Game_Enums

Enumerations used in CryAction Game.

EActionEvent Enumeration
C++
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
};
File

IGameFramework.h

Members
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.
Description

All events game should be aware of need to be added here.

EEntityEventPriority Enumeration
C++
enum EEntityEventPriority {
  EEntityEventPriority_GameObject = 0,
  EEntityEventPriority_StartAnimProc,
  EEntityEventPriority_AnimatedCharacter,
  EEntityEventPriority_Vehicle,
  EEntityEventPriority_Actor,
  EEntityEventPriority_PrepareAnimatedCharacterForUpdate,
  EEntityEventPriority_Last,
  EEntityEventPriority_Client = 100
};
File

IGameFramework.h

Members
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.
Description

! This is the order in which GOEs receive events.

EFRAMEWORKLISTENERPRIORITY Enumeration
C++
enum EFRAMEWORKLISTENERPRIORITY {
  FRAMEWORKLISTENERPRIORITY_DEFAULT,
  FRAMEWORKLISTENERPRIORITY_GAME,
  FRAMEWORKLISTENERPRIORITY_HUD,
  FRAMEWORKLISTENERPRIORITY_MENU
};
File

IGameFramework.h

Members
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
Description

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.

EGameFrameworkEvent Enumeration
C++
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
};
File

IGameFramework.h

Members
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).
Description

When you add stuff here, also update in CCryAction::Init .

EGameStartFlags Enumeration
C++
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
};
File

IGameFramework.h

ELoadGameResult Enumeration
C++
enum ELoadGameResult {
  eLGR_Ok,
  eLGR_Failed,
  eLGR_FailedAndDestroyedState,
  eLGR_CantQuick_NeedFullLoad
};
File

IGameFramework.h

ESaveGameReason Enumeration
C++
enum ESaveGameReason {
  eSGR_LevelStart,
  eSGR_FlowGraph,
  eSGR_Command,
  eSGR_QuickSave
};
File

IGameFramework.h