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H7CreatureStackMover

Class in MMH7Game · MMH7Game.H7CreatureStackMover

Object › Actor › H7CreatureStackBaseMover › H7CreatureStackMover

Subclasses: H7CreatureStackGhostWalker

Using it from Lua
h7.find_all("H7CreatureStackMover")            -- live instances
h7.find_class("MMH7Game.H7CreatureStackMover")   -- the class
h7.hook("MMH7Game.H7CreatureStackMover.CheckForGateAhead", fn)

Properties

NameTypeNotes
mCreaturePostTurnTimefloatprotected
mCreaturePreTurnTimefloatprotected
mCreatureTurnTimeCutfloatprotected
mDustParticlesParticleSystemprotected
mHeroPostTurnTimefloatprotected
mHeroPreTurnTimefloatprotected
mHeroTurnBlendAlphafloatprotected
mHeroTurnTimefloatprotected
mInRotateModeboolprotected
mLastPatharray<H7BaseCell>
mPassedThroughTargetablesarray<H7IEffectTargetable>protected
mVisitedAdventureCellsarray<H7AdventureMapCell>protected
mWaterSplashParticlesParticleSystemprotected

Functions

NameDeclaration
CheckForGateAheadfunction CheckForGateAhead()
CreateFootprintsimulated unreliable client function CreateFootprint(H7AdventureMapCell cell)
GetCurrentTargetRotationprotected function Rotator GetCurrentTargetRotation()
Initializefunction Initialize(H7Unit Stack)
InterruptAndRotatefunction InterruptAndRotate()
IsMovingfunction bool IsMoving()
SkipMovefunction bool SkipMove()

States

State code replaces the class's functions while the object is in that state. Hook a state's version as MMH7Game.H7CreatureStackMover.<State>.<Function>.

StateFunctions
LimboAttackStack, MoveStack, RotateStack
TurningBeginState, UpdateMovement
TurnToTargetBeginState, UpdateMovement
WalkingBeginState, CheckForGateAhead, NewCellReached, NextTargetDot, UpdateMovement

Default values

mHeroTurnTime=0.4250000
mHeroPreTurnTime=0.2000000
mHeroPostTurnTime=0.1500000
mCreatureTurnTimeCut=0.6000000
mHeroTurnBlendAlpha=0.1000000
mWaterSplashParticles=ParticleSystem'H7FX_Footprints.PS_WaterCollision'
mDustParticles=ParticleSystem'H7FX_Footprints.PS_WalkingDust'
mSecPerField=1.0000000

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