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hpl3:game:scripting:function_reference:helper_areas

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hpl3:game:scripting:function_reference:helper_areas [2015/10/29 08:31]
ian.thomas
hpl3:game:scripting:function_reference:helper_areas [2015/10/29 09:13] (current)
luis
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 ===== helper_areas.hps ===== ===== helper_areas.hps =====
 +Helper functions to handle area objects
 +----
  
 == Area_MoveLinearTo == == Area_MoveLinearTo ==
- +<code c++> 
-<code c++>void Area_MoveLinearTo(const tString &in asName,+void Area_MoveLinearTo(const tString &in asName,
                        const tString &in asTargetEntity,​                        const tString &in asTargetEntity,​
                        float afAcceleration,​                        float afAcceleration,​
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                        const tString &in asCallback=""​)                        const tString &in asCallback=""​)
 </​code>​ </​code>​
- 
 Moves the specified area to the current position of the target entity. !Does not work on Liquid Areas, instead use LiquidArea_MoveLinearTo! Moves the specified area to the current position of the target entity. !Does not work on Liquid Areas, instead use LiquidArea_MoveLinearTo!
 +  * **asName**: name of the area to move, wildcard(s) * are supported.
 +  * **asTargetEntity**:​ name of the entity to move the area to.
 +  * **afAcceleration**:​ acceleration .in m/s^2
 +  * **afMaxSpeed**:​ the maximum speed of movement.
 +  * **afSlowDownDist**:​ the distance at which movement slows down.
 +  * **abResetSpeed**:​ if all static movement for the area should be stopped before starting this movement.
 +  * **asCallback**:​ callback when movement is done: void asCallback(const tString&​ in asAreaName)
  
-    * **asName**: name of the area to move, wildcard(s) %%*%% are supported. 
-    * **asTargetEntity**:​ name of the entity to move the area to. 
-    * **afAcceleration**:​ acceleration .in m/s^2 
-    * **afMaxSpeed**:​ the maximum speed of movement. 
-    * **afSlowDownDist**:​ the distance at which movement slows down. 
-    * **abResetSpeed**:​ if all static movement for the area should be stopped before starting this movement. 
-    * **asCallback**:​ callback when movement is done: void asCallback(const tString&​ in asAreaName) 
 ---- ----
  
-== Area_PlaceAtEntity == 
  
-<code c++>void Area_PlaceAtEntity(const tString &in asAreaName,+== Area_PlaceAtEntity == 
 +<code c++> 
 +void Area_PlaceAtEntity(const tString &in asAreaName,
                         const tString &in asTargetEntity,​                         const tString &in asTargetEntity,​
                         bool abAlignRotation=false)                         bool abAlignRotation=false)
 </​code>​ </​code>​
- 
 Places the specified area at another entity, optionally aligning its rotation with the target entity. Places the specified area at another entity, optionally aligning its rotation with the target entity.
 +  * **asAreaName**:​ name of the area.
 +  * **asTargetEntity**:​ entity to place at
 +  * **abAlignRotation**:​ if true the entity will be given the same rotation as the target entity.
  
-    * **asAreaName**:​ name of the area. 
-    * **asTargetEntity**:​ entity to place at 
-    * **abAlignRotation**:​ if true the entity will be given the same rotation as the target entity. 
 ---- ----
  
-== Area_StopMovement == 
  
-<code c++>void Area_StopMovement(const tString &in asName)+== Area_StopMovement == 
 +<code c++> 
 +void Area_StopMovement(const tString &in asName)
 </​code>​ </​code>​
- 
 Stops an area that is already moving. !This is not for liquid areas! Stops an area that is already moving. !This is not for liquid areas!
 +  * **asName**: name of the area to stop moving, wildcard(s) * are supported.
  
-    * **asName**: name of the area to stop moving, wildcard(s) %%*%% are supported. 
 ---- ----
  
-== Doorway_PlayerIsInGroup == 
  
 +== Doorway_PlayerIsInGroup ==
 <code c++> <code c++>
 bool Doorway_PlayerIsInGroup(const tString &in asGroupName) bool Doorway_PlayerIsInGroup(const tString &in asGroupName)
 </​code>​ </​code>​
- 
 Returns true if the player has passed through one of the doorway areas belonging to this group and hasn't gone back out. Returns true if the player has passed through one of the doorway areas belonging to this group and hasn't gone back out.
 +  * **asGroupName**:​ name of the group.
  
