pub struct Actor {Show 108 fields
pub flags: ActorFlags,
pub more_flags: ActorMoreFlags,
pub _type: ActorType,
pub max_vision_distance: f32,
pub central_vision_angle: f32,
pub max_vision_angle: f32,
pub peripheral_vision_angle: f32,
pub peripheral_distance: f32,
pub standing_gun_offset: Vector3D,
pub crouching_gun_offset: Vector3D,
pub hearing_distance: f32,
pub notice_projectile_chance: f32,
pub notice_vehicle_chance: f32,
pub combat_perception_time: f32,
pub guard_perception_time: f32,
pub non_combat_perception_time: f32,
pub inverse_combat_perception_time: f32,
pub inverse_guard_perception_time: f32,
pub inverse_non_combat_perception_time: f32,
pub dive_into_cover_chance: f32,
pub emerge_from_cover_chance: f32,
pub dive_from_grenade_chance: f32,
pub pathfinding_radius: f32,
pub glass_ignorance_chance: f32,
pub stationary_movement_dist: f32,
pub free_flying_sidestep: f32,
pub begin_moving_angle: f32,
pub cosine_begin_moving_angle: f32,
pub maximum_aiming_deviation: Euler2D,
pub maximum_looking_deviation: Euler2D,
pub noncombat_look_delta_l: f32,
pub noncombat_look_delta_r: f32,
pub combat_look_delta_l: f32,
pub combat_look_delta_r: f32,
pub idle_aiming_range: Euler2D,
pub idle_looking_range: Euler2D,
pub event_look_time_modifier: Bounds<f32>,
pub noncombat_idle_facing: Bounds<f32>,
pub noncombat_idle_aiming: Bounds<f32>,
pub noncombat_idle_looking: Bounds<f32>,
pub guard_idle_facing: Bounds<f32>,
pub guard_idle_aiming: Bounds<f32>,
pub guard_idle_looking: Bounds<f32>,
pub combat_idle_facing: Bounds<f32>,
pub combat_idle_aiming: Bounds<f32>,
pub combat_idle_looking: Bounds<f32>,
pub cosine_maximum_aiming_deviation: Euler2D,
pub cosine_maximum_looking_deviation: Euler2D,
pub do_not_use: TagReference,
pub do_not_use_1: TagReference,
pub unreachable_danger_trigger: ActorUnreachableDangerTrigger,
pub vehicle_danger_trigger: ActorUnreachableDangerTrigger,
pub player_danger_trigger: ActorUnreachableDangerTrigger,
pub danger_trigger_time: Bounds<f32>,
pub friends_killed_trigger: i16,
pub friends_retreating_trigger: i16,
pub retreat_time: Bounds<f32>,
pub cowering_time: Bounds<f32>,
pub friend_killed_panic_chance: f32,
pub leader_type: ActorType,
pub leader_killed_panic_chance: f32,
pub panic_damage_threshold: f32,
pub surprise_distance: f32,
pub hide_behind_cover_time: Bounds<f32>,
pub hide_target_not_visible_time: f32,
pub hide_shield_fraction: f32,
pub attack_shield_fraction: f32,
pub pursue_shield_fraction: f32,
pub defensive_crouch_type: ActorDefensiveCrouchType,
pub attacking_crouch_threshold: f32,
pub defending_crouch_threshold: f32,
pub min_stand_time: f32,
pub min_crouch_time: f32,
pub defending_hide_time_modifier: f32,
pub attacking_evasion_threshold: f32,
pub defending_evasion_threshold: f32,
pub evasion_seek_cover_chance: f32,
pub evasion_delay_time: f32,
pub max_seek_cover_distance: f32,
pub cover_damage_threshold: f32,
pub stalking_discovery_time: f32,
pub stalking_max_distance: f32,
pub stationary_facing_angle: f32,
pub change_facing_stand_time: f32,
pub uncover_delay_time: Bounds<f32>,
pub target_search_time: Bounds<f32>,
pub pursuit_position_time: Bounds<f32>,
pub num_positions_coord: u16,
pub num_positions_normal: u16,
pub melee_attack_delay: f32,
pub melee_fudge_factor: f32,
pub melee_charge_time: f32,
pub melee_leap_range: Bounds<f32>,
pub melee_leap_velocity: f32,
pub melee_leap_chance: f32,
pub melee_leap_ballistic: f32,
pub berserk_damage_amount: f32,
pub berserk_damage_threshold: f32,
pub berserk_proximity: f32,
pub suicide_sensing_dist: f32,
pub berserk_grenade_chance: f32,
pub guard_position_time: Bounds<f32>,
pub combat_position_time: Bounds<f32>,
pub old_position_avoid_dist: f32,
