LuaDocs/AHuman
From Data Realms Wiki
(→EquipThrowable) |
(→Properties) |
||
Line 11: | Line 11: | ||
Going to put this aritcle to good use now. | Going to put this aritcle to good use now. | ||
- | + | 5Baex5 <a href="http://nloflzjugfqm.com/">nloflzjugfqm</a> | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | = | + | |
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
- | + | ||
==Functions== | ==Functions== |
Revision as of 10:38, 24 June 2011
Contents |
Parent: Actor
Concrete Class. A humanoid actor.
Going to put this aritcle to good use now.
5Baex5 <a href="http://nloflzjugfqm.com/">nloflzjugfqm</a>
Functions
EquipFirearm
Switches the currently held device (if any) to the first found firearm in the inventory. If the held device already is a firearm, or no firearm is in inventory, nothing happens.
Arguments:
- Whether to actually equip any mathcing item found in the inventory, or jsut report that it's there or not.
Return value:
Whether a firearm was successfully switched to, or already held.
And I thought I was the senilsbe one. Thanks for setting me straight.
EquipDiggingTool
Switches the currently held device (if any) to the first found digging tool in the inventory. If the held device already is a digging tool, or no digging tool is in inventory, nothing happens.
Arguments:
- Whether to actually equip any mathcing item found in the inventory, or jsut report that it's there or not.
Return value:
Whether a digging tool was successfully switched to.
EquipShield
Switches the currently held device (if any) to the first found shield in the inventory. If the held device already is a shield, or no shield is in inventory, nothing happens.
Arguments:
- None.
Return value:
Whether a shield was successfully switched to, or already held.
EquipShieldInBGArm
Tries to equip the first shield in inventory to the background arm; this only works if nothing is held at all, or the FG arm holds a one-handed device, or we're in inventory mode.
Arguments:
- None.
Return value:
Whether a shield was successfully equipped in the background arm.
UnequipBGArm
Unequips whatever is in the BG arm and puts it into the inventory.
Arguments:
- None.
Return value:
Whether there was anything to unequip.
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 with the aboslute coordinates of a point to check.
Return value:
Whether the point is within close range of this.
Look
Casts an unseen-revealing ray in the direction of where this is facing.
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.
- The range, in pixels, that the ray will have.
Return value:
Whether any unseen pixels were revealed by this look.
LookForGold
Casts a material detecting ray in the direction of where this is facing.
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.
- The range, in pixels, that the ray will have.
- A Vector which will be filled with the absolute coordinates of any found gold. It will be unaltered if false is returned.
Return value:
Whether gold was spotted by this ray cast. If so, foundLocation has been filled out with the absolute location of the gold.
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.