Class/Object

WorldSessionActor

Related Docs: object WorldSessionActor | package root

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class WorldSessionActor extends Actor with MDCContextAware

Source
WorldSessionActor.scala
Linear Supertypes
MDCContextAware, ActorLogging, Actor, AnyRef, Any
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  2. MDCContextAware
  3. ActorLogging
  4. Actor
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  1. by any2stringadd
  2. by StringFormat
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Instance Constructors

  1. new WorldSessionActor()

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Type Members

  1. type Receive = PartialFunction[Any, Unit]

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    Definition Classes
    Actor

Value Members

  1. final def !=(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  2. final def ##(): Int

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    Definition Classes
    AnyRef → Any
  3. def +(other: String): String

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    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to any2stringadd[WorldSessionActor] performed by method any2stringadd in scala.Predef.
    Definition Classes
    any2stringadd
  4. def ->[B](y: B): (WorldSessionActor, B)

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    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to ArrowAssoc[WorldSessionActor] performed by method ArrowAssoc in scala.Predef.
    Definition Classes
    ArrowAssoc
    Annotations
    @inline()
  5. final def ==(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  6. def AccessContents(vehicle: Vehicle): Unit

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    Common preparation for interfacing with a vehicle.

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

    vehicle

    the vehicle

  7. def AddToDeployableQuantities(certification: net.psforever.types.CertificationType.Value, certificationSet: Set[net.psforever.types.CertificationType.Value]): Unit

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    The player learned a new certification.

    The player learned a new certification. Update the deployables user interface elements if it was an "Engineering" certification. The certification "Advanced Hacking" also relates to an element.

    certification

    the certification that was added

    certificationSet

    all applicable certifications

  8. def AnnounceDestroyDeployable(target: PlanetSideGameObject with Deployable, time: Option[FiniteDuration]): Unit

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    Distribute information that a deployable has been destroyed.

    Distribute information that a deployable has been destroyed. The deployable may not have yet been eliminated from the game world (client or server), but its health is zero and it has entered the conditions where it is nearly irrelevant.

    The typical use case of this function involves destruction via weapon fire, attributed to a particular player. Contrast this to simply destroying a deployable by being the deployable's owner and using the map icon controls. This function eventually invokes the same routine but mainly goes into effect when the deployable has been destroyed and may still leave a physical component in the game world to be cleaned up later. That is the task EliminateDeployable performs. Additionally, since the player who destroyed the deployable isn't necessarily the owner, and the real owner will still be aware of the existence of the deployable, that player must be informed of the loss of the deployable directly.

    target

    the deployable that is destroyed

    time

    length of time that the deployable is allowed to exist in the game world; None indicates the normal un-owned existence time (180 seconds)

    See also

    DeconstructDeployable

    LocalResponse.EliminateDeployable

    Vitality.DamageResolution

    DeployableRemover

  9. def ArmorRepairAction(tplayer: Player, repairValue: Int = 10): Boolean

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    Restore, at most, a specific amount of personal armor points on a player.

    Restore, at most, a specific amount of personal armor points on a player. Send messages to connected client and to events system.

    tplayer

    the player

    repairValue

    the amount to repair; 10 by default

    returns

    whether the player can be repaired for any more armor points

  10. def AvatarCreate(): Unit

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    A part of the process of spawning the player into the game world.

    A part of the process of spawning the player into the game world. The function should work regardless of whether the player is alive or dead - it will make them alive. It adds the WSA-current Player to the current zone and sends out the expected packets.

    If that player is the driver of a vehicle, it will construct the vehicle. If that player is the occupant of a vehicle, it will place them inside that vehicle. These two previous statements operate through similar though distinct mechanisms and actually imply different conditions. The vehicle will not be created unless the player is a living driver; but, the second statement will always trigger so long as the player is in a vehicle. The first produces a version of the player more suitable to be "another player in the game," and not "the avatar." The second would write over the product of the first to produce "the avatar." The vehicle should only be constructed once as, if it created a second time, that distinction will become lost.

    See also

    TransportVehicleChannelName

    ReloadVehicleAccessPermissions

    Player.Spawn

    LoadZoneTransferPassengerMessages

    GetKnownVehicleAndSeat

    AvatarCreateInVehicle

    CargoMountBehaviorForOthers

    BeginZoningMessage

  11. def AvatarCreateInVehicle(tplayer: Player, vehicle: Vehicle, seat: Int): Unit

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    Create an avatar character as if that avatar's player is mounted in a vehicle object's seat.

    This is a very specific configuration of the player character that is not visited very often.

    Create an avatar character as if that avatar's player is mounted in a vehicle object's seat.

    This is a very specific configuration of the player character that is not visited very often. The value of player.VehicleSeated should be set to accommodate Packet.DetailedConstructorData and, though not explicitly checked, should be the same as the globally unique identifier that is assigned to the vehicle parameter for the current zone. The priority of this function is consider "initial" so it introduces the avatar to the game world in this state and is permitted to introduce the avatar to the vehicle's internal settings in a similar way.

    tplayer

    the player avatar seated in the vehicle's seat

    vehicle

    the vehicle the player is driving

    seat

    the seat index

    See also

    UpdateWeaponAtSeatPosition

    AccessContents

  12. def AwardBattleExperiencePoints(avatar: Avatar, bep: Long): Long

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    Gives a target player positive battle experience points only.

    Gives a target player positive battle experience points only. If the player has access to more implant slots as a result of changing battle experience points, unlock those slots.

    avatar

    the player

    bep

    the change in experience points, positive by assertion

    returns

    the player's current battle experience points

  13. def BeforeUnloadVehicle(vehicle: Vehicle): Unit

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    Before a vehicle is removed from the game world, the following actions must be performed.

    Before a vehicle is removed from the game world, the following actions must be performed.

    vehicle

    the vehicle

  14. def CallBackForTask(task: GiveTask, sendTo: ActorRef, pass: Any): GiveTask

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  15. def CanNotChangeDeployment(obj: PlanetSideServerObject with Deployment, state: net.psforever.types.DriveState.Value, reason: String): Unit

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    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

  16. def CancelAllProximityUnits(): Unit

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    Cease all current interactions with proximity-based units.

    Cease all current interactions with proximity-based units. Pair with PlayerActionsToCancel, except when logging out (stopping). This operations may invoke callback messages.

    See also

    postStop

  17. def CargoMountBehaviorForAll(carrier: Vehicle, cargo: Vehicle, mountPoint: Int): (ObjectAttachMessage, CargoMountPointStatusMessage)

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    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet to everyone.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet to everyone.

    carrier

    the ferrying vehicle

    cargo

    the ferried vehicle

    mountPoint

    the point on the ferryoing vehicle where the ferried vehicle is attached

    returns

    a tuple composed of an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet

    See also

    ObjectAttachMessage

    CargoMountPointStatusMessage

  18. def CargoMountBehaviorForOthers(carrier: Vehicle, cargo: Vehicle, mountPoint: Int): (ObjectAttachMessage, CargoMountPointStatusMessage)

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    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet to all other clients, not this one.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet to all other clients, not this one.

    carrier

    the ferrying vehicle

    cargo

    the ferried vehicle

    mountPoint

    the point on the ferryoing vehicle where the ferried vehicle is attached

    returns

    a tuple composed of an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet

    See also

    ObjectAttachMessage

    CargoMountPointStatusMessage

  19. def CargoMountBehaviorForUs(carrier: Vehicle, cargo: Vehicle, mountPoint: Int): (ObjectAttachMessage, CargoMountPointStatusMessage)

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    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    carrier

    the ferrying vehicle

    cargo

    the ferried vehicle

    mountPoint

    the point on the ferryoing vehicle where the ferried vehicle is attached

    returns

    a tuple composed of an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet

    See also

    ObjectAttachMessage

    CargoMountPointStatusMessage

  20. def CargoMountMessages(carrierGUID: PlanetSideGUID, cargoGUID: PlanetSideGUID, mountPoint: Int, orientation: Int): (ObjectAttachMessage, CargoMountPointStatusMessage)

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    Produce an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet that will set up a realized parent-child association between a ferrying vehicle and a ferried vehicle.