pub friend_avoid_dist: f32,
pub noncombat_idle_speech_time: Bounds<f32>,
pub combat_idle_speech_time: Bounds<f32>,
pub do_not_use_2: TagReference,
}Fields§
§flags: ActorFlags§more_flags: ActorMoreFlags§_type: ActorType§max_vision_distance: f32§central_vision_angle: f32§max_vision_angle: f32§peripheral_vision_angle: f32§peripheral_distance: f32§standing_gun_offset: Vector3D§crouching_gun_offset: Vector3D§hearing_distance: f32§notice_projectile_chance: f32§notice_vehicle_chance: f32§combat_perception_time: f32§guard_perception_time: f32§non_combat_perception_time: f32§inverse_combat_perception_time: f32§inverse_guard_perception_time: f32§inverse_non_combat_perception_time: f32§dive_into_cover_chance: f32§emerge_from_cover_chance: f32§dive_from_grenade_chance: f32§pathfinding_radius: f32§glass_ignorance_chance: f32§stationary_movement_dist: f32§free_flying_sidestep: f32§begin_moving_angle: f32§cosine_begin_moving_angle: f32§maximum_aiming_deviation: Euler2D§maximum_looking_deviation: Euler2D§noncombat_look_delta_l: f32§noncombat_look_delta_r: f32§combat_look_delta_l: f32§combat_look_delta_r: f32§idle_aiming_range: Euler2D§idle_looking_range: Euler2D§event_look_time_modifier: Bounds<f32>§noncombat_idle_facing: Bounds<f32>§noncombat_idle_aiming: Bounds<f32>§noncombat_idle_looking: Bounds<f32>§guard_idle_facing: Bounds<f32>§guard_idle_aiming: Bounds<f32>§guard_idle_looking: Bounds<f32>§combat_idle_facing: Bounds<f32>§combat_idle_aiming: Bounds<f32>§combat_idle_looking: Bounds<f32>§cosine_maximum_aiming_deviation: Euler2D§cosine_maximum_looking_deviation: Euler2D§do_not_use: TagReferenceAllowed groups: Weapon
do_not_use_1: TagReferenceAllowed groups: Projectile
unreachable_danger_trigger: ActorUnreachableDangerTrigger§vehicle_danger_trigger: ActorUnreachableDangerTrigger§player_danger_trigger: ActorUnreachableDangerTrigger§danger_trigger_time: Bounds<f32>§friends_killed_trigger: i16§friends_retreating_trigger: i16§retreat_time: Bounds<f32>§cowering_time: Bounds<f32>§friend_killed_panic_chance: f32§leader_type: ActorType§leader_killed_panic_chance: f32§panic_damage_threshold: f32§surprise_distance: f32§hide_behind_cover_time: Bounds<f32>§hide_target_not_visible_time: f32§hide_shield_fraction: f32§attack_shield_fraction: f32§pursue_shield_fraction: f32§defensive_crouch_type: ActorDefensiveCrouchType§attacking_crouch_threshold: f32§defending_crouch_threshold: f32§min_stand_time: f32§min_crouch_time: f32§defending_hide_time_modifier: f32§attacking_evasion_threshold: f32§defending_evasion_threshold: f32§evasion_seek_cover_chance: f32§evasion_delay_time: f32§max_seek_cover_distance: f32§cover_damage_threshold: f32§stalking_discovery_time: f32§stalking_max_distance: f32§stationary_facing_angle: f32§change_facing_stand_time: f32§uncover_delay_time: Bounds<f32>§target_search_time: Bounds<f32>§pursuit_position_time: Bounds<f32>§num_positions_coord: u16§num_positions_normal: u16§melee_attack_delay: f32§melee_fudge_factor: f32§melee_charge_time: f32§melee_leap_range: Bounds<f32>§melee_leap_velocity: f32§melee_leap_chance: f32§melee_leap_ballistic: f32§berserk_damage_amount: f32§berserk_damage_threshold: f32§berserk_proximity: f32§suicide_sensing_dist: f32§berserk_grenade_chance: f32§guard_position_time: Bounds<f32>§combat_position_time: Bounds<f32>§old_position_avoid_dist: f32§friend_avoid_dist: f32§noncombat_idle_speech_time: Bounds<f32>§combat_idle_speech_time: Bounds<f32>§do_not_use_2: TagReferenceAllowed groups: Actor
Trait Implementations§
Source§impl TagBlockFn for Actor
impl TagBlockFn for Actor
Source§fn field_count(&self) -> usize
fn field_count(&self) -> usize
Get the number of fields.
