[][src]Trait bakkesmod::wrappers::unreal::Actor

pub trait Actor: Object {
    fn get_location(&self) -> Vector { ... }
fn set_location(&self, new_loc: Vector) { ... }
fn get_velocity(&self) -> Vector { ... }
fn set_velocity(&self, new_vel: Vector) { ... }
fn add_velocity(&self, vel: Vector) { ... }
fn get_rotation(&self) -> Rotator { ... }
fn set_rotation(&self, new_rot: Rotator) { ... }
fn set_torque(&self, new_torque: Vector) { ... }
fn get_angular_velocity(&self) -> Vector { ... }
fn set_angular_velocity(&self, new_vel: Vector, add_to_current: bool) { ... }
fn stop(&self) { ... }
fn is_null(&self) { ... }
fn get_draw_scale(&self) -> f32 { ... }
fn get_draw_scale3_d(&self) -> Vector { ... }
fn get_pre_pivot(&self) -> Vector { ... }
fn get_editor_icon_color(&self) -> Color { ... }
fn get_custom_time_dilation(&self) -> f32 { ... }
fn get_physics(&self) -> u8 { ... }
fn get_remote_role(&self) -> u8 { ... }
fn get_role(&self) -> u8 { ... }
fn get_collision_type(&self) -> u8 { ... }
fn get_replicated_collision_type(&self) -> u8 { ... }
fn get_owner(&self) -> Option<ActorWrapper> { ... }
fn get_base(&self) -> Option<ActorWrapper> { ... }
fn get_b_static(&self) -> bool { ... }
fn get_b_hidden(&self) -> bool { ... }
fn get_b_hidden_self(&self) -> bool { ... }
fn get_b_no_delete(&self) -> bool { ... }
fn get_b_delete_me(&self) -> bool { ... }
fn get_b_ticked(&self) -> bool { ... }
fn get_b_only_owner_see(&self) -> bool { ... }
fn get_b_tick_is_disabled(&self) -> bool { ... }
fn get_b_world_geometry(&self) -> bool { ... }
fn get_b_ignore_rigid_body_pawns(&self) -> bool { ... }
fn get_b_orient_on_slope(&self) -> bool { ... }
fn get_b_is_moving(&self) -> bool { ... }
fn get_b_always_encroach_check(&self) -> bool { ... }
fn get_b_has_alternate_target_location(&self) -> bool { ... }
fn get_b_always_relevant(&self) -> bool { ... }
fn get_b_replicate_instigator(&self) -> bool { ... }
fn get_b_replicate_movement(&self) -> bool { ... }
fn get_b_update_simulated_position(&self) -> bool { ... }
fn get_b_demo_recording(&self) -> bool { ... }
fn get_b_demo_owner(&self) -> bool { ... }
fn get_b_force_demo_relevant(&self) -> bool { ... }
fn get_b_net_initial_rotation(&self) -> bool { ... }
fn get_b_replicate_rigid_body_location(&self) -> bool { ... }
fn get_b_kill_during_level_transition(&self) -> bool { ... }
fn get_b_post_render_if_not_visible(&self) -> bool { ... }
fn get_b_force_net_update(&self) -> bool { ... }
fn get_b_force_packet_update(&self) -> bool { ... }
fn get_b_pending_net_update(&self) -> bool { ... }
fn get_b_game_relevant(&self) -> bool { ... }
fn get_b_movable(&self) -> bool { ... }
fn get_b_can_teleport(&self) -> bool { ... }
fn get_b_always_tick(&self) -> bool { ... }
fn get_b_blocks_navigation(&self) -> bool { ... }
fn get_block_rigid_body(&self) -> bool { ... }
fn get_b_collide_when_placing(&self) -> bool { ... }
fn get_b_collide_actors(&self) -> bool { ... }
fn get_b_collide_world(&self) -> bool { ... }
fn get_b_collide_complex(&self) -> bool { ... }
fn get_b_block_actors(&self) -> bool { ... }
fn get_b_blocks_teleport(&self) -> bool { ... }
fn get_b_phys_rigid_body_out_of_world_check(&self) -> bool { ... }
fn get_b_component_outside_world(&self) -> bool { ... }
fn get_b_rigid_body_was_awake(&self) -> bool { ... }
fn get_b_call_rigid_body_wake_events(&self) -> bool { ... }
fn get_b_bounce(&self) -> bool { ... }
fn get_b_editable(&self) -> bool { ... }
fn get_b_lock_location(&self) -> bool { ... }
fn get_net_update_time(&self) -> f32 { ... }
fn get_net_update_frequency(&self) -> f32 { ... }
fn get_net_priority(&self) -> f32 { ... }
fn get_last_net_update_time(&self) -> f32 { ... }
fn get_last_force_packet_update_time(&self) -> f32 { ... }
fn get_time_since_last_tick(&self) -> f32 { ... }
fn get_life_span(&self) -> f32 { ... }
fn get_creation_time(&self) -> f32 { ... }
fn get_last_render_time(&self) -> f32 { ... }
fn get_hidden_editor_views(&self) -> i64 { ... }
fn get_attached(&self) -> RLArray<ActorWrapper> { ... }
fn get_relative_location(&self) -> Vector { ... }
fn get_relative_rotation(&self) -> Rotator { ... }
fn get_collision_component(&self) -> Option<PrimitiveComponentWrapper> { ... }
fn force_net_update_packet(&self) { ... }
fn force_net_update(&self) { ... }
fn will_overlap(
        &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 { ... }
fn set_hud_location(&self, new_hud_location: Vector) { ... }
fn get_target_location(
        &self,
        requested_by: ActorWrapper,
        b_request_alternate_loc: bool
    ) -> Vector { ... }
fn get_team_num(&self) -> u8 { ... }
fn is_player_owned(&self) -> bool { ... }
fn is_stationary(&self) -> bool { ... }
fn get_gravity_acceleration(&self) -> Vector { ... }
fn get_gravity_direction(&self) -> Vector { ... }
fn get_gravity_z(&self) -> f32 { ... }
fn is_overlapping(&self, a: ActorWrapper) -> bool { ... }
fn contains_point(&self, spot: Vector) -> bool { ... }
fn set_tick_is_disabled(&self, b_in_disabled: bool) { ... }
fn set_physics2(&self, new_physics: u8) { ... }
fn set_hidden(&self, b_new_hidden: bool) { ... }
fn chart_data(&self, data_name: RLString, data_value: f32) { ... }
fn draw_debug_string(
        &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
    ) { ... }
fn get_aggregate_base_velocity(&self, test_base: ActorWrapper) -> Vector { ... }
fn is_owned_by(&self, test_actor: ActorWrapper) -> bool { ... }
fn is_based_on(&self, test_actor: ActorWrapper) -> bool { ... }
fn get_terminal_velocity(&self) -> f32 { ... } }

