class
AnimatedCreature
Public static functions
-
static auto IsIdleWalkLookatStart(uint32_
t animID) -> bool -
static auto IsIdleWalkStop(uint32_
t animID) -> bool -
static auto IsIdleWalk(uint32_
t animID) -> bool
Constructors, destructors, conversion operators
- ~AnimatedCreature() virtual
Public functions
- auto func00h(int, bool) -> int pure virtual
-
auto PlayAnimation(uint32_
t animID, int* pChoice = nullptr) -> AnimIndex pure virtual - Plays an animation, this is the same as calling LoadAnimation() and StartAnimation().
-
auto LoadAnimation(uint32_
t animID, int* pChoice = nullptr) -> AnimIndex pure virtual - Loads an animation to be used by this creature.
- auto SetAnimationMode(AnimIndex index, int mode) -> bool pure virtual
- auto SetAnimationIdle(AnimIndex index, bool idle) -> bool pure virtual
- auto SetAnimationBlendInTime(AnimIndex index, float blendInTime) -> bool pure virtual
- auto StartAnimation(AnimIndex index) -> bool pure virtual
- auto func1Ch(AnimIndex index, float) -> bool pure virtual
- auto SetLoop(AnimIndex index, bool loop) -> bool pure virtual
- Enables or disables looping in this animation, which is repating the animation once it ends playing.
- auto SetLoopTimes(AnimIndex index, float loopTimes = -1.0f) -> bool pure virtual
- Sets how many times the animation is played.
- auto func28h(AnimIndex index, float) -> bool pure virtual
- auto func2Ch(AnimIndex index, float) -> bool pure virtual
- auto func30h(AnimIndex index, float) -> bool pure virtual
- auto func34h(AnimIndex index, float) -> bool pure virtual
- auto func38h(AnimIndex index, float) -> bool pure virtual
- auto func3Ch(AnimIndex index, int) -> bool pure virtual
-
auto SetAnimationID(AnimIndex index,
uint32_
t animID) -> bool pure virtual - auto func44h(AnimIndex index, float) -> bool pure virtual
- auto func48h(AnimIndex index, int) -> bool pure virtual
- auto func4Ch(AnimIndex index, int, int) -> bool pure virtual
- auto func50h() -> int pure virtual
- auto func54h() -> int pure virtual
-
auto GetCurrentAnimation(uint32_
t* dstAnimID, float* dstTime = nullptr, int* = nullptr, AnimIndex* dstAnimIndex = nullptr) -> int pure virtual - auto func5Ch(AnimIndex index, float*, float*) -> bool pure virtual
-
auto GetAnimationLength(uint32_
t animID) -> float pure virtual - auto func64h() -> int pure virtual
- auto func68h() -> int pure virtual
- auto func6Ch() -> int pure virtual
-
auto GetAnimWorld() -> Graphics::
IModelWorld* pure virtual - auto func74h() -> int pure virtual
- auto func78h() -> int pure virtual
- auto AddRef() -> int
- auto Release() -> int
-
auto GetModel() -> Graphics::
Model*
Public variables
Function documentation
AnimIndex Anim:: AnimatedCreature:: PlayAnimation(uint32_ t animID,
int* pChoice = nullptr) pure virtual
Plays an animation, this is the same as calling LoadAnimation() and StartAnimation().
Parameters | |
---|---|
animID | The ID of the animation to play, a TLSA group. |
pChoice in/out | [Optional] The selected animation choice index will be written here. If initial value is not -1, it will be used to force a certain choice. |
Returns | Index of animation, that can be used in other operations. |
AnimIndex Anim:: AnimatedCreature:: LoadAnimation(uint32_ t animID,
int* pChoice = nullptr) pure virtual
Loads an animation to be used by this creature.
Parameters | |
---|---|
animID | The ID of the animation to play, a TLSA group. |
pChoice in/out | [Optional] The selected animation choice index will be written here. If initial value is not -1, it will be used to force a certain choice. |
Returns | Index of animation, that can be used in other operations. |
It takes the ID of a TLSA group. It returns an index that is used to identify the animation within this creature.
TLSA Animation groups can specify multiple animation choices with different probabilities. The pChoice
argument can be provided to force a certain choice index; if the value is -1, the argument will be used as an ooutput to know what choice has been selected.
bool Anim:: AnimatedCreature:: StartAnimation(AnimIndex index) pure virtual
Parameters | |
---|---|
index | Index of the animation |
bool Anim:: AnimatedCreature:: SetLoop(AnimIndex index,
bool loop) pure virtual
Enables or disables looping in this animation, which is repating the animation once it ends playing.
Parameters | |
---|---|
index | Index of the animation |
loop | If true, the animation will repeat when it finishes. |
SetLoopTimes() must also be called to set how many times the animation is looped, setting it to -1 loops it indefinitely.
bool Anim:: AnimatedCreature:: SetLoopTimes(AnimIndex index,
float loopTimes = -1.0f) pure virtual
Sets how many times the animation is played.
Parameters | |
---|---|
index | Index of the animation |
loopTimes | How many times the animation is played. You can use decimals to only play a portion the last time. |
The number does not need to be integer: for example, setting it to 0.5 will play half the animation. Numbers above 1 will only be used if looping is enabled for this animation (SetLoop()). Setting it to -1 repeats it indefinitely.