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SCR_HorizontalAlignComponent.c
Go to the documentation of this file.
1
[
ComponentEditorProps
(
category
:
"GameScripted/Compositions"
, description:
"If entity is placed in a slot or converted to editableEntity then the system makes sure that the entity is always horizontally aligned"
)]
2
class
SCR_HorizontalAlignComponentClass
:
ScriptComponentClass
3
{
4
}
5
6
class
SCR_HorizontalAlignComponent :
ScriptComponent
7
{
8
//Force horizontal alignment in WB
9
#ifdef WORKBENCH
10
//------------------------------------------------------------------------------------------------
11
override
void
_WB_SetTransform
(
IEntity
owner, inout
vector
mat[4],
IEntitySource
src)
12
{
13
owner.
GetWorldTransform
(mat);
14
vector
angles
=
Math3D
.MatrixToAngles(mat);
15
angles
[1] = 0;
16
angles
[2] = 0;
17
Math3D
.AnglesToMatrix(
angles
, mat);
18
}
19
#endif
20
}
angles
ref array< string > angles
Definition
PrefabImporter.c:22
ComponentEditorProps
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
Definition
SCR_AIGroupUtilityComponent.c:12
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
GenericComponent::_WB_SetTransform
event void _WB_SetTransform(IEntity owner, inout vector mat[4], IEntitySource src)
Editor changed entity transformation matrix source. Do not call editor API here!
IEntity
Definition
IEntity.c:13
IEntity::GetWorldTransform
proto external void GetWorldTransform(out vector mat[])
See IEntity::GetTransform.
IEntitySource
Definition
IEntitySource.c:13
Math3D
Definition
Math3D.c:13
SCR_HorizontalAlignComponentClass
Definition
SCR_HorizontalAlignComponent.c:3
ScriptComponentClass
Definition
ScriptComponentClass.c:8
ScriptComponent
Definition
ScriptComponent.c:24
vector
Definition
vector.c:13
scripts
Game
Compositions
SCR_HorizontalAlignComponent.c
Generated by
1.17.0