PlayerData
Classes:
Animation and other data initialized in onAdd.
Physics constants
Maximum height the player can step up.
Maximum angle from vertical in degrees the player can run up.
Max speed attainable in the horizontal.
Speed at which resistance will take place.
Factor of resistance once horizResistSpeed has been reached.
Max vertical speed attainable.
Speed at which resistance will take place.
Factor of resistance once upResistSpeed has been reached.
Downward speed at which we consider the player falling.
RunForce multiplier in recover state.
If greater than 0 then the legacy fall recovery system will be bypassed in favour of just playing the player's land sequence.
bool
When going from a fall to a land, should we transition between the two?
Energy drain/tick.
Minimum energy required to run.
Maximum forward speed when running.
Maximum backward speed when running.
Maximum side speed when running.
Energy drained per jump.
Minimum energy required to jump.
Minimum speed needed to jump.
Maximum speed before the player can no longer jump.
Angle from vertical in degrees where the player can jump.
Force used to accelerate player.
Energy drain/tick.
Minimum energy required to sprint.
Maximum forward speed when sprinting.
Maximum backward speed when sprinting.
Maximum side speed when sprinting.
Amount to scale strafing motion vector while sprinting.
Amount to scale yaw motion while sprinting.
Amount to scale pitch motion while sprinting.
bool
Can the player jump while sprinting.
Maximum underwater forward speed when running.
Maximum underwater backward speed when running.
Maximum underwater side speed when running.
Force used to accelerate player while crouching.
Maximum forward speed when crouching.
Maximum backward speed when crouching.
Maximum side speed when crouching.
Force used to accelerate player while prone.
Maximum forward speed when prone.
Maximum backward speed when prone.
Maximum side speed when prone.
Energy per jump.
Angle vertical degrees.
Hitboxes
Particles
All of the data relating to environmental effects
Callbacks
DECLARE_CALLBACK(void , onPoseChange , (Player *obj, const char *oldPose, const char *newPose) )
DECLARE_CALLBACK(void , onStartSwim , (Player *obj) )
DECLARE_CALLBACK(void , onStopSwim , (Player *obj) )
DECLARE_CALLBACK(void , onStartSprintMotion , (Player *obj) )
DECLARE_CALLBACK(void , onStopSprintMotion , (Player *obj) )
DECLARE_CALLBACK(void , doDismount , (Player *obj) )
DECLARE_CALLBACK(void , onEnterLiquid , (Player *obj, F32 coverage, const char *type) )
DECLARE_CALLBACK(void , onLeaveLiquid , (Player *obj, const char *type) )
DECLARE_CALLBACK(void , animationDone , (Player *obj) )
DECLARE_CALLBACK(void , onEnterMissionArea , (Player *obj) )
DECLARE_CALLBACK(void , onLeaveMissionArea , (Player *obj) )
Public Types
_Anonymous_ { RootAnim RunForwardAnim BackBackwardAnim SideLeftAnim SideRightAnim SprintRootAnim SprintForwardAnim SprintBackwardAnim SprintLeftAnim SprintRightAnim CrouchRootAnim CrouchForwardAnim CrouchBackwardAnim CrouchLeftAnim CrouchRightAnim ProneRootAnim ProneForwardAnim ProneBackwardAnim SwimRootAnim SwimForwardAnim SwimBackwardAnim SwimLeftAnim SwimRightAnim FallAnim JumpAnim StandJumpAnim LandAnim JetAnim NumTableActionAnims = JetAnim + 1 NumExtraActionAnims = 512 - NumTableActionAnims NumActionAnims = NumTableActionAnims + NumExtraActionAnims ActionAnimBits = 9 NullAnimation = (1 << ActionAnimBits) - 1 }
Constants { RecoverDelayBits = 7 JumpDelayBits = 7 NumSpineNodes = 6 ImpactBits = 3 NUM_SPLASH_EMITTERS = 3 BUBBLE_EMITTER = 2 }
Impacts { ImpactNone ImpactNormal }
Recoil { LightRecoil MediumRecoil HeavyRecoil NumRecoilSequences }
Sounds { FootSoft FootHard FootMetal FootSnow MaxSoundOffsets FootShallowSplash FootWading FootUnderWater FootBubbles MoveBubbles WaterBreath ImpactStart ImpactSoft = ImpactStart ImpactHard ImpactMetal ImpactSnow ImpactWaterEasy ImpactWaterMedium ImpactWaterHard ExitWater MaxSounds }
Zounds!
