Enumerations used in CryAction Game.
enum EActionEvent { eAE_channelCreated, eAE_channelDestroyed, eAE_connectFailed, eAE_connected, eAE_disconnected, eAE_clientDisconnected, eAE_disconnectCommandFinished, eAE_resetBegin, eAE_resetEnd, eAE_resetProgress, eAE_preSaveGame, eAE_postSaveGame, eAE_inGame, eAE_serverName, eAE_serverIp, eAE_earlyPreUpdate, eAE_demoRecorderCreated, eAE_mapCmdIssued, eAE_unloadLevel, eAE_postUnloadLevel, eAE_loadLevel };
IGameFramework.h
Members |
Description |
eAE_resetBegin |
Map resetting. |
eAE_preSaveGame |
m_value -> ESaveGameReason |
eAE_postSaveGame |
m_value -> ESaveGameReason, m_description: 0 (failed), != 0 (successful) |
eAE_serverName |
Started server. |
eAE_serverIp |
Obtained server ip. |
eAE_earlyPreUpdate |
Called from CryAction's PreUpdate loop after System has been updated, but before subsystems. |
All events game should be aware of need to be added here.
enum EEntityEventPriority { EEntityEventPriority_GameObject = 0, EEntityEventPriority_StartAnimProc, EEntityEventPriority_AnimatedCharacter, EEntityEventPriority_Vehicle, EEntityEventPriority_Actor, EEntityEventPriority_PrepareAnimatedCharacterForUpdate, EEntityEventPriority_Last, EEntityEventPriority_Client = 100 };
IGameFramework.h
Members |
Description |
EEntityEventPriority_Vehicle |
Vehicles can potentially create move request too! |
EEntityEventPriority_Actor |
Actor must always be higher than AnimatedCharacter. |
EEntityEventPriority_Client = 100 |
special variable for the client to tag onto priorities when needed. |
! This is the order in which GOEs receive events.
enum EFRAMEWORKLISTENERPRIORITY { FRAMEWORKLISTENERPRIORITY_DEFAULT, FRAMEWORKLISTENERPRIORITY_GAME, FRAMEWORKLISTENERPRIORITY_HUD, FRAMEWORKLISTENERPRIORITY_MENU };
IGameFramework.h
Members |
Description |
FRAMEWORKLISTENERPRIORITY_DEFAULT |
Default priority should not be used unless you don't care about order (it will be called first) |
FRAMEWORKLISTENERPRIORITY_GAME |
Add your order somewhere here if you need to be called between one of them |
We must take care of order in which listeners are called. Priority order is from low to high. As an example, menu must follow hud as it must be drawn on top of the rest.
enum EGameFrameworkEvent { eGFE_PauseGame, eGFE_ResumeGame, eGFE_OnCollision, eGFE_OnPostStep, eGFE_OnStateChange, eGFE_ResetAnimationGraphs, eGFE_OnBreakable2d, eGFE_OnBecomeVisible, eGFE_PreShatter, eGFE_BecomeLocalPlayer, eGFE_DisablePhysics, eGFE_EnablePhysics, eGFE_ScriptEvent, eGFE_StoodOnChange, eGFE_QueueRagdollCreation, eGFE_QueueBlendFromRagdoll, eGFE_RagdollPhysicalized, eGFE_RagdollUnPhysicalized, eGFE_EnableBlendRagdoll, eGFE_DisableBlendRagdoll, eGFE_Last };
IGameFramework.h
Members |
Description |
eGFE_QueueRagdollCreation |
Queue the ragdoll for creation so the engine can do it at the best time. |
eGFE_QueueBlendFromRagdoll |
Queue the blend from ragdoll event (i.e. standup) |
eGFE_RagdollPhysicalized |
Dispatched when the queued ragdoll is physicalized. |
eGFE_RagdollUnPhysicalized |
Dispatched when the queued ragdoll is unphysicalized (i.e. Stoodup) |
eGFE_EnableBlendRagdoll |
Enable blend with ragdoll mode (will blend with the currently active animation). |
eGFE_DisableBlendRagdoll |
Disable blend with ragdoll (will blend out the ragdoll with the currently active animation). |
When you add stuff here, also update in CCryAction::Init .
enum EGameStartFlags { eGSF_NoLevelLoading = 0x0001, eGSF_Server = 0x0002, eGSF_Client = 0x0004, eGSF_NoDelayedStart = 0x0008, eGSF_BlockingClientConnect = 0x0010, eGSF_NoGameRules = 0x0020, eGSF_LocalOnly = 0x0040, eGSF_NoQueries = 0x0080, eGSF_NoSpawnPlayer = 0x0100, eGSF_BlockingMapLoad = 0x0200, eGSF_DemoRecorder = 0x0400, eGSF_DemoPlayback = 0x0800, eGSF_ImmersiveMultiplayer = 0x1000, eGSF_RequireController = 0x2000, eGSF_RequireKeyboardMouse = 0x4000, eGSF_HostMigrated = 0x8000, eGSF_NonBlockingConnect = 0x10000, eGSF_InitClientActor = 0x20000 };
IGameFramework.h
enum ELoadGameResult { eLGR_Ok, eLGR_Failed, eLGR_FailedAndDestroyedState, eLGR_CantQuick_NeedFullLoad };
IGameFramework.h
enum ESaveGameReason { eSGR_LevelStart, eSGR_FlowGraph, eSGR_Command, eSGR_QuickSave };
IGameFramework.h