    Produce an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet that will set up a realized parent-child association between a ferrying vehicle and a ferried vehicle.

    mountPoint

    the point on the ferryoing vehicle where the ferried vehicle is attached

    returns

    a tuple composed of an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet

    See also

    ObjectAttachMessage

    CargoMountPointStatusMessage

  21. def CargoMountMessages(carrier: Vehicle, cargo: Vehicle, mountPoint: Int): (ObjectAttachMessage, CargoMountPointStatusMessage)

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    Produce an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet that will set up a realized parent-child association between a ferrying vehicle and a ferried vehicle.

    Produce an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet that will set up a realized parent-child association between a ferrying vehicle and a ferried vehicle.

    carrier

    the ferrying vehicle

    cargo

    the ferried vehicle

    mountPoint

    the point on the ferryoing vehicle where the ferried vehicle is attached; also known as a "cargo hold"

    returns

    a tuple composed of an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet

    See also

    ObjectAttachMessage

    CargoOrientation

    CargoMountPointStatusMessage

  22. def CargoMountMessagesForOthers(attachMessage: ObjectAttachMessage, mountPointStatusMessage: CargoMountPointStatusMessage): Unit

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    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet to all other clients, not this one.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet to all other clients, not this one.

    attachMessage

    an ObjectAttachMessage packet suitable for initializing cargo operations

    mountPointStatusMessage

    a CargoMountPointStatusMessage packet suitable for initializing cargo operations

    See also

    ObjectAttachMessage

    CargoMountPointStatusMessage

  23. def CargoMountMessagesForUs(attachMessage: ObjectAttachMessage, mountPointStatusMessage: CargoMountPointStatusMessage): Unit

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    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    Dispatch an ObjectAttachMessage packet and a CargoMountPointStatusMessage packet only to this client.

    attachMessage

    an ObjectAttachMessage packet suitable for initializing cargo operations

    mountPointStatusMessage

    a CargoMountPointStatusMessage packet suitable for initializing cargo operations

    See also

    ObjectAttachMessage

    CargoMountPointStatusMessage

  24. def CargoOrientation(vehicle: Vehicle): Int

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    The orientation of a cargo vehicle as it is being loaded into and contained by a carrier vehicle.

    The orientation of a cargo vehicle as it is being loaded into and contained by a carrier vehicle. The type of carrier is not an important consideration in determining the orientation, oddly enough.

    vehicle

    the cargo vehicle

    returns

    the orientation as an Integer value; 0 for almost all cases

  25. def CommonDestroyConstructionItem(tool: ConstructionItem, index: Int): Unit

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    Destroy a ConstructionItem object that can be found in the indexed slot.

    Destroy a ConstructionItem object that can be found in the indexed slot.

    tool

    the ConstructionItem object currently in the slot (checked)

    index

    the slot index

    See also

    Player.Find

  26. def ConstructionItemPermissionComparison(sample: Set[net.psforever.types.CertificationType.Value], test: Set[net.psforever.types.CertificationType.Value]): Boolean

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    Compare sets of certifications to determine if the requested Engineering-like certification requirements of the one group can be found in a another group.

    Compare sets of certifications to determine if the requested Engineering-like certification requirements of the one group can be found in a another group.

    sample

    the certifications to be compared against

    test

    the desired certifications

    returns

    true, if the desired certification requirements are met; false, otherwise

    See also

    CertificationType

  27. def CountAmmunition(e: Equipment): Int

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    The counting function for an item of AmmoBox.

    The counting function for an item of AmmoBox. Counts the Capacity of the ammunition.

    e

    the Equipment object

    returns

    the quantity

  28. def CountGrenades(e: Equipment): Int

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    The counting function for an item of Tool where the item is also a grenade.

    The counting function for an item of Tool where the item is also a grenade. Counts the number of grenades.

    e

    the Equipment object

    returns

    the quantity

    See also

    GlobalDefinitions.isGrenade

  29. def CountSpawnDelay(toZoneId: String, toSpawnPoint: SpawnPoint, fromZoneId: String): Long

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    Given an origin and a destination, determine how long the process of traveling should take in reconstruction time.

    Given an origin and a destination, determine how long the process of traveling should take in reconstruction time. For most destinations, the unit of receiving ("spawn point") determines the reconstruction time. In a special consideration, travel to any sanctuary or sanctuary-special zone should be as immediate as zone loading.

    toZoneId

    the zone where the target is headed

    toSpawnPoint

    the unit the target is using as a destination

    fromZoneId

    the zone where the target current is located

    returns

    how long in seconds the spawning process will take

  30. def CreateRouterInternalTelepad(router: Vehicle, internalTelepad: PlanetSideGameObject with TelepadLike): Unit

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    Create the mechanism that serves as one endpoint of the linked router teleportation system.

    Technically, the mechanism - an InternalTelepad object - is always made to exist due to how the Router vehicle object is encoded into an ObjectCreateMessage packet.

    Create the mechanism that serves as one endpoint of the linked router teleportation system.

    Technically, the mechanism - an InternalTelepad object - is always made to exist due to how the Router vehicle object is encoded into an ObjectCreateMessage packet. Regardless, that internal mechanism is created anew each time the system links a new remote telepad.

    router

    the vehicle that houses one end of the teleportation system (the internalTelepad)

    internalTelepad

    the endpoint of the teleportation system housed by the router

  31. def DeconstructDeployable(obj: PlanetSideGameObject with Deployable, guid: PlanetSideGUID, pos: Vector3, orient: Vector3, deletionType: Int): Unit

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    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

  32. def DeconstructDeployable(obj: PlanetSideGameObject with Deployable, guid: PlanetSideGUID, pos: Vector3): Unit

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    Common behavior for deconstructing expended explosive deployables in the game environment.

    Common behavior for deconstructing expended explosive deployables in the game environment.

    obj

    the deployable

    guid

    the globally unique identifier for the deployable

    pos

    the previous position of the deployable

  33. def DefaultCount(e: Equipment): Int

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    The default counting function for an item.

    The default counting function for an item. Counts the number of item(s).

    e

    the Equipment object

    returns

    the quantity; always one

  34. def DeployableBuildActivity(obj: PlanetSideGameObject with Deployable): Unit

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

    Besides the standard ObjectCreateMessage packet that produces the model and game object on the client, two messages are dispatched in accordance with enforced deployable limits.

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

    Besides the standard ObjectCreateMessage packet that produces the model and game object on the client, two messages are dispatched in accordance with enforced deployable limits. The first limit of note is the actual number of a specific type of deployable can be placed. The second limit of note is the actual number of a specific group (category) of deployables that can be placed. For example, the player can place 25 mines but that count adds up all types of mines; specific mines have individual limits such as 25 and 5 and only that many of that type can be placed at once. Depending on which limit is encountered, an "oldest entry" is struck from the list to make space. This generates the first message - "@*OldestDestroyed." The other message is generated if the number of that specific type of deployable or the number of deployables available in its category matches against the maximum count allowed. This generates the second message - "@*LimitReached." These messages are mutually exclusive, with "@*OldestDestroyed" taking priority over "@*LimitReached."

