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

pub trait Tutorial: Server {
    fn redo(&self) { ... }
fn get_car_spawn_location(&self) -> Vector { ... }
fn set_car_spawn_location(&self, v: Vector) { ... }
fn get_car_spawn_rotation(&self) -> Rotator { ... }
fn set_car_spawn_rotation(&self, r: Rotator) { ... }
fn get_total_field_extent(&self) -> Vector { ... }
fn get_team_num(&self) -> i32 { ... }
fn get_ball_goal_num(&self) -> i32 { ... }
fn get_b_only_score_in_ball_goal_num(&self) -> bool { ... }
fn get_b_redo_round(&self) -> bool { ... }
fn get_b_allow_super_boost(&self) -> bool { ... }
fn get_b_displayed_redo_penalty_message(&self) -> bool { ... }
fn get_b_show_boost_meter(&self) -> bool { ... }
fn get_difficulty(&self) -> u8 { ... }
fn get_debug_rotation_type(&self) -> u8 { ... }
fn get_goal_depth(&self) -> f32 { ... }
fn get_game_event_rounds(&self) -> i32 { ... }
fn get_event_start_time(&self) -> f32 { ... }
fn get_ball_initial_velocity(&self) -> Vector { ... }
fn get_spawn_index_type_override(&self) -> i32 { ... }
fn get_wave_index(&self) -> i32 { ... }
fn get_wave_spawn_count(&self) -> i32 { ... }
fn get_random_spawn_index(&self) -> i32 { ... }
fn get_start_message_archetype(&self) -> RLString { ... }
fn get_ball_spawn_location(&self) -> Vector { ... }
fn get_points_scored_this_round(&self) -> i32 { ... }
fn get_ball_spawn_count(&self) -> i32 { ... }
fn get_ball_bounce_scale(&self) -> f32 { ... }
fn get_current_debug_step_x(&self) -> i32 { ... }
fn get_current_debug_step_y(&self) -> i32 { ... }
fn get_current_debug_step_z(&self) -> i32 { ... }
fn get_redo_count(&self) -> i32 { ... }
fn get_redo_total(&self) -> i32 { ... }
fn init_intro(&self) { ... }
fn on_loading_movie_closed(&self) { ... }
fn start_timers(&self) { ... }
fn update_mvp(&self) { ... }
fn allow_dynamic_crowd(&self) -> bool { ... }
fn set_tutorial_tip(&self, new_tip: RLString) { ... }
fn set_show_boost_meter(&self, b_show: bool) { ... }
fn get_step_loc(
        &self,
        steps: i32,
        total_dist: f32,
        b_increment: bool,
        out_current_step: i32
    ) -> f32 { ... }
fn get_debug_location_in_extent(&self, extent: Vector) -> Vector { ... }
fn init_debug_setup(&self, car: CarWrapper) { ... }
fn skip_tutorial(&self) { ... }
fn update_bot_count(&self) { ... }
fn init_mutators(&self) { ... }
fn is_primary_player(&self, car: CarWrapper) -> bool { ... }
fn can_award_points(&self) -> bool { ... }
fn show_reset_round_message(&self) { ... }
fn destroyed(&self) { ... }
fn end_tutorial(&self) -> bool { ... }
fn commit_redo_round(&self) { ... }
fn redo_round(&self) { ... }
fn can_redo_round(&self) -> bool { ... }
fn start_new_round(&self) { ... }
fn save_local_player_stats(&self) { ... }
fn get_winning_team(&self) -> Option<TeamWrapper> { ... }
fn cleanup_round_actors(&self) { ... }
fn can_que_save_replay(&self) -> bool { ... }
fn reset_balls(&self) { ... }
fn get_score(&self) -> i32 { ... }
fn start_round(&self) { ... }
fn get_game_event_rounds2(&self) -> i32 { ... }
fn get_total_rounds(&self) -> i32 { ... }
fn reset_round_time(&self) { ... }
fn on_player_restarted(&self, player_car: CarWrapper) { ... }
fn get_training_type(&self) -> u8 { ... }
fn end_game(&self) { ... }
fn get_random_location_in_extent(&self, extent: Vector) -> Vector { ... }
fn chance(&self, chances: i32) -> bool { ... }
fn get_opposite_team_num(&self) -> i32 { ... }
fn get_direction_to_goal(&self, goal_num: i32) -> Vector { ... }
fn is_game_event_complete(&self) -> bool { ... }
fn clamp_point_to_extent(
        &self,
        extent_center: Vector,
        point: Vector,
        extent: Vector
    ) -> Vector { ... }
fn predict_initial_velocity(
        &self,
        start_loc: Vector,
        end_loc: Vector,
        z: f32
    ) -> Vector { ... }
fn get_game_ball(&self) -> Option<BallWrapper> { ... }
fn get_game_pawn(&self) -> Option<CarWrapper> { ... }
fn reset_game_event(&self) { ... }
fn check_for_reset(&self) { ... }
fn get_goal_view_width(&self, goal: GoalWrapper, viewer_loc: Vector) -> f32 { ... }
fn is_ball_moving_towards_goal(
        &self,
        goal: GoalWrapper,
        ball: BallWrapper,
        min_velocity_for_destroy: f32,
        in_goal_depth: f32
    ) -> bool { ... }
fn set_goal_depth2(&self) { ... }
fn get_shuffled_spawn_index(&self) -> i32 { ... }
fn destroy_cannon(&self) { ... }
fn set_cannon_orientation(
        &self,
        new_location: Vector,
        new_rotation: Rotator
    ) { ... }
fn spawn_ball(
        &self,
        spawn_loc: Vector,
        b_wake: bool,
        b_spawn_cannon: bool,
        ball_arch: RLString
    ) -> Option<BallWrapper> { ... }
fn init_ball_effects(&self) { ... }
fn init_ball_velocity(&self) { ... }
fn get_random_goal_aim_location(
        &self,
        in_team_num: i32,
        ball_loc: Vector
    ) -> Vector { ... }
fn get_goal_extent(&self, goal: GoalWrapper) -> Vector { ... }
fn set_ball_velocity(&self, initial_velocity: Vector, ball: BallWrapper) { ... }
fn init_game_setup(&self, car: CarWrapper) { ... }
fn should_allow_super_boost(&self) -> bool { ... }
fn on_vehicle_setup(&self, car: CarWrapper) { ... }
fn handle_vehicle_setup(&self, car: CarWrapper) { ... }
fn init_crowd_manager(&self) { ... }
fn handle_score_updated(&self, team: TeamWrapper) { ... }
fn set_difficulty2(&self, in_difficulty: i32) { ... }
fn update_stats(&self) { ... }
fn add_local_player(&self, player: PlayerControllerWrapper) { ... }
fn handle_player_reset_training(&self, game_event: GameEventWrapper) { ... }
fn on_init(&self) { ... }
fn event_tutorial_tip_changed(
        &self,
        game_event: TutorialWrapper,
        new_tip: RLString
    ) { ... } }

