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| void | Transport () |
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| void | ~Transport () |
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| override void | EEDelete (EntityAI parent) |
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| override void | EEHitBy (TotalDamageResult damageResult, int damageType, EntityAI source, int component, string dmgZone, string ammo, vector modelPos, float speedCoef) |
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| override int | GetMeleeTargetType () |
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| override event | GetOwnerStateType () |
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| override event | GetMoveType () |
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| proto native void | Synchronize () |
| | Synchronizes car's state in case the simulation is not running.
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| proto native int | CrewSize () |
| | Returns crew capacity of this vehicle.
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| proto native int | CrewPositionIndex (int componentIdx) |
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| proto native int | CrewMemberIndex (Human player) |
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| proto native Human | CrewMember (int posIdx) |
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| proto native Human | CrewDriver () |
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| proto void | CrewEntry (int posIdx, out vector pos, out vector dir) |
| | Reads entry point and direction into vehicle on given position in model space.
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| proto void | CrewEntryWS (int posIdx, out vector pos, out vector dir) |
| | Reads entry point and direction into vehicle on given position in world space.
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| proto void | CrewTransform (int posIdx, out vector mat[4]) |
| | Returns crew transformation indside vehicle in model space.
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| proto void | CrewTransformWS (int posIdx, out vector mat[4]) |
| | Returns crew transformation indside vehicle in world space.
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| proto native void | CrewGetIn (Human player, int posIdx) |
| | Performs transfer of player from world into vehicle on given position.
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| proto native Human | CrewGetOut (int posIdx) |
| | Performs transfer of player from vehicle into world from given position.
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| proto native void | CrewDeath (int posIdx) |
| | Handles death of player in vehicle and awakes its physics if needed.
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| void | OnDriverEnter (Human player) |
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| void | OnDriverExit (Human player) |
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| proto native bool | LightIsOn () |
| | Returns true when lights are on, false otherwise.
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| proto native void | LightOn () |
| | Signals for LightIsOn to return true.
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| proto native void | LightOff () |
| | Signals for LightIsOn to return false.
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| proto native void | LightToggle () |
| | Calls LightOn/LightOff depending on current light state.
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| bool | OnBeforeLightOn () |
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| void | OnUpdateLight () |
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| proto void | ApplyForce (vector force) |
| | -------------— deterministic physics ---------------------—
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| proto void | ApplyTorque (vector force) |
| | Applies constant torque on the physics body.
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| proto void | ApplyForceAt (vector pos, vector force) |
| | Applies constant force on the physics body at a position (world space coordinates).
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| proto void | ApplyCentralImpulse (vector centralImpulse) |
| | Applies impulse on the physics body (at origin).
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| proto void | ApplyTorqueImpulse (vector torqueImpulse) |
| | Applies impulse torque on the physics body.
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| proto void | ApplyImpulseAt (vector pos, vector force) |
| | Applies impulse on the physics body at a position (world space coordinates).
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| proto native int | Random () |
| | -------------— deterministic random numbers ---------------------—
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| proto native float | RandomRange (int pRange) |
| | Random number in range of <0,pRange-1> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
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| proto native float | Random01 () |
| | Random number in range of <0,1> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
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| float | RandomFloat (float min, float max) |
| | Random number in range of <min,max> - !!! use this only during deterministic simulation (EOnSimulate/EOnPostSimulate)
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| void | OnContact (string zoneName, vector localPos, IEntity other, Contact data) |
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| void | OnInput (float dt) |
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| void | OnUpdate (float dt) |
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| void | UpdateLights (int new_gear=-1) |
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| override bool | IsTransport () |
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| override bool | IsDetectableByVicinityCone () |
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| override bool | IsIgnoredByConstruction () |
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| override bool | IsHealthVisible () |
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| override bool | ShowZonesHealth () |
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| override int | GetHideIconMask () |
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| override bool | CanPutIntoHands (EntityAI parent) |
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| float | GetMomentum () |
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| bool | IsVitalSparkPlug () |
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| bool | IsVitalGlowPlug () |
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| bool | IsVitalFuelTank () |
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| void | CheckVitalItemCallback (bool isVital, int slotId, Object caller=null, string callbackMethodName="", Param params=null) |
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| void | PartsHealthCheck () |
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| int | GetFluidCapacityScript (ETransportFluid fluidType) |
| | fluids
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| float | GetFluidFractionScript (ETransportFluid fluidType) |
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| void | FillScript (ETransportFluid fluidType, float amount) |
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| void | UpdateBattery (IEntity battery) |
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| string | GetVehicleType () |
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| string | GetActionCompNameFuel () |
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| float | GetActionDistanceFuel () |
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| vector | GetRefillPointPosWS () |
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| float | GetWeightCoef () |
| | artificial value that helps to distinguish between different weight categories (mainly for particles)
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| string | GetSelectionFromAnimSource (string animSource) |
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| EffectSound | CreateSoundForAnimationSource (string animSource) |
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| VehicleFlippedContext | GetFlipContext () |
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| bool | DetectFlippedUsingSurface (VehicleFlippedContext ctx, float angleTolerance) |
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| bool | DetectFlipped (VehicleFlippedContext ctx) |
| | Override based on vehicle implementation (Car, Boat, modded, etc.)