    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

  35. def DeploymentActivities(obj: DeploymentObject, state: net.psforever.types.DriveState.Value): Unit

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    Perform specific operations depending on the target of deployment.

    Perform specific operations depending on the target of deployment.

    obj

    the object that has had its deployment state changed

    state

    the new deployment state

  36. def DeploymentActivities(obj: DeploymentObject): Unit

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    Perform specific operations depending on the target of deployment.

    Perform specific operations depending on the target of deployment.

    obj

    the object that has had its deployment state changed

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

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    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 most important to determining distinction between players. The "char id" is not a currently supported field for different players so a name hash is used instead. The virtually negligent chance of a name hash collision is covered.

    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

  38. def DismountAction(tplayer: Player, obj: PlanetSideGameObject with Mountable, seatNum: Int): Unit

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    Common activities/procedure when a player dismounts a valid object.

    Common activities/procedure when a player dismounts a valid object.

    tplayer

    the player

    obj

    the mountable object

    seatNum

    the seat out of which which the player is disembarking

  39. def DismountVehicleCargo(player_guid: PlanetSideGUID, cargo_guid: PlanetSideGUID, bailed: Boolean, requestedByPassenger: Boolean, kicked: Boolean): Unit

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    na

    na

    player_guid

    na

    cargo_guid

    na

    bailed

    na

    requestedByPassenger

    na

    kicked

    na

  40. def DismountVehicleOnLogOut(): Unit

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    Vehicle cleanup that is specific to log out behavior.

  41. def DisownDeployables(): List[PlanetSideGameObject with Deployable]

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    Collect all deployables previously owned by the player, dissociate the avatar's globally unique identifier to remove turnover ownership, and, on top of performing the above manipulations, dispose of any boomers discovered.

    Collect all deployables previously owned by the player, dissociate the avatar's globally unique identifier to remove turnover ownership, and, on top of performing the above manipulations, dispose of any boomers discovered. (BoomerTrigger objects, the companions of the boomers, should be handled by an external implementation if they had not already been handled by the time this function is executed.)

    returns

    all previously-owned deployables after they have been processed; boomers are listed before all other deployable types

  42. def DisownVehicle(tplayer: Player): Option[Vehicle]

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    Disassociate a player from a vehicle that he owns.

    Disassociate a player from a vehicle that he owns. The vehicle must exist in the game world on the current continent. This is similar but unrelated to the natural exchange of ownership when someone else sits in the vehicle's driver seat. This is the player side of vehicle ownership removal.

    tplayer

    the player

  43. def DisownVehicle(): Option[Vehicle]

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    Disassociate this client's player (oneself) from a vehicle that he owns.

  44. def DontRedrawIcons(obj: PlanetSideGameObject with Deployable): Unit

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    Do not draw any icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once.

    Do not draw any icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once. Should the player place any deployables, those deployables belong to that player. Ownership causes icon to be drawn in yellow to the player (as opposed to a white icon) and that signifies a certain level of control over the deployable, at least the ability to quietly deconstruct it. Under normal death/respawn cycles while the player is in a given zone, the map icons for owned deployables remain manipulable by that given user. They do not have to be redrawn to stay accurate. Upon leaving a zone, where the icons are erased, and returning back to the zone, where they are drawn again, the deployables that a player owned should be restored in terms of their map icon visibility. This control can not be recovered, however, until they are updated with the player's globally unique identifier. Since the player does not need to redraw his own deployable icons each time he respawns, but will not possess a valid GUID for that zone until he spawns in it at least once, this function swaps out with another after the first spawn in any given zone. It stays swapped in until the player changes zones.

    obj

    a Deployable object

    See also

    SetCurrentAvatar
    RedrawDeployableIcons

  45. def DrawCurrentAmsSpawnPoint(): Unit

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    In the background, a list of advanced mobile spawn vehicles that are deployed in the zone is being updated constantly.

    In the background, a list of advanced mobile spawn vehicles that are deployed in the zone is being updated constantly. Select, from this list, the AMS that is closest to the player's current or last position and draw its spawn selection icon onto the deployment map.

    See also

    DeadState.Release

    BindPlayerMessage

  46. def DriverVehicleControl(vehicle: Vehicle, speed: Int = 0, flight: Int = 0): Unit

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    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive.

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive.

    vehicle

    the vehicle

    speed

    how fast the vehicle is moving forward

    flight

    whether the vehicle is ascending or not, if the vehicle is an applicable type

  47. def DropPredicate(tplayer: Player): (InventoryItem) ⇒ Boolean

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    A predicate used to determine if an InventoryItem object contains Equipment that should be dropped.

    A predicate used to determine if an InventoryItem object contains Equipment that should be dropped. Used to filter through lists of object data before it is placed into a player's inventory. Drop the item if:
    - the item is cavern equipment
    - the item is a BoomerTrigger type object
    - the item is a router_telepad type object
    - the item is another faction's exclusive equipment

    tplayer

    the player

    returns

    true if the item is to be dropped; false, otherwise

  48. def EmptyMagazine(weapon_guid: PlanetSideGUID, tool: Tool): Unit

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    For a certain weapon that can load ammunition, enforce that its magazine is empty.

    For a certain weapon that can load ammunition, enforce that its magazine is empty. Punctuate that emptiness with a ceasation of weapons fire and a dry fire sound effect.

    weapon_guid

    the weapon (GUID)

    tool

    the weapon (object)

  49. def EmptyMagazine(weapon_guid: PlanetSideGUID): Unit

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    For a certain weapon that cna load ammunition, enforce that its magazine is empty.

    For a certain weapon that cna load ammunition, enforce that its magazine is empty.

    weapon_guid

    the weapon

  50. def FindAmmoBoxThatUses(ammo: net.psforever.objects.equipment.Ammo.Value)(e: Equipment): Boolean

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    Flag an AmmoBox object that matches for the given ammunition type.

    Flag an AmmoBox object that matches for the given ammunition type.

    ammo

    the type of Ammo to check

    e

    the Equipment object

    returns

    true, if the object is an AmmoBox of the correct ammunition type; false, otherwise

  51. def FindContainedEquipment: (Option[PlanetSideGameObject with Container], Option[Equipment])

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    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 seat 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

  52. def FindContainedWeapon: (Option[PlanetSideGameObject with Container], Option[Tool])

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

    Check two locations for a controlled piece of equipment that is associated with the player. Filter for discovered Tool-type Equipment.

    returns

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

  53. def FindEquipment: Option[Equipment]

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    Runs FindContainedEquipment but ignores the Container object output.

    Runs FindContainedEquipment but ignores the Container object output.

    returns

    an Equipment object

  54. def FindEquipmentStock(obj: Container, filterTest: (Equipment) ⇒ Boolean, desiredAmount: Int, counting: (Equipment) ⇒ Int = DefaultCount): List[InventoryItem]

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    Within a specified Container, find the smallest number of Equipment objects of a certain qualifying type whose sum count is greater than, or equal to, a desiredAmount based on an accumulator method.

    In an occupied List of returned Inventory entries, all but the last entry is typically considered "emptied." For objects with contained quantities, the last entry may require having that quantity be set to a non-zero number.

    Within a specified Container, find the smallest number of Equipment objects of a certain qualifying type whose sum count is greater than, or equal to, a desiredAmount based on an accumulator method.

