[−][src]Trait bakkesmod::wrappers::unreal::Car
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
&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
&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
&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
)
&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>
&self,
component_archetype: CarComponentWrapper,
activator: PriWrapper
) -> Option<CarComponentWrapper>