Entity::findAnimEventPhase: Difference between revisions

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In the script 'player_scene_t_bbfight.c4':<br>'if (ENTITY::FIND_ANIM_EVENT_PHASE(&amp;l_16E, &amp;l_19F[v_4/*16*/], v_9, &amp;v_A, &amp;v_B))'<br>-- &amp;l_16E (p0) is requested as an anim dictionary earlier in the script.<br>-- &amp;l_19F[v_4/*16*/] (p1) is used in other natives in the script as the 'animation' param.<br>-- v_9 (p2) is instantiated as 'victim_fall'; I'm guessing that's another anim<br>--v_A and v_B (p3 &amp; p4) are both set as -1.0, but v_A is used immediately after this native for: <br>'if (v_A &lt; ENTITY::GET_ENTITY_ANIM_CURRENT_TIME(...))'<br>Both v_A and v_B are seemingly used to contain both Vector3's and floats, so I can't say what either really is other than that they are both output parameters. p4 looks more like a *Vector3 though<br>-alphazolam<br><br>Animations List : www.ls-multiplayer.com/dev/index.php?section=3
In the script 'player_scene_t_bbfight.c4':<br>'if (ENTITY::FIND_ANIM_EVENT_PHASE(&amp;l_16E, &amp;l_19F[v_4/*16*/], v_9, &amp;v_A, &amp;v_B))'<br>-- &amp;l_16E (p0) is requested as an anim dictionary earlier in the script.<br>-- &amp;l_19F[v_4/*16*/] (p1) is used in other natives in the script as the 'animation' param.<br>-- v_9 (p2) is instantiated as 'victim_fall'; I'm guessing that's another anim<br>--v_A and v_B (p3 &amp; p4) are both set as -1.0, but v_A is used immediately after this native for: <br>'if (v_A &lt; ENTITY::GET_ENTITY_ANIM_CURRENT_TIME(...))'<br>Both v_A and v_B are seemingly used to contain both Vector3's and floats, so I can't say what either really is other than that they are both output parameters. p4 looks more like a *Vector3 though<br>-alphazolam
==Syntax==
==Syntax==
<syntaxhighlight lang="javascript">entity.findAnimEventPhase(animDictionary, animName, p2, p3, p4);</syntaxhighlight>
<syntaxhighlight lang="javascript">mp.game.entity.findAnimEventPhase(animDictionary, animName, p2, p3, p4);</syntaxhighlight>
=== Required Arguments ===
=== Required Arguments ===
*'''animDictionary:''' String
*'''animDictionary:''' String
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==Example==
==Example==
<syntaxhighlight lang="javascript">
<syntaxhighlight lang="javascript">
todo
// todo
</syntaxhighlight>
</syntaxhighlight>
==See also==
==See also==
{{Entity_function_c}}
{{Entity_s_function_c}}
 
[[Category:Entity API]]
[[Category:Clientside API]]
[[Category:Clientside API]]
[[Category:Client-side Function]]
[[Category:TODO: Example]]
[[Category:TODO: Example]]

Latest revision as of 17:49, 17 May 2019

In the script 'player_scene_t_bbfight.c4':
'if (ENTITY::FIND_ANIM_EVENT_PHASE(&l_16E, &l_19F[v_4/*16*/], v_9, &v_A, &v_B))'
-- &l_16E (p0) is requested as an anim dictionary earlier in the script.
-- &l_19F[v_4/*16*/] (p1) is used in other natives in the script as the 'animation' param.
-- v_9 (p2) is instantiated as 'victim_fall'; I'm guessing that's another anim
--v_A and v_B (p3 & p4) are both set as -1.0, but v_A is used immediately after this native for:
'if (v_A < ENTITY::GET_ENTITY_ANIM_CURRENT_TIME(...))'
Both v_A and v_B are seemingly used to contain both Vector3's and floats, so I can't say what either really is other than that they are both output parameters. p4 looks more like a *Vector3 though
-alphazolam

Syntax

mp.game.entity.findAnimEventPhase(animDictionary, animName, p2, p3, p4);

Required Arguments

  • animDictionary: String
  • animName: String
  • p2: String
  • p3: unknown (to be checked)
  • p4: unknown (to be checked)

Return value

  • Boolean

Example

// todo

See also

Template:Entity s function c