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