Provided methods

fn get_location(&self) -> Vector

fn set_location(&self, new_loc: Vector)

fn get_velocity(&self) -> Vector

fn set_velocity(&self, new_vel: Vector)

fn add_velocity(&self, vel: Vector)

fn get_rotation(&self) -> Rotator

fn set_rotation(&self, new_rot: Rotator)

fn set_torque(&self, new_torque: Vector)

fn get_angular_velocity(&self) -> Vector

fn set_angular_velocity(&self, new_vel: Vector, add_to_current: bool)

fn stop(&self)

fn is_null(&self)

fn get_draw_scale(&self) -> f32

fn get_draw_scale3_d(&self) -> Vector

fn get_pre_pivot(&self) -> Vector

fn get_editor_icon_color(&self) -> Color

fn get_custom_time_dilation(&self) -> f32

fn get_physics(&self) -> u8

fn get_remote_role(&self) -> u8

fn get_role(&self) -> u8

fn get_collision_type(&self) -> u8

fn get_replicated_collision_type(&self) -> u8

fn get_owner(&self) -> Option<ActorWrapper>

fn get_base(&self) -> Option<ActorWrapper>

fn get_b_static(&self) -> bool

fn get_b_hidden(&self) -> bool

fn get_b_hidden_self(&self) -> bool

fn get_b_no_delete(&self) -> bool

fn get_b_delete_me(&self) -> bool

fn get_b_ticked(&self) -> bool

fn get_b_only_owner_see(&self) -> bool

fn get_b_tick_is_disabled(&self) -> bool

fn get_b_world_geometry(&self) -> bool

fn get_b_ignore_rigid_body_pawns(&self) -> bool

fn get_b_orient_on_slope(&self) -> bool

fn get_b_is_moving(&self) -> bool

fn get_b_always_encroach_check(&self) -> bool

fn get_b_has_alternate_target_location(&self) -> bool

fn get_b_always_relevant(&self) -> bool

fn get_b_replicate_instigator(&self) -> bool

fn get_b_replicate_movement(&self) -> bool

fn get_b_update_simulated_position(&self) -> bool

fn get_b_demo_recording(&self) -> bool

fn get_b_demo_owner(&self) -> bool

fn get_b_force_demo_relevant(&self) -> bool

fn get_b_net_initial_rotation(&self) -> bool

fn get_b_replicate_rigid_body_location(&self) -> bool

fn get_b_kill_during_level_transition(&self) -> bool

fn get_b_post_render_if_not_visible(&self) -> bool

fn get_b_force_net_update(&self) -> bool

fn get_b_force_packet_update(&self) -> bool

fn get_b_pending_net_update(&self) -> bool

fn get_b_game_relevant(&self) -> bool

fn get_b_movable(&self) -> bool

fn get_b_can_teleport(&self) -> bool

fn get_b_always_tick(&self) -> bool

fn get_b_blocks_navigation(&self) -> bool

fn get_block_rigid_body(&self) -> bool

fn get_b_collide_when_placing(&self) -> bool

fn get_b_collide_actors(&self) -> bool

fn get_b_collide_world(&self) -> bool

fn get_b_collide_complex(&self) -> bool

fn get_b_block_actors(&self) -> bool

fn get_b_blocks_teleport(&self) -> bool

fn get_b_phys_rigid_body_out_of_world_check(&self) -> bool

fn get_b_component_outside_world(&self) -> bool

fn get_b_rigid_body_was_awake(&self) -> bool

fn get_b_call_rigid_body_wake_events(&self) -> bool

fn get_b_bounce(&self) -> bool

fn get_b_editable(&self) -> bool

fn get_b_lock_location(&self) -> bool

fn get_net_update_time(&self) -> f32

fn get_net_update_frequency(&self) -> f32

fn get_net_priority(&self) -> f32

fn get_last_net_update_time(&self) -> f32

fn get_last_force_packet_update_time(&self) -> f32

fn get_time_since_last_tick(&self) -> f32

fn get_life_span(&self) -> f32

fn get_creation_time(&self) -> f32

fn get_last_render_time(&self) -> f32

fn get_hidden_editor_views(&self) -> i64

fn get_attached(&self) -> RLArray<ActorWrapper>

fn get_relative_location(&self) -> Vector

