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vector Class Reference

Private Member Functions

proto string ToString (bool beautify=true)
 Vector to string.
 
proto float Normalize ()
 Normalizes vector. Returns length.
 
proto vector Normalized ()
 return normalized vector (keeps orginal vector untouched)
 
proto native float Length ()
 Returns length of vector (magnitude)
 
proto native float LengthSq ()
 Returns squared length (magnitudeSqr)
 
vector Perpend ()
 Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector and up vector (0, 1, 0).
 
vector GetRelAngles ()
 Returns relative angles between -180 and 180, not 0 to 360.
 
proto float VectorToYaw ()
 Returns yaw of vector.
 
proto vector VectorToAngles ()
 Converts vector to spherical coordinates with radius = 1.
 
proto vector AnglesToVector ()
 Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.
 
proto void RotationMatrixFromAngles (out vector mat[3])
 Creates rotation matrix from angles.
 
proto vector Multiply4 (vector mat[4])
 Transforms position.
 
proto vector Multiply3 (vector mat[3])
 Transforms vector.
 
proto vector InvMultiply4 (vector mat[4])
 Invert-transforms position.
 
proto vector InvMultiply3 (vector mat[3])
 Invert-transforms vector.
 

Static Private Member Functions

static proto native float Distance (vector v1, vector v2)
 Returns the distance between tips of two 3D vectors.
 
static proto native float DistanceSq (vector v1, vector v2)
 Returns the square distance between tips of two 3D vectors.
 
static vector Direction (vector p1, vector p2)
 Returns direction vector from point p1 to point p2.
 
static vector RandomDir ()
 Returns randomly generated unit vector.
 
static vector RandomDir2D ()
 Returns randomly generated XZ unit vector with the Y(up) axis set to 0.
 
static float Dot (vector v1, vector v2)
 Returns Dot product of vector v1 and vector v2.
 
proto static native vector YawToVector (float yaw)
 Returns vector of yaw.
 
static proto native vector Lerp (vector v1, vector v2, float t)
 Lerp between two vectors.
 
static vector RotateAroundZeroDeg (vector vec, vector axis, float angle)
 Rotate a vector around 0,0,0 by an angle in degrees.
 
static vector RotateAroundZeroRad (vector vec, vector axis, float angle)
 Rotate a vector around 0,0,0 by an angle in radians.
 
static vector RotateAroundZero (vector pos, vector axis, float cosAngle, float sinAngle)
 Rotate a vector around 0,0,0.
 
static vector RotateAroundPoint (vector point, vector pos, vector axis, float cosAngle, float sinAngle)
 Rotate a vector around point.
 
static vector ArrayToVec (float arr[])
 Convert static array of floats into a vector.
 

Static Private Attributes

static const vector Up = "0 1 0"
 
static const vector Aside = "1 0 0"
 
static const vector Forward = "0 0 1"
 
static const vector Zero = "0 0 0"
 

Member Function Documentation

◆ AnglesToVector()

proto vector AnglesToVector ( )
private

Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.

Returns
normalized direction vector
vector v1 = "45 0 0";
vector v2 = "15 60 0";
>> <0.707107,0,0.707107>
>> <0.12941,0.866025,0.482963>
Definition EnConvert.c:106
proto vector AnglesToVector()
Converts spherical coordinates (yaw, pitch, roll in degrees) to unit length vector.
proto void Print(void var)
Prints content of variable to console/log.

Referenced by ItemBase::DoMeasurement(), DrawDebugShape(), FloatingCrossHair(), DayZPlayerImplementThrowing::HandleThrowing(), IsEntityBehindEntityInAngle(), BaseBuildingBase::IsPlayerInside(), TentBase::IsPlayerInside(), and Weapon::LiftWeaponCheck().

◆ ArrayToVec()

static vector ArrayToVec ( float  arr[])
inlinestaticprivate

Convert static array of floats into a vector.

Parameters
arrvector in array format
Returns
vector resulting vector

References Vector().

Referenced by ArrowManagerPlayer::Load(), and ObjectSpawnerHandler::SpawnObject().

◆ Direction()

static vector Direction ( vector  p1,
vector  p2 
)
inlinestaticprivate

Returns direction vector from point p1 to point p2.

