[−][src]Struct bakkesmod::wrappers::unreal::CarWrapper
Trait Implementations
impl Actor for CarWrapper
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fn get_location(&self) -> Vector
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fn set_location(&self, new_loc: Vector)
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fn get_velocity(&self) -> Vector
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fn set_velocity(&self, new_vel: Vector)
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fn add_velocity(&self, vel: Vector)
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fn get_rotation(&self) -> Rotator
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fn set_rotation(&self, new_rot: Rotator)
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fn set_torque(&self, new_torque: Vector)
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fn get_angular_velocity(&self) -> Vector
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fn set_angular_velocity(&self, new_vel: Vector, add_to_current: bool)
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fn stop(&self)
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fn is_null(&self)
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fn get_draw_scale(&self) -> f32
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fn get_draw_scale3_d(&self) -> Vector
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fn get_pre_pivot(&self) -> Vector
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fn get_editor_icon_color(&self) -> Color
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fn get_custom_time_dilation(&self) -> f32
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fn get_physics(&self) -> u8
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fn get_remote_role(&self) -> u8
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fn get_role(&self) -> u8
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fn get_collision_type(&self) -> u8
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fn get_replicated_collision_type(&self) -> u8
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fn get_owner(&self) -> Option<ActorWrapper>
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fn get_base(&self) -> Option<ActorWrapper>
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fn get_b_static(&self) -> bool
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fn get_b_hidden(&self) -> bool
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fn get_b_hidden_self(&self) -> bool
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fn get_b_no_delete(&self) -> bool
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fn get_b_delete_me(&self) -> bool
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fn get_b_ticked(&self) -> bool
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fn get_b_only_owner_see(&self) -> bool
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fn get_b_tick_is_disabled(&self) -> bool
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fn get_b_world_geometry(&self) -> bool
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fn get_b_ignore_rigid_body_pawns(&self) -> bool
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fn get_b_orient_on_slope(&self) -> bool
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fn get_b_is_moving(&self) -> bool
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fn get_b_always_encroach_check(&self) -> bool
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fn get_b_has_alternate_target_location(&self) -> bool
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fn get_b_always_relevant(&self) -> bool
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fn get_b_replicate_instigator(&self) -> bool
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fn get_b_replicate_movement(&self) -> bool
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fn get_b_update_simulated_position(&self) -> bool
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fn get_b_demo_recording(&self) -> bool
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fn get_b_demo_owner(&self) -> bool
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fn get_b_force_demo_relevant(&self) -> bool
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fn get_b_net_initial_rotation(&self) -> bool
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fn get_b_replicate_rigid_body_location(&self) -> bool
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fn get_b_kill_during_level_transition(&self) -> bool
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fn get_b_post_render_if_not_visible(&self) -> bool
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fn get_b_force_net_update(&self) -> bool
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fn get_b_force_packet_update(&self) -> bool
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fn get_b_pending_net_update(&self) -> bool
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fn get_b_game_relevant(&self) -> bool
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fn get_b_movable(&self) -> bool
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fn get_b_can_teleport(&self) -> bool
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fn get_b_always_tick(&self) -> bool
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fn get_b_blocks_navigation(&self) -> bool
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fn get_block_rigid_body(&self) -> bool
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fn get_b_collide_when_placing(&self) -> bool
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fn get_b_collide_actors(&self) -> bool
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fn get_b_collide_world(&self) -> bool
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fn get_b_collide_complex(&self) -> bool
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fn get_b_block_actors(&self) -> bool
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fn get_b_blocks_teleport(&self) -> bool
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fn get_b_phys_rigid_body_out_of_world_check(&self) -> bool
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fn get_b_component_outside_world(&self) -> bool
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fn get_b_rigid_body_was_awake(&self) -> bool
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fn get_b_call_rigid_body_wake_events(&self) -> bool
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fn get_b_bounce(&self) -> bool
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fn get_b_editable(&self) -> bool
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fn get_b_lock_location(&self) -> bool
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fn get_net_update_time(&self) -> f32
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fn get_net_update_frequency(&self) -> f32
