[−][src]Struct bakkesmod::wrappers::unreal::PlayerControllerWrapper
Trait Implementations
impl Actor for PlayerControllerWrapper
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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 Object for PlayerControllerWrapper
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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 PlayerController for PlayerControllerWrapper
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fn get_car(&self) -> Option<CarWrapper>
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fn get_pri(&self) -> Option<PriWrapper>
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fn get_vehicle_input(&self) -> VehicleInputs
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fn get_b_received_server_shutdown_message(&self) -> bool
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fn get_b_use_debug_inputs(&self) -> bool
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fn get_b_jump_pressed(&self) -> bool
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fn get_b_boost_pressed(&self) -> bool
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fn get_b_handbrake_pressed(&self) -> bool
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fn get_b_has_pitched_back(&self) -> bool
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fn get_b_allow_asymmetrical_mute(&self) -> bool
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fn get_b_reset_camera(&self) -> bool
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fn get_login_url(&self) -> RLString
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fn get_voice_filter(&self) -> u8
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fn get_chat_filter(&self) -> u8
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fn get_follow_target(&self) -> Option<PriWrapper>
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fn get_spectator_camera_archetype(&self) -> Option<BaseCameraWrapper>
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fn get_editor_camera_archetype(&self) -> Option<BaseCameraWrapper>
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fn get_move_actor_grab_offset(&self) -> Vector
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fn get_move_actor_grab_increment(&self) -> f32
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fn get_min_move_actor_grab_distance(&self) -> f32
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fn get_mouse_increment_speed(&self) -> f32
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fn get_ball_velocity_increment_amount(&self) -> f32
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fn get_ball_velocity_increment_fire_count(&self) -> i32
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fn get_ball_velocity_increment_fire_count_max(&self) -> f32
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fn get_ball_velocity_increment_speed_default(&self) -> f32
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fn get_ball_velocity_increment_speed_max(&self) -> f32
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fn get_crosshair_trace_distance(&self) -> f32
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fn get_traced_crosshair_actor(&self) -> Option<ActorWrapper>
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fn get_rotate_actor_camera_location_offset(&self) -> Vector
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fn get_rotate_actor_camera_rotation_offset(&self) -> Vector
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fn get_rotate_actor_camera_side(&self) -> i32
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fn get_desired_camera_side(&self) -> f32
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fn get_pawn_type_changed_time(&self) -> f32
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fn get_selected_spawn_archetype(&self) -> i32
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fn get_debug_inputs(&self) -> VehicleInputs
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fn get_min_client_input_rate(&self) -> i32
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fn get_median_client_input_rate(&self) -> i32
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fn get_max_client_input_rate(&self) -> i32
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fn get_configured_client_input_rate(&self) -> i32
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fn get_time_since_last_move_packet(&self) -> f32
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fn get_time_last_replicated_move_packet(&self) -> f32
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fn get_mouse_x_dead_zone(&self) -> f32
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fn get_mouse_y_dead_zone(&self) -> f32
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fn get_mouse_x_dead_zone_air(&self) -> f32
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fn get_mouse_y_dead_zone_air(&self) -> f32
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fn get_last_inputs(&self) -> VehicleInputs
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fn get_pending_view_pri(&self) -> Option<PriWrapper>
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fn get_last_input_pitch_up(&self) -> f32
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fn get_last_input_pitch_down(&self) -> f32
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fn get_last_input_yaw_left(&self) -> f32
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fn get_last_input_yaw_right(&self) -> f32
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fn get_last_input_pitch(&self) -> f32
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fn get_last_input_yaw(&self) -> f32
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fn get_mouse_input_max(&self) -> f32
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fn get_engine_share(&self) -> Option<EngineTAWrapper>
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fn handle_car_set(&self, in_pri: PriWrapper)
