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ShapeBaseData Struct Reference#include <shapeBase.h>
Inheritance diagram for ShapeBaseData: ![]()
Member Typedef Documentation
Reimplemented from GameBaseData. Reimplemented in CameraData, ItemData, MissionMarkerData, PathCameraData, PlayerData, RigidShapeData, StaticShapeData, FlyingVehicleData, HoverVehicleData, VehicleData, and WheeledVehicleData.
Member Enumeration DocumentationVarious constants relating to the ShapeBaseData.
Reimplemented in PlayerData, and WheeledVehicleData.
Constructor & Destructor Documentation
Member Function Documentation
Called to prepare the datablock for use, after it has been unpacked.
Reimplemented from GameBaseData. Reimplemented in PlayerData, RigidShapeData, FlyingVehicleData, HoverVehicleData, VehicleData, and WheeledVehicleData.
Register dynamic fields in a subclass of ConsoleObject.
Reimplemented from GameBaseData. Reimplemented in CameraData, ItemData, PathCameraData, PlayerData, RigidShapeData, StaticShapeData, FlyingVehicleData, HoverVehicleData, VehicleData, and WheeledVehicleData.
Reimplemented from SimDataBlock. Reimplemented in CameraData, ItemData, PathCameraData, PlayerData, RigidShapeData, StaticShapeData, FlyingVehicleData, HoverVehicleData, VehicleData, and WheeledVehicleData.
Reimplemented from GameBaseData. Reimplemented in CameraData, ItemData, PathCameraData, PlayerData, RigidShapeData, StaticShapeData, FlyingVehicleData, HoverVehicleData, VehicleData, and WheeledVehicleData.
Field DocumentationRate per tick.
Maximum distance from eye.
Minumumistance from eye.
Default FOV.
Min FOV allowed.
Max FOV allowed.
Shape handle.
Shape's eye node index.
Shape's camera node index.
Move shadow center as this node moves.
Node index of mountPoint.
Detail level used to generate debris.
Damage level decals.
Destroyed hulk.
Detail level used to collide with. These are detail IDs, see TSShape::findDetail() Detail level bounding boxes.
Detail level used to perform line-of-sight queries against. These are detail IDs, see TSShape::findDetail()
Enable environment mapping?
Do we allow only first person view of this image?
Do we use this object's eye point to view from?
If set, the AI's will try to walk around this object. ..
If set, object cannot take damage (won't show up with damage bar either).
If set, will not render this object when destroyed.
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