Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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gameLibEntities.c
Go to the documentation of this file.
1//Generic entities from GameLib (script side of c++ classes)
2
3class WB_UIMenuItem: Managed
4{
5 string m_name;
6 int m_id;
7 bool m_enabled;
8
9 void WB_UIMenuItem(string name, int id = 0, bool enabled = true)
10 {
11 m_name = name;
12 m_id = id;
13 m_enabled = enabled;
14 }
15}
16
17// Flags to specify when entity/component event _WB_AfterWorldUpdate needs to be called
18enum EEntityFrameUpdateSpecs
19{
20 CALL_ALWAYS = 1, // called always (every frame)
21 CALL_WHEN_ENTITY_VISIBLE = 2, // called every frame but only when entity is visible
22 CALL_WHEN_ENTITY_SELECTED = 4 // called every frame but only when entity is selected
23}
24
25class GenericEntityClass: EntityPrefabData
26{
27 void GenericEntityClass(BaseContainer prefab) {}
28}
29
34enum ESkyMaterialParams
35{
36 SKY_INTENSITY_LV, // float; -12 to 20; Intensity of sky in LV or EV if IntensityAbsoluteLV is false
37 GROUND_INTENSITY_LV, // float; -12 to 20; Intensity of ground in LV or EV of IntensityAbsoluteLV is false
38 GROUND_COLOR, // color - float[3]/float[4], Ground color (lower hemisphere of atmosphere
39 IRRADIANCE_INTENSITY, // float; 0.0001 to 1; Intensity of atmosphere's direct irradiance. Lower = ambient/indirect lighting is more prevalent and direct lighting is weaker. Higher = direct lighting is stronger.
40 INSCATTER_START, // float; 0 to 1; Start distance of inscatter (fog) from 0=near to 1=far plane.
41 DISTANCE_FOG_START, // float; 0 to 1
42 DISTANCE_FOG_END, // float; 0 to 1
43 GROUND_DENSITY, // float; 0 to 1
44 RAYLEIGH, // float; 0.01 to 1; Amount of Rayleigh scattering.
45 RAYLEIGH_SCALE_HEIGHT, // float; 0 to 36000; Height scale of Rayleigh scattering (meters), lower = Rayleigh is 'compressed' to this value. bigger = Rayleigh is 'stretched' to this value.
46 MIE_DENSITY, // float; 0 to 10; Density of Mie scattering (multiplicator).");
47 MIE_SCALE_HEIGHT, // float; 680 to 36000; Height scale of Mie scattering (meters), lower = Mie is 'compressed' to this value. bigger = Mie is 'stretched' to this value.");
48 MIE_ANGSTROM_ALPHA, // float; 0 to 1; Luminosity/Intensity factor of Mie scattering.");
49 MIE_ANGSTROM_BETA, // float; 0 to 1; Amount of Mie scattering. (bigger = foggy, lower = clear)");
50 MIE_PHASE_FUNCTION_G, // float; 0 to 1; Defines the shape (anisotropy) of the Mie scattering. 1.0 = concentrated around the sun, 0.0 = constant through atmosphere.");
51 BACK_SCATTERING, // float; 0 to 1; Amount of mie scattering lit by sun, at the opposite side of sun");
52 BACK_SCATTERING_PHASE, // float; 0 to 1; Phase of the back scattering function, similar to MiePhaseFunctionG");
53 OVERRIDE_VOLFOG, // bool, Fog colors will be overriden by atmosphere");
54 OVERRIDE_VOLFOG_BRIGHTNESS, // float; -20 to 20; Fog intensity");
55 SOLAR_IRRADIANCE_TINT, // color - float[3]/float[4]
56 RAYLEIGH_SCATTERING_TINT, // color - float[3]/float[4]
57 MIE_SCATTERING_TINT // color - float[3]/float[4]
58}
59
60class WorldEntityClass : GenericWorldEntityClass
61{
62}
63
64class WorldEntity : GenericWorldEntity
65{
66}
67
68enum CharacterMovement
69{
70 MOVEMENTTYPE_IDLE,
71 MOVEMENTTYPE_WALK,
72 MOVEMENTTYPE_RUN,
73 MOVEMENTTYPE_SPRINT
74}
75
76enum CharacterStance
77{
78 STANCE_ERECT,
79 STANCE_CROUCH,
80 STANCE_PRONE,
81 STANCE_ERECT_RAISED,
82 STANCE_CROUCH_RAISED,
83 STANCE_PRONE_RAISED
84}
85
AddonBuildInfoTool id
WB_UIMenuItem CALL_ALWAYS
WB_UIMenuItem CALL_WHEN_ENTITY_VISIBLE