-    * **asGroupName**:​ name of the group. 
 ---- ----
  
-== Doorway_SetPlayerIsInGroup == 
  
-<code c++>void Doorway_SetPlayerIsInGroup(const tString &in asGroupName,​+== Doorway_SetPlayerIsInGroup == 
 +<code c++> 
 +void Doorway_SetPlayerIsInGroup(const tString &in asGroupName,​
                                 bool abIsInGroup=true)                                 bool abIsInGroup=true)
 </​code>​ </​code>​
- 
 Explicitly set, for if the player starts in a group or is teleported in or out. Explicitly set, for if the player starts in a group or is teleported in or out.
 +  * **asGroupName**:​ name of the group.
 +  * **abIsInGroup**:​ state to set.
  
-    * **asGroupName**:​ name of the group. 
-    * **abIsInGroup**:​ state to set. 
 ---- ----
  
-== Doorway_EntityIsInGroup == 
  
 +== Doorway_EntityIsInGroup ==
 <code c++> <code c++>
 bool Doorway_EntityIsInGroup(const tString &in asEntityName,​ bool Doorway_EntityIsInGroup(const tString &in asEntityName,​
                              const tString &in asGroupName)                              const tString &in asGroupName)
 </​code>​ </​code>​
- 
 Returns true if the specified entity has passed through one of the doorway areas belonging to this group and hasn't gone back out. Note that this will only return true if the entity has physically passed though the doorway, not if they start out inside or are teleported into the area. Returns true if the specified entity has passed through one of the doorway areas belonging to this group and hasn't gone back out. Note that this will only return true if the entity has physically passed though the doorway, not if they start out inside or are teleported into the area.
 +  * **asEntityName**:​ name of the entity to check.
 +  * **asGroupName**:​ name of the group.
  
-    * **asEntityName**:​ name of the entity to check. 
-    * **asGroupName**:​ name of the group. 
 ---- ----
  
-== Doorway_SetEntityIsInGroup == 
  
-<code c++>void Doorway_SetEntityIsInGroup(const tString &in asEntityName,​+== Doorway_SetEntityIsInGroup == 
 +<code c++> 
 +void Doorway_SetEntityIsInGroup(const tString &in asEntityName,​
                                 const tString &in asGroupName,​                                 const tString &in asGroupName,​
                                 bool abIsInGroup=true)                                 bool abIsInGroup=true)
 </​code>​ </​code>​
- 
 Explicitly set, for if the specified entity starts in a group or is teleported in or out. Explicitly set, for if the specified entity starts in a group or is teleported in or out.
 +  * **asEntityName**:​ name of the entity to set the state of.
 +  * **asGroupName**:​ name of the group.
 +  * **abIsInGroup**:​ state to set.
  
-    * **asEntityName**:​ name of the entity to set the state of. 
-    * **asGroupName**:​ name of the group. 
-    * **abIsInGroup**:​ state to set. 
 ---- ----
  
-== LiquidArea_MoveLinearTo == 
  
-<code c++>void LiquidArea_MoveLinearTo(const tString &in asName,+== LiquidArea_MoveLinearTo == 
 +<code c++> 
 +void LiquidArea_MoveLinearTo(const tString &in asName,
                              const tString &in asTargetEntity,​                              const tString &in asTargetEntity,​
                              float afAcceleration,​                              float afAcceleration,​
Line 107: Line 107:
                              const tString &in asCallback=""​)                              const tString &in asCallback=""​)
 </​code>​ </​code>​
- 
 Moves the specified liquid area to the current position of the target entity. Moves the specified liquid area to the current position of the target entity.
 +  * **asName**: name of the liquid area to move, wildcard(s) * are supported.
 +  * **asTargetEntity**:​ name of the entity to move the liquid area to.
 +  * **afAcceleration**:​ acceleration .in m/s^2
 +  * **afMaxSpeed**:​ the maximum speed of movement.
 +  * **afSlowDownDist**:​ the distance at which movement slows down.
 +  * **abResetSpeed**:​ if all static movement for the liquid area should be stopped before starting this movement.
 +  * **asCallback**:​ callback when movement is done: void asCallback(const tString&​ in asAreaName)
  
-    * **asName**: name of the liquid area to move, wildcard(s) %%*%% are supported. 
-    * **asTargetEntity**:​ name of the entity to move the liquid area to. 
-    * **afAcceleration**:​ acceleration .in m/s^2 
-    * **afMaxSpeed**:​ the maximum speed of movement. 
-    * **afSlowDownDist**:​ the distance at which movement slows down. 
-    * **abResetSpeed**:​ if all static movement for the liquid area should be stopped before starting this movement. 
-    * **asCallback**:​ callback when movement is done: void asCallback(const tString&​ in asAreaName) 
 ---- ----
  