Parent
Public Attributes
actionList [NumActionAnims]
bool
When true a new thread is added to the player to allow for mounted images to request a sequence be played on the player through the image's state machine.
bool
Render shadows while in first person when renderFirstPerson is disabled.
Minimum impact speed required to apply fall damage with the ground.
How much to shake.
How long to shake.
How fast the shake disapates.
Frequency in each direction for the camera to shake.
Passed along to mounted images to modify animation sequences played in third person.
Passed along to mounted images to modify animation sequences played in first person.
Angle from vertical in cos(jumpSurfaceAngle)
Max left/right angle the player can look.
Highest angle (radians) the player can look.
Max timeScale for action animations.
mCRCFP [ShapeBase::MaxMountedImages]
Computed CRC values for the first person mounted image shapes Depends on the ShapeBaseData computeCRC field.
Minimum impact speed required to apply fall damage.
Minimum impact speed required to apply non-falling damage.
Lowest angle (radians) the player can look.
mShapeFP [ShapeBase::MaxMountedImages]
First person mounted image shape resources [optional].
bool
mValidShapeFP [ShapeBase::MaxMountedImages]
Indicates that there is a valid first person mounted image shape.
Base off of pcikupRadius.
Radius around player for items (on server)
recoilSequence [NumRecoilSequences]
bool
Render the player shape in first person.
Angle from vertical in cos(runSurfaceAngle)
shapeNameFP [ShapeBase::MaxMountedImages]
Used to render with mounted images in first person [optional].
Public Static Attributes
ActionAnimationList [NumTableActionAnims]
Public Functions
getGroundInfo(TSShapeInstance * , TSThread * , ActionAnimation * )
bool
isJumpAction(U32 action)
bool
isTableSequence(S32 seq)
bool
unpackData(BitStream * stream)
Public Static Functions
Detailed Description
Physics constants
F32 maxStepHeight
Maximum height the player can step up.
F32 runSurfaceAngle
Maximum angle from vertical in degrees the player can run up.
F32 horizMaxSpeed
Max speed attainable in the horizontal.
F32 horizResistSpeed
Speed at which resistance will take place.
F32 horizResistFactor
Factor of resistance once horizResistSpeed has been reached.
F32 upMaxSpeed
Max vertical speed attainable.
F32 upResistSpeed
Speed at which resistance will take place.
F32 upResistFactor
Factor of resistance once upResistSpeed has been reached.
F32 fallingSpeedThreshold
Downward speed at which we consider the player falling.
S32 recoverDelay
F32 recoverRunForceScale
RunForce multiplier in recover state.
F32 landSequenceTime
If greater than 0 then the legacy fall recovery system will be bypassed in favour of just playing the player's land sequence.
The time to recover from a fall then becomes this parameter's time and the land sequence's playback will be scaled to match.
bool transitionToLand
When going from a fall to a land, should we transition between the two?
F32 runForce
Force used to accelerate player.
F32 runEnergyDrain
Energy drain/tick.
F32 minRunEnergy
Minimum energy required to run.
F32 maxForwardSpeed
Maximum forward speed when running.
F32 maxBackwardSpeed
Maximum backward speed when running.
F32 maxSideSpeed
Maximum side speed when running.
F32 jumpForce
Force exerted per jump.
F32 jumpEnergyDrain
Energy drained per jump.
F32 minJumpEnergy
Minimum energy required to jump.
F32 minJumpSpeed
Minimum speed needed to jump.
F32 maxJumpSpeed
Maximum speed before the player can no longer jump.
F32 jumpSurfaceAngle
Angle from vertical in degrees where the player can jump.
S32 jumpDelay
Delay time in ticks between jumps.
F32 sprintForce
Force used to accelerate player.
F32 sprintEnergyDrain
Energy drain/tick.
F32 minSprintEnergy
Minimum energy required to sprint.
F32 maxSprintForwardSpeed
Maximum forward speed when sprinting.
F32 maxSprintBackwardSpeed
Maximum backward speed when sprinting.
F32 maxSprintSideSpeed
Maximum side speed when sprinting.
F32 sprintStrafeScale
Amount to scale strafing motion vector while sprinting.
