HPL3/Amnesia: Rebirth/Scripting/cLuxForceEmitter

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< HPL3‎ | Amnesia: Rebirth‎ | Scripting
Revision as of 22:31, 15 November 2020 by Abion47 (talk | contribs) (Created page with "{{ScriptingStub}} Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki! ==Fields== cLuxForceEmitter has no public fields. ==...")
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Have some helpful descriptions to add to this class? Edit this page and add your insight to the Wiki!

Fields

cLuxForceEmitter has no public fields.

Functions

Return Type Function And Description
void FadeIn(float afTime)
void FadeOut(float afTime)
iLuxEntity GetEntity()
int GetType()
bool IsActive()
void SetActive(bool abX)
void SetCharacterBody(iCharacterBody@ apCharBody, const cVector3f &in avOffset, bool abAtFoot)
void SetForce(float afX)
void SetFreq(float afX)
void SetMaxForceSpeed(float afX)
void SetMinForceSpeed(float afX)
void SetRadius(float afX)

Details

FadeIn

void FadeIn(float afTime)


Parameters

  • afTime (float) —

Returns:

  • void

FadeOut

void FadeOut(float afTime)


Parameters

  • afTime (float) —

Returns:

  • void

GetEntity

iLuxEntity@ GetEntity()

Returns:

  • iLuxEntity@

GetType

int GetType()

Returns:

  • int

IsActive

bool IsActive()

Returns:

  • bool

SetActive

void SetActive(bool abX)


Parameters

  • abX (bool) —

Returns:

  • void

SetCharacterBody

void SetCharacterBody(iCharacterBody@ apCharBody,
                      const cVector3f &in avOffset,
                      bool abAtFoot)


Parameters

Returns:

  • void

SetForce

void SetForce(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetFreq

void SetFreq(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetMaxForceSpeed

void SetMaxForceSpeed(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetMinForceSpeed

void SetMinForceSpeed(float afX)


Parameters

  • afX (float) —

Returns:

  • void

SetRadius

void SetRadius(float afX)


Parameters

  • afX (float) —

Returns:

  • void

References

See all references...