-== LiquidArea_StopMovement == 
  
-<code c++>void LiquidArea_StopMovement(const tString &in asName)+== LiquidArea_StopMovement == 
 +<code c++> 
 +void LiquidArea_StopMovement(const tString &in asName)
 </​code>​ </​code>​
 +
  
 ---- ----
  
-== LiquidArea_SetEffectOnExit == 
  
-<code c++>void LiquidArea_SetEffectOnExit(const tString &in asName,+== LiquidArea_SetEffectOnExit == 
 +<code c++> 
 +void LiquidArea_SetEffectOnExit(const tString &in asName,
                                 bool abState)                                 bool abState)
 </​code>​ </​code>​
- 
 Sets whether screen effects should be shown when the camera leaves the area. Sets whether screen effects should be shown when the camera leaves the area.
 +  * **asName**: name of the liquid area, wildcard(s) * are supported.
 +  * **abState**:​ state to set.
  
-    * **asName**: name of the liquid area, wildcard(s) %%*%% are supported. 
-    * **abState**:​ state to set. 
 ---- ----
 +
  
 == StickyArea_AttachEntity == == StickyArea_AttachEntity ==
- +<code c++> 
-<code c++>void StickyArea_AttachEntity(const tString &in asArea,+void StickyArea_AttachEntity(const tString &in asArea,
                              const tString &in asEntity,                              const tString &in asEntity,
                              const tString &in asBody)                              const tString &in asBody)
 </​code>​ </​code>​
- 
 Attaches an entity to a sticky area. The entity must have a physics body. Attaches an entity to a sticky area. The entity must have a physics body.
 +  * **asArea**: name of sticky area.
 +  * **asEntity**:​ name of entity.
 +  * **asBody**: name of specific body on entity, if left as an emtpy string, the main body will be used.
  
-    * **asArea**: name of sticky area. 
-    * **asEntity**:​ name of entity. 
-    * **asBody**: name of specific body on entity, if left as an emtpy string, the main body will be used. 
 ---- ----
 +
  
 == StickyArea_AttachBody == == StickyArea_AttachBody ==
- +<code c++> 
-<code c++>void StickyArea_AttachBody(const tString &in asArea,+void StickyArea_AttachBody(const tString &in asArea,
                            const tString &in asBody)                            const tString &in asBody)
 </​code>​ </​code>​
- 
 Attaches a physics body to a sticky area. Attaches a physics body to a sticky area.
 +  * **asArea**: name of sticky area.
 +  * **asBody**: name of body to attach.
  
-    * **asArea**: name of sticky area. 
-    * **asBody**: name of body to attach. 
 ---- ----
 +
  
 == StickyArea_Detach == == StickyArea_Detach ==
- +<code c++> 
-<code c++>void StickyArea_Detach(const tString &in asArea)+void StickyArea_Detach(const tString &in asArea)
 </​code>​ </​code>​
- 
 Detaches anything attached to a sticky area. Detaches anything attached to a sticky area.
 +  * **asArea**: name of sticky area.
  
-    * **asArea**: name of sticky area. 
 ---- ----
 +
  
 == StickyArea_GetProp == == StickyArea_GetProp ==
- 
 <code c++> <code c++>
 iLuxEntity StickyArea_GetProp(const tString &in asArea) iLuxEntity StickyArea_GetProp(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the entity attached to the area. Returns the entity attached to the area.
 +  * **asArea**: name of sticky area.
  
-    * **asArea**: name of sticky area. + **Returns**:​ iLuxEntity @, the attached entity of the area, or null if no entity is attached.
-**Returns**:​ iLuxEntity @, the attached entity of the area, or null if no entity is attached.+
  
 ---- ----
 +
  
 == StickyArea_GetAttachedEntityName == == StickyArea_GetAttachedEntityName ==
- 
 <code c++> <code c++>
 tString StickyArea_GetAttachedEntityName(const tString &in asArea) tString StickyArea_GetAttachedEntityName(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the name of the attached entity. Returns the name of the attached entity.
 +  * **asArea**: name of sticky area.
  
