[solved]Using StringTableEntry? (C++)
by Johnathan Moore · in Torque 3D Professional · 03/11/2013 (6:58 am) · 2 replies
Hello. I need to know how to get the char* off of this string table thing. I'm getting ShapeBaseImageData::animationPrefix or similar that the engine uses to find animations pertaining to the weapon the Player has equiped.
I need to get it in the usual starting char pointer string form so I can work with it.
Any links to tutorials or reference, or quick fix would be much appreciated. Thanks.
Namespace is a Player child class member function
I need to get it in the usual starting char pointer string form so I can work with it.
Any links to tutorials or reference, or quick fix would be much appreciated. Thanks.
Namespace is a Player child class member function
// Play a coriographed bout // <myweapon>_choreograph_<targetsweapon>_<"inconclisive" or "fatal">_<RANDofTotal>_<Leader or Reciever> // e.g. crossbow_choreograph_crossbow_inconclusive_1_leader getMountedImage(mDataBlock->mWeaponMountPoint)->imageAnimPrefix; //->getCharPointer? // + _choreograph_ char char_choreograph_[14]; char_choreograph_[1] = 0x5F; char_choreograph_[2] = 0x63; char_choreograph_[3] = 0x68; char_choreograph_[4] = 0x6F; char_choreograph_[5] = 0x72; char_choreograph_[6] = 0x65; char_choreograph_[7] = 0x6F; char_choreograph_[8] = 0x67; char_choreograph_[9] = 0x72; char_choreograph_[10] = 0x61; char_choreograph_[11] = 0x70; char_choreograph_[12] = 0x63; char_choreograph_[13] = 0x5F; char_choreograph_[14] = 0x00; mActionTarget->getMountedImage(mActionTarget->mDataBlock->mWeaponMountPoint)->imageAnimPrefix; //->getCharPointer? //+ fatal or inconclusive //+ _RAND //+ leader or reciever setActionThread(1,0,0,0,0,0)
About the author
Been tinkering with this since I was young.
Associate David Wyand
Gnometech Inc.
StringTableEntry is defined as a const char* (in platform/types.h) so you should be able to use it directly when reading from it.
- Dave