[−][src]Struct bakkesmod::wrappers::unreal::ActorWrapper
Trait Implementations
impl Actor for ActorWrapper
[src]
fn get_location(&self) -> Vector
[src]
fn set_location(&self, new_loc: Vector)
[src]
fn get_velocity(&self) -> Vector
[src]
fn set_velocity(&self, new_vel: Vector)
[src]
fn add_velocity(&self, vel: Vector)
[src]
fn get_rotation(&self) -> Rotator
[src]
fn set_rotation(&self, new_rot: Rotator)
[src]
fn set_torque(&self, new_torque: Vector)
[src]
fn get_angular_velocity(&self) -> Vector
[src]
fn set_angular_velocity(&self, new_vel: Vector, add_to_current: bool)
[src]
fn stop(&self)
[src]
fn is_null(&self)
[src]
fn get_draw_scale(&self) -> f32
[src]
fn get_draw_scale3_d(&self) -> Vector
[src]
fn get_pre_pivot(&self) -> Vector
[src]
fn get_editor_icon_color(&self) -> Color
[src]
fn get_custom_time_dilation(&self) -> f32
[src]
fn get_physics(&self) -> u8
[src]
fn get_remote_role(&self) -> u8
[src]
fn get_role(&self) -> u8
[src]
fn get_collision_type(&self) -> u8
[src]
fn get_replicated_collision_type(&self) -> u8
[src]
fn get_owner(&self) -> Option<ActorWrapper>
[src]
fn get_base(&self) -> Option<ActorWrapper>
[src]
fn get_b_static(&self) -> bool
[src]
fn get_b_hidden(&self) -> bool
[src]
fn get_b_hidden_self(&self) -> bool
[src]
fn get_b_no_delete(&self) -> bool
[src]
fn get_b_delete_me(&self) -> bool
[src]
fn get_b_ticked(&self) -> bool
[src]
fn get_b_only_owner_see(&self) -> bool
[src]
fn get_b_tick_is_disabled(&self) -> bool
[src]
fn get_b_world_geometry(&self) -> bool
[src]
fn get_b_ignore_rigid_body_pawns(&self) -> bool
[src]
fn get_b_orient_on_slope(&self) -> bool
[src]
fn get_b_is_moving(&self) -> bool
[src]
fn get_b_always_encroach_check(&self) -> bool
[src]
fn get_b_has_alternate_target_location(&self) -> bool
[src]
fn get_b_always_relevant(&self) -> bool
[src]
fn get_b_replicate_instigator(&self) -> bool
[src]
fn get_b_replicate_movement(&self) -> bool
[src]
fn get_b_update_simulated_position(&self) -> bool
[src]
fn get_b_demo_recording(&self) -> bool
[src]
fn get_b_demo_owner(&self) -> bool
[src]
fn get_b_force_demo_relevant(&self) -> bool
[src]
fn get_b_net_initial_rotation(&self) -> bool
[src]
fn get_b_replicate_rigid_body_location(&self) -> bool
[src]
fn get_b_kill_during_level_transition(&self) -> bool
[src]
fn get_b_post_render_if_not_visible(&self) -> bool
[src]
fn get_b_force_net_update(&self) -> bool
[src]
fn get_b_force_packet_update(&self) -> bool
[src]
fn get_b_pending_net_update(&self) -> bool
[src]
fn get_b_game_relevant(&self) -> bool
[src]
fn get_b_movable(&self) -> bool
[src]
fn get_b_can_teleport(&self) -> bool
[src]
fn get_b_always_tick(&self) -> bool
[src]
fn get_b_blocks_navigation(&self) -> bool
[src]
fn get_block_rigid_body(&self) -> bool
[src]
fn get_b_collide_when_placing(&self) -> bool
[src]
fn get_b_collide_actors(&self) -> bool
[src]
fn get_b_collide_world(&self) -> bool
[src]
fn get_b_collide_complex(&self) -> bool
[src]
fn get_b_block_actors(&self) -> bool
[src]
fn get_b_blocks_teleport(&self) -> bool
[src]
fn get_b_phys_rigid_body_out_of_world_check(&self) -> bool
[src]
fn get_b_component_outside_world(&self) -> bool
[src]
fn get_b_rigid_body_was_awake(&self) -> bool
[src]
fn get_b_call_rigid_body_wake_events(&self) -> bool
[src]
fn get_b_bounce(&self) -> bool
[src]
fn get_b_editable(&self) -> bool