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| bool | IsFlipped () |
| | Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
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| bool | IsActionFlipped (Man player) |
| | Don't override, may change to native for caching 'DetectFlipped' in the future based on active-ness (i.e. only updated when vehicle changes active state)
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| bool | IsAnyCrewPresent () |
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| bool | IsAnyCrewPresent (TIntArray positionIndices) |
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| float | GetTransportCameraDistance () |
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| void | MarkCrewMemberUnconscious (int crewMemberIndex) |
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| void | MarkCrewMemberDead (int crewMemberIndex) |
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| vector | GetTransportCameraOffset () |
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| int | GetAnimInstance () |
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| bool | CanGetIn () |
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| bool | HasDirectionalInOutAction () |
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| int | GetSeatAnimationType (int posIdx) |
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| int | GetSeatAnimationTypeDirectional (int posIdx, int directionIndex) |
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| int | Get3rdPersonCameraType () |
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| bool | CrewCanEject (int posIdx) |
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| bool | CrewShouldEject (int posIdx) |
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| bool | CrewCanGetThrough (int posIdx) |
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| bool | CanReachSeatFromSeat (int currentSeat, int nextSeat) |
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| bool | CanReachSeatFromDoors (string pSeatSelection, vector pFromPos, float pDistance=1.0) |
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| bool | CanReachDoorsFromSeat (string pDoorsSelection, int pCurrentSeat) |
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| int | GetSeatIndexFromDoor (string pDoorSelection) |
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| bool | IsIgnoredObject (Object o) |
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| void | SetEngineZoneReceivedHit (bool pState) |
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| bool | HasEngineZoneReceivedHit () |
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| bool | NeedElectricitySourceDevice () |
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| EntityAI | GetElectricitySourceDevice () |
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| string | GetElectricitySourceDeviceType () |
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| string | GetAnimSourceFromSelection (string selection) |
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| Managed | GetVehicleHornComponent () |
| | component helpers
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| bool | IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4]) |
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| bool | IsAreaAtDoorFree (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
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| bool | IsAreaAtDoorFreeDiag (int currentSeat, float maxAllowedObjHeight, inout vector extents, out vector transform[4]) |
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| bool | IsAreaAtDoorFreeDiag (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
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| bool | GetCrashLightSound () |
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| bool | GetCrashHeavySound () |
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| void | SynchCrashLightSound (bool play) |
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| void | SynchCrashHeavySound (bool play) |
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| void | PlayCrashLightSound () |
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| void | PlayCrashHeavySound () |
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| void | PlaySoundEx (string soundset, EffectSound sound, out bool soundbool) |
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| void | PlaySound (string soundset, EffectSound sound, out bool soundbool) |
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| void | CleanupEffects () |
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| Shape | DebugFreeAreaAtDoor (int currentSeat, float maxAllowedObjHeight=0.5, float horizontalExtents=0.5, float playerHeight=1.7) |
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См. определение в файле Transport.c строка 68