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ShapeBaseImageData::StateData Struct Reference#include <shapeBase.h>
Member Enumeration Documentation
Constructor & Destructor Documentation
Field Documentation
State name.
Can only have one fire state.
Should we eject a shell casing in this state?
Can we switch to another image while in this state? For instance, if we have a rocket launcher, the player shouldn't be able to switch out while firing. So, you'd set allowImageChange to false in firing states, and true the rest of the time. Scale animation to fit the state timeout.
Animation direction.
Require the timeout to pass before advancing to the next state.
A timeout value; the effect of this value is determined by the flags scaleAnimation and waitForTimeout.
Sets the energy drain rate per second of this state. Energy is drained at energyDrain units/sec as long as we are in this state. Is the image considered loaded?
Spin thread state. (Used to control spinning weapons, e.g. chainguns).
Recoil thread state.
Is this a muzzle flash sequence? A muzzle flash sequence is used as a source to randomly display frames from, so if this is a flashSequence, we'll display a random piece each frame. Main thread sequence ID.
Visibility thread sequence.
Function on datablock to call when we enter this state; passed the id of the imageSlot.
A particle emitter; this emitter will emit as long as the gun is in this this state.
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