Provided methods

fn redo(&self)

fn get_car_spawn_location(&self) -> Vector

fn set_car_spawn_location(&self, v: Vector)

fn get_car_spawn_rotation(&self) -> Rotator

fn set_car_spawn_rotation(&self, r: Rotator)

fn get_total_field_extent(&self) -> Vector

fn get_team_num(&self) -> i32

fn get_ball_goal_num(&self) -> i32

fn get_b_only_score_in_ball_goal_num(&self) -> bool

fn get_b_redo_round(&self) -> bool

fn get_b_allow_super_boost(&self) -> bool

fn get_b_displayed_redo_penalty_message(&self) -> bool

fn get_b_show_boost_meter(&self) -> bool

fn get_difficulty(&self) -> u8

fn get_debug_rotation_type(&self) -> u8

fn get_goal_depth(&self) -> f32

fn get_game_event_rounds(&self) -> i32

fn get_event_start_time(&self) -> f32

fn get_ball_initial_velocity(&self) -> Vector

fn get_spawn_index_type_override(&self) -> i32

fn get_wave_index(&self) -> i32

fn get_wave_spawn_count(&self) -> i32

fn get_random_spawn_index(&self) -> i32

fn get_start_message_archetype(&self) -> RLString

fn get_ball_spawn_location(&self) -> Vector

fn get_points_scored_this_round(&self) -> i32

fn get_ball_spawn_count(&self) -> i32

fn get_ball_bounce_scale(&self) -> f32

fn get_current_debug_step_x(&self) -> i32

fn get_current_debug_step_y(&self) -> i32

fn get_current_debug_step_z(&self) -> i32

fn get_redo_count(&self) -> i32

fn get_redo_total(&self) -> i32

fn init_intro(&self)

