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Actor

Struct Actor 

Source
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,
}

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§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: TagReference

Allowed groups: Weapon

§do_not_use_1: TagReference

Allowed 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: TagReference

Allowed groups: Actor

Trait Implementations§

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impl Clone for Actor

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fn clone(&self) -> Actor

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for Actor

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fn default() -> Actor

Returns the “default value” for a type. Read more
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impl PartialEq for Actor

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fn eq(&self, other: &Actor) -> bool

Tests for self and other values to be equal, and is used by ==.
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl TagBlockFn for Actor

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fn field_count(&self) -> usize

Get the number of fields.
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fn field_at_index(&self, _: usize) -> TagField<'_>

Get the field at the given index. Panics if it is out of bounds.
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fn field_at_index_mut(&mut self, _: usize) -> TagField<'_>

Get the mutable field at the given index. Panics if it is out of bounds.
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impl TagFileSerializeFn for Actor

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fn from_tag_file(data: &[u8]) -> ErrorMessageResult<ParsedTagFile<Self>>

Deserialize the data into the tag struct.
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fn into_tag_file(&self) -> ErrorMessageResult<Vec<u8>>

Serialize the tag struct into a tag file.
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impl TagSerialize for Actor

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fn tag_size() -> usize

Get the size of the data
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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).
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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).
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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).
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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).
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impl StructuralPartialEq for Actor

Auto Trait Implementations§

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impl Freeze for Actor

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impl RefUnwindSafe for Actor

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impl Send for Actor

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impl Sync for Actor

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impl Unpin for Actor

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impl UnsafeUnpin for Actor

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impl UnwindSafe for Actor

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.