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fn get_net_priority(&self) -> f32
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fn get_last_net_update_time(&self) -> f32
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fn get_last_force_packet_update_time(&self) -> f32
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fn get_time_since_last_tick(&self) -> f32
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fn get_life_span(&self) -> f32
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fn get_creation_time(&self) -> f32
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fn get_last_render_time(&self) -> f32
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fn get_hidden_editor_views(&self) -> i64
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fn get_attached(&self) -> RLArray<ActorWrapper>
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fn get_relative_location(&self) -> Vector
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fn get_relative_rotation(&self) -> Rotator
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fn get_collision_component(&self) -> Option<PrimitiveComponentWrapper>
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fn force_net_update_packet(&self)
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fn force_net_update(&self)
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fn will_overlap(
&self,
pos_a: Vector,
vel_a: Vector,
pos_b: Vector,
vel_b: Vector,
step_size: f32,
radius: f32,
time: f32
) -> bool
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&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
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&self,
b_include_level_streaming_persistent: bool
) -> bool
fn set_hud_location(&self, new_hud_location: Vector)
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fn get_target_location(
&self,
requested_by: ActorWrapper,
b_request_alternate_loc: bool
) -> Vector
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&self,
requested_by: ActorWrapper,
b_request_alternate_loc: bool
) -> Vector
fn get_team_num(&self) -> u8
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fn is_player_owned(&self) -> bool
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fn is_stationary(&self) -> bool
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fn get_gravity_acceleration(&self) -> Vector
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fn get_gravity_direction(&self) -> Vector
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fn get_gravity_z(&self) -> f32
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fn is_overlapping(&self, a: ActorWrapper) -> bool
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fn contains_point(&self, spot: Vector) -> bool
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fn set_tick_is_disabled(&self, b_in_disabled: bool)
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fn set_physics2(&self, new_physics: u8)
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fn set_hidden(&self, b_new_hidden: bool)
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fn chart_data(&self, data_name: RLString, data_value: f32)
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fn draw_debug_string(
&self,
text_location: Vector,
text: RLString,
test_base_actor: ActorWrapper,
text_color: Color,
duration: f32
)
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&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
)
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&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
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fn is_owned_by(&self, test_actor: ActorWrapper) -> bool
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fn is_based_on(&self, test_actor: ActorWrapper) -> bool
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fn get_terminal_velocity(&self) -> f32
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impl Car for CarWrapper
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fn is_boost_cheap(&self) -> bool
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fn set_boost_cheap(&self, b: bool)
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fn set_car_rotation(&self, rotation: Rotator)
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fn force_boost(&self, force: bool)
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fn get_owner_name(&self) -> String
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fn unfreeze(&self)
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fn get_input(&self) -> VehicleInputs
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fn set_input(&self, input: VehicleInputs)
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fn destroy(&self)
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fn demolish(&self)
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fn has_flip(&self) -> u64
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fn get_loadout_body(&self) -> i32
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fn get_default_car_components(&self) -> RLArray<CarComponentWrapper>
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fn get_flip_component(&self) -> Option<FlipCarComponentWrapper>
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fn get_demolish_target(&self) -> u8
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fn get_demolish_speed(&self) -> u8
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fn get_b_loadout_set(&self) -> bool
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fn get_b_demolish_on_opposing_ground(&self) -> bool
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fn get_b_was_on_opposing_ground(&self) -> bool
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fn get_b_demolish_on_goal_zone(&self) -> bool
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fn get_b_was_in_goal_zone(&self) -> bool
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fn get_b_override_handbrake_on(&self) -> bool
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fn get_b_override_boost_on(&self) -> bool
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fn get_exit_fx_archetype(&self) -> Option<FXActorWrapper>
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fn get_max_time_for_dodge(&self) -> f32
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fn get_last_wheels_hit_ball_time(&self) -> f32
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fn get_replicated_car_scale(&self) -> f32
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fn get_body_fx_actor(&self) -> Option<FXActorWrapper>
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fn get_attacker_pri(&self) -> Option<PriWrapper>
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fn get_mouse_accel(&self) -> Vector
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fn get_mouse_air_accel(&self) -> Vector