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fn spawn_selected_archetype(&self)
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fn remove_actor(&self) -> bool
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fn toggle_grab_actor(&self)
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fn toggle_rotate_actor(&self)
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fn editor_release_actor(&self)
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fn editor_cycle_actor(&self)
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fn duplicate_shot(&self)
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fn stop_editing(&self)
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fn editor_increase_power(&self)
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fn editor_decrease_power(&self)
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fn editor_increase_power_toggle_interim(&self)
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fn editor_decrease_power_toggle_interim(&self)
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fn editor_increase_power_toggle(&self, b_toggle: bool)
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fn editor_decrease_power_toggle(&self, b_toggle: bool)
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fn modify_editor_power(&self, direction: i32)
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fn toggle_camera_position(&self)
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fn editor_undo(&self)
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fn editor_redo(&self)
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fn editor_increase_round_time(&self)
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fn editor_decrease_round_time(&self)
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fn editor_next_round(&self)
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fn editor_prev_round(&self)
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fn update_crosshair(&self)
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fn net_client_input_rate(&self, rate: i32)
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fn server_create_match_broadcast(&self, game_event: ServerWrapper)
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fn clamp_move_actor_grab_offset(&self)
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fn revert_to_default_camera_hud_input(&self)
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fn switch_to_edit_pawn(&self)
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fn toggle_editor_round(&self)
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fn toggle_between_car_and_edit_pawn(&self)
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fn interact(&self)
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fn stop_movement(&self, b_only_if_no_accel: bool)
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fn get_rotate_actor_camera_offset(
&self,
delta_time: f32,
b_snap: bool
) -> Vector
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&self,
delta_time: f32,
b_snap: bool
) -> Vector
fn restore_editor_pawn_orientation(&self)
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fn backup_editor_pawn_orientation(&self)
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fn update_rotated_actor_orientation(&self, delta_time: f32)
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fn on_open_pause_menu(&self)
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fn reset_mouse_center(&self)
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fn calculate_mouse_axis(
&self,
center: f32,
current_location: f32,
deadzone: f32,
max_dist: f32
) -> f32
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&self,
center: f32,
current_location: f32,
deadzone: f32,
max_dist: f32
) -> f32
fn show_controller_applet(&self)
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fn show_account_picker(&self)
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fn que_save_replay(&self)
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fn set_follow_target2(&self, in_target: PriWrapper)
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fn follow_player(&self, in_player: PriWrapper)
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fn client_splitscreen_join_response(
&self,
player_id: UniqueNetId,
b_allow: bool,
error: RLString
)
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&self,
player_id: UniqueNetId,
b_allow: bool,
error: RLString
)
fn server_request_splitscreen_join(
&self,
player_id: UniqueNetId,
player_name: RLString
)
[src]
&self,
player_id: UniqueNetId,
player_name: RLString
)
fn notify_goal_scored(&self, scored_on_team: i32)
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fn should_be_muted(&self, other: PlayerControllerWrapper) -> bool
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fn is_communication_filtered(
&self,
filter: u8,
other: PlayerControllerWrapper,
b_preset: bool
) -> bool
[src]
&self,
filter: u8,
other: PlayerControllerWrapper,
b_preset: bool
) -> bool
fn refresh_muted_players(&self, b_force_refresh: bool)
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fn gameplay_unmute_player(&self, player_net_id: UniqueNetId)
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fn gameplay_mute_player(&self, player_net_id: UniqueNetId)
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fn server_set_chat_filter(&self, in_voice_filter: u8)
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fn server_set_voice_filter(&self, in_voice_filter: u8)
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fn is_explictly_muted(&self, player_net_id: UniqueNetId) -> bool
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fn debug_ai(&self)
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fn send_pending_rp_cs(&self)
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fn can_send_message(&self, b_quick_chat_message: bool) -> bool
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fn client_notify_chat_banned(&self, chat_ban_expiration: i64)