    In an occupied List of returned Inventory entries, all but the last entry is typically considered "emptied." For objects with contained quantities, the last entry may require having that quantity be set to a non-zero number.

    obj

    the Container to search

    filterTest

    test used to determine inclusivity of Equipment collection

    desiredAmount

    how much is requested

    counting

    test used to determine value of found Equipment; defaults to one per entry

    returns

    a List of all discovered entries totaling approximately the amount requested

  55. def FindEquipmentToDelete(object_guid: PlanetSideGUID, obj: Equipment): Boolean

    Permalink

    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 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.

    object_guid

    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

  56. def FindInLocalContainer(object_guid: PlanetSideGUID)(parent: PlanetSideGameObject with Container): Option[(PlanetSideGameObject with Container, Option[Int])]

    Permalink

    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.

    object_guid

    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

  57. def FindLocalVehicle: Option[Vehicle]

    Permalink

    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

  58. def FindProjectileEntry(projectile_guid: PlanetSideGUID): Option[Projectile]

    Permalink

    Given a globally unique identifier in the 40100 to 40124 range (with an optional 25 as buffer), find a projectile.

    Given a globally unique identifier in the 40100 to 40124 range (with an optional 25 as buffer), find a projectile.

    projectile_guid

    the projectile's GUID

    returns

    the discovered projectile

  59. def FindProximityUnitTargetsInScope(terminal: Terminal with ProximityUnit): Seq[PlanetSideGameObject]

    Permalink

    na

    na

    terminal

    na

    returns

    na

  60. def FindReplacementConstructionItem(tool: ConstructionItem, index: Int): Unit

    Permalink

    Find a ConstructionItem object in player's inventory that is the same type as a target ConstructionItem object and transfer it into the designated slot index, usually a holster.

    Find a ConstructionItem object in player's inventory that is the same type as a target ConstructionItem object and transfer it into the designated slot index, usually a holster. Draw that holster. After being transferred, the replacement should be reconfigured to match the fire mode of the original. The primary use of this operation is following the successful manifestation of a deployable in the game world.

    As this function should be used in response to some other action such as actually placing a deployable, do not instigate bundling from within the function's scope.

    tool

    the ConstructionItem object to match

    index

    where to put the discovered replacement

    See also

    WorldSessionActor.FinalizeDeployable
    FindEquipmentStock

  61. def FindToolThatUses(ammo: net.psforever.objects.equipment.Ammo.Value)(e: Equipment): Boolean

    Permalink

    Flag a Tool object that matches for loading the given ammunition type.

    Flag a Tool object that matches for loading the given ammunition type.

    ammo

    the type of Ammo to check

    e

    the Equipment object

    returns

    true, if the object is a Tool that loads the correct ammunition type; false, otherwise

  62. def FindWeapon: Option[Tool]

    Permalink

    Runs FindContainedWeapon but ignores the Container object output.

    Runs FindContainedWeapon but ignores the Container object output.

    returns

    a Tool object

  63. def FireCycleCleanup(tool: Tool): Unit

    Permalink

    After a weapon has finished shooting, determine if it needs to be sorted in a special way.

    After a weapon has finished shooting, determine if it needs to be sorted in a special way.

    tool

    a weapon

  64. def ForgetAllProximityTerminals(term_guid: PlanetSideGUID): Unit

    Permalink

    na

  65. def FriskCorpse(obj: Player): Unit

    Permalink

    Remove items from a deceased player that are not expected to be found on a corpse.

    Remove items from a deceased player that are not expected to be found on a corpse. Most all players have their melee slot knife (which can not be un-equipped normally) removed. MAX's have their primary weapon in the designated slot removed.

    obj

    the player to be turned into a corpse

  66. def GetKnownVehicleAndSeat(): (Option[Vehicle], Option[Int])

    Permalink

    If the player is seated in a vehicle, find that vehicle and get the seat index number at which the player is sat.

    For special purposes involved in zone transfers, where the vehicle may or may not exist in either of the zones (yet), the value of interstellarFerry is also polled.

    If the player is seated in a vehicle, find that vehicle and get the seat index number at which the player is sat.

    For special purposes involved in zone transfers, where the vehicle may or may not exist in either of the zones (yet), the value of interstellarFerry is also polled. Making certain this field is blanked after the transfer is completed is important to avoid inspecting the wrong vehicle and failing simple vehicle checks where this function may be employed.

    returns

    a tuple consisting of a vehicle reference and a seat index if and only if the vehicle is known to this client and the WorldSessioNActor-global player occupies it; (None, None), otherwise (even if the vehicle can be determined)

    See also

    interstellarFerry

  67. def GetPlayerHackLevel(): Int

    Permalink
  68. def GetPlayerHackSpeed(obj: PlanetSideServerObject): Float

    Permalink
  69. def GetVehicleAndSeat(): (Option[Vehicle], Option[Int])

    Permalink

    If the player is seated in a vehicle, find that vehicle and get the seat index number at which the player is sat.

    If the player is seated in a vehicle, find that vehicle and get the seat index number at which the player is sat.

    returns

    a tuple consisting of a vehicle reference and a seat index if and only if the vehicle is known to this client and the WorldSessioNActor-global player occupies it; (None, None), otherwise (even if the vehicle can be determined)

  70. def GoToDeploymentMap(): Unit

    Permalink

    Make this client display the deployment map, and all its available destination spawn points.

    Make this client display the deployment map, and all its available destination spawn points.

    See also

    Player.Release

    DeadState.Release

    AvatarDeadStateMessage

  71. def HandleAvatarServiceResponse(toChannel: String, guid: PlanetSideGUID, reply: Response): Unit

    Permalink

    na

    na

    toChannel

    na

    guid

    na

    reply

    na

  72. def HandleCheckCargoDismounting(cargoGUID: PlanetSideGUID, cargo: Vehicle, carrierGUID: PlanetSideGUID, carrier: Vehicle, mountPoint: Int, iteration: Int): Unit

    Permalink

    na

    na

    cargoGUID

    na

    cargo

    na

    carrierGUID

    na

    carrier

    na

    mountPoint

    na

    iteration

    na

  73. def HandleCheckCargoDismounting(cargoGUID: PlanetSideGUID, carrierGUID: PlanetSideGUID, mountPoint: Int, iteration: Int): Unit

    Permalink

    na

    na

    cargoGUID

    na

    carrierGUID

    na

    mountPoint

    na

    iteration

    na

  74. def HandleCheckCargoMounting(cargoGUID: PlanetSideGUID, cargo: Vehicle, carrierGUID: PlanetSideGUID, carrier: Vehicle, mountPoint: Int, iteration: Int): Unit

    Permalink

    na

    na

    cargoGUID

    the vehicle being ferried as cargo

    cargo

    the vehicle being ferried as cargo

    carrierGUID

    the ferrying carrier vehicle

    carrier

    the ferrying carrier vehicle

    mountPoint

    the cargo hold to which the cargo vehicle is stowed

    iteration

    number of times a proper mounting for this combination has been queried

  75. def HandleCheckCargoMounting(cargoGUID: PlanetSideGUID, carrierGUID: PlanetSideGUID, mountPoint: Int, iteration: Int): Unit

    Permalink

    na

    na

    cargoGUID

    the vehicle being ferried as cargo

    carrierGUID

    the ferrying carrier vehicle

    mountPoint

    the cargo hold to which the cargo vehicle is stowed

    iteration

    number of times a proper mounting for this combination has been queried

  76. def HandleDealingDamage(target: PlanetSideGameObject with Vitality, data: ResolvedProjectile): Unit