-    * **asArea**: name of sticky area. + **Returns**:​ tString , name of the attached entity. An empty string if no entity is attached.
-**Returns**:​ tString , name of the attached entity. An empty string if no entity is attached.+
  
 ---- ----
 +
  
 == StickyArea_GetBody == == StickyArea_GetBody ==
- 
 <code c++> <code c++>
 iPhysicsBody StickyArea_GetBody(const tString &in asArea) iPhysicsBody StickyArea_GetBody(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the body attached to the area. Returns the body attached to the area.
 +  * **asArea**: name of sticky area.
  
-    * **asArea**: name of sticky area. + **Returns**:​ iPhysicsBody @, the attached body of the area, or null if no body is attached.
-**Returns**:​ iPhysicsBody @, the attached body of the area, or null if no body is attached.+
  
 ---- ----
 +
  
 == StickyArea_GetPoseTime == == StickyArea_GetPoseTime ==
- +<code c++> 
-<code c++>​float StickyArea_GetPoseTime(const tString &in asArea)+float StickyArea_GetPoseTime(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the time it takes for the specified sticky area to pose an attached entity. Returns the time it takes for the specified sticky area to pose an attached entity.
 +  * **asArea**: name of sticky area.
  
-    * **asArea**: name of sticky area. + **Returns**:​ float, pose time in seconds.
-**Returns**:​ float, pose time in seconds.+
  
 ---- ----
 +
  
 == CameraAnimationNode_GetMaxYaw == == CameraAnimationNode_GetMaxYaw ==
- +<code c++> 
-<code c++>​float CameraAnimationNode_GetMaxYaw(const tString &in asArea)+float CameraAnimationNode_GetMaxYaw(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the maximum yaw for the specified node. Returns the maximum yaw for the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, max yaw in radians.
-**Returns**:​ float, max yaw in radians.+
  
 ---- ----
  
-== CameraAnimationNode_GetMaxPitch == 
  
-<code c++>​float CameraAnimationNode_GetMaxPitch(const tString &in asArea)+== CameraAnimationNode_GetMaxPitch == 
 +<code c++> 
 +float CameraAnimationNode_GetMaxPitch(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the maximum pitch for the specified node. Returns the maximum pitch for the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, max pitch in radians.
-**Returns**:​ float, max pitch in radians.+
  
 ---- ----
  
-== CameraAnimationNode_GetLookSpeedMul == 
  
-<code c++>​float CameraAnimationNode_GetLookSpeedMul(const tString &in asArea)+== CameraAnimationNode_GetLookSpeedMul == 
 +<code c++> 
 +float CameraAnimationNode_GetLookSpeedMul(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the look speed multiplier for the specified node. Returns the look speed multiplier for the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, look speed multiplier.
-**Returns**:​ float, look speed multiplier.+
  
 ---- ----
  
-== CameraAnimationNode_GetForwardTime == 
  
-<code c++>​float CameraAnimationNode_GetForwardTime(const tString &in asArea)+== CameraAnimationNode_GetForwardTime == 
 +<code c++> 
 +float CameraAnimationNode_GetForwardTime(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the time it takes to go to the next node in the animation. Returns the time it takes to go to the next node in the animation.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, forward time in seconds
-**Returns**:​ float, forward time in seconds+
  
 ---- ----
  
-== CameraAnimationNode_GetForwardSpeed == 
  
-<code c++>​float CameraAnimationNode_GetForwardSpeed(const tString &in asArea)+== CameraAnimationNode_GetForwardSpeed == 
 +<code c++> 
 +float CameraAnimationNode_GetForwardSpeed(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the forward speed for the specified node. Returns the forward speed for the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, forward speed measured in "nodes per second"​
-**Returns**:​ float, forward speed measured in "nodes per second"​+
  
 ---- ----
  
-== CameraAnimationNode_GetBackTime == 
  
-<code c++>​float CameraAnimationNode_GetBackTime(const tString &in asArea)+== CameraAnimationNode_GetBackTime == 
 +<code c++> 
 +float CameraAnimationNode_GetBackTime(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the time it takes to go back to this node from the next node in the animation. Returns the time it takes to go back to this node from the next node in the animation.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, back time in seconds
-**Returns**:​ float, back time in seconds+
  
 ---- ----
  
-== CameraAnimationNode_GetBackSpeed == 
  
-<code c++>​float CameraAnimationNode_GetBackSpeed(const tString &in asArea)+== CameraAnimationNode_GetBackSpeed == 
 +<code c++> 
 +float CameraAnimationNode_GetBackSpeed(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the back speed for the specified node. Returns the back speed for the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, back speed measured in "nodes per second"​
-**Returns**:​ float, back speed measured in "nodes per second"​+
  
