Public Member Functions | |
const uint16 | Buttons () const |
returns EnumPlayerButtons | |
uint | ButtonHeldTime (const int btn) |
btn type is EnumInputActions | |
kPuppet | Actor () |
void | ConsumeAmmo (const int ammo, const bool preferredAmmo=true) |
void | ConsumeAltAmmo (const int ammo) |
const int | GetAmmo (const int weaponID) const |
const int | GetAltAmmo (const int weaponID) const |
const bool | HasAmmo (const int weaponID, const bool checkAlt=true) const |
if checkAlt is false only checks primary ammo | |
const bool | HasAltAmmo (const int weaponID) const |
const bool | HasAltAmmo () const |
const bool | HasWeapon (const int weaponID) const |
bool & | UseAltAmmo () |
const int | CurrentWeapon () const |
bool | GiveWeapon (const int weaponID, const int ammo, const bool switchNewWeapon=true) |
returns true if gave ammo else returns false because already has full primary ammo. if switchNewWeapon is false it will not auto switch to the weapon. | |
bool | RemoveWeapon (const int weapon) |
void | Lock () |
void | Unlock () |
int16 & | Armor () |
void | Victory (const int warpActorID=- 1, const int mapID=- 1) |
const bool | Locked () const |
const int | Lives () const |
void | SetLives (const int amount) |
const int | LifeForces () |
void | SetLifeForces (const int amount) |
bool & | Backpack () |
bool & | RunWalkToggle () |
bool & | NoLandClearVel () |
if true, when doing a hard landing you will not lose your velocity | |
bool | GiveAmmo (const int weapon, const int amount, const bool altAmmo) |
set amount to negative values to take ammo | |
const int | CurrentCheckPoint () |
returns warpTID | |
const int | CurrentCheckPointMap () |
void | SetCheckPoint (const int warpTID, const int map) |
const kVec3 | GetButtonAngles () const |
const kVec3 | GetButtonMovement () const |
const bool | WeaponUsingAltAmmo (const int weapon) const |
const bool | SetWeaponUseAltAmmo (const int weapon, const bool bToggle) |
const bool | WeaponAllowUnderwater (const int weapon) const |
void | ChangeWeapon (const int weapon) |
const int | PendingWeapon () const |
void | CycleNextWeapon (const bool bCheckAmmo=false) |
void | CyclePrevWeapon (const bool bCheckAmmo=false) |
kWeapon | GetWeaponActor (const int weapon) |
int16 & | MaxHealth () |
should be >= MaxExtraHealth and ExtraHealth | |
int16 & | MaxExtraHealth () |
should be <= MaxHealth | |
int16 & | ExtraHealth () |
should be <= MaxExtraHealth | |
bool | GiveHealth (const int amount, const bool bMortalWound) |
Takes into account extra health, and max health values. 0 is full health, negative amounts gives extra health. if bMortalWound is true which is for 2 and ultra health then health goes up to maxExtraHealth. | |
void | CancelSpiritualTime (float blendTime=1.0f) |
if in spirit mode then will set gamespeed back to 1.0f using the passed in blendTime | |
void | SetSpiritualTime (const float time, const float blend) |
time = time until cancels the effect. Should SetGameSpeed after calling this. | |
const float | GetSpiritualTime () const |
const int | GetWeaponGroup (const int weapon) |
void | SetWeaponGroup (const int weapon, const int group) |
Binds this weapon to another weapons index. Example: you made a new pistol weapon at index 14 and want to group it with default pistol that has the index 2. then set your new pistols(14) group to 2 and whenever the user presses the key assigned to the original pistol 2 it will cycle between them. instead of the user having to cycle to the new weapon with next/prev weapon inputs. | |
bool & | SilentCheckPoints (void) |
if true won't show checkpoint message or play sound when on a checkpoint area. Gets set back to false when level starts. | |
Definition at line 1774 of file t1_scriptAPI.cpp.