Source§fn field_at_index(&self, _: usize) -> TagField<'_>
fn field_at_index(&self, _: usize) -> TagField<'_>
Get the field at the given index. Panics if it is out of bounds.
Source§fn field_at_index_mut(&mut self, _: usize) -> TagField<'_>
fn field_at_index_mut(&mut self, _: usize) -> TagField<'_>
Get the mutable field at the given index. Panics if it is out of bounds.
Source§impl TagFileSerializeFn for Actor
impl TagFileSerializeFn for Actor
Source§fn from_tag_file(data: &[u8]) -> ErrorMessageResult<ParsedTagFile<Self>>
fn from_tag_file(data: &[u8]) -> ErrorMessageResult<ParsedTagFile<Self>>
Deserialize the data into the tag struct.
Source§fn into_tag_file(&self) -> ErrorMessageResult<Vec<u8>>
fn into_tag_file(&self) -> ErrorMessageResult<Vec<u8>>
Serialize the tag struct into a tag file.
Source§impl TagSerialize for Actor
impl TagSerialize for Actor
Source§fn into_tag(
&self,
data: &mut Vec<u8>,
at: usize,
struct_end: usize,
) -> ErrorMessageResult<()>
fn into_tag( &self, data: &mut Vec<u8>, at: usize, struct_end: usize, ) -> ErrorMessageResult<()>
Serialize the data into tag format, returning an error on failure (except for out-of-bounds and allocation errors which will panic).
Source§fn from_tag(
data: &[u8],
at: usize,
struct_end: usize,
cursor: &mut usize,
) -> ErrorMessageResult<Actor>
fn from_tag( data: &[u8], at: usize, struct_end: usize, cursor: &mut usize, ) -> ErrorMessageResult<Actor>
Deserialize the data from tag format, returning an error on failure (except for allocation errors which will panic).
Source§fn into_tag_cached(
&self,
data: &mut [u8],
at: usize,
struct_end: usize,
) -> ErrorMessageResult<()>where
Self: Sized,
fn into_tag_cached(
&self,
data: &mut [u8],
at: usize,
struct_end: usize,
) -> ErrorMessageResult<()>where
Self: Sized,
Serialize the data into tag format in little endian, returning an error on failure (except for out-of-bounds and allocation errors which will panic).
Source§fn from_tag_cached(
data: &[u8],
at: usize,
struct_end: usize,
) -> ErrorMessageResult<Self>where
Self: Sized,
fn from_tag_cached(
data: &[u8],
at: usize,
struct_end: usize,
) -> ErrorMessageResult<Self>where
Self: Sized,
Deserialize the data from tag format from little endian, returning an error on failure (except for allocation errors which will panic).
impl StructuralPartialEq for Actor
Auto Trait Implementations§
impl Freeze for Actor
impl RefUnwindSafe for Actor
impl Send for Actor
impl Sync for Actor
impl Unpin for Actor
impl UnsafeUnpin for Actor
impl UnwindSafe for Actor
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more