Turok
 
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ScriptObject Class Reference

Actor script classes must inherit from this class. More...

Inheritance diagram for ScriptObject:
ScriptObjectPlayer ScriptObjectWeapon

Public Member Functions

void OnSpawn ()
 Required.
 
void OnTick ()
 Required.
 
void OnBeginLevel ()
 
void OnRestore ()
 
void OnPostBeginLevel ()
 
void OnSleep ()
 
void OnWake ()
 
void OnTouch (kActor @theActorThatTouchedMe)
 called even if alseep
 
void OnCollide (kCModel@)
 called even if alseep
 
void OnCollisionStart ()
 Collision Movement Check is starting.
 
void OnCollisionFinish ()
 Collision Movement Check has ended.
 
void OnMenuTick ()
 called only when dummymenu active
 
void OnRemoved ()
 called when actor is removed (Internally or through scripting). IsStale will return true immediately after this, RenderModel will be null, and the scriptobject will be destroyed.
 
void OnActivate ()
 
void OnDeactivate ()
 Never used.
 
void OnPreDamage (kActor @instigator, kDictMem @damageDef, const int damage)
 always called when damaged even after death. Call OverrideOnDamageValue on the actor if you need to override the damage value to prevent death.
 
void OnDeath (kActor @killer, kDictMem @damageDef)
 called only when actor dies
 
void OnDamage (kActor @instigator, kDictMem @damageDef, const int damage)
 always called even after death
 
void OnEndLevel ()
 

Detailed Description

Actor script classes must inherit from this class.

class TurokActor : ScriptObject
{
kActor @self;
TurokActor(kActor @actor)
{
@self = actor;
}
}
Actor script classes must inherit from this class.
Base type used by all actors.

Definition at line 943 of file t1_scriptAPI.cpp.

Member Function Documentation

◆ OnActivate()

void ScriptObject::OnActivate ( )

◆ OnBeginLevel()

void ScriptObject::OnBeginLevel ( )

◆ OnCollide()

void ScriptObject::OnCollide ( kCModel@ )

called even if alseep

◆ OnCollisionFinish()

void ScriptObject::OnCollisionFinish ( )

Collision Movement Check has ended.

◆ OnCollisionStart()

void ScriptObject::OnCollisionStart ( )

Collision Movement Check is starting.

◆ OnDamage()

void ScriptObject::OnDamage ( kActor @ instigator,
kDictMem @ damageDef,
const int damage )

always called even after death

◆ OnDeactivate()

void ScriptObject::OnDeactivate ( )

Never used.

◆ OnDeath()

void ScriptObject::OnDeath ( kActor @ killer,
kDictMem @ damageDef )

called only when actor dies

◆ OnEndLevel()

void ScriptObject::OnEndLevel ( )

◆ OnMenuTick()

void ScriptObject::OnMenuTick ( )

called only when dummymenu active

◆ OnPostBeginLevel()

void ScriptObject::OnPostBeginLevel ( )

◆ OnPreDamage()

void ScriptObject::OnPreDamage ( kActor @ instigator,
kDictMem @ damageDef,
const int damage )

always called when damaged even after death. Call OverrideOnDamageValue on the actor if you need to override the damage value to prevent death.

◆ OnRemoved()

void ScriptObject::OnRemoved ( )

called when actor is removed (Internally or through scripting). IsStale will return true immediately after this, RenderModel will be null, and the scriptobject will be destroyed.

◆ OnRestore()

void ScriptObject::OnRestore ( )

◆ OnSleep()

void ScriptObject::OnSleep ( )

◆ OnSpawn()

void ScriptObject::OnSpawn ( )

Required.

◆ OnTick()

void ScriptObject::OnTick ( )

Required.

◆ OnTouch()

void ScriptObject::OnTouch ( kActor @ theActorThatTouchedMe)

called even if alseep

◆ OnWake()

void ScriptObject::OnWake ( )