    Permalink

    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 ResolvedProjectile do not have be the same.

    target

    a valid game object that is known to the server

    data

    a projectile that will affect the target

    See also

    DamageResistanceModel
    Vitality

  77. def HandleDismountVehicleCargo(player_guid: PlanetSideGUID, cargoGUID: PlanetSideGUID, cargo: Vehicle, carrierGUID: PlanetSideGUID, carrier: Vehicle, bailed: Boolean, requestedByPassenger: Boolean, kicked: Boolean): Unit

    Permalink

    na

    na

    player_guid

    the target player

    cargoGUID

    the globally unique number for the vehicle being ferried

    cargo

    the vehicle being ferried

    carrierGUID

    the globally unique number for the vehicle doing the ferrying

    carrier

    the vehicle doing the ferrying

    bailed

    the ferried vehicle is bailing from the cargo hold

    requestedByPassenger

    the ferried vehicle is being politely disembarked from the cargo hold

    kicked

    the ferried vehicle is being kicked out of the cargo hold

  78. def HandleDoorMessage(tplayer: Player, msg: UseItemMessage, order: Exchange): Unit

    Permalink

    na

    na

    tplayer

    na

    msg

    na

    order

    na

  79. def HandleFacilityTurretDamageResolution(target: FacilityTurret): Unit

    Permalink
  80. def HandleHackingProgress(progressType: Int, tplayer: Player, target: PlanetSideServerObject, tool_guid: PlanetSideGUID, delta: Float, completeAction: () ⇒ Unit, tickAction: Option[() ⇒ Unit]): Unit

    Permalink

    na

    na

    progressType

    na

    tplayer

    na

    target

    na

    tool_guid

    na

    delta

    na

    completeAction

    na

    tickAction

    na

  81. def HandleLocalServiceResponse(toChannel: String, guid: PlanetSideGUID, reply: Response): Unit

    Permalink

    na

    na

    toChannel

    na

    guid

    na

    reply

    na

  82. def HandleMountMessages(tplayer: Player, reply: Exchange): Unit

    Permalink

    na

    na

    tplayer

    na

    reply

    na

  83. def HandleNtuCharging(tplayer: Player, vehicle: Vehicle): Unit

    Permalink

    na

    na

    tplayer

    na

    vehicle

    na

  84. def HandleNtuDischarging(tplayer: Player, vehicle: Vehicle, silo_guid: PlanetSideGUID): Unit

    Permalink

    na

    na

    tplayer

    na

    vehicle

    na

    silo_guid

    na

  85. def HandleProximityTerminalUse(terminal: Terminal with ProximityUnit): Unit

    Permalink

    na

    na

    terminal

    na

  86. def HandleSetCurrentAvatar(tplayer: Player): Unit

    Permalink

    na

    na

    tplayer

    na

  87. def HandleTerminalMessage(tplayer: Player, msg: ItemTransactionMessage, order: Exchange): Unit

    Permalink

    na

    na

    tplayer

    na

    msg

    na

    order

    na

  88. def HandleTurretDeployableDamageResolution(target: TurretDeployable): Unit

    Permalink

    na

    na

    target

    na

  89. def HandleVehicleDamageAwareness(target: Vehicle, attribution: PlanetSideGUID, lastShot: ResolvedProjectile): Unit

    Permalink

    na

    na

    target

    na

    attribution

    na

    lastShot

    na

  90. def HandleVehicleDamageResolution(target: Vehicle): Unit

    Permalink

    na

    na

    target

    na

  91. def HandleVehicleDestructionAwareness(target: Vehicle, lastShot: ResolvedProjectile): Unit

    Permalink

    na

    na

    target

    na

    lastShot

    na

  92. def HandleVehicleServiceResponse(toChannel: String, guid: PlanetSideGUID, reply: Response): Unit

    Permalink

    na

    na

    toChannel

    na

    guid

    na

    reply

    na

  93. def HealAction(tplayer: Player, healValue: Int = 10): Boolean

    Permalink

    Restore, at most, a specific amount of health points on a player.

    Restore, at most, a specific amount of health points on a player. Send messages to connected client and to events system.

    tplayer

    the player

    healValue

    the amount to heal; 10 by default

    returns

    whether the player can be repaired for any more health points

  94. def HealthAndArmorTerminal(unit: Terminal with ProximityUnit, target: Player): Unit

    Permalink

    When standing on the platform of a(n advanced) medical terminal, resotre the player's health and armor points (when they need their health and armor points restored).

    When standing on the platform of a(n advanced) medical terminal, resotre the player's health and armor points (when they need their health and armor points restored). If the player is both fully healed and fully repaired, stop using the terminal.

    unit

    the medical terminal

    target

    the player being healed

  95. def InitializeDeployableQuantities(avatar: Avatar): Unit

    Permalink

    Initialize the deployables backend information.

    Initialize the deployables backend information.

    avatar

    the player's core

  96. def InitializeDeployableUIElements(avatar: Avatar): Unit

    Permalink

    Initialize the UI elements for deployables.

    Initialize the UI elements for deployables.

    avatar

    the player's core

  97. def Initializing: Receive

    Permalink
  98. def KillPlayer(tplayer: Player): Unit

    Permalink

    The player has lost all his vitality and must be killed.

    Shift directly into a state of being dead on the client by setting health to zero points, whereupon the player will perform a dramatic death animation.

    The player has lost all his vitality and must be killed.

    Shift directly into a state of being dead on the client by setting health to zero points, whereupon the player will perform a dramatic death animation. Stamina is also set to zero points. If the player was in a vehicle at the time of demise, special conditions apply and the model must be manipulated so it behaves correctly. Do not move or completely destroy the Player object as its coordinates of death will be important.

    A maximum revive waiting timer is started. When this timer reaches zero, the avatar will attempt to spawn back on its faction-specific sanctuary continent.

    tplayer

    the player to be killed

  99. def LinkRemoteTelepad(telepadGUID: PlanetSideGUID): Unit

    Permalink

    na

    na

    telepadGUID

    na

  100. def LinkRouterToRemoteTelepad(router: Vehicle, internalTelepad: InternalTelepad, remoteTelepad: TelepadDeployable): Unit

    Permalink

    Link the router teleport system using the provided terminal information.

    Link the router teleport system using the provided terminal information. The internal telepad is made known of the remote telepad, creating the link.

    router

    the vehicle that houses one end of the teleportation system (the internalTelepad)

    internalTelepad

    the endpoint of the teleportation system housed by the router

    remoteTelepad

    the endpoint of the teleportation system that exists in the environment

  101. def LoadZoneAsPlayer(tplayer: Player, zone_id: String): (ActorRef, Any)

    Permalink

    Deal with a target player as free-standing infantry in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction), a death (respawning), or other position shifting action handled directly by the server.

    The two important vectors are still whether the zone being transported to is the same or is different and whether the target player is alive or released (note: not just "dead" ...).

    Deal with a target player as free-standing infantry in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction), a death (respawning), or other position shifting action handled directly by the server.

    The two important vectors are still whether the zone being transported to is the same or is different and whether the target player is alive or released (note: not just "dead" ...).

    tplayer

    the target player being moved around; not necessarily the same player as the WorldSessionActor-global player

    zone_id

    the zone in which the player will be placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

    See also

    TaskBeforeZoneChange

    RegisterAvatar

    Player.isBackpack

    PlayerLoaded

    GUIDTask.UnregisterLocker

    GUIDTask.UnregisterAvatar

    LoadZoneCommonTransferActivity

  102. def LoadZoneCommonTransferActivity(): Unit

    Permalink

    Common behavior when transferring between zones encompassing actions that disassociate the player with entities they left (will leave) in the previous zone.

