Objects¶
Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc. Does not include vehicles as they have their own section.
Classes¶
- AIPlayer
- AITurretShape
- AITurretShapeData
- GameBase
- GameBaseData
- Item
- ItemData
- Player
- PlayerData
- Projectile
- ProjectileData
- ProximityMine
- ProximityMineData
- SceneObject
- ShapeBase
- ShapeBaseData
- ShapeBaseImageData
- SpawnSphere
- StaticShape
- StaticShapeData
- Trigger
- TriggerData
- TSShapeConstructor
- TSStatic
- TurretShape
- TurretShapeData
Enumeration¶
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enum ItemLightType
The type of light the Item has.
Parameters: - NoLight – The item has no light attached.
- ConstantLight – The item has a constantly emitting light attached.
- PulsingLight – The item has a pulsing light attached.
-
enum PlayerPose
The pose of the Player .
Parameters: - Stand – Standard movement pose.
- Sprint – Sprinting pose.
- Crouch – Crouch pose.
- Prone – Prone pose.
- Swim – Swimming pose.
-
enum ShapeBaseImageLightType
The type of light to attach to this ShapeBaseImage.
Parameters: - NoLight – No light is attached.
- ConstantLight – A constant emitting light is attached.
- SpotLight – A spotlight is attached.
- PulsingLight – A pusling light is attached.
- WeaponFireLight – Light emits when the weapon is fired, then dissipates.
-
enum ShapeBaseImageLoadedState
The loaded state of this ShapeBaseImage.
Parameters: - Ignore – Ignore the loaded state.
- Loaded – ShapeBaseImage is loaded.
- Empty – ShapeBaseImage is not loaded.
-
enum ShapeBaseImageRecoilState
What kind of recoil this ShapeBaseImage should emit when fired.
Parameters: - NoRecoil – No recoil occurs.
- LightRecoil – A light recoil occurs.
- MediumRecoil – A medium recoil occurs.
- HeavyRecoil – A heavy recoil occurs.
-
enum ShapeBaseImageSpinState
How the spin animation should be played.
Parameters: - Ignore – No changes to the spin sequence.
- Stop – Stops the spin sequence at its current position.
- SpinUp – Increase spin sequence timeScale from 0 (on state entry) to 1 (after stateTimeoutValue seconds).
- SpinDown – Decrease spin sequence timeScale from 1 (on state entry) to 0 (after stateTimeoutValue seconds).
- FullSpeed – Resume the spin sequence playback at its current position with timeScale = 1.
-
enum TSMeshType
Type of mesh data available in a shape.
Parameters: - None – No mesh data.
- Bounds – Bounding box of the shape.
- Mesh – Specifically desingated “collision” meshes.
- Mesh – Rendered mesh polygons.
-
enum TurretShapeFireLinkType
How the weapons are linked to triggers for this TurretShape .
Parameters: - FireTogether – All weapons fire under trigger 0.
- GroupedFire – Weapon mounts 0,2 fire under trigger 0, mounts 1,3 fire under trigger 1.
- IndividualFire – Each weapon mount fires under its own trigger 0-3.
Variables¶
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float $SB::CloakSpeed
Time to cloak, in seconds.
-
float $SB::DFDec
Speed to reduce the damage flash effect per tick.
-
float $SB::FullCorrectionDistance
Distance at which a weapon’s muzzle vector is fully corrected to match where the player is looking. When a weapon image has correctMuzzleVector set and the Player is in 1st person, the muzzle vector from the weapon is modified to match where the player is looking. Beyond the FullCorrectionDistance the muzzle vector is always corrected. Between FullCorrectionDistance and the player, the weapon’s muzzle vector is adjusted so that the closer the aim point is to the player, the closer the muzzle vector is to the true (non-corrected) one.
-
bool
Trigger::
renderTriggers
[static, inherited]¶ Forces all Trigger’s to render. Used by the Tools and debug render modes.
-
float $SB::WODec
Speed to reduce the whiteout effect per tick.