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Library Rangers Player
Gabriel edited this page Sep 26, 2023
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Provides access to app::player::Player from Sonic Frontiers, with extensive amounts of helper functions.
Functions;
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(PlayerType Type, long pGameObject) GetPlayer()- returns a tuple pertaining to the current player info. -
PlayerType GetPlayerType()- returns the current character being played as. -
Data* GetPlayerData()- returns a pointer to an instance ofPlayer.Data. -
PlayerHsmContext* GetPlayerContext()- returns a pointer to an instance ofPlayerHsmContext. -
void SetPlayerType(PlayerType in_playerType)- sets the current character being played as.
Types;
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struct Data- a struct representation ofapp::player::Player.- Members;
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GameObject.Data GameObject- an instance ofhh::game::GameObject, the base class forapp::player::Player. -
PlayerHsmContext* pContext- a pointer to an instance ofPlayerHsmContext.
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- Members;
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struct PlayerHsmContext- a struct representation ofapp::player::PlayerHsmContext.- Members;
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GOCPlayerHsm* pGOCPlayerHsm- a pointer to an instance ofapp::player::GOCPlayerHsm. -
long pOutOfControlTimerList- a pointer to an instance ofapp::player::PlayerHsmContext::OutOfControlTimerList. -
long pDamagedObjects- a pointer to an instance ofapp::player::PlayerHsmContext::DamagedObjects.
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- Members;
Functions;
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void SetAnimation(string in_animationName)- sets an internal*.asmanimation for the current player. -
void SetAnimationParameter(string in_parameterName, float in_value)- sets an internal*.asmparameter for the currently playing animation.
Functions;
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long GetPlugin()- returns a pointer to an instance ofapp::player::StatePluginCollision(may be deprecated soon). -
long SetCollisionSphere(CollisionType in_type, float in_radius)- sets the collision sphere behaviour and radius for the current player. -
void SetEntityCollision(bool in_isEnabled)- determines whether the player can collide with entities.
Types;
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enum CollisionType- an enum representing known collision types for the player.
Functions;
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void PlayEffect(string in_handleName, string in_effectName)- plays a*.cemteffect for the current player, with a handle name to stop the effect at any point. -
void StopEffect(string in_handleName)- stops a*.cemteffect using its handle name. -
void PlayAnimationEffect(string in_name)- plays an internal*.asmanimation effect for the current player. -
void StopAnimationEffects()- stops all internal*.asmanimation effects.
Functions;
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bool IsPressed(InputActionType in_actionType)- returns if the specified input action is receiving a "pressed" signal. -
bool IsDown(InputActionType in_actionType)- returns if the specified input action is receiving a "down" signal. -
bool IsReleased(InputActionType in_actionType)- returns if the specified input action is receiving a "released" signal.
Types;
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enum InputActionType- an enum representing known action types.
Functions;
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GOCPlayerKinematicParams* Get()- returns a pointer to an instance ofGOCPlayerKinematicParams. -
Vector3 GetForward()- returns the forward vector of the current player rotation. -
float GetMagnitude()- returns the magnitude of the current player velocity. -
float GetHorizontalMagnitude()- returns the horizontal magnitude of the current player velocity.
Functions;
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int GetMessageID()- returns the current message ID being processed by the player.
Functions;
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int PlaySound(string in_soundName)- plays a sound for the current player with the specified name and returns a sound handle. -
void StopSound(int* in_pSoundHandle)- stops a sound using its sound handle. -
void PlayVoice(int in_index)- plays a voice clip at the specified index.
Functions;
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StateID GetCurrentStateID()- returns the ID of the current state the player is in. -
StateID GetPreviousStateID(int in_stackIndex = 0)- returns an ID of a previous state in the stack trace at the specified index. -
(StateID ID, long pData) GetState()- returns a tuple pertaining to the current state info. -
T* GetState<T>() where T : unmanaged- returns a pointer to a struct from theStateslibrary. -
long GetStatePlugin(string in_pluginName)- returns a pointer to a state plugin by name. -
T* GetStatePlugin<T>() where T : unmanaged- returns a pointer to a state plugin from thePluginslibrary. -
void AddStateNotifyAction(TStateNotifyAction in_action)- registers a function of theTStateNotifyActiontype into the event handler for when a state is initialised. -
void RemoveStateNotifyAction(TStateNotifyAction in_action)- removes a function of theTStateNotifyActiontype. -
void Redirect(StateID in_source, StateID in_destination)- redirects the source state to a different one. -
void Discard(StateID in_source)- discards a state when it's supposed to be set. -
void Restore(StateID in_source)- restores a state's behaviour back to default. -
void SetState(StateID in_destination)- sets the player's current state to the destination state.
Functions;
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bool IsGrounded()- returns whether the player is grounded. -
bool IsGroundedSpecial()- returns whether the player is grounded, on a rail, on a spring or climbing on a wall. -
bool IsDropDashCharge()- returns whether the player is charging a Drop Dash. -
GOCPlayerParameter.ModePackageType GetModePackageType()- returns the current player's mode package type. -
bool IsSideView()- returns whether the player is currently in a 2D section. -
bool IsUnderwater()- returns whether the player is currently underwater.
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