    Common behavior when transferring between zones encompassing actions that disassociate the player with entities they left (will leave) in the previous zone. It also sets up actions for the new zone loading process.

  103. def LoadZoneInVehicle(vehicle: Vehicle, pos: Vector3, ori: Vector3, zone_id: String): (ActorRef, Any)

    Permalink

    Deal with a target player as a vehicle occupant in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The original target player must be alive and the only consideration is in what position the player is mounted in the vehicle.

    Deal with a target player as a vehicle occupant in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The original target player must be alive and the only consideration is in what position the player is mounted in the vehicle. Any seated position that isn't the driver is a passenger. The most important role performed in this function is to declare a reference to the vehicle itsself since no other connection from the player to the vehicle is guaranteed to persist in a meaningful way during the transfer.

    vehicle

    the target vehicle being moved around; WILL necessarily be the same vehicles as is controlled by the WorldSessionActor-global player

    pos

    the game world coordinates where the vehicle will be positioned

    ori

    the direction in which the vehicle will be oriented

    zone_id

    the zone in which the vehicle and driver will be placed, or in which the vehicle has already been placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

    See also

    Vehicle.PassengerInSeat

    LoadZoneInVehicleAsPassenger

    LoadZoneInVehicleAsDriver

    interstellarFerry

  104. def LoadZoneInVehicleAsDriver(vehicle: Vehicle, zone_id: String): (ActorRef, Any)

    Permalink

    Deal with a target player as a vehicle driver in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    During a vehicle transfer, whether to the same zone or to a different zone, the driver has the important task of ensuring the certain safety of his passengers during transport.

    Deal with a target player as a vehicle driver in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    During a vehicle transfer, whether to the same zone or to a different zone, the driver has the important task of ensuring the certain safety of his passengers during transport. The driver must modify the conditions of the vehicle's passengers common communication channel originally determined entirely by the vehicle's soon-to-be blanked internal Actor object. Any cargo vehicles under the control of the target vehicle must also be made aware of the current state of the process. In the case of a series of ferrying vehicles and cargo vehicles, the vehicle to be deleted might not be the one immediately mounted. A reference to the top-level ferrying vehicle's former globally unique identifier has been retained for this purpose. This vehicle can be deleted for everyone if no more work can be detected.

    vehicle

    the target vehicle being moved around; WILL necessarily be the same vehicles as is controlled by the WorldSessionActor-global player

    zone_id

    the zone in which the vehicle and driver will be placed, or in which the vehicle has already been placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

    See also

    UnregisterDrivenVehicle

    UnAccessContents

    TaskBeforeZoneChange

    PlayerLoaded

    LoadZoneCommonTransferActivity

    interstellarFerryTopLevelGUID

  105. def LoadZoneInVehicleAsPassenger(vehicle: Vehicle, zone_id: String): (ActorRef, Any)

    Permalink

    Deal with a target player as a vehicle passenger in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The way a vehicle is handled in reference to being a passenger is very similar to how an infantry player is handled in the same process.

    Deal with a target player as a vehicle passenger in the course of a redeployment action to a target continent whether that action is the result of a deconstruction (reconstruction) or other position shifting action handled directly by the server.

    The way a vehicle is handled in reference to being a passenger is very similar to how an infantry player is handled in the same process. If this player is the last person who requires a zone change which is the concluding zone transfer of what might have been a long chain of vehicle and passengers then that player is responsible for deleting the vehicle for other players of the previous zone. In the case of a series of ferrying vehicles and cargo vehicles, the vehicle to be deleted might not be the one immediately mounted. A reference to the top-level ferrying vehicle's former globally unique identifier has been retained for this purpose. This vehicle can be deleted for everyone if no more work can be detected.

    vehicle

    the target vehicle being moved around

    zone_id

    the zone in which the vehicle and driver will be placed

    returns

    a tuple composed of an ActorRef destination and a message to send to that destination

    See also

    UnAccessContents

    TaskBeforeZoneChange

    PlayerLoaded

    NoVehicleOccupantsInZone

    LoadZoneCommonTransferActivity

    GUIDTask.UnregisterAvatar

  106. def LoadZonePhysicalSpawnPoint(zone_id: String, pos: Vector3, ori: Vector3, respawnTime: Long): Unit

    Permalink

    The starting point of behavior for a player who: is dead and is respawning; is deconstructing at a spawn tube and is respawning; is using a warp gate; or, any or none of the previous conditions, but the final result involves changing what zone the player occupies.

    The starting point of behavior for a player who: is dead and is respawning; is deconstructing at a spawn tube and is respawning; is using a warp gate; or, any or none of the previous conditions, but the final result involves changing what zone the player occupies. This route is not taken when first spawning in the game world, unless special conditions need to be satisfied. The visible result will be apparent by the respawn timer being displayed to the client over the deployment map.

    Two choices must be independently made to complete this part of the process. The first choice ivolves the state of the player who is spawning as the known entry state involve either being alive or being dead. A dead player (technically, a "corpse" that can no longer be revived) is embodied in a completely new player with a new globally unique identifier and a whole new inventory. A player who is transferring continents also satisfies the requirements for obtaining a completely new globally unique identifier, though the new identifier belongs to the new zone rather than the previous (still current) one. The second choice is satisfied by respawning in the same zone while still in a state of still being alive. In this singular case, the player retains his previous globally unique identifier. In all other cases, as indicated, a new globally unique identifier is selected.

    If the player is alive and mounted in a vehicle, a different can of worms is produced. The ramifications of these conditions are not fully satisfied until the player loads into the new zone. Even then, the conclusion becomes delayed while a slightly lagged mechanism hoists players between zones.

    zone_id

    the zone in which the player will be placed

    pos

    the game world coordinates where the player will be positioned

    ori

    the direction in which the player will be oriented

    respawnTime

    the character downtime spent respawning, as clocked on the redeployment screen; does not factor in any time required for loading zone or game objects

    See also

    LoadZoneInVehicle

    LoadZoneAsPlayer

    interstellarFerry

    AvatarDeadStateMessage

  107. def LoadZoneTransferPassengerMessages(player_guid: PlanetSideGUID, toZoneId: String, toChannel: String, vehicle: Vehicle, vehicleToDelete: PlanetSideGUID): Unit

    Permalink

    Dispatch messages to all target players in immediate passenger and gunner seats and to the driver of all vehicles in cargo holds that their current ferrying vehicle is being transported from one zone to the next and that they should follow after it.

    Dispatch messages to all target players in immediate passenger and gunner seats and to the driver of all vehicles in cargo holds that their current ferrying vehicle is being transported from one zone to the next and that they should follow after it. The messages address the avatar of their recipient WorldSessionActor objects.

    player_guid

    the driver of the target vehicle

    toZoneId

    the zone where the target vehicle will be moved

    toChannel

    the vehicle-specific channel with which all passengers are coordinated to the vehicle

    vehicle

    the vehicle (object)

    vehicleToDelete

    the vehicle as it was identified in the zone that it is being moved from

  108. def LogCargoEventMissingVehicleError(decorator: String, target: Option[PlanetSideGameObject], targetGUID: PlanetSideGUID): Unit

    Permalink

    na

    na

    decorator

    custom text for these messages in the log

    target

    an optional the target object

    targetGUID

    the expected globally unique identifier of the target object

  109. def MountingAction(tplayer: Player, obj: PlanetSideGameObject with Mountable, seatNum: Int): Unit

    Permalink

    Common activities/procedure when a player mounts a valid object.

