[−][src]Trait bakkesmod::wrappers::unreal::GameEvent
Provided methods
fn get_car_archetype(&self) -> Option<CarWrapper>
fn get_countdown_time(&self) -> i32
fn get_finish_time(&self) -> i32
fn get_b_multiplayer(&self) -> bool
fn get_b_countdown_messages_disabled(&self) -> bool
fn get_b_fill_with_ai(&self) -> bool
fn get_b_allow_queue_save_replay(&self) -> bool
fn get_b_allow_ready_up(&self) -> bool
fn get_b_restarting_match(&self) -> bool
fn get_b_randomized_bot_loadouts(&self) -> bool
fn get_b_has_leave_match_penalty(&self) -> bool
fn get_b_can_vote_to_forfeit(&self) -> bool
fn get_b_disable_aim_assist(&self) -> bool
fn get_b_award_achievements(&self) -> bool
fn get_min_players(&self) -> i32
fn get_max_players(&self) -> i32
fn get_spawn_points(&self) -> RLArray<ActorWrapper>
fn get_bot_skill(&self) -> f32
fn get_match_time_dilation(&self) -> f32
fn get_activator(&self) -> Option<PlayerControllerWrapper>
fn get_activator_car(&self) -> Option<CarWrapper>
fn get_pr_is(&self) -> RLArray<PriWrapper>
fn get_cars(&self) -> RLArray<CarWrapper>
fn get_local_players(&self) -> RLArray<PlayerControllerWrapper>
fn get_start_point_index(&self) -> i32
fn get_replicated_state_index(&self) -> u8
fn get_game_state_time_remaining(&self) -> i32
fn get_replicated_game_state_time_remaining(&self) -> i32
fn get_forfeit_initiator_i_ds(&self) -> RLArray<UniqueNetId>
fn get_banned_players(&self) -> RLArray<UniqueNetId>
fn get_game_owner(&self) -> Option<PriWrapper>
fn get_rich_presence_string(&self) -> RLString
fn get_replicated_round_count_down_number(&self) -> i32
fn init_count_down(&self)
fn start_countdown_timer(&self)
fn allow_ready_up(&self)
fn find_player_pri(&self, unique_id: UniqueNetId) -> Option<PriWrapper>
fn handle_player_removed(&self, game_event: GameEventWrapper, pri: PriWrapper)
fn update_game_owner(&self)
fn set_game_owner2(&self, new_owner: PriWrapper)
fn pylon_change_notify_func(&self)
fn player_reset_training(&self)
fn suppress_modal_dialogs(&self) -> bool
fn should_show_ball_indicator(&self) -> bool
fn check_initiated_forfeit(&self, pri: PriWrapper)
fn find_pc_for_unique_id(
&self,
player_id: UniqueNetId
) -> Option<PlayerControllerWrapper>
&self,
player_id: UniqueNetId
) -> Option<PlayerControllerWrapper>
fn allow_split_screen_player(&self) -> bool
fn add_player_chat_message(
&self,
player_id: UniqueNetId,
chat_channel: u8,
team: TeamInfoWrapper,
message: RLString
)
&self,
player_id: UniqueNetId,
chat_channel: u8,
team: TeamInfoWrapper,
message: RLString
)
fn conditional_start_spectator_match(&self)
fn is_playing_training(&self) -> bool
fn is_playing_lan(&self) -> bool
fn is_playing_offline(&self) -> bool
fn is_playing_private(&self) -> bool
fn is_playing_public(&self) -> bool
fn is_online_multiplayer(&self) -> bool
fn create_match_type(&self, options: RLString)
fn all_players_selected_team(&self) -> bool
fn can_que_save_replay(&self) -> bool
fn force_match_start(&self)
fn conditional_start_match(&self)
fn save_local_player_stats(&self)
fn can_use_ball_cam(&self) -> bool
fn handle_next_game(&self) -> bool
fn set_max_players2(&self, in_max_players: i32)
fn set_restarting_match(&self, b_restart: bool)
fn should_be_full_screen(&self) -> bool
fn is_finished(&self) -> bool
fn on_all_players_ready(&self)
fn check_players_ready(&self)
fn set_allow_ready_up(&self, b_allow: bool)
fn auto_ready_players(&self)
fn should_auto_ready_up(&self, pri: PriWrapper) -> bool
fn send_go_message(&self, player: PlayerControllerWrapper)
fn send_countdown_message(&self, seconds: i32, player: PlayerControllerWrapper)
fn broadcast_countdown_message(&self, seconds: i32)
fn broadcast_go_message(&self)
fn allow_shutdown(&self) -> bool
fn get_real_delta_time(&self, elapsed_time: f32) -> f32
fn set_time_dilation(&self, new_time_dilation: f32)
fn replace_bots_with_awaiting_players(&self)
fn remove_car(&self, car: CarWrapper)
fn add_car(&self, car: CarWrapper)
fn set_bot_skill2(&self, new_skill: f32)
fn get_local_primary_player(&self) -> Option<PlayerControllerWrapper>
fn has_player_named(&self, player_name: RLString) -> bool
fn randomize_bots(&self)
fn move_to_ground(&self, mover: ActorWrapper, height_check: f32) -> bool
fn set_all_driving(&self, b_driving: bool)
fn on_finished(&self)
fn start_count_down(&self)
fn start_initial_count_down(&self)
fn on_game_state_time_lapsed(&self)
fn on_game_state_time_updated(&self)
fn update_game_state_time(&self)
fn set_game_state_time_remaining2(
&self,
state_time: i32,
b_from_replication: bool
)
&self,
state_time: i32,
b_from_replication: bool
)