[src]
fn get_b_lock_location(&self) -> bool
[src]
fn get_net_update_time(&self) -> f32
[src]
fn get_net_update_frequency(&self) -> f32
[src]
fn get_net_priority(&self) -> f32
[src]
fn get_last_net_update_time(&self) -> f32
[src]
fn get_last_force_packet_update_time(&self) -> f32
[src]
fn get_time_since_last_tick(&self) -> f32
[src]
fn get_life_span(&self) -> f32
[src]
fn get_creation_time(&self) -> f32
[src]
fn get_last_render_time(&self) -> f32
[src]
fn get_hidden_editor_views(&self) -> i64
[src]
fn get_attached(&self) -> RLArray<ActorWrapper>
[src]
fn get_relative_location(&self) -> Vector
[src]
fn get_relative_rotation(&self) -> Rotator
[src]
fn get_collision_component(&self) -> Option<PrimitiveComponentWrapper>
[src]
fn force_net_update_packet(&self)
[src]
fn force_net_update(&self)
[src]
fn will_overlap(
&self,
pos_a: Vector,
vel_a: Vector,
pos_b: Vector,
vel_b: Vector,
step_size: f32,
radius: f32,
time: f32
) -> bool
[src]
&self,
pos_a: Vector,
vel_a: Vector,
pos_b: Vector,
vel_b: Vector,
step_size: f32,
radius: f32,
time: f32
) -> bool
fn is_in_persistent_level(
&self,
b_include_level_streaming_persistent: bool
) -> bool
[src]
&self,
b_include_level_streaming_persistent: bool
) -> bool
fn set_hud_location(&self, new_hud_location: Vector)
[src]
fn get_target_location(
&self,
requested_by: ActorWrapper,
b_request_alternate_loc: bool
) -> Vector
[src]
&self,
requested_by: ActorWrapper,
b_request_alternate_loc: bool
) -> Vector
fn get_team_num(&self) -> u8
[src]
fn is_player_owned(&self) -> bool
[src]
fn is_stationary(&self) -> bool
[src]
fn get_gravity_acceleration(&self) -> Vector
[src]
fn get_gravity_direction(&self) -> Vector
[src]
fn get_gravity_z(&self) -> f32
[src]
fn is_overlapping(&self, a: ActorWrapper) -> bool
[src]
fn contains_point(&self, spot: Vector) -> bool
[src]
fn set_tick_is_disabled(&self, b_in_disabled: bool)
[src]
fn set_physics2(&self, new_physics: u8)
[src]
fn set_hidden(&self, b_new_hidden: bool)
[src]
fn chart_data(&self, data_name: RLString, data_value: f32)
[src]
fn draw_debug_string(
&self,
text_location: Vector,
text: RLString,
test_base_actor: ActorWrapper,
text_color: Color,
duration: f32
)
[src]
&self,
text_location: Vector,
text: RLString,
test_base_actor: ActorWrapper,
text_color: Color,
duration: f32
)
fn draw_debug_cone(
&self,
origin: Vector,
direction: Vector,
length: f32,
angle_width: f32,
angle_height: f32,
num_sides: i32,
draw_color: Color,
b_persistent_lines: bool
)
[src]
&self,
origin: Vector,
direction: Vector,
length: f32,
angle_width: f32,
angle_height: f32,
num_sides: i32,
draw_color: Color,
b_persistent_lines: bool
)
fn get_aggregate_base_velocity(&self, test_base: ActorWrapper) -> Vector
[src]
fn is_owned_by(&self, test_actor: ActorWrapper) -> bool
[src]
fn is_based_on(&self, test_actor: ActorWrapper) -> bool
[src]
fn get_terminal_velocity(&self) -> f32
[src]
impl Object for ActorWrapper
[src]
fn new(addr: usize) -> Self
[src]
fn try_new(addr: usize) -> Option<Self>
[src]
fn addr(&self) -> usize
[src]
impl UnrealPointer for ActorWrapper
[src]
Auto Trait Implementations
impl RefUnwindSafe for ActorWrapper
impl Send for ActorWrapper
impl Sync for ActorWrapper
impl Unpin for ActorWrapper
impl UnwindSafe for ActorWrapper
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,