IActor

C++
struct IActor : public IGameObjectExtension {
};
File

IActorSystem.h

IActor::~IActor Destructor
C++
virtual ~IActor();
IActor::AllowLandingBob Method
C++
virtual bool AllowLandingBob() = 0;
IActor::BecomeAggressiveToAgent Method
C++
virtual bool BecomeAggressiveToAgent(EntityId entityID) = 0;
IActor::CameraShake Method
C++
virtual void CameraShake(float angle, float shift, float duration, float frequency, Vec3 pos, int ID, const char* source = "") = 0;
IActor::CanBreakGlass Method
C++
virtual bool CanBreakGlass() const;
Description

Can the actor currently break through glass (used by ActionGame)

IActor::CancelExactPositioningAnimation Method
C++
virtual void CancelExactPositioningAnimation() = 0;
IActor::CreateScriptEvent Method
C++
virtual void CreateScriptEvent(const char * event, float value, const char * str = NULL) = 0;
IActor::DropItem Method
C++
virtual bool DropItem(EntityId itemId, float impulseScale = 1.0f, bool selectNext = true, bool byDeath = false) = 0;
IActor::EnableTimeDemo Method
C++
virtual void EnableTimeDemo(bool bTimeDemo) = 0;
Description

Enables/Disables time demo mode. Some movement/view direction things work differently when running under time demo.

IActor::Fall Method
C++
virtual void Fall(Vec3 hitPos = Vec3(0,0,0)) = 0;
IActor::GetActorClass Method
C++
virtual ActorClass GetActorClass() const = 0;
IActor::GetActorClassName Method
C++
virtual const char* GetActorClassName() const = 0;
IActor::GetAnimatedCharacter Method ()
C++
virtual IAnimatedCharacter * GetAnimatedCharacter() = 0;
IActor::GetAnimatedCharacter Method ()
C++
virtual const IAnimatedCharacter * GetAnimatedCharacter() const = 0;
IActor::GetAnimationGraphState Method
C++
virtual IAnimationGraphState * GetAnimationGraphState() = 0;
IActor::GetArmor Method
C++
virtual int GetArmor() const = 0;
IActor::GetChannelId Method
C++
uint16 GetChannelId() const;
IActor::GetCurrentItem Method
C++
virtual IItem* GetCurrentItem(bool includeVehicle = false) const = 0;
Description

virtual IItem *GetCurrentItem() const = 0;

IActor::GetEntityClassName Method
C++
virtual const char* GetEntityClassName() const = 0;
IActor::GetFlyMode Method
C++
virtual uint8 GetFlyMode() const;
IActor::GetGrabbedEntityId Method
C++
virtual EntityId GetGrabbedEntityId() const = 0;
IActor::GetHealth Method
C++
virtual float GetHealth() const = 0;
IActor::GetHealthAsRoundedPercentage Method
C++
virtual int GetHealthAsRoundedPercentage() const = 0;
IActor::GetHolsteredItem Method
C++
virtual IItem* GetHolsteredItem() const = 0;
IActor::GetInventory Method
C++
virtual IInventory * GetInventory() const = 0;
IActor::GetLinkedEntity Method
C++
virtual IEntity* GetLinkedEntity() const = 0;
IActor::GetLinkedVehicle Method
C++
virtual IVehicle * GetLinkedVehicle() const = 0;
Description
IActor::GetLocalEyePos Method
C++
virtual Vec3 GetLocalEyePos() const = 0;
Description

virtual Vec3 GetViewAngleOffset() = 0;

IActor::GetMaxArmor Method
C++
virtual int GetMaxArmor() const = 0;
IActor::GetMaxHealth Method
C++
virtual float GetMaxHealth() const = 0;
IActor::GetMovementController Method
C++
virtual IMovementController * GetMovementController() const = 0;
IActor::GetPhysicalSkipEntities Method
C++
virtual int GetPhysicalSkipEntities(IPhysicalEntity** pSkipList, const int maxSkipSize) const;
Description

Populates list of physics entities to skip for IK raycasting. returns num Entities to skip

IActor::GetSpectatorMode Method
C++
virtual uint8 GetSpectatorMode() const = 0;
IActor::GetViewRotation Method
C++
virtual Quat GetViewRotation() const = 0;
IActor::HideAllAttachments Method
C++
virtual void HideAllAttachments(bool isHiding) = 0;
IActor::HolsterItem Method
C++
virtual void HolsterItem(bool holster, bool playSelect = true, float selectSpeedBias = 1.0f, bool hideLeftHandObject = true) = 0;
IActor::InitLocalPlayer Method
C++
virtual void InitLocalPlayer() = 0;
IActor::IsClient Method
C++
virtual bool IsClient() const = 0;
IActor::IsDead Method
C++
virtual bool IsDead() const = 0;
IActor::IsFallen Method
C++
virtual bool IsFallen() const = 0;
IActor::IsFriendlyEntity Method
C++
virtual bool IsFriendlyEntity(EntityId entityId, bool bUsingAIIgnorePlayer = true) const = 0;
IActor::IsGod Method
C++
virtual int IsGod() = 0;
IActor::IsMigrating Method
C++
virtual bool IsMigrating() const = 0;
IActor::IsPlayer Method
C++
virtual bool IsPlayer() const = 0;
IActor::IsStillWaitingOnServerUseResponse Method
C++
virtual bool IsStillWaitingOnServerUseResponse() const;
IActor::IsThirdPerson Method
C++
virtual bool IsThirdPerson() const = 0;
IActor::LinkToVehicle Method
C++
virtual IEntity * LinkToVehicle(EntityId vehicleId) = 0;
Description

