ManiaScript Reference  2019-05
CSmAction Struct Reference
Inheritance diagram for CSmAction:
CAction CNod

Public Member Functions

Void SendRulesEvent (Text Param1, Text[] Param2, CEntity Shooter, CEntity Victim)
 
Ident Anim_GetModelId (Text ModelName)
 
Ident Anim_PlayAtLocation (Ident AnimModelId, Vec3 Position, Vec3 Direction)
 
Ident Anim_PlayOnPlayer (Ident AnimModelId, CSmPlayer Player)
 
Void Anim_Stop (Ident AnimId)
 
Ident Projectile_GetModelId (Text ModelName)
 
Ident Projectile_CreateAtLocation (Ident ProjectileModelId, CSmPlayer PlayerToIgnore, Vec3 InitialPosition, Vec3 InitialDirection, Vec3 InitialVelocity)
 
Ident Projectile_CreateOnPlayer (Ident ProjectileModelId, CSmPlayer Shooter)
 
Boolean Cooldown_IsReady ()
 
Void Cooldown_Start ()
 
Ident Shield_CreateAtLocation (Vec3 Position, Vec3 Direction)
 
Ident Shield_CreateOnPlayer (CSmPlayer ShieldOwner)
 
Void Shield_Destroy (Ident ShieldId)
 
Boolean Shield_Exists (Ident ShieldId)
 
Integer Shield_GetArmor (Ident ShieldId)
 
Void Shield_SetArmor (Ident ShieldId, Integer ShieldArmor)
 
Boolean Shield_GetIsActive (Ident ShieldId)
 
Void Shield_SetIsActive (Ident ShieldId, Boolean ShieldIsActive)
 
Integer Shield_GetArmorMax (Ident ShieldId)
 
Integer Shield_GetTickReload (Ident ShieldId)
 
Integer Shield_GetCooldown (Ident ShieldId)
 
Integer GetPlayerAmmo (CSmPlayer Player)
 
Integer GetPlayerAmmoMax (CSmPlayer Player)
 
Void Vehicle_TriggerTurbo ()
 
Void Vehicle_TriggerTurboBrake ()
 

Public Attributes

const Integer Now
 
const Integer Variant
 
const CSmPlayer [] Players
 
const CSmPlayer Owner
 
const CModeVehicle OwnerVehicle
 
const Boolean IsActive
 
const Boolean IsBound
 
Integer Energy
 
Integer EnergyMax
 
Integer EnergyCost
 
Boolean EnergyReload
 
Real AmmoGain
 
Ident State_EntityId1
 
Integer State_Integer1
 
Integer State_Integer2
 
Boolean State_Boolean1
 
const CSmActionEvent [] PendingEvents
 
Boolean IsJumping
 
Boolean IsGliding
 
Boolean IsAttractor
 
Boolean IsFlying
 
Boolean IsSliding
 
Boolean IsRunning
 
Boolean IsFrozen
 
Boolean IsSneaking
 
Boolean IsFreeLooking
 
Boolean HasNoPlayerCollision
 
Integer Cooldown
 
- Public Attributes inherited from CNod
const Ident Id
 

Detailed Description

Supported declare modes : Local An action

Member Function Documentation

◆ Anim_GetModelId()

Ident CSmAction::Anim_GetModelId ( Text  ModelName)

◆ Anim_PlayAtLocation()

Ident CSmAction::Anim_PlayAtLocation ( Ident  AnimModelId,
Vec3  Position,
Vec3  Direction 
)

◆ Anim_PlayOnPlayer()

Ident CSmAction::Anim_PlayOnPlayer ( Ident  AnimModelId,
CSmPlayer  Player 
)

◆ Anim_Stop()

Void CSmAction::Anim_Stop ( Ident  AnimId)

◆ Cooldown_IsReady()

Boolean CSmAction::Cooldown_IsReady ( )

◆ Cooldown_Start()

Void CSmAction::Cooldown_Start ( )

◆ GetPlayerAmmo()

Integer CSmAction::GetPlayerAmmo ( CSmPlayer  Player)

◆ GetPlayerAmmoMax()

Integer CSmAction::GetPlayerAmmoMax ( CSmPlayer  Player)

◆ Projectile_CreateAtLocation()

