONDefault is MINIMAL. It is reset to MINIMAL at the start of 'PreAnimUpdate'
sets character rotation (heading) (PreAnim/PrePhys only!)
proto native void AddHeadingRelativeTo(HumanRelativeHeadingMode mode, float yawAngle, float filterDt = -1, float maxYawSpeed = FLT_MAX)int GetCurrentStance()Override this to return the current stance of the human.
int GetCurrentMovement()Override this to return the current movement state of the human.
float GetCurrentLeaning()Override this to return the current leaning state of the human. <-1, 1>
void PreAnimUpdate(float pDt)override this ! called before any animation is processed here change animation values, add animation commands
function usable in PreAnimUpdate or in !!! OnActivate !!!
void PrePhysUpdate(float pDt)override this ! after animation is processed, before physics is processed
proto native void PrePhys_SetTranslation(vector pInTransl)vec3 in local space !
proto native void PrePhys_SetRotation(float pInRot[4])quaternion in local space !
override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
proto native void PostPhys_GetPosition(out vector pOutTransl)script function usable in PostPhysUpdate
proto native void PostPhys_GetRotation(out float pOutRot[4])quaternion in world space
proto native void PostPhys_SetPosition(vector pInTransl)vec3 in world space
proto native void PostPhys_SetRotation(float pInRot[4])quaternion in world space
proto native void PostPhys_LockRotation()do not process rotations !