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H7CreatureStackJumper

Class in MMH7Game · MMH7Game.H7CreatureStackJumper

Object › Actor › H7CreatureStackBaseMover › H7CreatureStackJumper

Using it from Lua
h7.find_all("H7CreatureStackJumper")            -- live instances
h7.find_class("MMH7Game.H7CreatureStackJumper")   -- the class
h7.hook("MMH7Game.H7CreatureStackJumper.EndJumpSequence", fn)

Constants

NameValue
HEIGHT_TO_TIME_MULT2.0f
JUMP_HEIGHT_OVER_OBSTACLE350.0f
MIN_JUMP_HEIGHT500.0f

Properties

NameTypeNotes
mJumpCurvearray<FH7FlyTimePoint>protected
mJumpEndPitchDurationfloatprotected
mJumpInitialLocVectorprotected
mJumpTargetLocVectorprotected
mOldTurnJumpboolprotected
mPathCurrStepintprotected
mStartJumpFlyDurationfloatprotected
mTotalMoveTimefloatprotected

Functions

NameDeclaration
EndJumpSequencefunction EndJumpSequence()
GetJumpEndPitchDurationfunction float GetJumpEndPitchDuration()
GetSecondsPerFieldfunction float GetSecondsPerField()
GetStartJumpDurationfunction float GetStartJumpDuration()
H7FlyTimePointSortdelegate int H7FlyTimePointSort(FH7FlyTimePoint A, FH7FlyTimePoint B)
Initializefunction Initialize(H7Unit Stack)
IsMovingfunction bool IsMoving()
StartElevatingfunction StartElevating()

States

State code replaces the class's functions while the object is in that state. Hook a state's version as MMH7Game.H7CreatureStackJumper.<State>.<Function>.

StateFunctions
Elevating extends JumpMovementBeginState, FieldArrive, UpdateMovement
IdleAttackStack, CalculateJumpCurve, GetMaxPathHeight, MoveStack, SwitchToElevate
JumpMovementBeginState, UpdateMovement, UpdateRotation
Landing extends JumpMovementFieldArrive, UpdateMovement
ignores UpdateRotation
Moving extends JumpMovementFieldArrive, UpdateMovement
TurnToEnemyBeginState, FieldArrive, UpdateMovement
WaitingElevating

Default values

mSecPerField=0.1000000

Inherited

FromMembers
H7CreatureStackBaseMoverProperties: mCurrentCell, mCurveMaxStepsAdv, mCurveMaxStepsCombat, mDestinationCell, mLerpTargetLocation, mLerpTargetRotation, mLerpTimer, mLerpTimerRotation, mLerpToLocation, mLerpToRotation, mMoveTime, mMovingRepresentation, mMovingStack, MOVEMENT_DOTS_PER_CELL, mPassedUnits, mPath, mPlayerController, mSecPerField, mStartPos, mStartRot, mTarget
Functions: AddEnemyPositionToPath, AttackStack, ClearPath, DotIndexToCellIndex, GetCellLocation, GetCellOfTarget, GetOptimalTargetRotation, GetSecondsPerField, GetSmoothAdventurePath, GetSmoothCombatPath, GetSmoothPath, GetTargetRotation, Initialize, IsMoving, LerpToLocation, LerpToRotation, MoveStack, OnAttackStackFinishedFunc, OpenGateOnTargetPos, RestorePassedUnits, RotateStack, SetLerpToLocation, SetLerpToRotation, UpdateMovement, UpdateRotation
Actor156 properties, 262 functions
Object13 properties, 308 functions