Enumerations used in CryAction Vehicle.
Enumeration of different event which can trigger a vehicle action to perform some tasks.
enum EVehicleActionEvent { eVAE_IsUsable = 1, eVAE_OnUsed, eVAE_OnGroundCollision, eVAE_OnEntityCollision, eVAE_Others };
IVehicleSystem.h
Members |
Description |
eVAE_IsUsable = 1 |
When the vehicle is being tested to be usuable by a player (by aiming the crossair). |
eVAE_OnUsed |
When the vehicle is being used by a player (with the USE key). |
eVAE_OnGroundCollision |
When the vehicle collide with the ground. |
eVAE_OnEntityCollision |
When the vehicle collide with another entity. |
eVAE_Others |
ot be used as starting index for game specific action events. |
ActionId constants
enum EVehicleActionIds { eVAI_Exit = 1, eVAI_ChangeSeat, eVAI_ChangeSeat1, eVAI_ChangeSeat2, eVAI_ChangeSeat3, eVAI_ChangeSeat4, eVAI_ChangeSeat5, eVAI_RotatePitch, eVAI_RotateYaw, eVAI_RotatePitchAimAssist, eVAI_RotateYawAimAssist, eVAI_RotateRoll, eVAI_XIRotatePitch, eVAI_XIRotateYaw, eVAI_MoveForward, eVAI_MoveBack, eVAI_XIMoveY, eVAI_TurnLeft, eVAI_TurnRight, eVAI_XIMoveX, eVAI_StrafeLeft, eVAI_StrafeRight, eVAI_XIStrafe, eVAI_RollLeft, eVAI_RollRight, eVAI_AfterBurner, eVAI_Brake, eVAI_MoveUp, eVAI_MoveDown, eVAI_XIMoveUpDown, eVAI_ChangeView, eVAI_ViewOption, eVAI_FireMode, eVAI_Attack1, eVAI_Attack2, eVAI_Attack3, eVAI_ToggleLights, eVAI_Horn, eVAI_ZoomIn, eVAI_ZoomOut, eVAI_DesirePitch, eVAI_Boost, eVAI_PitchUp, eVAI_PitchDown, eVAI_Debug_1, eVAI_Debug_2, eVAI_PhysicsStep, eVAI_XIAccelerate, eVAI_XIDeccelerate, eVAI_Others };
IVehicleSystem.h
ActionId constants which represent the multiple ways that an actor can interact while being on a vehicle seat.
Damage behavior events
enum EVehicleDamageBehaviorEvent { eVDBE_Hit = 0, eVDBE_Repair, eVDBE_MaxRatioExceeded, eVDBE_ComponentDestroyed, eVDBE_VehicleDestroyed };
IVehicleSystem.h
Members |
Description |
eVDBE_Hit = 0 |
Used to transmit the hit values that the vehicle component took |
eVDBE_Repair |
repair event |
eVDBE_MaxRatioExceeded |
Sent once when max damage ratio is exceeded |
eVDBE_ComponentDestroyed |
Obsolete, eVDBE_Hit should be used instead |
eVDBE_VehicleDestroyed |
Obsolete, eVDBE_Hit should be used instead |
Values used by the OnDamageEvent function
enum EVehicleDebugDraw { eVDB_General = 1, eVDB_Particles = 2, eVDB_Parts = 3, eVDB_View = 4, eVDB_Sounds = 5, eVDB_PhysParts = 6, eVDB_PhysPartsExt = 7, eVDB_Damage = 8, eVDB_ClientPredict = 9, eVDB_Veed = 10 };
IVehicleSystem.h
Vehicle event types
enum EVehicleEvent { eVE_Collision = 0, eVE_Hit, eVE_Damaged, eVE_Destroyed, eVE_Repair, eVE_PassengerEnter, eVE_PassengerExit, eVE_PassengerChangeSeat, eVE_SeatFreed, eVE_PreVehicleDeletion, eVE_VehicleDeleted, eVE_ToggleDebugView, eVE_ToggleDriverControlledGuns, eVE_Brake, eVE_Timer, eVE_EngineStopped, eVE_OpenDoors, eVE_CloseDoors, eVE_BlockDoors, eVE_ExtractGears, eVE_RetractGears, eVE_Indestructible, eVE_BeingFlipped, eVE_Reversing, eVE_WeaponRemoved, eVE_TryDetachPartEntity, eVE_OnDetachPartEntity, eVE_TryAttachPartEntityNetID, eVE_RequestDelayedDetachAllPartEntities, eVE_StartParticleEffect, eVE_StopParticleEffect, eVE_LockBoneRotation, eVE_VehicleMovementRotation, eVE_Hide, eVE_ViewChanged, eVE_Awake, eVE_Sleep, eVE_Last };
IVehicleSystem.h
enum EVehicleMovementStatusType { eVMS_invalid, eVMS_general, eVMS_wheeled };
IVehicleSystem.h
Vehicle Movement Status Interface
Seat locking
enum EVehicleSeatLockStatus { eVSLS_Unlocked, eVSLS_LockedForPlayers, eVSLS_LockedForAI, eVSLS_Locked };
IVehicleSystem.h