 ---- ----
  
-== CameraAnimationNode_GetAutoMove == 
  
-<code c++>​float CameraAnimationNode_GetAutoMove(const tString &in asArea)+== CameraAnimationNode_GetAutoMove == 
 +<code c++> 
 +float CameraAnimationNode_GetAutoMove(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the amount of auto move in the specified node. Returns the amount of auto move in the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ float, auto move amount, 1 being full speed ahead and -1 being full speed back.
-**Returns**:​ float, auto move amount, 1 being full speed ahead and -1 being full speed back.+
  
 ---- ----
  
-== CameraAnimationNode_SetAutoMove == 
  
-<code c++>void CameraAnimationNode_SetAutoMove(const tString &in asArea,+== CameraAnimationNode_SetAutoMove == 
 +<code c++> 
 +void CameraAnimationNode_SetAutoMove(const tString &in asArea,
                                      const float afAutoMove)                                      const float afAutoMove)
 </​code>​ </​code>​
- 
 Sets the auto move amount for the specified node. Sets the auto move amount for the specified node.
 +  * **asArea**: name of animation node.
 +  * **afAutoMove**:​ amount to set.
  
-    * **asArea**: name of animation node. 
-    * **afAutoMove**:​ amount to set. 
 ---- ----
  
-== CameraAnimationNode_FadeAutoMove == 
  
-<code c++>void CameraAnimationNode_FadeAutoMove(const tString &in asArea,+== CameraAnimationNode_FadeAutoMove == 
 +<code c++> 
 +void CameraAnimationNode_FadeAutoMove(const tString &in asArea,
                                       const float afAutoMove,                                       const float afAutoMove,
                                       const float afTime,                                       const float afTime,
                                       const eEasing aEasing=eEasing_QuartInOut)                                       const eEasing aEasing=eEasing_QuartInOut)
 </​code>​ </​code>​
- 
 Fades the auto move amount for the specified node. Fades the auto move amount for the specified node.
 +  * **asArea**: name of animation node.
 +  * **afAutoMove**:​ Target auto move amount.
 +  * **afTime**: Time that the fading will take (?).
 +  * **aEasing**:​ Easing curve to be used for fading.
  
-    * **asArea**: name of animation node. 
-    * **afAutoMove**:​ Target auto move amount. 
-    * **afTime**: Time that the fading will take (?). 
-    * **aEasing**:​ Easing curve to be used for fading. 
 ---- ----
  
-== CameraAnimationNode_GetLookMoveDist == 
  
-<code c++>​float CameraAnimationNode_GetLookMoveDist(const tString &in asArea)+== CameraAnimationNode_GetLookMoveDist == 
 +<code c++> 
 +float CameraAnimationNode_GetLookMoveDist(const tString &in asArea)
 </​code>​ </​code>​
 +
  
 ---- ----
  
-== CameraAnimationNode_GetLookMoveAngle == 
  
-<code c++>​float CameraAnimationNode_GetLookMoveAngle(const tString &in asArea)+== CameraAnimationNode_GetLookMoveAngle == 
 +<code c++> 
 +float CameraAnimationNode_GetLookMoveAngle(const tString &in asArea)
 </​code>​ </​code>​
 +
  
 ---- ----
  
-== CameraAnimationNode_GetInteractiveMovement == 
  
 +== CameraAnimationNode_GetInteractiveMovement ==
 <code c++> <code c++>
 bool CameraAnimationNode_GetInteractiveMovement(const tString &in asArea) bool CameraAnimationNode_GetInteractiveMovement(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns if the node takes movement input from the player. Returns if the node takes movement input from the player.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ bool, true if the node's movement is interactive.
-**Returns**:​ bool, true if the node's movement is interactive.+
  
 ---- ----
  
-== CameraAnimationNode_SetInteractiveMovement == 
  
-<code c++>void CameraAnimationNode_SetInteractiveMovement(const tString &in asArea,+== CameraAnimationNode_SetInteractiveMovement == 
 +<code c++> 
 +void CameraAnimationNode_SetInteractiveMovement(const tString &in asArea,
                                                 bool abX)                                                 bool abX)
 </​code>​ </​code>​
- 
 Sets if the node should take movement input from the player. Sets if the node should take movement input from the player.
 +  * **asArea**: name of animation node.
 +  * **abX**: state to set.
  