kPuppet kPlayer::Actor | ( | ) |
int16 & kPlayer::Armor | ( | ) |
bool & kPlayer::Backpack | ( | ) |
uint kPlayer::ButtonHeldTime | ( | const int | btn | ) |
btn type is EnumInputActions
const uint16 kPlayer::Buttons | ( | ) | const |
returns EnumPlayerButtons
void kPlayer::CancelSpiritualTime | ( | float | blendTime = 1.0f | ) |
if in spirit mode then will set gamespeed back to 1.0f using the passed in blendTime
void kPlayer::ChangeWeapon | ( | const int | weapon | ) |
void kPlayer::ConsumeAltAmmo | ( | const int | ammo | ) |
void kPlayer::ConsumeAmmo | ( | const int | ammo, |
const bool | preferredAmmo = true ) |
const int kPlayer::CurrentCheckPoint | ( | ) |
returns warpTID
const int kPlayer::CurrentCheckPointMap | ( | ) |
const int kPlayer::CurrentWeapon | ( | ) | const |
void kPlayer::CycleNextWeapon | ( | const bool | bCheckAmmo = false | ) |
void kPlayer::CyclePrevWeapon | ( | const bool | bCheckAmmo = false | ) |
int16 & kPlayer::ExtraHealth | ( | ) |
should be <= MaxExtraHealth
const int kPlayer::GetAltAmmo | ( | const int | weaponID | ) | const |
const int kPlayer::GetAmmo | ( | const int | weaponID | ) | const |
const kVec3 kPlayer::GetButtonAngles | ( | ) | const |
const kVec3 kPlayer::GetButtonMovement | ( | ) | const |
const float kPlayer::GetSpiritualTime | ( | ) | const |
kWeapon kPlayer::GetWeaponActor | ( | const int | weapon | ) |
const int kPlayer::GetWeaponGroup | ( | const int | weapon | ) |
bool kPlayer::GiveAmmo | ( | const int | weapon, |
const int | amount, | ||
const bool | altAmmo ) |
set amount to negative values to take ammo
bool kPlayer::GiveHealth | ( | const int | amount, |
const bool | bMortalWound ) |
Takes into account extra health, and max health values. 0 is full health, negative amounts gives extra health. if bMortalWound is true which is for 2 and ultra health then health goes up to maxExtraHealth.
bool kPlayer::GiveWeapon | ( | const int | weaponID, |
const int | ammo, | ||
const bool | switchNewWeapon = true ) |
returns true if gave ammo else returns false because already has full primary ammo. if switchNewWeapon is false it will not auto switch to the weapon.
const bool kPlayer::HasAltAmmo | ( | ) | const |
const bool kPlayer::HasAltAmmo | ( | const int | weaponID | ) | const |
const bool kPlayer::HasAmmo | ( | const int | weaponID, |
const bool | checkAlt = true ) const |
if checkAlt is false only checks primary ammo
const bool kPlayer::HasWeapon | ( | const int | weaponID | ) | const |
const int kPlayer::LifeForces | ( | ) |
const int kPlayer::Lives | ( | ) | const |
void kPlayer::Lock | ( | ) |
const bool kPlayer::Locked | ( | ) | const |
int16 & kPlayer::MaxExtraHealth | ( | ) |
should be <= MaxHealth
int16 & kPlayer::MaxHealth | ( | ) |
should be >= MaxExtraHealth and ExtraHealth
bool & kPlayer::NoLandClearVel | ( | ) |
if true, when doing a hard landing you will not lose your velocity
const int kPlayer::PendingWeapon | ( | ) | const |
bool kPlayer::RemoveWeapon | ( | const int | weapon | ) |
bool & kPlayer::RunWalkToggle | ( | ) |
void kPlayer::SetCheckPoint | ( | const int | warpTID, |
const int | map ) |
void kPlayer::SetLifeForces | ( | const int | amount | ) |
void kPlayer::SetLives | ( | const int | amount | ) |
void kPlayer::SetSpiritualTime | ( | const float | time, |
const float | blend ) |
time = time until cancels the effect. Should SetGameSpeed after calling this.
void kPlayer::SetWeaponGroup | ( | const int | weapon, |
const int | group ) |
Binds this weapon to another weapons index. Example: you made a new pistol weapon at index 14 and want to group it with default pistol that has the index 2. then set your new pistols(14) group to 2 and whenever the user presses the key assigned to the original pistol 2 it will cycle between them. instead of the user having to cycle to the new weapon with next/prev weapon inputs.
const bool kPlayer::SetWeaponUseAltAmmo | ( | const int | weapon, |
const bool | bToggle ) |
bool & kPlayer::SilentCheckPoints | ( | void | ) |
if true won't show checkpoint message or play sound when on a checkpoint area. Gets set back to false when level starts.
void kPlayer::Unlock | ( | ) |
bool & kPlayer::UseAltAmmo | ( | ) |
void kPlayer::Victory | ( | const int | warpActorID = - 1, |
const int | mapID = - 1 ) |
const bool kPlayer::WeaponAllowUnderwater | ( | const int | weapon | ) | const |
const bool kPlayer::WeaponUsingAltAmmo | ( | const int | weapon | ) | const |