Properties
- [RW] BodyHitSound
-
Sound played when the Actor is struck or strikes something
- [RW] AlarmSound
-
Sound played when the Actor is alarmed by something
- [RW] PainSound
-
Sound played when the actor is hurt
- [RW] DeathSound
-
Sound played when the actor is killed
- [RW] DeviceSwitchSound
-
TODO Sound played when the actor switches devices?
- [RW] ImpulseDamageThreshold
-
TODO
- [RW] StableRecoveryDelay
-
TODO
- [RW] Status
-
TODO
- [RW] Health
-
Actor’s current health
- [R ] PrevHealth
-
Actor’s health on the last frame
- [RW] MaxHealth
-
Actor’s max health
- [R ] InventoryMass
-
How heavy the items this actor carries are
- [RW] GoldCarried
-
TODO
- [RW] AimRange
-
TODO
- [R ] CPUPos
-
TODO
- [R ] EyePos
-
TODO
- [RW] HolsterOffset
-
TODO
- [RW] ViewPoint
-
TODO
- [RW] ItemInReach
-
TODO
- [R ] SharpAimProgress
-
TODO
- [R ] Height
-
TODO
- [RW] AIMode
-
TODO
- [R ] DeploymentID
-
TODO
- [RW] PassengerSlots
-
TODO
- [RW] Perceptiveness
-
TODO
- [RW] CanRevealUnseen
-
TODO
- [R ] InventorySize
-
TODO
- [R ] MaxInventoryMass
-
TODO
- [R ] MovePathSize
-
TODO
- [RW] AimDistance
-
TODO
- [RW] SightDistance
-
TODO
Functions
.def_readwrite("MOMoveTarget", &Actor::m_pMOMoveTarget)
.def_readwrite("MovePath", &Actor::m_MovePath, luabind::return_stl_iterator)
.def_readwrite("Inventory", &Actor::m_Inventory, luabind::return_stl_iterator)
.def("GetController", &Actor::GetController)
.def("IsPlayerControlled", &Actor::IsPlayerControlled)
.def("IsControllable", &Actor::IsControllable)
.def("SetControllerMode", &Actor::SetControllerMode)
.def("SwapControllerModes", &Actor::SwapControllerModes)
.def("GetStableVelocityThreshold", &Actor::GetStableVel)
.def("SetStableVelocityThreshold", (void (Actor::*)(float, float))&Actor::SetStableVel)
.def("SetStableVelocityThreshold", (void (Actor::*)(Vector))&Actor::SetStableVel)
.def("GetAimAngle", &Actor::GetAimAngle)
.def("SetAimAngle", &Actor::SetAimAngle)
.def("HasObject", &Actor::HasObject)
.def("HasObjectInGroup", &Actor::HasObjectInGroup)
.def("IsWithinRange", &Actor::IsWithinRange)
.def("AddHealth", &Actor::AddHealth)
.def("IsStatus", &Actor::IsStatus)
.def("IsDead", &Actor::IsDead)
.def("AddAISceneWaypoint", &Actor::AddAISceneWaypoint)
.def("AddAIMOWaypoint", &Actor::AddAIMOWaypoint)
.def("ClearAIWaypoints", &Actor::ClearAIWaypoints)
.def("GetLastAIWaypoint", &Actor::GetLastAIWaypoint)
.def("GetAIMOWaypointID", &Actor::GetAIMOWaypointID)
.def("GetWaypointListSize", &Actor::GetWaypointsSize)
.def("ClearMovePath", &Actor::ClearMovePath)
.def("AddToMovePathBeginning", &Actor::AddToMovePathBeginning)
.def("AddToMovePathEnd", &Actor::AddToMovePathEnd)
.def("RemoveMovePathBeginning", &Actor::RemoveMovePathBeginning)
.def("RemoveMovePathEnd", &Actor::RemoveMovePathEnd)
.def("AddInventoryItem", &Actor::AddInventoryItem, luabind::adopt(_2))
.def("RemoveInventoryItem", &Actor::RemoveInventoryItem)
.def("SwapNextInventory", &Actor::SwapNextInventory)
.def("SwapPrevInventory", &Actor::SwapPrevInventory)
.def("DropAllInventory", &Actor::DropAllInventory)
.def("IsInventoryEmpty", &Actor::IsInventoryEmpty)
.def("FlashWhite", &Actor::FlashWhite)
.def("DrawWaypoints", &Actor::DrawWaypoints)
.def("SetMovePathToUpdate", &Actor::SetMovePathToUpdate)
.def("UpdateMovePath", &Actor::UpdateMovePath)
.def("SetAlarmPoint", &Actor::AlarmPoint)
.def("GetAlarmPoint", &Actor::GetAlarmPoint)
Enums
- Status
-
-
STABLE
-
UNSTABLE
-
INACTIVE
-
DYING
-
DEAD
-
- AIMode
-
-
AIMODE_NONE
-
AIMODE_SENTRY
-
AIMODE_PATROL
-
AIMODE_GOTO
-
AIMODE_BRAINHUNT
-
AIMODE_GOLDDIG
-
AIMODE_RETURN
-
AIMODE_STAY
-
AIMODE_SCUTTLE
-
AIMODE_DELIVER
-
AIMODE_BOMB
-
AIMODE_SQUAD
-
AIMODE_COUNT
-
- ActionState
-
-
MOVING
-
MOVING_FAST
-
FIRING
-
ActionStateCount
-
- AimState
-
-
AIMSTILL
-
AIMUP
-
AIMDOWN
-
AimStateCount
-
- LateralMoveState
-
-
LAT_STILL
-
LAT_LEFT
-
LAT_RIGHT
-
- ObstacleState
-
-
PROCEEDING
-
BACKSTEPPING
-
DIGPAUSING
-
JUMPING
-
SOFTLANDING
-
- TeamBlockState
-
-
NOTBLOCKED
-
BLOCKED
-
IGNORINGBLOCK
-
FOLLOWWAIT
-