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

pub trait GameEvent: Actor {
    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> { ... }
fn allow_split_screen_player(&self) -> bool { ... }
fn add_player_chat_message(
        &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
    ) { ... }
fn set_game_state_time(&self, state_time: i32) { ... }
fn on_player_restarted(&self, player_car: CarWrapper) { ... }
fn teleport_car(&self, player_car: CarWrapper) { ... }
fn on_car_spawned(&self, new_car: CarWrapper) { ... }
fn spot_is_encroached(&self, spot: Vector) -> bool { ... }
fn randomize_spawn_points(&self) { ... }
fn restart_players(&self) { ... }
fn remove_local_player(&self, player: PlayerControllerWrapper) { ... }
fn add_local_player(&self, player: PlayerControllerWrapper) { ... }
fn add_pri(&self, pri: PriWrapper) { ... }
fn add_forfeit_initiator(&self, player_id: UniqueNetId) { ... }
fn ban_player_id(&self, player_id: UniqueNetId) { ... }
fn get_max_humans(&self) -> i32 { ... }
fn get_num_humans(&self) -> i32 { ... }
fn find_bot_replacement(&self, pri: PriWrapper) -> bool { ... }
fn update_bot_count(&self) { ... }
fn timer_update_bot_count(&self) { ... }
fn init_bot_skill(&self) { ... }
fn init_mutators(&self) { ... }
fn init(&self, in_activator: PlayerControllerWrapper) { ... }
fn on_game_state_changed(&self) { ... }
fn on_can_vote_forfeit_changed(&self) { ... }
fn update_can_vote_to_forfeit(&self) { ... }
fn should_allow_vote_to_forfeit(&self) -> bool { ... }
fn on_penalty_changed(&self) { ... }
fn update_leave_match_penalty(&self) { ... }
fn get_playlist(&self) -> Option<GameSettingPlaylistWrapper> { ... }
fn should_have_leave_match_penalty(&self) -> bool { ... }
fn on_match_settings_changed(&self) { ... }
fn clear_game_score_from_custom_settings(&self) { ... }
fn event_player_reset_training(&self, game_event: GameEventWrapper) { ... } }

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>

fn allow_split_screen_player(&self) -> bool

fn add_player_chat_message(
    &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
)

fn set_game_state_time(&self, state_time: i32)

fn on_player_restarted(&self, player_car: CarWrapper)

fn teleport_car(&self, player_car: CarWrapper)

fn on_car_spawned(&self, new_car: CarWrapper)

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

fn randomize_spawn_points(&self)

fn restart_players(&self)

fn remove_local_player(&self, player: PlayerControllerWrapper)

fn add_local_player(&self, player: PlayerControllerWrapper)

fn add_pri(&self, pri: PriWrapper)

fn add_forfeit_initiator(&self, player_id: UniqueNetId)

fn ban_player_id(&self, player_id: UniqueNetId)

fn get_max_humans(&self) -> i32

fn get_num_humans(&self) -> i32

fn find_bot_replacement(&self, pri: PriWrapper) -> bool

fn update_bot_count(&self)

fn timer_update_bot_count(&self)

fn init_bot_skill(&self)

fn init_mutators(&self)

fn init(&self, in_activator: PlayerControllerWrapper)

fn on_game_state_changed(&self)

fn on_can_vote_forfeit_changed(&self)

fn update_can_vote_to_forfeit(&self)

fn should_allow_vote_to_forfeit(&self) -> bool

fn on_penalty_changed(&self)

fn update_leave_match_penalty(&self)

fn get_playlist(&self) -> Option<GameSettingPlaylistWrapper>

fn should_have_leave_match_penalty(&self) -> bool

fn on_match_settings_changed(&self)

fn clear_game_score_from_custom_settings(&self)

fn event_player_reset_training(&self, game_event: GameEventWrapper)

Loading content...

Implementors

impl GameEvent for GameEditorWrapper[src]

impl GameEvent for GameEventWrapper[src]

impl GameEvent for ServerWrapper[src]

impl GameEvent for TeamGameEventWrapper[src]

impl GameEvent for TrainingEditorWrapper[src]

impl GameEvent for TutorialWrapper[src]

Loading content...