get currently linked vehicle, or NULL

IActor::MountedGunControllerEnabled Method ()
C++
virtual bool MountedGunControllerEnabled() const;
IActor::MountedGunControllerEnabled Method (bool)
C++
virtual void MountedGunControllerEnabled(bool val);
IActor::MustBreakGlass Method
C++
virtual bool MustBreakGlass() const;
Description

Forces the actor break through glass if allowed (used by ActionGame)

IActor::NotifyCurrentItemChanged Method
C++
virtual void NotifyCurrentItemChanged(IItem* newItem) = 0;
IActor::OnAIProxyEnabled Method
C++
virtual void OnAIProxyEnabled(bool enabled) = 0;
IActor::OnPreparedFromPool Method
C++
virtual void OnPreparedFromPool() = 0;
IActor::OnReturnedToPool Method
C++
virtual void OnReturnedToPool() = 0;
IActor::OnReused Method
C++
virtual void OnReused(IEntity * pEntity, SEntitySpawnParams & params) = 0;
IActor::OnShiftWorld Method
C++
virtual void OnShiftWorld();
IActor::PlayAction Method
C++
virtual void PlayAction(const char * action, const char * extension, bool looping = false) = 0;
IActor::PlayAnimation Method
C++
virtual void PlayAnimation(const char* sAnimationName, bool bSignal) = 0;
IActor::PlayExactPositioningAnimation Method
C++
virtual void PlayExactPositioningAnimation(const char* sAnimationName, bool bSignal, const Vec3& vPosition, const Vec3& vDirection, float startWidth, float startArcAngle, float directionTolerance) = 0;
IActor::PrecacheFacialExpression Method
C++
virtual void PrecacheFacialExpression(const char* pExpressionName) = 0;
IActor::ProcessEvent Method

Processes entity specific events

C++
virtual void ProcessEvent(SEntityEvent& event) = 0;
Parameters
Parameters
Description
SEntityEvent& event
entity event, see SEntityEvent for more information
IActor::Release Method
C++
virtual void Release() = 0;
Description

virtual void SendRevive(const Vec3& position, const Quat& orientation, int team, bool clearInventory) = 0;

IActor::RequestFacialExpression Method
C++
virtual void RequestFacialExpression(const char* pExpressionName = NULL, f32* sequenceLength = NULL) = 0;
IActor::ResetAnimationState Method
C++
virtual void ResetAnimationState() = 0;
IActor::ResetToSpawnLocation Method
C++
virtual void ResetToSpawnLocation();
Description

Reset the actor to its initial location (used by CheckpointSystem)

IActor::Respawn Method
C++
virtual bool Respawn();
Description

Respawn the actor to some intiial data (used by CheckpointSystem)

IActor::SerializeLevelToLevel Method
C++
virtual void SerializeLevelToLevel(TSerialize & ser) = 0;
IActor::SerializeXML Method
C++
virtual void SerializeXML(XmlNodeRef& node, bool bLoading) = 0;
IActor::SetChannelId Method
C++
void SetChannelId(uint16 id);
IActor::SetCustomHead Method
C++
virtual void SetCustomHead(const char* customHead);
Description

0;

IActor::SetFacialAlertnessLevel Method
C++
virtual void SetFacialAlertnessLevel(int alertness) = 0;
IActor::SetFlyMode Method
C++
virtual void SetFlyMode(uint8 flyMode);
IActor::SetHealth Method
C++
virtual void SetHealth(float health) = 0;
IActor::SetIKPos Method
C++
virtual void SetIKPos(const char * pLimbName, const Vec3& goalPos, int priority) = 0;
IActor::SetMaxHealth Method
C++
virtual void SetMaxHealth(float maxHealth) = 0;
IActor::SetMigrating Method
C++
virtual void SetMigrating(bool isMigrating) = 0;
IActor::SetStillWaitingOnServerUseResponse Method
C++
virtual void SetStillWaitingOnServerUseResponse(bool waiting);
IActor::SetViewInVehicle Method
C++
virtual void SetViewInVehicle(Quat viewRotation) = 0;
IActor::SetViewRotation Method
C++
virtual void SetViewRotation(const Quat & rotation) = 0;
IActor::ShouldMuteWeaponSoundStimulus Method
C++
virtual bool ShouldMuteWeaponSoundStimulus() const = 0;
IActor::SwitchDemoModeSpectator Method
C++
virtual void SwitchDemoModeSpectator(bool activate) = 0;
IActor::ToggleThirdPerson Method
C++
virtual void ToggleThirdPerson() = 0;