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

pub trait GameEditor: Server {
    fn get_active_round_number(&self) -> i32 { ... }
fn get_max_rounds(&self) -> i32 { ... }
fn get_history_position(&self) -> i32 { ... }
fn get_max_undo_history(&self) -> i32 { ... }
fn get_fx_actor_archetype(&self) -> Option<FXActorWrapper> { ... }
fn get_fx_actor(&self) -> Option<FXActorWrapper> { ... }
fn rotate_actor(
        &self,
        pc: PlayerControllerWrapper,
        b_snap_orientation: bool
    ) { ... }
fn prev_round(&self) { ... }
fn next_round(&self) { ... }
fn decrease_time(&self) { ... }
fn increase_time(&self) { ... }
fn stop_editing(&self, pc: PlayerControllerWrapper) { ... }
fn start_editing(&self) { ... }
fn cycle_actor(&self, pc: PlayerControllerWrapper) { ... }
fn release_grabbed_actor(&self, pc: PlayerControllerWrapper) { ... }
fn release_rotate_actor(&self, pc: PlayerControllerWrapper) { ... }
fn toggle_rotate_actor(&self, pc: PlayerControllerWrapper) { ... }
fn toggle_grab_actor(&self, pc: PlayerControllerWrapper) { ... }
fn toggle_release_actor(&self, pc: PlayerControllerWrapper) { ... }
fn release_actor(&self, pc: PlayerControllerWrapper) { ... }
fn grab_actor(&self, pc: PlayerControllerWrapper) { ... }
fn can_que_save_replay(&self) -> bool { ... }
fn should_update_crosshair(&self) -> bool { ... }
fn get_player_team_number(&self) -> i32 { ... }
fn can_add_history(&self) -> bool { ... }
fn toggle_editor_round(&self) { ... }
fn commit_redo_round(&self) { ... }
fn reset_round(&self) { ... }
fn save(&self) { ... }
fn redo(&self, pc: PlayerControllerWrapper) { ... }
fn undo(&self, pc: PlayerControllerWrapper) { ... }
fn get_other_history_type(&self, history_type: u8) -> u8 { ... }
fn clamp_undo_history(&self) { ... }
fn clear_redo_history(&self) { ... }
fn clear_all_history(&self) { ... }
fn destroy_actor(&self, a: ActorWrapper, history_type: u8) -> bool { ... }
fn is_in_editor_mode(&self) -> bool { ... }
fn remove_all_points_from_score(&self, team_index: i32) { ... }
fn remove_points_from_score(&self, points_to_remove: i32, team_index: i32) { ... }
fn delete_all_existing_actors_based_off_spawn_list(&self) { ... }
fn round_contains_a_switch(&self) -> bool { ... }
fn enable_triggers(&self, b_enable: bool) { ... }
fn hide_car_spawn_points(&self, b_hide: bool) { ... }
fn reset_spawn_locations(&self) { ... }
fn on_spawned_archetype(
        &self,
        spawned_actor: ActorWrapper,
        history_type: u8
    ) { ... }
fn spawn_archetype(
        &self,
        controller: PlayerControllerWrapper,
        archetype_index: i32
    ) { ... }
fn increment_selected_spawn_archetype_index(
        &self,
        direction: i32,
        index: i32
    ) { ... }
fn can_change_team(&self) -> bool { ... }
fn reset_balls_to_default_position(&self) { ... }
fn fire_balls(&self) { ... }
fn interact(&self) { ... }
fn should_reset_balls(&self) -> bool { ... }
fn on_vehicle_setup(&self, car: CarWrapper) { ... }
fn handle_vehicle_setup(&self, car: CarWrapper) { ... }
fn on_player_restarted(&self, player_car: CarWrapper) { ... }
fn choose_team(
        &self,
        team_index: i32,
        player: PlayerControllerWrapper
    ) -> bool { ... }
fn init_fx(&self) { ... } }

Provided methods

fn get_active_round_number(&self) -> i32

fn get_max_rounds(&self) -> i32

fn get_history_position(&self) -> i32

fn get_max_undo_history(&self) -> i32

fn get_fx_actor_archetype(&self) -> Option<FXActorWrapper>

fn get_fx_actor(&self) -> Option<FXActorWrapper>

fn rotate_actor(&self, pc: PlayerControllerWrapper, b_snap_orientation: bool)

fn prev_round(&self)

fn next_round(&self)

fn decrease_time(&self)

fn increase_time(&self)

fn stop_editing(&self, pc: PlayerControllerWrapper)

fn start_editing(&self)

fn cycle_actor(&self, pc: PlayerControllerWrapper)

fn release_grabbed_actor(&self, pc: PlayerControllerWrapper)

fn release_rotate_actor(&self, pc: PlayerControllerWrapper)

fn toggle_rotate_actor(&self, pc: PlayerControllerWrapper)

fn toggle_grab_actor(&self, pc: PlayerControllerWrapper)

fn toggle_release_actor(&self, pc: PlayerControllerWrapper)

fn release_actor(&self, pc: PlayerControllerWrapper)

fn grab_actor(&self, pc: PlayerControllerWrapper)

fn can_que_save_replay(&self) -> bool

fn should_update_crosshair(&self) -> bool

fn get_player_team_number(&self) -> i32

fn can_add_history(&self) -> bool

fn toggle_editor_round(&self)

fn commit_redo_round(&self)

fn reset_round(&self)

fn save(&self)

fn redo(&self, pc: PlayerControllerWrapper)

fn undo(&self, pc: PlayerControllerWrapper)

fn get_other_history_type(&self, history_type: u8) -> u8

fn clamp_undo_history(&self)

fn clear_redo_history(&self)

fn clear_all_history(&self)

fn destroy_actor(&self, a: ActorWrapper, history_type: u8) -> bool

fn is_in_editor_mode(&self) -> bool

fn remove_all_points_from_score(&self, team_index: i32)

fn remove_points_from_score(&self, points_to_remove: i32, team_index: i32)

fn delete_all_existing_actors_based_off_spawn_list(&self)

fn round_contains_a_switch(&self) -> bool

fn enable_triggers(&self, b_enable: bool)

fn hide_car_spawn_points(&self, b_hide: bool)

fn reset_spawn_locations(&self)

fn on_spawned_archetype(&self, spawned_actor: ActorWrapper, history_type: u8)

fn spawn_archetype(
    &self,
    controller: PlayerControllerWrapper,
    archetype_index: i32
)

fn increment_selected_spawn_archetype_index(&self, direction: i32, index: i32)

fn can_change_team(&self) -> bool

fn reset_balls_to_default_position(&self)

fn fire_balls(&self)

fn interact(&self)

fn should_reset_balls(&self) -> bool

fn on_vehicle_setup(&self, car: CarWrapper)

fn handle_vehicle_setup(&self, car: CarWrapper)

fn on_player_restarted(&self, player_car: CarWrapper)

fn choose_team(&self, team_index: i32, player: PlayerControllerWrapper) -> bool

fn init_fx(&self)

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Implementors

impl GameEditor for GameEditorWrapper[src]

impl GameEditor for TrainingEditorWrapper[src]

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