Inherits from Game::CGameAction → MwFoundations::CMwNod
Inherits from Game::CGameAction → MwFoundations::CMwNod
An action
void SendRulesEvent(wstring Param1, MwFastBuffer<wstring>& Param2, CGameScriptEntity@ Shooter, CGameScriptEntity@ Victim)
void SendRulesEvent2(wstring Param1, MwFastBuffer<wstring>& Param2, CSmScriptPlayer@ Shooter, CSmScriptPlayer@ Victim, CSmObject@ Object)
void SendRulesEvent3(wstring Param1, MwFastBuffer<wstring>& Param2, CSmScriptPlayer@ Shooter, CSmScriptPlayer@ Victim, CSmObject@ Object, CGameScriptTurret@ Turret)
void SendRulesEvent_Vehicle(wstring Param1, MwFastBuffer<wstring>& Param2, CSmScriptPlayer@ Shooter, CGameScriptVehicle@ Victim)
MwId Anim_GetModelId(wstring ModelName)
MwId Anim_PlayAtLocation(MwId AnimModelId, vec3 Position, vec3 Direction)
MwId Anim_PlayOnPlayer(MwId AnimModelId, CSmScriptPlayer@ Player)
void Anim_Stop(MwId AnimId)
MwId Projectile_GetModelId(wstring ModelName)
MwId Projectile_CreateAtLocation(MwId ProjectileModelId, CSmScriptPlayer@ PlayerToIgnore, vec3 InitialPosition, vec3 InitialDirection, vec3 InitialVelocity)
MwId Projectile_CreateOnPlayer(MwId ProjectileModelId, CSmScriptPlayer@ Shooter)
bool Cooldown_IsReady()
void Cooldown_Start()
MwId Shield_CreateAtLocation(vec3 Position, vec3 Direction)
MwId Shield_CreateOnPlayer(CSmScriptPlayer@ ShieldOwner)
void Shield_Destroy(MwId ShieldId)
bool Shield_Exists(MwId ShieldId)
uint Shield_GetArmor(MwId ShieldId)
void Shield_SetArmor(MwId ShieldId, uint ShieldArmor)
bool Shield_GetIsActive(MwId ShieldId)
void Shield_SetIsActive(MwId ShieldId, bool ShieldIsActive)
uint Shield_GetArmorMax(MwId ShieldId)
uint Shield_GetTickReload(MwId ShieldId)
uint Shield_GetCooldown(MwId ShieldId)
int GetPlayerAmmo(CSmScriptPlayer@ Player)
int GetPlayerAmmoMax(CSmScriptPlayer@ Player)
void Vehicle_TriggerTurbo()
void Vehicle_TriggerTurboBrake()
const CGameActionModel@ Model
const uint Now
const uint Variant
const MwSArray<CSmScriptPlayer@> Players
const CSmScriptPlayer@ Owner
const CGameScriptVehicle@ OwnerVehicle
const bool IsActive
const bool IsBound
uint Energy
uint EnergyMax
uint EnergyCost
bool EnergyReload
float AmmoGain
MwId State_EntityId1
int State_Integer1
int State_Integer2
bool State_Boolean1
const MwFastBuffer<CSmActionInstanceEvent@> PendingEvents
bool IsJumping
bool IsGliding
bool IsAttractor
bool IsFlying
bool IsSliding
bool IsRunning
bool IsFrozen
bool IsSneaking
bool IsFreeLooking
bool HasNoPlayerCollision
uint Cooldown
string IdName
const MwId Id
Documentation from build 2019-11-19 18:50:52
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