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

pub trait Car: Vehicle {
    fn is_boost_cheap(&self) -> bool { ... }
fn set_boost_cheap(&self, b: bool) { ... }
fn set_car_rotation(&self, rotation: Rotator) { ... }
fn force_boost(&self, force: bool) { ... }
fn get_owner_name(&self) -> String { ... }
fn unfreeze(&self) { ... }
fn get_input(&self) -> VehicleInputs { ... }
fn set_input(&self, input: VehicleInputs) { ... }
fn destroy(&self) { ... }
fn demolish(&self) { ... }
fn has_flip(&self) -> u64 { ... }
fn get_loadout_body(&self) -> i32 { ... }
fn get_default_car_components(&self) -> RLArray<CarComponentWrapper> { ... }
fn get_flip_component(&self) -> Option<FlipCarComponentWrapper> { ... }
fn get_demolish_target(&self) -> u8 { ... }
fn get_demolish_speed(&self) -> u8 { ... }
fn get_b_loadout_set(&self) -> bool { ... }
fn get_b_demolish_on_opposing_ground(&self) -> bool { ... }
fn get_b_was_on_opposing_ground(&self) -> bool { ... }
fn get_b_demolish_on_goal_zone(&self) -> bool { ... }
fn get_b_was_in_goal_zone(&self) -> bool { ... }
fn get_b_override_handbrake_on(&self) -> bool { ... }
fn get_b_override_boost_on(&self) -> bool { ... }
fn get_exit_fx_archetype(&self) -> Option<FXActorWrapper> { ... }
fn get_max_time_for_dodge(&self) -> f32 { ... }
fn get_last_wheels_hit_ball_time(&self) -> f32 { ... }
fn get_replicated_car_scale(&self) -> f32 { ... }
fn get_body_fx_actor(&self) -> Option<FXActorWrapper> { ... }
fn get_attacker_pri(&self) -> Option<PriWrapper> { ... }
fn get_mouse_accel(&self) -> Vector { ... }
fn get_mouse_air_accel(&self) -> Vector { ... }
fn get_attached_pickup(&self) -> Option<RumblePickupComponentWrapper> { ... }
fn get_replay_focus_offset(&self) -> Vector { ... }
fn get_added_ball_force_multiplier(&self) -> f32 { ... }
fn get_added_car_force_multiplier(&self) -> f32 { ... }
fn get_game_event(&self) -> Option<GameEventWrapper> { ... }
fn get_max_drive_backwards_speed(&self) -> f32 { ... }
fn get_max_drive_forward_speed(&self) -> f32 { ... }
fn get_replay_focus_location(&self) -> Vector { ... }
fn on_pickup_changed(&self, in_pickup: RumblePickupComponentWrapper) { ... }
fn set_attached_pickup2(&self, in_pickup: RumblePickupComponentWrapper) { ... }
fn enable_podium_mode(&self) { ... }
fn copy_push_factor_curve(&self) { ... }
fn update_ball_indicator(&self) { ... }
fn fell_out_of_world(&self) { ... }
fn demolish_destroy_timer(&self) { ... }
fn teleport(
        &self,
        spawn_location: Vector,
        spawn_rotation: Rotator,
        b_stop_velocity: bool,
        b_update_rotation: bool,
        extra_force: f32
    ) -> bool { ... }
fn on_jump_released(&self) { ... }
fn on_jump_pressed(&self) { ... }
fn can_demolish(&self, hit_car: CarWrapper) -> bool { ... }
fn should_demolish(
        &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 { ... }
fn is_bumper_hit(&self, other_car: CarWrapper, hit_location: Vector) -> bool { ... }
fn apply_ball_impact_forces(&self, ball: BallWrapper, hit_location: Vector) { ... }
fn is_dodging(&self) -> bool { ... }
fn on_hit_ball(
        &self,
        ball: BallWrapper,
        hit_location: Vector,
        hit_normal: Vector
    ) { ... }
fn any_wheel_touching_ground(&self) -> bool { ... }
fn give_car_component(
        &self,
        component_archetype: CarComponentWrapper,
        activator: PriWrapper
    ) -> Option<CarComponentWrapper> { ... }
fn add_default_car_components(&self) { ... }
fn detach_primitive_component(&self, component: PrimitiveComponentWrapper) { ... }
fn handle_wheel_ball_hit(&self, wheel: WheelWrapper) { ... }
fn respawn_in_place(&self) { ... }
fn set_car_scale(&self, new_scale: f32) { ... }
fn on_club_colors_changed(&self) { ... }
fn handle_team_changed(&self, my_pri: PriXWrapper) { ... }
fn update_team_loadout(&self) -> bool { ... }
fn init_team_paint(&self) { ... }
fn get_loadout_team_index(&self) -> i32 { ... }
fn get_preview_team_index(&self) -> i32 { ... }
fn has_team(&self) -> bool { ... }
fn handle_loadout_selected(&self, my_pri: PriWrapper) { ... }
fn handle_game_event_changed(&self, my_pri: PriWrapper) { ... }
fn on_pri_changed(&self) { ... }
fn on_controller_changed(&self) { ... } }