-    * **asArea**: name of animation node. 
-    * **abX**: state to set. 
 ---- ----
  
-== CameraAnimationNode_GetCrouchOnExit == 
  
 +== CameraAnimationNode_GetCrouchOnExit ==
 <code c++> <code c++>
 bool CameraAnimationNode_GetCrouchOnExit(const tString &in asArea) bool CameraAnimationNode_GetCrouchOnExit(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns true if the player should crouch if the animation stops at this node. Returns true if the player should crouch if the animation stops at this node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ bool, true if the player should crouch on exit.
-**Returns**:​ bool, true if the player should crouch on exit.+
  
 ---- ----
  
-== CameraAnimationNode_GetInitToCamera == 
  
 +== CameraAnimationNode_GetInitToCamera ==
 <code c++> <code c++>
 bool CameraAnimationNode_GetInitToCamera(const tString &in asArea) bool CameraAnimationNode_GetInitToCamera(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns true if the node should be placed at the camera'​s position and orientation when the animation starts. Returns true if the node should be placed at the camera'​s position and orientation when the animation starts.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ bool, true if the node should initialize to the camera.
-**Returns**:​ bool, true if the node should initialize to the camera.+
  
 ---- ----
 +
  
 == CameraAnimationNode_SetInitToCamera == == CameraAnimationNode_SetInitToCamera ==
- +<code c++> 
-<code c++>void CameraAnimationNode_SetInitToCamera(const tString &in asArea,+void CameraAnimationNode_SetInitToCamera(const tString &in asArea,
                                          bool abInitToCamera)                                          bool abInitToCamera)
 </​code>​ </​code>​
- 
 Sets if the node should be placed at the camera'​s position and orientation when the animation starts. Sets if the node should be placed at the camera'​s position and orientation when the animation starts.
 +  * **asArea**: name of animation node.
 +  * **abInitToCamera**:​ state to set.
  
-    * **asArea**: name of animation node. 
-    * **abInitToCamera**:​ state to set. 
 ---- ----
 +
  
 == CameraAnimationNode_GetUseSpeedFading == == CameraAnimationNode_GetUseSpeedFading ==
- 
 <code c++> <code c++>
 bool CameraAnimationNode_GetUseSpeedFading(const tString &in asArea) bool CameraAnimationNode_GetUseSpeedFading(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns true if the node fades its speeds (back and forward) between this and the previous node in the animation. Returns true if the node fades its speeds (back and forward) between this and the previous node in the animation.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ bool, true if the node fades its speeds.
-**Returns**:​ bool, true if the node fades its speeds.+
  
 ---- ----
 +
  
 == CameraAnimationNode_GetCallbackFunc == == CameraAnimationNode_GetCallbackFunc ==
- 
 <code c++> <code c++>
 tString CameraAnimationNode_GetCallbackFunc(const tString &in asArea) tString CameraAnimationNode_GetCallbackFunc(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns the callback function of the specified node. Returns the callback function of the specified node.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ tString , the callback function.
-**Returns**:​ tString , the callback function.+
  
 ---- ----
 +
  
 == CameraAnimationNode_SetCallbackFunc == == CameraAnimationNode_SetCallbackFunc ==
- +<code c++> 
-<code c++>void CameraAnimationNode_SetCallbackFunc(const tString &in asArea,+void CameraAnimationNode_SetCallbackFunc(const tString &in asArea,
                                          const tString &in asFunction)                                          const tString &in asFunction)
 </​code>​ </​code>​
- 
 Sets the callback function of the specified node. Sets the callback function of the specified node.
 +  * **asArea**: name of animation node.
 +  * **asFunction**:​ the callback function to set.
  
-    * **asArea**: name of animation node. 
-    * **asFunction**:​ the callback function to set. 
 ---- ----
  
-== CameraAnimationNode_HasBackMovement == 
  
 +== CameraAnimationNode_HasBackMovement ==
 <code c++> <code c++>
 bool CameraAnimationNode_HasBackMovement(const tString &in asArea) bool CameraAnimationNode_HasBackMovement(const tString &in asArea)
 </​code>​ </​code>​
- 
 Returns true if it's possible to move from the next node in the animation to this one. Returns true if it's possible to move from the next node in the animation to this one.
 +  * **asArea**: name of animation node.
  
-    * **asArea**: name of animation node. + **Returns**:​ bool, true if it's possible to move back to this node.
-**Returns**:​ bool, true if it's possible to move back to this node.+
  
 ---- ----
 +
  
hpl3/game/scripting/function_reference/helper_areas.1446107515.txt.gz · Last modified: 2015/10/29 08:31 by ian.thomas