F32 sprintYawScale
Amount to scale yaw motion while sprinting.
F32 sprintPitchScale
Amount to scale pitch motion while sprinting.
bool sprintCanJump
Can the player jump while sprinting.
F32 swimForce
Force used to accelerate player while swimming.
F32 maxUnderwaterForwardSpeed
Maximum underwater forward speed when running.
F32 maxUnderwaterBackwardSpeed
Maximum underwater backward speed when running.
F32 maxUnderwaterSideSpeed
Maximum underwater side speed when running.
F32 crouchForce
Force used to accelerate player while crouching.
F32 maxCrouchForwardSpeed
Maximum forward speed when crouching.
F32 maxCrouchBackwardSpeed
Maximum backward speed when crouching.
F32 maxCrouchSideSpeed
Maximum side speed when crouching.
F32 proneForce
Force used to accelerate player while prone.
F32 maxProneForwardSpeed
Maximum forward speed when prone.
F32 maxProneBackwardSpeed
Maximum backward speed when prone.
F32 maxProneSideSpeed
Maximum side speed when prone.
F32 jetJumpForce
F32 jetJumpEnergyDrain
Energy per jump.
F32 jetMinJumpEnergy
F32 jetMinJumpSpeed
F32 jetMaxJumpSpeed
F32 jetJumpSurfaceAngle
Angle vertical degrees.
Hitboxes
F32 boxHeadPercentage
F32 boxTorsoPercentage
F32 boxHeadLeftPercentage
F32 boxHeadRightPercentage
F32 boxHeadBackPercentage
F32 boxHeadFrontPercentage
Particles
All of the data relating to environmental effects
ParticleEmitterData * footPuffEmitter
S32 footPuffID
S32 footPuffNumParts
F32 footPuffRadius
DecalData * decalData
S32 decalID
ParticleEmitterData * dustEmitter
S32 dustID
SplashData * splash
S32 splashId
F32 splashVelocity
F32 splashAngle
F32 splashFreqMod
F32 splashVelEpsilon
F32 bubbleEmitTime
F32 medSplashSoundVel
F32 hardSplashSoundVel
F32 exitSplashSoundVel
F32 footSplashHeight
F32 airControl
bool jumpTowardsNormal
StringTableEntry physicsPlayerType
ParticleEmitterData * splashEmitterList [NUM_SPLASH_EMITTERS]
S32 splashEmitterIDList [NUM_SPLASH_EMITTERS]
Callbacks
DECLARE_CALLBACK(void , onPoseChange , (Player *obj, const char *oldPose, const char *newPose) )
DECLARE_CALLBACK(void , onStartSwim , (Player *obj) )
DECLARE_CALLBACK(void , onStopSwim , (Player *obj) )
DECLARE_CALLBACK(void , onStartSprintMotion , (Player *obj) )
DECLARE_CALLBACK(void , onStopSprintMotion , (Player *obj) )
DECLARE_CALLBACK(void , doDismount , (Player *obj) )
DECLARE_CALLBACK(void , onEnterLiquid , (Player *obj, F32 coverage, const char *type) )
DECLARE_CALLBACK(void , onLeaveLiquid , (Player *obj, const char *type) )
DECLARE_CALLBACK(void , animationDone , (Player *obj) )
DECLARE_CALLBACK(void , onEnterMissionArea , (Player *obj) )
DECLARE_CALLBACK(void , onLeaveMissionArea , (Player *obj) )
Public Types
@196
Enumerator
- RootAnim
- RunForwardAnim
- BackBackwardAnim
- SideLeftAnim
- SideRightAnim
- SprintRootAnim
- SprintForwardAnim
- SprintBackwardAnim
- SprintLeftAnim
- SprintRightAnim
- CrouchRootAnim
- CrouchForwardAnim
- CrouchBackwardAnim
- CrouchLeftAnim
- CrouchRightAnim
- ProneRootAnim
- ProneForwardAnim
- ProneBackwardAnim
- SwimRootAnim
- SwimForwardAnim
- SwimBackwardAnim
- SwimLeftAnim
- SwimRightAnim
- FallAnim
- JumpAnim
- StandJumpAnim
- LandAnim
- JetAnim
- NumTableActionAnims = JetAnim + 1
- NumExtraActionAnims = 512 - NumTableActionAnims
- NumActionAnims = NumTableActionAnims + NumExtraActionAnims
- ActionAnimBits = 9
- NullAnimation = (1 << ActionAnimBits) - 1
Constants
Enumerator
- RecoverDelayBits = 7
- JumpDelayBits = 7
- NumSpineNodes = 6
- ImpactBits = 3
- NUM_SPLASH_EMITTERS = 3
- BUBBLE_EMITTER = 2
Impacts
Enumerator
- ImpactNone
- ImpactNormal
Recoil
Enumerator
- LightRecoil
- MediumRecoil
- HeavyRecoil
- NumRecoilSequences
Sounds
Enumerator
- FootSoft
- FootHard
- FootMetal
- FootSnow
- MaxSoundOffsets
- FootShallowSplash
- FootWading
- FootUnderWater
- FootBubbles
- MoveBubbles
- WaterBreath
- ImpactStart
- ImpactSoft = ImpactStart
- ImpactHard
- ImpactMetal
- ImpactSnow
- ImpactWaterEasy
- ImpactWaterMedium
- ImpactWaterHard
- ExitWater
- MaxSounds
Zounds!
