class SessionData extends AnyRef

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SessionData.scala
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Instance Constructors

  1. new SessionData(middlewareActor: ActorRef[Command], context: ActorContext)

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def accessContainer(container: Container): Unit
  5. def accessContainerChannel(events: ActorRef, channel: String): Unit

    Join an entity-specific group for shared updates.

    Join an entity-specific group for shared updates.

    events

    the event system bus to which to subscribe

    channel

    the channel name

  6. def accessCorpseContents(tplayer: Player): Unit

    Common preparation for interfacing with a corpse (former player's backpack).

    Common preparation for interfacing with a corpse (former player's backpack). Join a corpse-specific group for shared updates. Construct every object in the player's hands and inventory for shared manipulation updates.

    tplayer

    the corpse

    See also

    Container.Inventory

    GridInventory.Items

    Player.HolsterItems

  7. def accessGenericContainer(container: PlanetSideServerObject with Container): Unit
  8. def accessVehicleContents(vehicle: Vehicle): Unit

    Common preparation for interfacing with a vehicle trunk.

    Common preparation for interfacing with a vehicle trunk. Join a vehicle-specific group for shared updates. Construct every object in the vehicle's inventory for shared manipulation updates.

    vehicle

    the vehicle

    See also

    Container.Inventory

    GridInventory.Items

  9. def account: Account
  10. def administrativeKick(tplayer: Player): Unit
  11. def applyPurchaseTimersBeforePackingLoadout(player: Player, target: PlanetSideServerObject with Container, slots: List[InventoryItem]): Unit

    Enforce constraints on bulk purchases as determined by a given player's previous purchase times and hard acquisition delays.

    Enforce constraints on bulk purchases as determined by a given player's previous purchase times and hard acquisition delays. Intended to assist in sanitizing loadout information from the perspective of the player, or target owner. The equipment is expected to be unregistered and already fitted to their ultimate slot in the target container.

    player

    the player whose purchasing constraints are to be tested

    target

    the location in which the equipment will be stowed

    slots

    the equipment, in the standard object-slot format container

  12. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  13. def assignEventBus(msg: Any): Boolean
  14. def avatar: Avatar
  15. val avatarResponse: SessionAvatarHandlers
  16. def buildDependentOperations(galaxyActor: ActorRef, clusterActor: ActorRef[Command]): Unit
  17. def buildDependentOperationsForGalaxy(galaxyActor: ActorRef): Unit
  18. def buildDependentOperationsForSquad(squadActor: ActorRef): Unit
  19. def canSeeReallyFar: Boolean
  20. def charSaved(): Unit
  21. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  22. implicit val context: ActorContext
  23. def continent: Zone
  24. def deconstructDeployable(obj: Deployable, guid: PlanetSideGUID, pos: Vector3, orient: Vector3, deletionType: Int): Unit

    Common behavior for deconstructing deployables in the game environment.

    Common behavior for deconstructing deployables in the game environment.

    obj

    the deployable

    guid

    the globally unique identifier for the deployable

    pos

    the previous position of the deployable

    orient

    the previous orientation of the deployable

    deletionType

    the value passed to ObjectDeleteMessage concerning the deconstruction animation

  25. def deployableBuildActivity(obj: Deployable): Unit

    Common actions related to constructing a new Deployable object in the game environment.

    The map icon for the deployable just introduced is also created on the clients of all faction-affiliated players.

    Common actions related to constructing a new Deployable object in the game environment.

    The map icon for the deployable just introduced is also created on the clients of all faction-affiliated players. This icon is important as, short of destroying it, the owner has no other means of controlling the created object that it is associated with.

    obj

    the Deployable object to be built

  26. def destroyDisplayMessage(killer: SourceEntry, victim: SourceEntry, method: Int, unk: Int = 121): DestroyDisplayMessage

    Properly format a DestroyDisplayMessage packet given sufficient information about a target (victim) and an actor (killer).