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fn client_notify_chat_disabled(&self, time: f32)
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fn chat_message_ta(
&self,
in_pri: PlayerReplicationInfoWrapper,
message: RLString,
chat_channel: u8,
b_preset: bool
)
[src]
&self,
in_pri: PlayerReplicationInfoWrapper,
message: RLString,
chat_channel: u8,
b_preset: bool
)
fn server_say_internal_ta(
&self,
message: RLString,
chat_channel: u8,
b_preset: bool
)
[src]
&self,
message: RLString,
chat_channel: u8,
b_preset: bool
)
fn server_say_ta(&self, message: RLString, chat_channel: u8, b_preset: bool)
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fn say_ta(
&self,
message: RLString,
chat_channel: u8,
recipient: UniqueNetId,
b_preset: bool
)
[src]
&self,
message: RLString,
chat_channel: u8,
recipient: UniqueNetId,
b_preset: bool
)
fn can_chat_with(&self, other: PlayerControllerWrapper, b_preset: bool) -> bool
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fn allow_text_message(&self, msg: RLString) -> bool
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fn push_to_talk_end(&self)
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fn push_to_talk(&self)
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fn handle_join_game_migration_completed(
&self,
b_success: bool,
fail_reason: RLString
)
[src]
&self,
b_success: bool,
fail_reason: RLString
)
fn client_set_online_status(&self)
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fn handle_game_data_selected(&self, playlist_id: i32, mutator_index: i32)
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fn get_game_event(&self) -> Option<GameEventWrapper>
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fn client_arbitrated_match_ended(&self)
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fn banned_kick(&self)
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fn no_reservation_kick(&self)
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fn idle_kick(&self)
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fn server_report_server(&self)
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fn client_use_item(&self, use_location: Vector, use_rotation: Rotator)
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fn server_teleport_car(&self, spawn_location: Vector, new_rotation: Rotator)
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fn server_use_pickup(&self, target: RBActorWrapper)
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fn use_pickup(&self)
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fn toggle_handbrake(&self, b_handbrake: bool)
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fn toggle_boost(&self, b_boost: bool)
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fn toggle_jump(&self, b_jump: bool)
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fn target_select_left(&self)
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fn target_select_right(&self)
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fn release_rear_camera(&self)
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fn press_rear_camera(&self)
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fn release_secondary_camera(&self)
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fn press_secondary_camera(&self)
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fn ready_up(&self)
[src]
fn spectate(&self)
[src]
fn change_team(&self, team_num: i32)
[src]
fn switch_team(&self)
[src]
fn set_default_camera_mode(&self)
[src]
fn reset_camera_mode(&self)
[src]
fn zero_move_input(&self)
[src]
fn player_move(&self, delta_time: f32)
[src]
fn ignore_move_input(&self, b_new_move_input: bool)
[src]
fn get_primary_player_controller(&self) -> Option<PlayerControllerWrapper>
[src]
fn handle_add_boost_component(&self, boost: BoostWrapper)
[src]
fn replicate_loadout(&self)
[src]
fn replicate_camera_rotation(&self)
[src]
fn set_using_freecam(&self, b_freecam: bool)
[src]
fn set_using_behind_view(&self, b_behind_view: bool)
[src]
fn set_using_secondary_camera(&self, b_secondary_camera: bool)
[src]
fn replicate_camera_settings(&self)
[src]
fn handle_controller_layout_changed(&self, in_pri: PriWrapper)
[src]
fn handle_pawn_type_changed(&self, in_pri: PriWrapper)
[src]
fn handle_pending_view_car_set(&self, in_pri: PriWrapper)
[src]
fn handle_replace_bot(&self, in_pri: PriWrapper)
[src]
fn handle_team_changed(&self, in_pri: PriXWrapper)
[src]
fn handle_match_ended(&self, game_event: ServerWrapper)
[src]
fn handle_start_new_round(&self, game_event: ServerWrapper)
[src]
fn handle_game_event_changed(&self, in_pri: PriWrapper)
[src]
fn handle_pri_camera_changed(&self, in_pri: PriWrapper)
[src]
fn setup_light_bar(&self)
[src]
fn handle_persistent_camera_set(&self, in_pri: PriWrapper)
[src]
fn on_received_player_and_pri(&self)
[src]
fn update_voice_filter(&self)
[src]
fn replicate_level_session_id(&self)
[src]
fn server_init_input_buffer(&self, type_: u8)
[src]
fn event_chat_message(
&self,
pc: PlayerControllerWrapper,
message: RLString,
b_preset: bool
)
[src]
&self,
pc: PlayerControllerWrapper,
message: RLString,
b_preset: bool
)
fn event_select_ball_cam_target(
&self,
pc: PlayerControllerWrapper,
direction: i32
)
[src]
&self,
pc: PlayerControllerWrapper,
direction: i32
)
fn event_training_editor_actor_modified(&self)
[src]
fn event_mute_changed(
&self,
pc: PlayerControllerWrapper,
player_id: UniqueNetId,
b_muted: bool
)
[src]
&self,
pc: PlayerControllerWrapper,
player_id: UniqueNetId,
b_muted: bool
)
fn event_launch_controller_applet(&self)
[src]
fn event_launch_account_picker(&self, controller_id: i32)
[src]
impl UnrealPointer for PlayerControllerWrapper
[src]
Auto Trait Implementations
impl RefUnwindSafe for PlayerControllerWrapper
impl Send for PlayerControllerWrapper
impl Sync for PlayerControllerWrapper
impl Unpin for PlayerControllerWrapper
impl UnwindSafe for PlayerControllerWrapper
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>,