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

pub trait Ball: RBActor {
    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
    ) { ... }
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
    ) { ... }
fn is_ground_hit(&self, hit_normal: Vector) -> bool { ... }
fn fell_out_of_world(&self) { ... }
fn is_round_active(&self) -> bool { ... }
fn turn_off(&self) { ... }
fn init_ak(&self) { ... }
fn set_world_bounce_scale(&self, new_scale: f32) { ... }
fn set_car_bounce_scale(&self, new_scale: f32) { ... }
fn set_ball_max_linear_speed_scale(&self, in_max_linear_speed_scale: f32) { ... }
fn set_ball_gravity_scale(&self, in_ball_gravity_scale: f32) { ... }
fn set_ball_scale(&self, new_scale: f32) { ... }
fn event_hit_goal(&self, ball: BallWrapper, goal: GoalWrapper) { ... } }

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
)

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
)

fn is_ground_hit(&self, hit_normal: Vector) -> bool

fn fell_out_of_world(&self)

fn is_round_active(&self) -> bool

fn turn_off(&self)

fn init_ak(&self)

fn set_world_bounce_scale(&self, new_scale: f32)

fn set_car_bounce_scale(&self, new_scale: f32)

fn set_ball_max_linear_speed_scale(&self, in_max_linear_speed_scale: f32)

fn set_ball_gravity_scale(&self, in_ball_gravity_scale: f32)

fn set_ball_scale(&self, new_scale: f32)

fn event_hit_goal(&self, ball: BallWrapper, goal: GoalWrapper)

Loading content...

Implementors

impl Ball for BallWrapper[src]

Loading content...