LuaDocs/ACrab
From Data Realms Wiki
m (Whitespace. Assume there's some reason and meaning why certain sentences had been given no space after period. Grammar abuse.) |
(Removed redundant, malformed statements. Crystal clear clarification of semi-auto and full-auto.) |
||
Line 73: | Line 73: | ||
===FirearmIsReady=== | ===FirearmIsReady=== | ||
Read-only property. Indicates whether the currently held HDFirearm is ready for use, and has ammo etc. | Read-only property. Indicates whether the currently held HDFirearm is ready for use, and has ammo etc. | ||
- | |||
===FirearmIsEmpty=== | ===FirearmIsEmpty=== | ||
Read-only property. Indicates whether the currently held HDFirearm is out of ammo. | Read-only property. Indicates whether the currently held HDFirearm is out of ammo. | ||
- | |||
===FirearmNeedsReload=== | ===FirearmNeedsReload=== | ||
- | Read-only property. Indicates whether the currently held HDFirearm | + | Read-only property. Indicates whether the currently held HDFirearm has less than half of its ammo left. |
- | + | ||
===FirearmIsSemiAuto=== | ===FirearmIsSemiAuto=== | ||
- | Read-only property. Indicates whether the currently held HDFirearm is semi or full auto | + | Read-only property. Indicates whether the currently held HDFirearm is semi-auto (" = 1") or full-auto (" = 0"). |
- | + | ||
==Functions== | ==Functions== |
Revision as of 04:33, 10 February 2013
Contents |
Parent: Actor
Concrete Class. A crab-like actor with four legs.
Enumerations
MovementState
- 0 = STAND
- 1 = WALK
- 2 = JUMP
- 3 = DISLODGE
- 4 = MOMENTSTATECOUNT
Side
- 0 = LEFTSIDE
- 1 = RIGHTSIDE
- 2 = SIDECOUNT
Layer
- 0 = FGROUND
- 1 = BGROUND
DeviceHandlingState
- 0 = STILL
- 1 = POINTING
- 2 = SCANNING
- 3 = AIMING
- 4 = FIRING
- 5 = THROWING
- 6 = DIGGING
SweepState
- 0 = NOSWEEP
- 1 = SWEEPINGUP
- 2 = SWEEPINGPAUSE
- 3 = SWEEPINGDOWN
- 4 = SWEEMDOWNPAUSE
DigState
- 0 = NOTDIGGING
- 1 = PREDIG
- 2 = STARTDIG
- 3 = TUNNELING
- 4 = FINISHINGDIG
- 5 = PAUSEDIGGER
JumpState
- 0 = NOTJUMPING
- 1 = FORWARDJUMP
- 2 = PREJUMP
- 3 = UPJUMP
- 4 = APEXJUMP
- 5 = LANDJUMP
Properties
ClassName
The class name of this Entity. A string with the friendly-formatted type name of this object.
FirearmIsReady
Read-only property. Indicates whether the currently held HDFirearm is ready for use, and has ammo etc.
FirearmIsEmpty
Read-only property. Indicates whether the currently held HDFirearm is out of ammo.
FirearmNeedsReload
Read-only property. Indicates whether the currently held HDFirearm has less than half of its ammo left.
FirearmIsSemiAuto
Read-only property. Indicates whether the currently held HDFirearm is semi-auto (" = 1") or full-auto (" = 0").
Functions
ReloadFirearm
Reloads the currently held firearm, if any.
Arguments:
- None.
Return value:
None.
IsWithinRange
Tells whether a point on the scene is within close range of the currently used device and aiming status, if applicable.
Arguments:
- A Vector witht he aboslute coordinates of a point to check.
Return value:
Whether the point is within close range of this.
LookForMOs
Casts an MO detecting ray in the direction of where the head is looking at the time. Factors including head rotation, sharp aim mode, and other variables determine how this ray is cast.
Arguments:
- The degree angle to deviate from the current view point in the ray casting. A random ray will be chosen out of this +-range.
- A specific material ID to ignore (see through)
- Whether to ignore all terrain or not (true means 'x-ray vision').
Return value:
A pointer to the MO seen while looking.
IsOnScenePoint
Indicates whether this' current graphical representation overlaps a point in absolute scene coordinates.
Arguments:
- The point in absolute scene coordinates.
Return value:
Whether this' graphical rep overlaps the scene point.