Parameters
p1vector point from
p2vector point to
Returns
vector direction vector

Referenced by EntityLightSource::AttachOnMemoryPoint(), CarScript(), WeaponParticlesBase::CheckOrientationOverride(), EntityAI::DetectFlippedUsingSurface(), ActionFishingNew::OnUpdate(), ActionFishingNew::TrySpawnCatch(), and UIScriptedMenu::Update().

◆ Distance()

static proto native float Distance ( vector  v1,
vector  v2 
)
staticprivate

Returns the distance between tips of two 3D vectors.

Parameters
v1vector 3D Vector 1
v2vector 3D Vector 2
Returns
float Distance
float dist = vector.Distance( "1 2 3", "4 5 6" );
Print( dist );
>> dist = 5.19615
static proto native float Distance(vector v1, vector v2)
Returns the distance between tips of two 3D vectors.

Referenced by ActionFillBrakes::ActionCondition(), ActionFillCoolant::ActionCondition(), ActionFillOil::ActionCondition(), ActionCreateIndoorFireplace::ActionCondition(), ActionCreateIndoorOven::ActionCondition(), ActionPlaceFireplaceIndoor::ActionCondition(), ActionPlaceOvenIndoor::ActionCondition(), BotSelectNearestTarget(), Environment::CalcTemperatureFromTemperatureSource(), PluginBase::CalcTemperatureFromTemperatureSource(), PropertyModifiers::CalculateBarrelLength(), CalculateBreadCrumbs(), CanReachSeatFromDoors(), DayZInfected::ChaseAttackLogic(), CheckAllowUpdate(), PoweredOptic_Base::DoMeasurement(), WeaponDebug::DrawLineOfFireCameraHybrid(), WeaponDebug::DrawLineOfFireMuzzleToHit(), UniversalTemperatureSourceLambdaBaseImpl::DryItemsInVicinity(), ContaminatedArea_Dynamic::EEOnCECreate(), InventoryItem::EOnContact(), EffBulletImpactBase::Event_OnStarted(), CGame::ExplosionEffects(), DayZInfected::FightAttackLogic(), GetCeilingHeight(), GetClosestCarWheel(), GetMeleeTargetEx(), GetMouseDistance(), ItemBase::GetNearestSlotIDByState(), Hologram::GetProjectionEntityPosition(), BaseBuildingBase::HasProperDistance(), HitZoneSelection(), AttachmentsOutOfReach::IsAttachmentReachable(), ComponentEnergyManager::IsEnergySourceAtReach(), BoatScript::IsInFlagRange(), IsObstructed(), ManBase::IsTargetInActiveRefresherRange(), Hit_MeatBones::OnEnterCalculations(), Grenade_Base::OnExplosionEffects(), MissionBenchmark::OnLocationSwitch(), Achievements::OnPlayerKilled(), AnalyticsManagerServer::OnPlayerToPlayerHit(), InventoryActionHandler::OnUpdate(), ActionPushObject::OnUpdate(), OnUpdate(), BotStateBase::OnUpdate(), PluginBase::PlayerHitBy(), PluginBase::PlayerKilled(), Environment::ProcessItemsDryness(), Pulling(), PluginRecipesManagerBase::RecipeSanityCheck(), Hud::RefreshPlayerTags(), DynamicMusicPlayer::RefreshTracksCache(), ScriptConsoleVicinityTab::RenderList(), UIScriptedMenu::SetCameraData(), Hologram::SetHologramPosition(), DeveloperTeleport::TeleportAtCursor(), EntityLightSource::TryShadowOptimization(), UpdateDistanceWidget(), PluginBase::UpdateStatWidget(), and UniversalTemperatureSourceLambdaBaseImpl::WarmAndCoolItemsInVicinity().

◆ DistanceSq()

static proto native float DistanceSq ( vector  v1,
vector  v2 
)
staticprivate

Returns the square distance between tips of two 3D vectors.

Parameters
v1vector 3D Vector 1
v2vector 3D Vector 2
Returns
float Squere distance
float dist = vector.DistanceSq( "0 0 0", "0 5 0" );
Print( dist );
>> dist = 25
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.