fn on_loading_movie_closed(&self)

fn start_timers(&self)

fn update_mvp(&self)

fn allow_dynamic_crowd(&self) -> bool

fn set_tutorial_tip(&self, new_tip: RLString)

fn set_show_boost_meter(&self, b_show: bool)

fn get_step_loc(
    &self,
    steps: i32,
    total_dist: f32,
    b_increment: bool,
    out_current_step: i32
) -> f32

fn get_debug_location_in_extent(&self, extent: Vector) -> Vector

fn init_debug_setup(&self, car: CarWrapper)

fn skip_tutorial(&self)

fn update_bot_count(&self)

fn init_mutators(&self)

fn is_primary_player(&self, car: CarWrapper) -> bool

fn can_award_points(&self) -> bool

fn show_reset_round_message(&self)

fn destroyed(&self)

fn end_tutorial(&self) -> bool

fn commit_redo_round(&self)

fn redo_round(&self)

fn can_redo_round(&self) -> bool

fn start_new_round(&self)

fn save_local_player_stats(&self)

fn get_winning_team(&self) -> Option<TeamWrapper>

fn cleanup_round_actors(&self)

fn can_que_save_replay(&self) -> bool

fn reset_balls(&self)

fn get_score(&self) -> i32

fn start_round(&self)

fn get_game_event_rounds2(&self) -> i32

fn get_total_rounds(&self) -> i32

fn reset_round_time(&self)

fn on_player_restarted(&self, player_car: CarWrapper)

fn get_training_type(&self) -> u8

fn end_game(&self)

fn get_random_location_in_extent(&self, extent: Vector) -> Vector

fn chance(&self, chances: i32) -> bool

fn get_opposite_team_num(&self) -> i32

fn get_direction_to_goal(&self, goal_num: i32) -> Vector

fn is_game_event_complete(&self) -> bool

fn clamp_point_to_extent(
    &self,
    extent_center: Vector,
    point: Vector,
    extent: Vector
) -> Vector

fn predict_initial_velocity(
    &self,
    start_loc: Vector,
    end_loc: Vector,
    z: f32
) -> Vector

fn get_game_ball(&self) -> Option<BallWrapper>

fn get_game_pawn(&self) -> Option<CarWrapper>

fn reset_game_event(&self)

fn check_for_reset(&self)

fn get_goal_view_width(&self, goal: GoalWrapper, viewer_loc: Vector) -> f32

fn is_ball_moving_towards_goal(
    &self,
    goal: GoalWrapper,
    ball: BallWrapper,
    min_velocity_for_destroy: f32,
    in_goal_depth: f32
) -> bool

fn set_goal_depth2(&self)

fn get_shuffled_spawn_index(&self) -> i32

fn destroy_cannon(&self)

fn set_cannon_orientation(&self, new_location: Vector, new_rotation: Rotator)

fn spawn_ball(
    &self,
    spawn_loc: Vector,
    b_wake: bool,
    b_spawn_cannon: bool,
    ball_arch: RLString
) -> Option<BallWrapper>

fn init_ball_effects(&self)

fn init_ball_velocity(&self)

fn get_random_goal_aim_location(
    &self,
    in_team_num: i32,
    ball_loc: Vector
) -> Vector

fn get_goal_extent(&self, goal: GoalWrapper) -> Vector

fn set_ball_velocity(&self, initial_velocity: Vector, ball: BallWrapper)

fn init_game_setup(&self, car: CarWrapper)

fn should_allow_super_boost(&self) -> bool

fn on_vehicle_setup(&self, car: CarWrapper)

fn handle_vehicle_setup(&self, car: CarWrapper)

fn init_crowd_manager(&self)

fn handle_score_updated(&self, team: TeamWrapper)

fn set_difficulty2(&self, in_difficulty: i32)

fn update_stats(&self)

fn add_local_player(&self, player: PlayerControllerWrapper)

fn handle_player_reset_training(&self, game_event: GameEventWrapper)

fn on_init(&self)

fn event_tutorial_tip_changed(
    &self,
    game_event: TutorialWrapper,
    new_tip: RLString
)

Loading content...

Implementors

impl Tutorial for TutorialWrapper[src]

Loading content...