typedef ShapeBaseData Parent
Public Attributes
U32 actionCount
ActionAnimation actionList [NumActionAnims]
bool allowImageStateAnimation
When true a new thread is added to the player to allow for mounted images to request a sequence be played on the player through the image's state machine.
It is only optional so that we don't create a TSThread on the player if we don't need to.
Point3F boxSize
Width, depth, height.
Point3F crouchBoxSize
F32 decalOffset
bool firstPersonShadows
Render shadows while in first person when renderFirstPerson is disabled.
F32 groundImpactMinSpeed
Minimum impact speed required to apply fall damage with the ground.
VectorF groundImpactShakeAmp
How much to shake.
F32 groundImpactShakeDuration
How long to shake.
F32 groundImpactShakeFalloff
How fast the shake disapates.
VectorF groundImpactShakeFreq
Frequency in each direction for the camera to shake.
StringTableEntry imageAnimPrefix
Passed along to mounted images to modify animation sequences played in third person.
[optional]
StringTableEntry imageAnimPrefixFP
Passed along to mounted images to modify animation sequences played in first person.
[optional]
F32 jumpSurfaceCos
Angle from vertical in cos(jumpSurfaceAngle)
U32 lookAction
F32 maxFreelookAngle
Max left/right angle the player can look.
F32 maxLookAngle
Highest angle (radians) the player can look.
F32 maxTimeScale
Max timeScale for action animations.
U32 mCRCFP [ShapeBase::MaxMountedImages]
Computed CRC values for the first person mounted image shapes Depends on the ShapeBaseData computeCRC field.
F32 minImpactSpeed
Minimum impact speed required to apply fall damage.
F32 minLateralImpactSpeed
Minimum impact speed required to apply non-falling damage.
F32 minLookAngle
Lowest angle (radians) the player can look.
Resource< TSShape > mShapeFP [ShapeBase::MaxMountedImages]
First person mounted image shape resources [optional].
bool mValidShapeFP [ShapeBase::MaxMountedImages]
Indicates that there is a valid first person mounted image shape.
S32 pickupDelta
Base off of pcikupRadius.
F32 pickupRadius
Radius around player for items (on server)
Point3F proneBoxSize
S32 recoilSequence [NumRecoilSequences]
bool renderFirstPerson
Render the player shape in first person.
F32 runSurfaceCos
Angle from vertical in cos(runSurfaceAngle)
StringTableEntry shapeNameFP [ShapeBase::MaxMountedImages]
Used to render with mounted images in first person [optional].
SFXTrack * sound [MaxSounds]
S32 spineNode [NumSpineNodes]
Point3F swimBoxSize
Public Static Attributes
ActionAnimationDef ActionAnimationList [NumTableActionAnims]
Public Functions
PlayerData()
DECLARE_CONOBJECT(PlayerData )
getGroundInfo(TSShapeInstance * , TSThread * , ActionAnimation * )
isJumpAction(U32 action)
isTableSequence(S32 seq)
packData(BitStream * stream)
Reimplemented from: ShapeBaseData
preload(bool server, String & errorStr)
Reimplemented from: ShapeBaseData
unpackData(BitStream * stream)
Reimplemented from: ShapeBaseData