Referenced by ActionFillBottleBase::ActionCondition(), ActionFillFuel::ActionCondition(), ActionEnterLadder::ActionCondition(), ActionTriggerRemotely::ActionCondition(), CalculateLinePointFade(), CCTCursor::Can(), CCTCursorNoObject::Can(), CCTCursorNoRuinCheck::Can(), CCTCursorParent::Can(), CCTMan::Can(), CCTNonRuined::Can(), CCTObject::Can(), CCTParent::Can(), CCTSurface::Can(), CCTTree::Can(), CCTWaterSurface::Can(), Can(), ActionTargets::ComputeUtility(), ComponentEnergyManager::DebugUpdate(), ActionTargets::DistSqrPoint2Line(), ActionRepackTentCB::DropDuringRepacking(), ContaminatedArea_Dynamic::EEOnCECreate(), EvaluateComponentEx(), DayZInfected::FightLogic(), FilterObstructedObjectsByGrouping(), Environment::GatherTemperatureSources(), CfgPlayerRestrictedAreaHandler::GetClosestArea(), Land_WarheadStorage_PowerStation::GetClosestBunker(), GetClosestDoor(), PowerGeneratorStatic::GetClosestGenerator(), GetClosestSafePos(), PlayerRestrictedAreaInstance::GetClosestSafePos3D(), GetMeleeTargetEx(), EntityAI::GetNearestDoorBySoundPos(), ActionTargetsCursor::GetOnScreenPosition(), Hologram::GetProjectionEntityPosition(), HitZoneSelectionRaycast(), ActionBase::IsInReach(), IsObjectObstructedEx(), IsPlaceable(), ItemBase::IsPlaceable(), IsShortDistance(), WeaponStateBase::OnAbort(), OnAbort(), RemoteDetonatorTrigger::OnActivatedByItem(), OnCEUpdate(), RemoteDetonatorTrigger::OnCEUpdate(), ActionEmptyMagazine::OnExecuteServer(), WeaponStateBase::OnExit(), Grenade_Base::OnExplosionEffects(), CGame::OnRPC(), FliesMdfr::OnTick(), PluginBase::ProcessUniversalTemperatureSources(), RefreshFireplaceVisuals(), VicinityItemManager::RefreshVicinityItems(), ResizeParticle(), FlareSimulation::Simulate(), SplitArrayIntoGroupsByDistance(), ManBase::SpreadAgentsEx(), TargetSelection(), and AreaDamageTriggerBase::UpdateInsiders().

◆ Dot()

◆ GetRelAngles()

vector GetRelAngles ( )
inlineprivate

Returns relative angles between -180 and 180, not 0 to 360.

Returns
float Relative angles
vector angles = "-45 190 160";
Print( angles.GetRelAngles() );
>> <-45,-170,160>
vector GetRelAngles()
Returns relative angles between -180 and 180, not 0 to 360.
Definition EnConvert.c:286

◆ InvMultiply3()

proto vector InvMultiply3 ( vector  mat[3])
private

Invert-transforms vector.

Parameters
matvector[3] transformation matrix
vecvector vector to transform
Returns
vector transformed vector
vector mat[3] = { "1.5 2.5 0", "0.1 1.3 0", "0 0 1" }; // rotation matrix
vector vec = "1 1 1";
Print( vec.InvMultiply3(mat) );
>> <4,1.4,1>
proto vector InvMultiply3(vector mat[3])
Invert-transforms vector.

Referenced by EOnPostSimulate(), BoatHud::GetSpeedometer(), Weapon::LiftWeaponCheck(), and OnUpdate().

◆ InvMultiply4()

proto vector InvMultiply4 ( vector  mat[4])
private

Invert-transforms position.

Parameters
matvector[4] transformation matrix
vecvector position to transform
Returns
vector transformed position
vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
vector pos = "1 1 1";
Print( pos.InvMultiply4(mat) );
>> <-2,0,-1>
proto vector InvMultiply4(vector mat[4])
Invert-transforms position.

Referenced by OnUpdate().

◆ Length()

◆ LengthSq()

proto native float LengthSq ( )
private

Returns squared length (magnitudeSqr)

Returns
float Length of vector
vector vec = "1 1 0";
float length = vec.LengthSq();
Print( length );
>> length = 2
proto native float LengthSq()
Returns squared length (magnitudeSqr)

Referenced by ManBase::BrokenLegWalkShock(), and GetMeleeTarget().

◆ Lerp()

static proto native vector Lerp ( vector  v1,
vector  v2,
float  t 
)
staticprivate

Lerp between two vectors.

vector v1 = Vector(0,0,0);
vector v2 = Vector(5,6,1);
Print( vector.Lerp(v1, v2, 0.5) );
static proto native vector Lerp(vector v1, vector v2, float t)
Lerp between two vectors.
proto native vector Vector(float x, float y, float z)
Vector constructor from components.