    Properly format a DestroyDisplayMessage packet given sufficient information about a target (victim) and an actor (killer). For the packet, the charId field is important for determining distinction between players.

    killer

    the killer's entry

    victim

    the victim's entry

    method

    the manner of death

    unk

    na; defaults to 121, the object id of avatar

    returns

    a DestroyDisplayMessage packet that is properly formatted

  27. def displayCharSavedMsgThenRenewTimer(fixedLen: Long, varLen: Long): Unit
  28. def displayContainerContents(containerId: PlanetSideGUID, items: Iterable[InventoryItem]): Unit

    Depict the contents of a container by building them in the local client in their container as a group of detailed entities.

    Depict the contents of a container by building them in the local client in their container as a group of detailed entities.

    containerId

    the container's unique identifier

    items

    a list of the entities to be depicted

    See also

    ObjectCreateDetailedMessage

    ObjectCreateMessageParent

    PacketConverter.DetailedConstructorData

  29. def dropSpecialSlotItem(): Unit
  30. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  31. def equals(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef → Any
  32. def failWithError(error: String): Unit
  33. def fallHeightTracker(zHeight: Float): Unit
  34. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  35. def findContainedEquipment(guid: PlanetSideGUID): (Option[PlanetSideGameObject with Container], Set[Equipment])

    Check two locations for a controlled piece of equipment that is associated with the player and has the specified global unique identifier number.

  36. def findContainedEquipment(): (Option[PlanetSideGameObject with Container], Set[Equipment])

    Check two locations for a controlled piece of equipment that is associated with the player.

    The first location is dependent on whether the avatar is in a vehicle.

    Check two locations for a controlled piece of equipment that is associated with the player.

    The first location is dependent on whether the avatar is in a vehicle. Some vehicle seats may have a "controlled weapon" which counts as the first location to be checked. The second location is dependent on whether the avatar has a raised hand. That is only possible if the player has something in their hand at the moment, hence the second location. Players do have a concept called a "last drawn slot" (hand) but that former location is not eligible.

    Along with any discovered item, a containing object such that the statement:
    container.Find(object) = Some(slot)
    ... will return a proper result. For a mount controlled weapon, the vehicle is returned. For the player's hand, the player is returned.

    returns

    a Tuple of the returned values; the first value is a Container object; the second value is an Equipment object in the former

  37. def findEquipment(guid: PlanetSideGUID): Option[Equipment]

    Runs FindContainedEquipment but ignores the Container object output and only discovers Equipment with the specified global unique identifier number.

    Runs FindContainedEquipment but ignores the Container object output and only discovers Equipment with the specified global unique identifier number.

    returns

    an Equipment object

  38. def findEquipment(): Set[Equipment]

    Runs FindContainedEquipment but ignores the Container object output.

    Runs FindContainedEquipment but ignores the Container object output.

    returns

    an Equipment object

  39. def findEquipmentToDelete(objectGuid: PlanetSideGUID, obj: Equipment): Boolean

    A simple object searching algorithm that is limited to containers currently known and accessible by the player.

    A simple object searching algorithm that is limited to containers currently known and accessible by the player. If all relatively local containers are checked and the object is not found, the player's locker inventory will be checked, and then the game environment (items on the ground) will be checked too. If the target object is discovered, it is removed from its current location and is completely destroyed.

    objectGuid

    the target object's globally unique identifier; it is not expected that the object will be unregistered, but it is also not gauranteed

    obj

    the target object

    returns

    true, if the target object was discovered and removed; false, otherwise

    See also

    RequestDestroyMessage

    Zone.ItemIs.Where

  40. def findInLocalContainer(objectGuid: PlanetSideGUID)(parent: PlanetSideServerObject with Container): Option[(PlanetSideServerObject with Container, Option[Int])]

    Given an object globally unique identifier, search in a given location for it.

    Given an object globally unique identifier, search in a given location for it.

    objectGuid

    the object

    parent

    a Container object wherein to search

    returns

    an optional tuple that contains two values; the first value is the container that matched correctly with the object's GUID; the second value is the slot position of the object

  41. def findLocalVehicle: Option[Vehicle]

    Get the current Vehicle object that the player is riding/driving.

    Get the current Vehicle object that the player is riding/driving. The vehicle must be found solely through use of player.VehicleSeated.

    returns

    the vehicle

  42. def galaxyResponseHanders: SessionGalaxyHandlers
  43. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  44. def hackObject(targetGuid: PlanetSideGUID, unk1: Long, unk2: Long): Unit

    na

    na

    targetGuid

    na

    unk1

    na

    unk2

    na

  45. def handleActionCancel(pkt: ActionCancelMessage): Unit
  46. def handleAvatarFirstTimeEvent(pkt: AvatarFirstTimeEventMessage): Unit
  47. def handleAvatarImplant(pkt: AvatarImplantMessage): Unit
  48. def handleAvatarJump(pkt: AvatarJumpMessage): Unit
  49. def handleAvatarResponse(avatar: Avatar): Unit
  50. def handleBattleplan(pkt: BattleplanMessage): Unit
  51. def handleBindPlayer(pkt: BindPlayerMessage): Unit
  52. def handleBugReport(pkt: PlanetSideGamePacket): Unit
  53. def handleChangeShortcutBank(pkt: ChangeShortcutBankMessage): Unit
  54. def handleCharacterCreateRequest(pkt: CharacterCreateRequestMessage): Unit
  55. def handleCharacterRequest(pkt: CharacterRequestMessage): Unit
  56. def handleChat(pkt: ChatMsg): Unit
  57. def handleChatFilter(pkt: SetChatFilterMessage): Unit
  58. def handleConnectToWorldRequest(pkt: ConnectToWorldRequestMessage)(implicit context: ActorContext): Unit
  59. def handleCreateShortcut(pkt: CreateShortcutMessage): Unit
  60. def handleDealingDamage(target: PlanetSideGameObject with Vitality, data: DamageInteraction): Unit

    Calculate the amount of damage to be dealt to an active target using the information reconstructed from a Resolvedprojectile and affect the target in a synchronized manner.

    Calculate the amount of damage to be dealt to an active target using the information reconstructed from a Resolvedprojectile and affect the target in a synchronized manner. The active target and the target of the DamageResult do not have be the same. While the "tell" for being able to sustain damage is an entity of type Vitality, only specific Vitality entity types are being screened for sustaining damage.

    target

    a valid game object that is known to the server

    data

    a projectile that will affect the target

    See also

    DamageResistanceModel

    Vitality

  61. def handleDeployObject(pkt: DeployObjectMessage): Unit
  62. def handleDisplayedAward(pkt: DisplayedAwardMessage): Unit
  63. def handleDropItem(pkt: DropItemMessage): Unit
  64. def handleEmote(pkt: EmoteMsg): Unit
  65. def handleFacilityBenefitShieldChargeRequest(pkt: FacilityBenefitShieldChargeRequestMessage): Unit
  66. def handleFavoritesRequest(pkt: FavoritesRequest): Unit
  67. def handleFriendRequest(pkt: FriendsRequest): Unit
  68. def handleGenericAction(pkt: GenericActionMessage): Unit
  69. def handleGenericCollision(pkt: GenericCollisionMsg): Unit
  70. def handleGenericObjectAction(pkt: GenericObjectActionMessage): Unit
  71. def handleGenericObjectActionAtPosition(pkt: GenericObjectActionAtPositionMessage): Unit
  72. def handleGenericObjectState(pkt: GenericObjectStateMsg): Unit
  73. def handleHitHint(pkt: HitHint): Unit
  74. def handleInvalidTerrain(pkt: InvalidTerrainMessage): Unit
  75. def handleKick(player: Player, time: Option[Long]): Unit
  76. def handleLootItem(pkt: LootItemMessage): Unit
  77. def handleMoveItem(pkt: MoveItemMessage): Unit
  78. def handleObjectDetected(pkt: ObjectDetectedMessage): Unit
  79. def handleObjectHeld(pkt: ObjectHeldMessage): Unit
  80. def handlePickupItem(pkt: PickupItemMessage): Unit
  81. def handlePlanetsideAttribute(pkt: PlanetsideAttributeMessage): Unit
  82. def handlePlayerStateUpstream(pkt: PlayerStateMessageUpstream): Unit
  83. def handleProgressChange(delta: Float, completionAction: () => Unit, tickAction: (Float) => Boolean, tick: Long): Unit

    Handle the message that indicates the level of completion of a process.

    Handle the message that indicates the level of completion of a process. The process is any form of user-driven activity with a certain eventual outcome but indeterminate progress feedback per cycle.

    This task is broken down into the "progression" from its initial state to the eventual outcome as is reported back to the player through some means of messaging window feedback. Though common in practice, this is not a requirement and the progress can accumulate without a user reportable method. To ensure that completion is reported properly, an exception is made that 99% completion is accounted uniquely before the final 100% is achieved. If the background process recording value is never set before running the initial operation or gets unset by failing a tickAction check the process is stopped.

    delta

    how much the progress changes each tick

    completionAction

    a custom action performed once the process is completed

    tickAction

    an optional action is is performed for each tick of progress; also performs a continuity check to determine if the process has been disrupted

    See also

    progressBarUpdate

    progressBarValue

    essionActor.Progress

  84. def handleReceiveAccountData(account: Account): Unit
  85. def handleRequestDestroy(pkt: RequestDestroyMessage): Unit
  86. def handleSetAvatar(avatar: Avatar): Unit
  87. def handleSetFlying(flying: Boolean): Unit
  88. def handleSetSpectator(spectator: Boolean): Unit
  89. def handleSetSpeed(speed: Float): Unit
  90. def handleSilenced(isSilenced: Boolean): Unit
  91. def handleTargetingImplantRequest(pkt: TargetingImplantRequest): Unit
  92. def handleTrade(pkt: TradeMessage): Unit
  93. def handleUnuseItem(pkt: UnuseItemMessage): Unit
  94. def handleUpdateIgnoredPlayers: (PlanetSideGamePacket) => Unit
  95. def handleUseCooldownRenew: (BasicDefinition) => Unit
  96. def handleUseItem(pkt: UseItemMessage): Unit
  97. def handleVoiceHostInfo(pkt: VoiceHostInfo): Unit
  98. def handleVoiceHostRequest(pkt: VoiceHostRequest): Unit
  99. def handleZipLine(pkt: ZipLineMessage): Unit
  100. def hashCode(): Int
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  101. def hideContainerContents(items: List[InventoryItem]): Unit

    Forget the contents of a container by deleting that content from the local client.

    Forget the contents of a container by deleting that content from the local client.

    items

    a list of the entities to be depicted

    See also

    InventoryItem

    ObjectDeleteMessage

  102. def immediateDisconnect(): Unit
  103. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  104. def keepAlivePersistence(): Unit

    The atypical response to receiving a KeepAliveMessage packet from the client.

    KeepAliveMessage packets are the primary vehicle for persistence due to client reporting in the case where the player's avatar is riding in a vehicle in a mount with no weapon to control.

    The atypical response to receiving a KeepAliveMessage packet from the client.

    KeepAliveMessage packets are the primary vehicle for persistence due to client reporting in the case where the player's avatar is riding in a vehicle in a mount with no weapon to control.

    See also

    KeepAliveMessage

    keepAliveFunc

    turnCounterFunc

    persist

  105. def keepAlivePersistenceInitial(): Unit

    A really atypical response to receiving a KeepAliveMessage packet from the client that applies only during the character select portion and part of the first zone load activity.

  106. def kickedByAdministration(): Unit
  107. val localResponse: SessionLocalHandlers
  108. def maxCapacitorTick(jumpThrust: Boolean): Unit
  109. val mountResponse: SessionMountHandlers
  110. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  111. def noPersistence(): Unit

    Do not update this player avatar for persistence.

    Do not update this player avatar for persistence. Set to persistFunc initially.

  112. def normalItemDrop(obj: PlanetSideServerObject with Container, zone: Zone)(item: Equipment): Unit

    Drop an Equipment item onto the ground.

    Drop an Equipment item onto the ground. Specifically, instruct the item where it will appear, add it to the list of items that are visible to multiple users, and then inform others that the item has been dropped.

    obj

    a Container object that represents where the item will be dropped; curried for callback

    zone

    the continent in which the item is being dropped; curried for callback

    item

    the item

  113. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  114. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  115. def player: Player
  116. def playerActionsToCancel(): Unit

    An event has occurred that would cause the player character to stop certain stateful activities.

    An event has occurred that would cause the player character to stop certain stateful activities. These activities include shooting, the weapon being drawn, hacking, accessing (a container), flying, and running. Other players in the same zone must be made aware that the player has stopped as well.

    Things whose configuration should not be changed:
    - if the player is seated
    - if the player is anchored
    This is not a complete list but, for the purpose of enforcement, some pointers will be documented here.

  117. def removeBoomerTriggersFromInventory(): List[BoomerTrigger]

    Search through the player's holsters and their inventory space and remove all BoomerTrigger objects, both functionally and visually.

    Search through the player's holsters and their inventory space and remove all BoomerTrigger objects, both functionally and visually.

    returns

    all discovered BoomTrigger objects

  118. def renewCharSavedTimer(fixedLen: Long, varLen: Long): Unit
  119. def sendPlanetsideAttributeMessage(targetGuid: PlanetSideGUID, attributeNumber: PlanetsideAttributeEnum, attributeValue: Long): Unit

    Send a PlanetsideAttributeMessage packet to the client

    Send a PlanetsideAttributeMessage packet to the client

    targetGuid

    The target of the attribute

    attributeNumber

    The attribute number

    attributeValue

    The attribute value

  120. def sendResponse(packet: PlanetSidePacket): Unit
  121. def session: Session
  122. def session_=(session: Session): Unit
  123. def setupProgressChange(rate: Float, finishedAction: () => Unit, stepAction: (Float) => Boolean): Unit
  124. val shooting: WeaponAndProjectileOperations
  125. def squad: SessionSquadHandlers
  126. def startDeconstructing(obj: SpawnTube): Unit
  127. def stop(): Unit
  128. def stopDeconstructing(): Unit
  129. def suicide(tplayer: Player): Unit

    The player has lost the will to live and must be killed.

    The player has lost the will to live and must be killed.

    tplayer

    the player to be killed

    See also

    Vitality
    PlayerSuicide

  130. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  131. val terminals: SessionTerminalHandlers
  132. def toString(): String
    Definition Classes
    AnyRef → Any
  133. def toggleMaxSpecialState(enable: Boolean): Unit
  134. def toggleTeleportSystem(router: Vehicle, systemPlan: Option[(InternalTelepad, TelepadDeployable)]): Unit

    Attempt to link the router teleport system using the provided terminal information.

    Attempt to link the router teleport system using the provided terminal information. Although additional states are necessary to properly use the teleportation system, e.g., deployment state, active state of the endpoints, etc., this decision is not made factoring those other conditions.

    router

    the vehicle that houses one end of the teleportation system (the InternalTelepad object)

    systemPlan

    specific object identification of the two endpoints of the teleportation system; if absent, the knowable endpoint is deleted from the client reflexively

  135. def unaccessContainer(container: Container): Unit

    For the target container, initiate protocol to release it from "access".

  136. def unaccessContainer(): Unit

    For whatever conatiner the character considers itself accessing, initiate protocol to release it from "access".

  137. def unaccessContainerChannel(events: ActorRef, channel: String): Unit

    Leave an entity-specific group for shared updates.

    Leave an entity-specific group for shared updates.

    events

    the event system bus to which to subscribe

    channel

    the channel name

  138. def unaccessCorpseContainer(tplayer: Player): Unit

    Common preparation for disengaging from a corpse.

    Common preparation for disengaging from a corpse. Leave the corpse-specific group that was used for shared updates. Deconstruct every object in the backpack's inventory.

    tplayer

    the corpse

  139. def unaccessGenericContainer(container: Container): Unit
  140. def unaccessVehicleContainer(vehicle: Vehicle): Unit

    Common preparation for disengaging from a vehicle.

    Common preparation for disengaging from a vehicle. Leave the vehicle-specific group that was used for shared updates. Deconstruct every object in the vehicle's inventory.

    vehicle

    the vehicle

  141. def updateBlockMap(target: BlockMapEntity, newCoords: Vector3): Unit
  142. def updateDeployableUIElements(list: List[(Int, Int, Int, Int)]): Unit

    Initialize the deployables user interface elements.

    All element initializations require both the maximum deployable amount and the current deployables active counts.

    Initialize the deployables user interface elements.

    All element initializations require both the maximum deployable amount and the current deployables active counts. Until initialized, all elements will be RED 0/0 as if the corresponding certification were not learned. The respective element will become a pair of numbers, the second always being non-zero, when properly initialized. The numbers will appear GREEN when more deployables of that type can be placed. The numbers will appear RED if the player can not place any more of that type of deployable. The numbers will appear YELLOW if the current deployable count is greater than the maximum count of that type such as may be the case when a player forgets a certification.

    list

    a tuple of each UI element with four numbers; even numbers are attribute ids; odd numbers are quantities; first pair is current quantity; second pair is maximum quantity

  143. def updateLocalBlockMap(pos: Vector3): Unit
  144. def updateOldRefsMap(item: PlanetSideGameObject): IterableOnce[(PlanetSideGUID, String)]
  145. def updateOldRefsMap(inventory: GridInventory): IterableOnce[(PlanetSideGUID, String)]
  146. def updateOldRefsMap(): Unit
  147. def updatePersistenceOnly(): Unit

    Update this player avatar for persistence.

    Update this player avatar for persistence. Set to persist initially.

  148. def updateWeaponAtSeatPosition(objWithSeat: MountableWeapons, seatNum: Int): Unit

    From a mount, find the weapon controlled from it, and update the ammunition counts for that weapon's magazines.

    From a mount, find the weapon controlled from it, and update the ammunition counts for that weapon's magazines.

    objWithSeat

    the object that owns seats (and weaponry)

    seatNum

    the mount

  149. def useRouterTelepadEffect(playerGUID: PlanetSideGUID, srcGUID: PlanetSideGUID, destGUID: PlanetSideGUID): Unit

    Animate(?) a player using a fully-linked Router teleportation system.

    Animate(?) a player using a fully-linked Router teleportation system. In reality, this seems to do nothing visually?

    playerGUID

    the player being teleported

    srcGUID

    the origin of the teleportation

    destGUID

    the destination of the teleportation

  150. def useRouterTelepadSystem(router: Vehicle, internalTelepad: InternalTelepad, remoteTelepad: TelepadDeployable, src: PlanetSideGameObject with TelepadLike, dest: PlanetSideGameObject with TelepadLike): Unit

    A player uses a fully-linked Router teleportation system.

    A player uses a fully-linked Router teleportation system.

    router

    the Router vehicle

    internalTelepad

    the internal telepad within the Router vehicle

    remoteTelepad

    the remote telepad that is currently associated with this Router

    src

    the origin of the teleportation (where the player starts)

    dest

    the destination of the teleportation (where the player is going)

  151. def validObject(id: Option[PlanetSideGUID], decorator: String): Option[PlanetSideGameObject]
  152. def validObject(id: Option[PlanetSideGUID]): Option[PlanetSideGameObject]
  153. def validObject(id: PlanetSideGUID, decorator: String): Option[PlanetSideGameObject]
  154. def validObject(id: PlanetSideGUID): Option[PlanetSideGameObject]
  155. def validObject(id: Int, decorator: String): Option[PlanetSideGameObject]
  156. def validObject(id: Int): Option[PlanetSideGameObject]
  157. def vehicleResponseOperations: SessionVehicleHandlers
  158. val vehicles: VehicleOperations
  159. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  160. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  161. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()
  162. def whenAllEventBusesLoaded(): Boolean
  163. def youCanNotChangeDeployment(obj: PlanetSideServerObject with Deployment, state: types.DriveState.Value, reason: String): Unit

    Common reporting behavior when a Deployment object fails to properly transition between states.

    Common reporting behavior when a Deployment object fails to properly transition between states.

    obj

    the game object that could not

    state

    the DriveState that could not be promoted

    reason

    a string explaining why the state can not or will not change

  164. def zoning: ZoningOperations

Inherited from AnyRef

Inherited from Any

Ungrouped