Provided methods

fn is_boost_cheap(&self) -> bool

fn set_boost_cheap(&self, b: bool)

fn set_car_rotation(&self, rotation: Rotator)

fn force_boost(&self, force: bool)

fn get_owner_name(&self) -> String

fn unfreeze(&self)

fn get_input(&self) -> VehicleInputs

fn set_input(&self, input: VehicleInputs)

fn destroy(&self)

fn demolish(&self)

fn has_flip(&self) -> u64

fn get_loadout_body(&self) -> i32

fn get_default_car_components(&self) -> RLArray<CarComponentWrapper>

fn get_flip_component(&self) -> Option<FlipCarComponentWrapper>

fn get_demolish_target(&self) -> u8

fn get_demolish_speed(&self) -> u8

fn get_b_loadout_set(&self) -> bool

fn get_b_demolish_on_opposing_ground(&self) -> bool

fn get_b_was_on_opposing_ground(&self) -> bool

fn get_b_demolish_on_goal_zone(&self) -> bool

fn get_b_was_in_goal_zone(&self) -> bool

fn get_b_override_handbrake_on(&self) -> bool

fn get_b_override_boost_on(&self) -> bool

fn get_exit_fx_archetype(&self) -> Option<FXActorWrapper>

fn get_max_time_for_dodge(&self) -> f32

fn get_last_wheels_hit_ball_time(&self) -> f32

fn get_replicated_car_scale(&self) -> f32

fn get_body_fx_actor(&self) -> Option<FXActorWrapper>

fn get_attacker_pri(&self) -> Option<PriWrapper>

fn get_mouse_accel(&self) -> Vector

fn get_mouse_air_accel(&self) -> Vector

fn get_attached_pickup(&self) -> Option<RumblePickupComponentWrapper>

fn get_replay_focus_offset(&self) -> Vector

fn get_added_ball_force_multiplier(&self) -> f32

fn get_added_car_force_multiplier(&self) -> f32

fn get_game_event(&self) -> Option<GameEventWrapper>

fn get_max_drive_backwards_speed(&self) -> f32

fn get_max_drive_forward_speed(&self) -> f32

fn get_replay_focus_location(&self) -> Vector

fn on_pickup_changed(&self, in_pickup: RumblePickupComponentWrapper)

fn set_attached_pickup2(&self, in_pickup: RumblePickupComponentWrapper)

fn enable_podium_mode(&self)

fn copy_push_factor_curve(&self)

fn update_ball_indicator(&self)

fn fell_out_of_world(&self)

fn demolish_destroy_timer(&self)

fn teleport(
    &self,
    spawn_location: Vector,
    spawn_rotation: Rotator,
    b_stop_velocity: bool,
    b_update_rotation: bool,
    extra_force: f32
) -> bool

fn on_jump_released(&self)

fn on_jump_pressed(&self)

fn can_demolish(&self, hit_car: CarWrapper) -> bool

fn should_demolish(
    &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

fn is_bumper_hit(&self, other_car: CarWrapper, hit_location: Vector) -> bool

fn apply_ball_impact_forces(&self, ball: BallWrapper, hit_location: Vector)

fn is_dodging(&self) -> bool

fn on_hit_ball(
    &self,
    ball: BallWrapper,
    hit_location: Vector,
    hit_normal: Vector
)

fn any_wheel_touching_ground(&self) -> bool

fn give_car_component(
    &self,
    component_archetype: CarComponentWrapper,
    activator: PriWrapper
) -> Option<CarComponentWrapper>

fn add_default_car_components(&self)

fn detach_primitive_component(&self, component: PrimitiveComponentWrapper)

fn handle_wheel_ball_hit(&self, wheel: WheelWrapper)

fn respawn_in_place(&self)

fn set_car_scale(&self, new_scale: f32)

fn on_club_colors_changed(&self)

fn handle_team_changed(&self, my_pri: PriXWrapper)

fn update_team_loadout(&self) -> bool

fn init_team_paint(&self)

fn get_loadout_team_index(&self) -> i32

fn get_preview_team_index(&self) -> i32

fn has_team(&self) -> bool

fn handle_loadout_selected(&self, my_pri: PriWrapper)

fn handle_game_event_changed(&self, my_pri: PriWrapper)

fn on_pri_changed(&self)

fn on_controller_changed(&self)

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Implementors

impl Car for CarWrapper[src]

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