Referenced by Weapon::LiftWeaponCheck(), and PPERequester_GameplayBase::SetEffectProgress().

◆ Multiply3()

proto vector Multiply3 ( vector  mat[3])
private

Transforms vector.

Parameters
matvector[3] transformation matrix
vecvector vector to transform
Returns
vector transformed vector
vector mat[3] = { "2 0 0", "0 3 0", "0 0 1" }; // scale matrix
vector vec = "1 1 1";
Print( vec.Multiply3(mat) );
>> <2,3,1>
proto vector Multiply3(vector mat[3])
Transforms vector.

◆ Multiply4()

proto vector Multiply4 ( vector  mat[4])
private

Transforms position.

Parameters
matvector[4] transformation matrix
vecvector position to transform
Returns
vector transformed position
vector mat[4] = { "1 0 0 0", "0 1 0 0", "0 0 1 1", "3 1 2 1" }; // translation matrix
vector pos = "1 1 1";
Print( pos.Multiply4(mat) );
>> <4,2,3>
proto vector Multiply4(vector mat[4])
Transforms position.

Referenced by PluginBase::CalculatePos(), DayZIntroScene::DayZIntroScene(), and Weapon::LiftWeaponCheck().

◆ Normalize()

proto float Normalize ( )
private

Normalizes vector. Returns length.

Returns
float Length of origin vector
vector vec = "1 0 1";
float length = vec.Normalize();
Print( vec );
Print( length );
>> vec = <0.707107,0,0.707107>
>> length = 1.41421
proto float Normalize()
Normalizes vector. Returns length.

Referenced by ActionCreateIndoorFireplace::ActionCondition(), ActionCreateIndoorOven::ActionCondition(), ActionPlaceFireplaceIndoor::ActionCondition(), ActionPlaceOvenIndoor::ActionCondition(), DayZInfected::ComputeHitDirectionAngle(), DayZCreatureAI::ComputeHitDirectionAngleDeg(), DayZInfected::ComputeHitDirectionAngleEx(), CreateArrow(), CreateBridgeArrow(), EntityAI::DetectFlippedUsingSurface(), ComponentEnergyManager::DrawArrow(), WeaponDebug::DrawLineOfFireCameraHybrid(), DayZInfected::EvaluateCrawlTransitionAnimation(), DayZPlayer::EvaluateDamageHitAnimation(), DayZPlayer::EvaluateDeathAnimation(), VicinityItemManager::ExcludeFromContainer_Phase1(), FloatingCrossHair(), BoatScript::HandleBoatSplashSound(), IsEntityBehindEntityInAngle(), BaseBuildingBase::IsFacingCamera(), BaseBuildingBase::IsFacingPlayer(), ManBase::IsFacingTarget(), BaseBuildingBase::IsPlayerInside(), TentBase::IsPlayerInside(), IsPlayerOrientedTowardPos(), KuruShake::KuruShake(), MeleeTargetSettings(), CGame::OnProjectileStoppedInObject(), CGame::OnProjectileStoppedInTerrain(), ActionFishingNew::OnUpdate(), PluginBase::OnUpdate(), ActionGetOutTransport::ProcessGetOutTransportActionData(), VicinityItemManager::RefreshVicinityItems(), Entity::RegisterTransportHit(), PluginBase::SelectedObjectFocus(), Hologram::SetHologramPosition(), and Update().

◆ Normalized()

◆ Perpend()

vector Perpend ( )
inlineprivate

Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector and up vector (0, 1, 0).

Returns
vector perpendicular vector
vector vec = "1 0 0";
Print( vec.Perpend() );
>> <0,0,1>
vector Perpend()
Returns perpendicular vector. Perpendicular vector is computed as cross product between input vector ...
Definition EnConvert.c:209

References Up.

Referenced by TrapSpawnBase::AlignCatch(), CreateArrow(), CreateBridgeArrow(), ComponentEnergyManager::DrawArrow(), and PluginBase::SpawnEntityOnGroundPatternGrid().

◆ RandomDir()

static vector RandomDir ( )
inlinestaticprivate

Returns randomly generated unit vector.

Returns
randomly generated unit vector
Print(vec);
Print(vec.Length());
>> <-0.179424,0.966825,0.181816>
>> 1
static vector RandomDir()
Returns randomly generated unit vector.
Definition EnConvert.c:243

References Normalized(), Math::RandomFloatInclusive(), and Vector().

