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
-