AITurretShapeData
Engine/source/T3D/turret/aiTurretShape.h
Classes:
State Data
Individual state data used to initialize struct array
const char *
stateTransitionAtRest [MaxStates]
const char *
stateTransitionNotAtRest [MaxStates]
const char *
stateTransitionTarget [MaxStates]
const char *
stateTransitionNoTarget [MaxStates]
const char *
stateTransitionActivated [MaxStates]
const char *
stateTransitionDeactivated [MaxStates]
const char *
stateTransitionTimeout [MaxStates]
stateTimeoutValue [MaxStates]
bool
stateWaitForTimeout [MaxStates]
bool
stateFire [MaxStates]
bool
stateScan [MaxStates]
bool
stateScaleAnimation [MaxStates]
bool
stateDirection [MaxStates]
const char *
stateSequence [MaxStates]
const char *
stateScript [MaxStates]
State Array
State array is initialized onAdd from the individual state struct array elements.
bool
Are the states loaded yet?
bool
This image contains at least one animated states.
Public Types
Constants { MaxStates = 31 NumStateBits = 5 }
Private Types
Parent
Public Attributes
Maximum distance to scan to.
Maximum heading angle from center to scan, in degrees.
Maximum pitch angle from center to scan, in degrees.
Maximum range of the weapons, which may be different than the max scan distance.
How often should we perform a scan.
Random amount that should be added to the scan tick frequency.
How long after the turret has lost the target should it still track it (in seconds)
Velocity used to lead target (if value <= 0, don't lead target).
Public Functions
lookupState(const char * name)
Get a state by name.
bool
onAdd()
Called when the object is added to the sim.
bool
unpackData(BitStream * stream)
Public Static Functions
Detailed Description
State Data
Individual state data used to initialize struct array
const char * stateName [MaxStates]
const char * stateTransitionAtRest [MaxStates]
const char * stateTransitionNotAtRest [MaxStates]
const char * stateTransitionTarget [MaxStates]
const char * stateTransitionNoTarget [MaxStates]
const char * stateTransitionActivated [MaxStates]
const char * stateTransitionDeactivated [MaxStates]
const char * stateTransitionTimeout [MaxStates]
F32 stateTimeoutValue [MaxStates]
bool stateWaitForTimeout [MaxStates]
bool stateFire [MaxStates]
bool stateScan [MaxStates]
bool stateScaleAnimation [MaxStates]
bool stateDirection [MaxStates]
const char * stateSequence [MaxStates]
const char * stateScript [MaxStates]
State Array
State array is initialized onAdd from the individual state struct array elements.
StateData state [MaxStates]
Array of states.
bool statesLoaded
Are the states loaded yet?
S32 fireState
The ID of the fire state.
bool isAnimated
This image contains at least one animated states.
Public Types
Constants
Enumerator
- MaxStates = 31
We get one less than state bits because of the way data is packed.
- NumStateBits = 5
Private Types
typedef TurretShapeData Parent
Public Attributes
S32 aimNode
The node on the shape we will aim from.
F32 maxScanDistance
Maximum distance to scan to.
F32 maxScanHeading
Maximum heading angle from center to scan, in degrees.
F32 maxScanPitch
Maximum pitch angle from center to scan, in degrees.
F32 maxWeaponRange
Maximum range of the weapons, which may be different than the max scan distance.
S32 scanNode
The node on the shape we will scan from.
S32 scanTickFrequency
How often should we perform a scan.
S32 scanTickFrequencyVariance
Random amount that should be added to the scan tick frequency.
F32 trackLostTargetTime
How long after the turret has lost the target should it still track it (in seconds)
F32 weaponLeadVelocity
Velocity used to lead target (if value <= 0, don't lead target).
Public Functions
AITurretShapeData()
DECLARE_CONOBJECT(AITurretShapeData )
lookupState(const char * name)
Get a state by name.
onAdd()
Reimplemented from: GameBaseData
packData(BitStream * stream)
Reimplemented from: TurretShapeData
preload(bool server, String & errorStr)
Reimplemented from: TurretShapeData
unpackData(BitStream * stream)
Reimplemented from: TurretShapeData