Ident CSmAction::Projectile_CreateAtLocation ( Ident  ProjectileModelId,
CSmPlayer  PlayerToIgnore,
Vec3  InitialPosition,
Vec3  InitialDirection,
Vec3  InitialVelocity 
)

◆ Projectile_CreateOnPlayer()

Ident CSmAction::Projectile_CreateOnPlayer ( Ident  ProjectileModelId,
CSmPlayer  Shooter 
)

◆ Projectile_GetModelId()

Ident CSmAction::Projectile_GetModelId ( Text  ModelName)

◆ SendRulesEvent()

Void CSmAction::SendRulesEvent ( Text  Param1,
Text []  Param2,
CEntity  Shooter,
CEntity  Victim 
)

◆ Shield_CreateAtLocation()

Ident CSmAction::Shield_CreateAtLocation ( Vec3  Position,
Vec3  Direction 
)

◆ Shield_CreateOnPlayer()

Ident CSmAction::Shield_CreateOnPlayer ( CSmPlayer  ShieldOwner)

◆ Shield_Destroy()

Void CSmAction::Shield_Destroy ( Ident  ShieldId)

◆ Shield_Exists()

Boolean CSmAction::Shield_Exists ( Ident  ShieldId)

◆ Shield_GetArmor()

Integer CSmAction::Shield_GetArmor ( Ident  ShieldId)

◆ Shield_GetArmorMax()

Integer CSmAction::Shield_GetArmorMax ( Ident  ShieldId)

◆ Shield_GetCooldown()

Integer CSmAction::Shield_GetCooldown ( Ident  ShieldId)

◆ Shield_GetIsActive()

Boolean CSmAction::Shield_GetIsActive ( Ident  ShieldId)

◆ Shield_GetTickReload()

Integer CSmAction::Shield_GetTickReload ( Ident  ShieldId)

◆ Shield_SetArmor()

Void CSmAction::Shield_SetArmor ( Ident  ShieldId,
Integer  ShieldArmor 
)

◆ Shield_SetIsActive()

Void CSmAction::Shield_SetIsActive ( Ident  ShieldId,
Boolean  ShieldIsActive 
)

◆ Vehicle_TriggerTurbo()

Void CSmAction::Vehicle_TriggerTurbo ( )

◆ Vehicle_TriggerTurboBrake()

Void CSmAction::Vehicle_TriggerTurboBrake ( )

Member Data Documentation

◆ AmmoGain

Real CSmAction::AmmoGain

◆ Cooldown

Integer CSmAction::Cooldown

◆ Energy

Integer CSmAction::Energy

◆ EnergyCost

Integer CSmAction::EnergyCost

◆ EnergyMax

Integer CSmAction::EnergyMax

◆ EnergyReload

Boolean CSmAction::EnergyReload

◆ HasNoPlayerCollision

Boolean CSmAction::HasNoPlayerCollision

◆ IsActive

const Boolean CSmAction::IsActive

◆ IsAttractor

Boolean CSmAction::IsAttractor

◆ IsBound

const Boolean CSmAction::IsBound

◆ IsFlying

Boolean CSmAction::IsFlying

◆ IsFreeLooking

Boolean CSmAction::IsFreeLooking

◆ IsFrozen

Boolean CSmAction::IsFrozen

◆ IsGliding

Boolean CSmAction::IsGliding

◆ IsJumping

Boolean CSmAction::IsJumping

◆ IsRunning

Boolean CSmAction::IsRunning

◆ IsSliding

Boolean CSmAction::IsSliding

◆ IsSneaking

Boolean CSmAction::IsSneaking

◆ Now

const Integer CSmAction::Now

◆ Owner

const CSmPlayer CSmAction::Owner

◆ OwnerVehicle

const CModeVehicle CSmAction::OwnerVehicle

◆ PendingEvents

const CSmActionEvent [] CSmAction::PendingEvents

◆ Players

const CSmPlayer [] CSmAction::Players

◆ State_Boolean1

Boolean CSmAction::State_Boolean1

◆ State_EntityId1

Ident CSmAction::State_EntityId1

◆ State_Integer1

Integer CSmAction::State_Integer1

◆ State_Integer2

Integer CSmAction::State_Integer2

◆ Variant

const Integer CSmAction::Variant