    Common activities/procedure when a player mounts a valid object.

    tplayer

    the player

    obj

    the mountable object

    seatNum

    the seat into which the player is mounting

  110. def NewItemDrop(obj: PlanetSideGameObject with Container, zone: Zone, service: ActorRef)(item: Equipment): GiveTask

    Permalink

    Register an Equipment item and then drop it on the ground.

    Register an Equipment item and then drop it on the ground.

    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

    service

    a reference to the event system that announces that the item has been dropped on the ground; "AvatarService"; curried for callback

    item

    the item

    See also

    NormalItemDrop

  111. def NextConstructionItemFireMode(obj: ConstructionItem, originalModeIndex: Int): ConstructionFireMode

    Permalink

    The custom behavior responding to the message ChangeFireModeMessage for ConstructionItem game objects.

    The custom behavior responding to the message ChangeFireModeMessage for ConstructionItem game objects. Each fire mode has sub-modes corresponding to a type of "deployable" as ammunition and each of these sub-modes have certification requirements that must be met before they can be used. Additional effort is exerted to ensure that the requirements for the given mode and given sub-mode are satisfied. If no satisfactory combination is achieved, the original state will be restored.

    obj

    the ConstructionItem object

    originalModeIndex

    the starting point fire mode index

    returns

    the changed fire mode

    See also

    PerformConstructionItemAmmoChange
    FireModeSwitch.NextFireMode

  112. def NoVehicleOccupantsInZone(vehicle: Vehicle, zoneId: String): Boolean

    Permalink

    A recursive test that explores all the seats of a target vehicle and all the seats of any discovered cargo vehicles and then the same criteria in those cargo vehicles to determine if any of their combined passenger roster remains in a given zone.

    While it should be possible to recursively explore up a parent-child relationship - testing the ferrying vehicle to which of the current tested vehicle in consider a cargo vehicle - the relationship expressed is one of globally unique refertences and not one of object references - that suggested super-ferrying vehicle may not exist in the zone unless special considerations are imposed.

    A recursive test that explores all the seats of a target vehicle and all the seats of any discovered cargo vehicles and then the same criteria in those cargo vehicles to determine if any of their combined passenger roster remains in a given zone.

    While it should be possible to recursively explore up a parent-child relationship - testing the ferrying vehicle to which of the current tested vehicle in consider a cargo vehicle - the relationship expressed is one of globally unique refertences and not one of object references - that suggested super-ferrying vehicle may not exist in the zone unless special considerations are imposed. For the purpose of these special considerations, implemented by enforcing a strictly downwards order of vehicular zone transportation, where drivers move vehicles and call passengers and immediate cargo vehicle drivers, it becomes unnecessary to test any vehicle that might be ferrying the target vehicle.

    vehicle

    the target vehicle being moved around

    returns

    true, if all passengers of the vehicle, and its cargo vehicles, etc., have reported being moved from the zone; false, otherwise

    See also

    ZoneAware

  113. def NormalItemDrop(obj: PlanetSideGameObject with Container, zone: Zone, service: ActorRef)(item: Equipment): Unit

    Permalink

    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

    service

    a reference to the event system that announces that the item has been dropped on the ground; "AvatarService"; curried for callback

    item

    the item

  114. def OwnVehicle(vehicle: Vehicle, playerOpt: Option[Player]): Option[Vehicle]

    Permalink

    na

    na

    vehicle

    na

    playerOpt

    na

    returns

    na

  115. def OwnVehicle(vehicle: Vehicle, tplayer: Player): Option[Vehicle]

    Permalink

    na

    na

    vehicle

    na

    tplayer

    na

    returns

    na

  116. def PerformConstructionItemAmmoChange(obj: ConstructionItem, originalAmmoIndex: Int): Unit

    Permalink

    The custom behavior responding to the message ChangeAmmoMessage for ConstructionItem game objects.

    The custom behavior responding to the message ChangeAmmoMessage for ConstructionItem game objects. Iterate through sub-modes corresponding to a type of "deployable" as ammunition for this fire mode and check each of these sub-modes for their certification requirements to be met before they can be used. Additional effort is exerted to ensure that the requirements for the given ammunition are satisfied. If no satisfactory combination is achieved, the original state will be restored.

    obj

    the ConstructionItem object

  117. def PerformToolAmmoChange(tool: Tool, obj: PlanetSideGameObject with Container): Unit

    Permalink

    na

    na

    tool

    na

    obj

    na

  118. def PermitEquipmentStow(equipment: Equipment, obj: PlanetSideGameObject with Container): Boolean

    Permalink

    na

    na

    equipment

    na

    obj

    na

    returns

    true, if the object is allowed to contain the type of equipment object

  119. def PlayerActionsToCancel(): Unit

    Permalink

    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.

  120. def PutItemInHand(item: Equipment): Boolean

    Permalink

    Primary functionality for tranferring a piece of equipment from the ground in a player's hands or his inventory.

    Primary functionality for tranferring a piece of equipment from the ground in a player's hands or his inventory. The final destination of the item in terms of slot position is not determined until the attempt is made. If it can not be placed in a slot correctly, the item will be returned to the ground in the same place.

    item

    the Equipment object on the ground

    returns

    true, if the object was properly picked up; false if it was returned to the ground

    See also

    Player.Fit

  121. def PutItemOnGround(item: Equipment, pos: Vector3, orient: Vector3): Unit

    Permalink

    Primary functionality for tranferring a piece of equipment from a player's hands or his inventory to the ground.

    Primary functionality for tranferring a piece of equipment from a player's hands or his inventory to the ground. Items are always dropped at player's feet because for simplicity's sake because, by virtue of already standing there, the stability of the surface has been proven. The only exception to this is dropping items while falling.

    item

    the Equipment object in the player's hand

    pos

    the game world coordinates where the object will be dropped

    orient

    a suggested orientation in which the object will settle when on the ground; as indicated, the simulation is only concerned with certain angles

    See also

    Player.Find
    ObjectDetachMessage

  122. def RedrawDeployableIcons(obj: PlanetSideGameObject with Deployable): Unit

    Permalink

    Draw the icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once.

    Draw the icon for this deployable object.

    When a client first joins a zone, all deployables are drawn on the continent map once. Should the player place any deployables, those deployables belong to that player. Ownership causes icon to be drawn in yellow to the player (as opposed to a white icon) and that signifies a certain level of control over the deployable, at least the ability to quietly deconstruct it. Under normal death/respawn cycles while the player is in a given zone, the map icons for owned deployables ramin manipulable to that given user. They do not havwe to be redrawn to stay accurate. Upon leaving a zone, where the icons are erased, and returning back to the zone, where they are drawn again, the deployables that a player owned should be restored in terms of their map icon visibility. This control can not be recovered, however, until they are updated with the player's globally unique identifier. Since the player does not need to redraw his own deployable icons each time he respawns, but will not possess a valid GUID for that zone until he spawns in it at least once, this function is swapped with another after the first spawn in any given zone. This function is restored upon transferring zones.

    obj

    a Deployable object

    See also

    SetCurrentAvatar
    DontRedrawIcons

  123. def RegisterDrivenVehicle(obj: Vehicle, driver: Player): GiveTask

    Permalink
  124. def RegisterNewVehicle(obj: Vehicle, pad: VehicleSpawnPad): GiveTask

    Permalink

    Construct tasking that adds a completed and registered vehicle into the scene.