fn get_relative_rotation(&self) -> Rotator

fn get_collision_component(&self) -> Option<PrimitiveComponentWrapper>

fn force_net_update_packet(&self)

fn force_net_update(&self)

fn will_overlap(
    &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

fn set_hud_location(&self, new_hud_location: Vector)

fn get_target_location(
    &self,
    requested_by: ActorWrapper,
    b_request_alternate_loc: bool
) -> Vector

fn get_team_num(&self) -> u8

fn is_player_owned(&self) -> bool

fn is_stationary(&self) -> bool

fn get_gravity_acceleration(&self) -> Vector

fn get_gravity_direction(&self) -> Vector

fn get_gravity_z(&self) -> f32

fn is_overlapping(&self, a: ActorWrapper) -> bool

fn contains_point(&self, spot: Vector) -> bool

fn set_tick_is_disabled(&self, b_in_disabled: bool)

fn set_physics2(&self, new_physics: u8)

fn set_hidden(&self, b_new_hidden: bool)

fn chart_data(&self, data_name: RLString, data_value: f32)

fn draw_debug_string(
    &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
)

fn get_aggregate_base_velocity(&self, test_base: ActorWrapper) -> Vector

fn is_owned_by(&self, test_actor: ActorWrapper) -> bool

fn is_based_on(&self, test_actor: ActorWrapper) -> bool

fn get_terminal_velocity(&self) -> f32

Loading content...

Implementors

impl Actor for ActorWrapper[src]

impl Actor for AirControlComponentWrapper[src]

impl Actor for AttachmentPickupWrapper[src]

impl Actor for BallCarSpringPickupWrapper[src]

impl Actor for BallFreezePickupWrapper[src]

impl Actor for BallLassoPickupWrapper[src]

impl Actor for BallWrapper[src]

impl Actor for BaseCameraWrapper[src]

impl Actor for BattarangPickupWrapper[src]

impl Actor for BoostModPickupWrapper[src]

impl Actor for BoostOverridePickupWrapper[src]

impl Actor for BoostPickupWrapper[src]

impl Actor for BoostWrapper[src]

impl Actor for CameraWrapper[src]

impl Actor for CameraXWrapper[src]

impl Actor for CarComponentWrapper[src]

impl Actor for CarSpeedPickupWrapper[src]

impl Actor for CarWrapper[src]

impl Actor for DemolishPickupWrapper[src]

impl Actor for DodgeComponentWrapper[src]

impl Actor for DoubleJumpComponentWrapper[src]

impl Actor for FXActorWrapper[src]

impl Actor for FlipCarComponentWrapper[src]

impl Actor for GameEditorWrapper[src]

impl Actor for GameEventWrapper[src]

impl Actor for GrapplingHookPickupWrapper[src]

impl Actor for GravityPickupWrapper[src]

impl Actor for HandbrakeOverridePickupWrapper[src]

impl Actor for HitForcePickupWrapper[src]

impl Actor for JumpComponentWrapper[src]

impl Actor for PlayerControllerWrapper[src]

impl Actor for PlayerReplicationInfoWrapper[src]

impl Actor for PriWrapper[src]

impl Actor for PriXWrapper[src]

impl Actor for RBActorWrapper[src]

impl Actor for ReplayDirectorWrapper[src]

impl Actor for RumblePickupComponentWrapper[src]

impl Actor for ServerWrapper[src]

impl Actor for SpringPickupWrapper[src]

impl Actor for SwapperPickupWrapper[src]

impl Actor for TargetedPickupWrapper[src]

impl Actor for TeamGameEventWrapper[src]

impl Actor for TeamInfoWrapper[src]

impl Actor for TeamWrapper[src]

impl Actor for TimeBombPickupWrapper[src]

impl Actor for TornadoPickupWrapper[src]

impl Actor for TrainingEditorWrapper[src]

impl Actor for TutorialWrapper[src]

impl Actor for VehiclePickupWrapper[src]

impl Actor for VehicleWrapper[src]

impl Actor for VelcroPickupWrapper[src]

Loading content...