◆ RandomDir2D()

static vector RandomDir2D ( )
inlinestaticprivate

Returns randomly generated XZ unit vector with the Y(up) axis set to 0.

Returns
randomly generated XZ unit vector
Print(vec);
Print(vec.Length());
>> <0.631697,0,0.775216>
>> 1

References Normalized(), Math::RandomFloatInclusive(), and Vector().

Referenced by SpookyEventBase::GetSoundPos(), and ContaminatedArea_Dynamic::SpawnItems().

◆ RotateAroundPoint()

static vector RotateAroundPoint ( vector  point,
vector  pos,
vector  axis,
float  cosAngle,
float  sinAngle 
)
inlinestaticprivate

Rotate a vector around point.

Parameters
pointpoint to rotate around
posvector to rotate
axisaxis to rotate around
cosAnglecos of angle
sinAnglesin of angle
Returns
vector transformed vector

References RotateAroundZero().

◆ RotateAroundZero()

static vector RotateAroundZero ( vector  pos,
vector  axis,
float  cosAngle,
float  sinAngle 
)
inlinestaticprivate

Rotate a vector around 0,0,0.

Parameters
posvector to rotate
axisaxis to rotate around
cosAnglecos of angle
sinAnglesin of angle
Returns
vector transformed vector

References Dot().

Referenced by FilterObstructedObjectsByGrouping(), RotateAroundPoint(), and GameInventory::SetGroundPosByOwnerBounds().

◆ RotateAroundZeroDeg()

static vector RotateAroundZeroDeg ( vector  vec,
vector  axis,
float  angle 
)
inlinestaticprivate

Rotate a vector around 0,0,0 by an angle in degrees.

Parameters
vecvector to rotate
axisaxis to rotate around
cosAngleangle in degrees
Returns
vector transformed vector

References Math::Cos(), Math::DEG2RAD, Dot(), and Math::Sin().

Referenced by Weapon::LiftWeaponCheck().

◆ RotateAroundZeroRad()

static vector RotateAroundZeroRad ( vector  vec,
vector  axis,
float  angle 
)
inlinestaticprivate

Rotate a vector around 0,0,0 by an angle in radians.

Parameters
vecvector to rotate
axisaxis to rotate around
cosAngleangle in radians
Returns
vector transformed vector

References Math::Cos(), Dot(), and Math::Sin().

◆ RotationMatrixFromAngles()

proto void RotationMatrixFromAngles ( out vector  mat[3])
private

Creates rotation matrix from angles.

Parameters
angvector which contains angles
[out]matvector created rotation matrix
vector mat[3];
vector ang = "70 15 45";
Print( mat );
>> <0.330366,0.0885213,-0.939693>,<0.458809,0.854988,0.241845>,<0.824835,-0.511037,0.241845>
proto void RotationMatrixFromAngles(out vector mat[3])
Creates rotation matrix from angles.

Referenced by EntityAI::IsAreaAtDoorFree().

◆ ToString()

proto string ToString ( bool  beautify = true)
private

◆ VectorToAngles()

◆ VectorToYaw()

proto float VectorToYaw ( )
private

Returns yaw of vector.

Parameters
vecvector Vector to convert yaw
Returns
float Yaw of vector
vector v1 = "0 1 0";
vector v2 = "0.7 0.7 0";
Print( v1.ToYaw() );
Print( v2.ToYaw() );
>> 90
>> 45

◆ YawToVector()

proto static native vector YawToVector ( float  yaw)
staticprivate

Returns vector of yaw.

Parameters
yawfloat Value of yaw
Returns
vector Yaw converted in vector
Print( vector.Yaw2Vector(90) );
Print( vector.Yaw2Vector(45) );
>> <0,1,0>
>> <0.707107,0.707107,0>

Referenced by RecoilBase::PostInit().

