[−][src]Trait bakkesmod::wrappers::unreal::Ball
Provided methods
fn get_last_touch_time(&self) -> f32
fn predict_position(&self, time_ahead: f32) -> PredictionInfo
fn get_end_of_game_fx_archetype(&self) -> Option<FXActorWrapper>
fn get_b_allow_player_explosion_override(&self) -> bool
fn get_b_notify_ground_hit(&self) -> bool
fn get_b_end_of_game_hidden(&self) -> bool
fn get_b_fade_in(&self) -> bool
fn get_b_fade_out(&self) -> bool
fn get_b_prediction_on_ground(&self) -> bool
fn get_b_can_be_attached(&self) -> bool
fn get_b_item_freeze(&self) -> bool
fn get_magnus_coefficient(&self) -> Vector
fn get_radius(&self) -> f32
fn get_visual_radius(&self) -> f32
fn get_last_calculate_car_hit(&self) -> f32
fn get_initial_location(&self) -> Vector
fn get_last_hit_world_time(&self) -> f32
fn get_replicated_ball_scale(&self) -> f32
fn get_replicated_world_bounce_scale(&self) -> f32
fn get_replicated_ball_gravity_scale(&self) -> f32
fn get_replicated_ball_max_linear_speed_scale(&self) -> f32
fn get_replicated_added_car_bounce_scale(&self) -> f32
fn get_additional_car_ground_bounce_scale_z(&self) -> f32
fn get_additional_car_ground_bounce_scale_xy(&self) -> f32
fn get_hit_team_num(&self) -> u8
fn get_game_event(&self) -> Option<ServerWrapper>
fn get_explosion_time(&self) -> f32
fn get_old_location(&self) -> Vector
fn get_prediction_timestep(&self) -> f32
fn get_last_prediction_time(&self) -> f32
fn get_ground_force(&self) -> f32
fn get_current_affector(&self) -> Option<CarWrapper>
fn get_trajectory_start_velocity(&self) -> Vector
fn get_trajectory_start_rotation(&self) -> Rotator
fn get_trajectory_start_location(&self) -> Vector
fn should_draw_trajectory(&self) -> bool
fn get_additional_car_bounce_scale_z(&self, car: CarWrapper) -> f32
fn set_end_of_game_hidden(&self)
fn explode(
&self,
explosion_goal: GoalWrapper,
explode_location: Vector,
scorer: PriWrapper
)
&self,
explosion_goal: GoalWrapper,
explode_location: Vector,
scorer: PriWrapper
)
fn do_destroy(&self)
fn do_explode(&self)
fn launch(&self, launch_position: Vector, launch_direction: Vector)
fn on_car_touch(&self, hit_car: CarWrapper, hit_type: u8)
fn record_car_hit(
&self,
hit_car: CarWrapper,
hit_location: Vector,
hit_normal: Vector,
hit_type: u8
)
&self,
hit_car: CarWrapper,
hit_location: Vector,
hit_normal: Vector,
hit_type: u8
)