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fn get_attached_pickup(&self) -> Option<RumblePickupComponentWrapper>
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fn get_replay_focus_offset(&self) -> Vector
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fn get_added_ball_force_multiplier(&self) -> f32
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fn get_added_car_force_multiplier(&self) -> f32
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fn get_game_event(&self) -> Option<GameEventWrapper>
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fn get_max_drive_backwards_speed(&self) -> f32
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fn get_max_drive_forward_speed(&self) -> f32
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fn get_replay_focus_location(&self) -> Vector
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fn on_pickup_changed(&self, in_pickup: RumblePickupComponentWrapper)
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fn set_attached_pickup2(&self, in_pickup: RumblePickupComponentWrapper)
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fn enable_podium_mode(&self)
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fn copy_push_factor_curve(&self)
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fn update_ball_indicator(&self)
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fn fell_out_of_world(&self)
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fn demolish_destroy_timer(&self)
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fn teleport(
&self,
spawn_location: Vector,
spawn_rotation: Rotator,
b_stop_velocity: bool,
b_update_rotation: bool,
extra_force: f32
) -> bool
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&self,
spawn_location: Vector,
spawn_rotation: Rotator,
b_stop_velocity: bool,
b_update_rotation: bool,
extra_force: f32
) -> bool
fn on_jump_released(&self)
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fn on_jump_pressed(&self)
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fn can_demolish(&self, hit_car: CarWrapper) -> bool
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fn should_demolish(
&self,
hit_car: CarWrapper,
hit_location: Vector,
hit_normal: Vector,
result: u8
) -> bool
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&self,
hit_car: CarWrapper,
hit_location: Vector,
hit_normal: Vector,
result: u8
) -> bool
fn apply_car_impact_forces(
&self,
other_car: CarWrapper,
hit_location: Vector,
hit_normal: Vector
) -> u8
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&self,
other_car: CarWrapper,
hit_location: Vector,
hit_normal: Vector
) -> u8
fn is_bumper_hit(&self, other_car: CarWrapper, hit_location: Vector) -> bool
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fn apply_ball_impact_forces(&self, ball: BallWrapper, hit_location: Vector)
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fn is_dodging(&self) -> bool
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fn on_hit_ball(
&self,
ball: BallWrapper,
hit_location: Vector,
hit_normal: Vector
)
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&self,
ball: BallWrapper,
hit_location: Vector,
hit_normal: Vector
)
fn any_wheel_touching_ground(&self) -> bool
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fn give_car_component(
&self,
component_archetype: CarComponentWrapper,
activator: PriWrapper
) -> Option<CarComponentWrapper>
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&self,
component_archetype: CarComponentWrapper,
activator: PriWrapper
) -> Option<CarComponentWrapper>
fn add_default_car_components(&self)
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fn detach_primitive_component(&self, component: PrimitiveComponentWrapper)
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fn handle_wheel_ball_hit(&self, wheel: WheelWrapper)
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fn respawn_in_place(&self)
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fn set_car_scale(&self, new_scale: f32)
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fn on_club_colors_changed(&self)
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fn handle_team_changed(&self, my_pri: PriXWrapper)
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fn update_team_loadout(&self) -> bool
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fn init_team_paint(&self)
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fn get_loadout_team_index(&self) -> i32
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fn get_preview_team_index(&self) -> i32
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fn has_team(&self) -> bool
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fn handle_loadout_selected(&self, my_pri: PriWrapper)
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fn handle_game_event_changed(&self, my_pri: PriWrapper)
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fn on_pri_changed(&self)
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fn on_controller_changed(&self)
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impl Object for CarWrapper
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fn new(addr: usize) -> Self
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fn try_new(addr: usize) -> Option<Self>
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fn addr(&self) -> usize
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impl RBActor for CarWrapper
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fn get_max_linear_speed(&self) -> f32
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fn get_max_angular_speed(&self) -> f32
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fn get_b_disable_sleeping(&self) -> bool
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fn get_b_replay_actor(&self) -> bool
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fn get_b_frozen(&self) -> bool
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fn get_b_ignore_syncing(&self) -> bool
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fn get_b_phys_initialized(&self) -> bool
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fn get_old_rb_state(&self) -> ReplicatedRBState
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fn get_rb_state(&self) -> ReplicatedRBState
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fn get_replicated_rb_state(&self) -> ReplicatedRBState
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fn get_client_correction_rb_state(&self) -> ReplicatedRBState
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fn get_world_contact(&self) -> WorldContactData
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fn get_sync_error_location(&self) -> Vector
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fn get_sync_error_angle(&self) -> f32
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fn get_sync_error_axis(&self) -> Vector