Field Documentation

◆ Aside

const vector Aside = "1 0 0"
staticprivate

◆ Forward

◆ Up

◆ Zero

const vector Zero = "0 0 0"
staticprivate

Referenced by AddLightSource(), ApplyForce(), AreaDamageManager(), AreaDamageTriggerBase::AreaDamageTrigger(), ATCCachedObject::ATCCachedTarget(), CCTSurface::Can(), SpookyEventBase::CanPerform(), ActionManagerClient::CanPerformActionFromInventory(), ActionManagerClient::CanPerformActionFromQuickbar(), ActionManagerClient::CanSetActionFromInventory(), ManBase::CommandHandler(), CopyOldPropertiesToNew(), Particle::CreateParticleEffect(), Weapon::CreateWeaponWithAmmo(), DeployableContainer_Base(), EntityAI::DetectFlippedUsingSurface(), EOnPostSimulate(), ExplosivesBase(), ActionManagerClient::FindActionTarget(), CGame::FirearmEffects(), FireplaceBase(), ActionManagerClient::ForceTarget(), GameplayEffectsData::GenerateSequenceRandomPosition(), DayZInfected::GetAttackPitch(), GetCurrentLocalPosition(), EffectSound::GetCurrentLocalPosition(), ScriptConsoleGeneralTab::GetCurrentLocationPos(), EffectParticle::GetCurrentOrientation(), GetCurrentPosition(), Entity::GetDefaultHitPosition(), GetDefaultHitPosition(), Hologram::GetDefaultOrientation(), GetHeadingVector(), AITargetCallbacks::GetHeadPositionWS(), SpookyEventBase::GetMatchingSurfacePos(), GetMemoryPointPosition(), ActionTargetsCursor::GetOnScreenPosition(), Hologram::GetProjectionEntityPosition(), Hologram::GetProjectionOrientation(), Hologram::GetProjectionPosition(), AreaDamageComponentRaycasted::GetRaycastedHitZone(), GetValveAligningPointsWS(), Selection::GetVertexPosition(), AITargetCallbacks::GetVisionPointPositionWS(), Container_Base::GiftBox_Base(), HandleFallDamage(), UIScriptedMenu::HandleLights(), UIScriptedMenu::HandleNVG(), ActionBase::HandleReciveData(), ActionWorldCraft::HandleReciveData(), FirearmActionAttachMagazine::HandleReciveData(), FirearmActionAttachMagazineQuick::HandleReciveData(), HitZoneSelectionRaycast(), ScriptConsoleGeneralTab::Init(), Init(), InternalResetTarget(), ATCCachedObject::Invalidate(), ItemBase::ItemFall(), Weapon::LiftWeaponCheck(), PluginConfigHandler::LoadScenePlayer(), Math3D::MatrixIdentity4(), OnActivate(), OnCenterPanelDropReceived(), BotWaitForChangeInHands::OnEntry(), CGame::OnEvent(), ActionCreateIndoorFireplace::OnExecuteServer(), ActionCreateIndoorOven::OnExecuteServer(), OnInit(), DayZPlayer::OnInputUserDataProcess(), ManBase::OnParticleEvent(), Trigger::OnRPC(), CGame::OnRPC(), DayZPlayerCameraBase::OnUpdate(), OnUpdate(), ActionManagerClient::PerformActionFromInventory(), ActionManagerClient::PerformActionFromQuickbar(), ManBase::PhysicalPredictiveDropItem(), ManBase::PlacingCompleteLocal(), ManBase::PlacingCompleteServer(), ContaminatedArea_Dynamic::PlayFX(), PlaySmokeParticle(), BoatScript::PlaySound(), SEffectManager::PlaySoundOnObject(), FirearmActionAttachMagazineQuick::Post_SetupAction(), ManBase::PredictiveForceSwapEntities(), ManBase::PredictiveSwapEntities(), ManBase::PredictiveTakeEntityToHands(), ScriptConsoleGeneralTab::ProcessTeleportText(), ActionBase::ReadFromContext(), ManBase::ReloadWeapon(), RemoveLightSource(), InventoryActionHandler::SetAction(), ActionManagerClient::SetActionFromInventory(), DeveloperTeleport::SetPlayerPosition(), SetupAction(), CatchingResultBasic::SpawnAndSetup(), PluginBase::SpawnItemOnCrosshair(), UndergroundTriggerCarrierBase::SpawnTrigger(), StandUp(), ItemBase::TentBase(), TestOwnership(), PMTPlayback::TestStopping(), TrySelectFinisherType(), ScriptedWidgetEventHandler::Update(), ActionManagerServer::Update(), CarHornShortActionInput::UpdatePossibleActions(), ToggleLightsActionInput::UpdatePossibleActions(), ToggleNVGActionInput::UpdatePossibleActions(), WeaponParticlesBase::WeaponParticlesBase(), CrashBase::Wreck_SantasSleigh(), ActionBase::WriteToContext(), and WriteToContext().


The documentation for this class was generated from the following file: