class
ProjectileLaunchHelper
- 0 properties
- 8 functions
Extends IScriptable ISerializable
Properties
None.
Functions
static bool SetLinearLaunchTrajectory(game.projectile.Component projectileComponent, float velocity)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SetLinearLaunchTrajectory;ProjectileComponentFloat", (ProjectileLaunchHelper_SetLinearLaunchTrajectory x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SetLinearLaunchTrajectory( game.projectile.Component? projectileComponent, float velocity );static bool SetCustomTargetPositionToFollow(game.projectile.Component projectileComponent, Matrix localToWorld, float startVelocity, float distance, float sideOffset, float height, float linearTimeRatio, float interpolationTimeRatio, float returnTimeMargin, float bendTimeRatio, float bendFactor, float accuracy, float halfLeanAngle, float endLeanAngle, float angleInterpolationDuration)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SetCustomTargetPositionToFollow;ProjectileComponentscript_ref<Matrix>FloatFloatFloatFloatFloatFloatFloatFloatFloatFloatFloatFloatFloat", (ProjectileLaunchHelper_SetCustomTargetPositionToFollow x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SetCustomTargetPositionToFollow( game.projectile.Component? projectileComponent, Matrix localToWorld, float startVelocity, float distance, float sideOffset, float height, float linearTimeRatio, float interpolationTimeRatio, float returnTimeMargin, float bendTimeRatio, float bendFactor, float accuracy, float halfLeanAngle, float endLeanAngle, float angleInterpolationDuration );static bool SpawnProjectileFromScreenCenter(game.Object ownerObject, CName projectileTemplateName, CName appearance, game.ItemObject itemObj)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SpawnProjectileFromScreenCenter;GameObjectCNameCNameItemObject", (ProjectileLaunchHelper_SpawnProjectileFromScreenCenter x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SpawnProjectileFromScreenCenter( game.Object? ownerObject, CName projectileTemplateName, CName appearance, game.ItemObject? itemObj );static bool SpawnArmsLauncherProjectileWithRotation(game.Object ownerObject, CName projectileTemplateName, game.ItemObject itemObj, float rotationRad)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SpawnArmsLauncherProjectileWithRotation;GameObjectCNameItemObjectFloat", (ProjectileLaunchHelper_SpawnArmsLauncherProjectileWithRotation x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SpawnArmsLauncherProjectileWithRotation( game.Object? ownerObject, CName projectileTemplateName, game.ItemObject? itemObj, float rotationRad );static bool SpawnProjectile(game.Object ownerObject, CName projectileTemplateName, CName appearance, game.ItemObject itemObj, ent.IPositionProvider logicalPositionProvider, ent.IOrientationProvider logicalOrientationProvider)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SpawnProjectile;GameObjectCNameCNameItemObjectIPositionProviderIOrientationProvider", (ProjectileLaunchHelper_SpawnProjectile x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SpawnProjectile( game.Object? ownerObject, CName projectileTemplateName, CName appearance, game.ItemObject? itemObj, ent.IPositionProvider? logicalPositionProvider, ent.IOrientationProvider? logicalOrientationProvider );static bool SpawnProjectileFromRightHand(game.Object ownerObject, CName projectileTemplateName, CName appearance, game.ItemObject itemObj)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SpawnProjectileFromRightHand;GameObjectCNameCNameItemObject", (ProjectileLaunchHelper_SpawnProjectileFromRightHand x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SpawnProjectileFromRightHand( game.Object? ownerObject, CName projectileTemplateName, CName appearance, game.ItemObject? itemObj );static bool SetParabolicLaunchTrajectory(game.projectile.Component projectileComponent, float gravitySimulation, float velocity, float energyLossFactorAfterCollision)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SetParabolicLaunchTrajectory;ProjectileComponentFloatFloatFloat", (ProjectileLaunchHelper_SetParabolicLaunchTrajectory x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SetParabolicLaunchTrajectory( game.projectile.Component? projectileComponent, float gravitySimulation, float velocity, float energyLossFactorAfterCollision );static bool SetCurvedLaunchTrajectory(game.projectile.Component projectileComponent, WeakHandle<game.Object> targetObject, ent.IPlacedComponent targetComponent, float startVelocity, float linearTimeRatio, float interpolationTimeRatio, float returnTimeMargin, float bendTimeRatio, float bendFactor, float halfLeanAngle, float endLeanAngle, float angleInterpolationDuration)staticRTTI globalre.Hooks.Place( "ProjectileLaunchHelper", "ProjectileLaunchHelper::SetCurvedLaunchTrajectory;ProjectileComponentGameObjectIPlacedComponentFloatFloatFloatFloatFloatFloatFloatFloatFloat", (ProjectileLaunchHelper_SetCurvedLaunchTrajectory x) => { return re.Hooks.CallOriginal<re.msgpack.Bool>(); } ); [Msgpack.Gen] public readonly partial record struct ProjectileLaunchHelper_SetCurvedLaunchTrajectory( game.projectile.Component? projectileComponent, WeakHandle<game.Object> targetObject, ent.IPlacedComponent? targetComponent, float startVelocity, float linearTimeRatio, float interpolationTimeRatio, float returnTimeMargin, float bendTimeRatio, float bendFactor, float halfLeanAngle, float endLeanAngle, float angleInterpolationDuration );