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fn get_fx_actor_archetype(&self) -> Option<FXActorWrapper>
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fn get_fx_actor(&self) -> Option<FXActorWrapper>
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fn get_last_rb_collisions_frame(&self) -> i32
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fn get_welded_actor(&self) -> Option<RBActorWrapper>
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fn get_welded_to(&self) -> Option<RBActorWrapper>
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fn get_pre_weld_mass(&self) -> f32
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fn set_mass(&self, new_mass: f32)
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fn set_constrained3_d(
&self,
linear_lower: Vector,
linear_upper: Vector,
angular_lower: Vector,
angular_upper: Vector
)
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&self,
linear_lower: Vector,
linear_upper: Vector,
angular_lower: Vector,
angular_upper: Vector
)
fn set_constrained2_d(&self, b_constrain2_d: bool)
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fn set_physics_state(&self, new_state: ReplicatedRBState)
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fn set_frozen(&self, b_enabled: bool)
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fn set_max_angular_speed2(&self, new_max_speed: f32)
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fn set_max_linear_speed2(&self, new_max_speed: f32)
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fn un_weld_rb_actor(&self, other: RBActorWrapper)
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fn weld_rb_actor(
&self,
other: RBActorWrapper,
weld_offset: Vector,
weld_rotation: Rotator
)
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&self,
other: RBActorWrapper,
weld_offset: Vector,
weld_rotation: Rotator
)
fn re_init_rb_phys(&self)
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fn terminate_rb_phys(&self)
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fn get_current_rb_location(&self) -> Vector
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fn get_current_rb_state(&self) -> ReplicatedRBState
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fn get_physics_frame(&self) -> i32
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fn get_physics_time(&self) -> f32
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fn init_ak(&self)
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impl UnrealPointer for CarWrapper
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impl Vehicle for CarWrapper
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fn get_vehicle_sim(&self) -> Option<VehicleSimWrapper>
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fn get_sticky_force(&self) -> StickyForceData
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fn get_b_driving(&self) -> bool
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fn get_b_replicated_handbrake(&self) -> bool
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fn get_b_jumped(&self) -> bool
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fn get_b_double_jumped(&self) -> bool
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fn get_b_on_ground(&self) -> bool
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fn get_b_super_sonic(&self) -> bool
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fn get_b_podium_mode(&self) -> bool
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fn get_input(&self) -> VehicleInputs
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fn get_replicated_throttle(&self) -> u8
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fn get_replicated_steer(&self) -> u8
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fn get_player_controller(&self) -> Option<PlayerControllerWrapper>
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fn get_pri(&self) -> Option<PriWrapper>
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fn get_vehicle_update_tag(&self) -> i32
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fn get_local_collision_offset(&self) -> Vector
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fn get_local_collision_extent(&self) -> Vector
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fn get_last_ball_touch_frame(&self) -> i32
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fn get_last_ball_impact_frame(&self) -> i32
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fn get_boost_component(&self) -> Option<BoostWrapper>
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fn get_dodge_component(&self) -> Option<DodgeComponentWrapper>
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fn get_air_control_component(&self) -> Option<AirControlComponentWrapper>
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fn get_jump_component(&self) -> Option<JumpComponentWrapper>
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fn get_double_jump_component(&self) -> Option<DoubleJumpComponentWrapper>
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fn get_time_below_supersonic_speed(&self) -> f32
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fn force_net_packet_if_near_ball(&self)
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fn is_car_within_forward_elliptical_cone(
&self,
other_car: VehicleWrapper,
yaw_angle_degrees: f32,
pitch_angle_degrees: f32
) -> bool
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&self,
other_car: VehicleWrapper,
yaw_angle_degrees: f32,
pitch_angle_degrees: f32
) -> bool
fn get_forward_speed(&self) -> f32
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fn get_time_off_ground(&self) -> f32
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fn get_time_on_ground(&self) -> f32
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fn get_ground_normal(&self) -> Vector
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fn is_on_wall(&self) -> bool
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fn is_on_ground(&self) -> bool
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fn get_num_wheel_world_contacts(&self) -> i32
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fn get_num_wheel_contacts(&self) -> i32
[src]
fn zero_movement_variables(&self)
[src]
fn enable_podium_mode(&self)
[src]
fn set_driving(&self, b_drive: bool)
[src]
fn init_audio_params(&self)
[src]
fn on_pri_changed(&self)
[src]
fn on_controller_changed(&self)
[src]
fn un_possessed(&self)
[src]
fn event_pri_changed(&self, vehicle: VehicleWrapper)
[src]
Auto Trait Implementations
impl RefUnwindSafe for CarWrapper
impl Send for CarWrapper
impl Sync for CarWrapper
impl Unpin for CarWrapper
impl UnwindSafe for CarWrapper
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,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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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>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,