#[repr(C)]pub struct PlayerCharacter {
pub __base: Character,
pub __base1: BSTEventSource<BGSActorCellEvent>,
pub __base2: BSTEventSource<BGSActorDeathEvent>,
pub __base3: BSTEventSource<PositionPlayerEvent>,
pub __base4: BSTEventSink<MenuOpenCloseEvent>,
pub __base5: BSTEventSink<MenuModeChangeEvent>,
pub __base6: BSTEventSink<UserEventEnabledEvent>,
pub __base7: BSTEventSink<TESTrackedStatsEvent>,
}
Fields§
§__base: Character
§__base1: BSTEventSource<BGSActorCellEvent>
§__base2: BSTEventSource<BGSActorDeathEvent>
§__base3: BSTEventSource<PositionPlayerEvent>
§__base4: BSTEventSink<MenuOpenCloseEvent>
§__base5: BSTEventSink<MenuModeChangeEvent>
§__base6: BSTEventSink<UserEventEnabledEvent>
§__base7: BSTEventSink<TESTrackedStatsEvent>
Implementations§
Source§impl PlayerCharacter
impl PlayerCharacter
pub const RTTI: VariantID = RTTI_PlayerCharacter
pub const VTABLE: [VariantID; 17] = VTABLE_PlayerCharacter
pub const FORM_TYPE: FormType = FormType::ActorCharacter
Sourcepub fn get_singleton() -> Option<&'static PlayerCharacter>
pub fn get_singleton() -> Option<&'static PlayerCharacter>
Returns the singleton instance of Self
.
Sourcepub unsafe fn get_singleton_mut() -> Option<&'static mut PlayerCharacter>
pub unsafe fn get_singleton_mut() -> Option<&'static mut PlayerCharacter>
Returns the singleton instance of Self
.
§Safety
When it is known whether this is mutable or not. (The author does not know if it is safe.)
pub fn is_god_mode() -> bool
pub fn activate_pick_ref(&mut self)
pub fn activate_pick_ref_vr(&mut self, device: VR_DEVICE)
pub fn add_player_add_item_event( &mut self, object: TESObject, owner: *mut TESForm, container: *mut TESObjectREFR, type_: ACQUIRE_TYPE, )
pub fn attempt_pickpocket( &mut self, container_ref: *mut TESObjectREFR, entry: *mut InventoryEntryData, number: i32, from_container: bool, ) -> bool
pub fn check_cast( &mut self, spell: MagicItem, effect: Effect, reason: CannotCastReason, ) -> bool
pub fn destroy_mouse_springs(&mut self)
pub fn center_on_cell_impl( &mut self, cell_name: Option<&str>, cell: Option<TESObjectCELL>, ) -> bool
pub fn add_skill_experience(&mut self, skill: ActorValue, experience: f32)
pub fn set_ai_driven(&mut self, enable: bool)
pub fn set_escaping(&mut self, flag: bool, escaped: bool)
pub fn start_grab_object(&mut self, device: VR_DEVICE)
pub fn update_crosshairs(&mut self)
Trait Implementations§
Source§impl Debug for PlayerCharacter
impl Debug for PlayerCharacter
Source§impl RefCountable for PlayerCharacter
impl RefCountable for PlayerCharacter
Source§fn inc_ref_count(&self)
fn inc_ref_count(&self)
Increment ref count
Source§fn dec_ref_count(&mut self)
fn dec_ref_count(&mut self)
Decrement ref count
Auto Trait Implementations§
impl !Freeze for PlayerCharacter
impl RefUnwindSafe for PlayerCharacter
impl !Send for PlayerCharacter
impl !Sync for PlayerCharacter
impl Unpin for PlayerCharacter
impl UnwindSafe for PlayerCharacter
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more