    Construct tasking that adds a completed and registered vehicle into the scene. The major difference between RegisterVehicle and RegisterNewVehicle is the assumption that this vehicle lacks an internal Actor. Before being finished, that vehicle is supplied an Actor such that it may function properly. This function wraps around RegisterVehicle and is used in case, prior to this event, the vehicle is being brought into existence from scratch and was never a member of any Zone.

    obj

    the Vehicle object

    returns

    a TaskResolver.GiveTask message

    See also

    RegisterVehicle

  125. def RegisterVehicle(vehicle: Vehicle): GiveTask

    Permalink

    Construct tasking that adds a completed and registered vehicle into the scene.

    Construct tasking that adds a completed and registered vehicle into the scene. Use this function to renew the globally unique identifiers on a vehicle that has already been added to the scene once.

    vehicle

    the Vehicle object

    returns

    a TaskResolver.GiveTask message

    See also

    RegisterNewVehicle

  126. def ReloadVehicleAccessPermissions(vehicle: Vehicle): Unit

    Permalink

    Temporary function that iterates over vehicle permissions and turns them into PlanetsideAttributeMessage packets.

    2 November 2017:
    Unexpected behavior causes seat mount points to become blocked when a new driver claims the vehicle.

    Temporary function that iterates over vehicle permissions and turns them into PlanetsideAttributeMessage packets.

    2 November 2017:
    Unexpected behavior causes seat mount points to become blocked when a new driver claims the vehicle. For the purposes of ensuring that other players are always aware of the proper permission state of the trunk and seats, packets are intentionally dispatched to the current client to update the states. Perform this action just after any instance where the client would initially gain awareness of the vehicle. The most important examples include either the player or the vehicle itself spawning in for the first time.

    20 February 2018:
    Occasionally, during deployment, local(?) vehicle seat access permissions may change. This results in players being locked into their own vehicle. Reloading vehicle permissions supposedly ensures the seats will be properly available. This is considered a client issue; but, somehow, it also impacts server operation somehow.

    22 June 2018:
    I think vehicle ownership works properly now.

    vehicle

    the Vehicle

  127. def RemoveBoomerTriggersFromInventory(): List[BoomerTrigger]

    Permalink

    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

  128. def RemoveFromDeployablesQuantities(certification: net.psforever.types.CertificationType.Value, certificationSet: Set[net.psforever.types.CertificationType.Value]): Unit

    Permalink

    The player forgot a certification he previously knew.

    The player forgot a certification he previously knew. Update the deployables user interface elements if it was an "Engineering" certification. The certification "Advanced Hacking" also relates to an element.

    certification

    the certification that was added

    certificationSet

    all applicable certifications

  129. def RemoveTelepads(vehicle: Vehicle): Unit

    Permalink
  130. def RequestSanctuaryZoneSpawn(tplayer: Player, currentZone: Int): Unit

    Permalink

    Attempt to tranfer to the player's faction-specific sanctuary continent.

    Attempt to tranfer to the player's faction-specific sanctuary continent. If the server thinks the player is already on his sanctuary continent, and dead, it will disconnect the player under the assumption that an error has occurred. Eventually, this functionality should support better error-handling before it jumps to the conclusion: "Disconnecting the client is the safest option."

    tplayer

    the player

    currentZone

    the current zone number

    See also

    Zones.SanctuaryZoneNumber

  131. def ResolveProjectileEntry(projectile: Projectile, index: Int, resolution: net.psforever.objects.ballistics.ProjectileResolution.Value, target: PlanetSideGameObject with FactionAffinity with Vitality, pos: Vector3): Option[ResolvedProjectile]

    Permalink

    Find a projectile with the given globally unique identifier and mark it as a resolved shot.

    Find a projectile with the given globally unique identifier and mark it as a resolved shot. A Resolved shot has either encountered an obstacle or is being cleaned up for not finding an obstacle. The internal copy of the projectile is retained as merely Resolved while the observed projectile is promoted to the suggested resolution status.

    projectile

    the projectile object

    index

    where the projectile was found

    resolution

    the resolution status to promote the projectile

    returns

    a copy of the projectile

  132. def ResolveProjectileEntry(projectile_guid: PlanetSideGUID, resolution: net.psforever.objects.ballistics.ProjectileResolution.Value, target: PlanetSideGameObject with FactionAffinity with Vitality, pos: Vector3): Option[ResolvedProjectile]

    Permalink

    Find a projectile with the given globally unique identifier and mark it as a resolved shot.

    Find a projectile with the given globally unique identifier and mark it as a resolved shot. A Resolved shot has either encountered an obstacle or is being cleaned up for not finding an obstacle.

    projectile_guid

    the projectile GUID

    resolution

    the resolution status to promote the projectile

    returns

    the projectile

  133. def RespawnClone(tplayer: Player): Player

    Permalink

    Produce a clone of the player that is equipped with the default infantry loadout.

    Produce a clone of the player that is equipped with the default infantry loadout. The loadout is hardcoded. The player is expected to be in a Standard Exo-Suit.

    tplayer

    the original player

    returns

    the duplication of the player, in Standard Exo-Suit and with default equipment loadout

  134. def SafelyRemoveConstructionItemFromSlot(tool: ConstructionItem, index: Int, logDecorator: String = ...): Boolean

    Permalink

    Find the target ConstructionTool object, either at the suggested slot or wherever it is on the player, and remove it from the game world visually.

    Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space.

    Find the target ConstructionTool object, either at the suggested slot or wherever it is on the player, and remove it from the game world visually.

    Not finding the target object at its intended slot is an entirely recoverable situation as long as the target object is discovered to be somewhere else in the player's holsters or inventory space. If found after a more thorough search, merely log the discrepancy as a warning. If the discrepancy becomes common, the developer messed up the function call or he should not be using this function.

    tool

    the ConstructionItem object currently in the slot (checked)

    index

    the slot index

    logDecorator

    what kind of designation to give any log entires originating from this function; defaults to its own function name

    returns

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

  135. def SelectProximityUnitBehavior(terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Unit

    Permalink

    Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.

    Determine which functionality to pursue by a generic proximity-functional unit given the target for its activity.

    terminal

    the proximity-based unit

    target

    the object being affected by the unit

    See also

    VehicleService:receive, ProximityUnit.Action

  136. def ServerVehicleLock(vehicle: Vehicle): Unit

    Permalink

    Lock all applicable controls of the current vehicle.

    Lock all applicable controls of the current vehicle. This includes forward motion, turning, and, if applicable, strafing.

    vehicle

    the vehicle being controlled

  137. def ServerVehicleLockReverse(): Unit

    Permalink

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to auto reverse them out Lock all applicable controls of the current vehicle Set the vehicle to move in reverse

  138. def ServerVehicleLockStrafeLeft(): Unit

    Permalink

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe left out of the cargo hold for vehicles that are mounted sideways e.g.

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe left out of the cargo hold for vehicles that are mounted sideways e.g. router/BFR Lock all applicable controls of the current vehicle Set the vehicle to strafe left

  139. def ServerVehicleLockStrafeRight(): Unit

    Permalink

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe right out of the cargo hold for vehicles that are mounted sideways e.g.

    This function is applied to vehicles that are leaving a cargo vehicle's cargo hold to strafe right out of the cargo hold for vehicles that are mounted sideways e.g. router/BFR Lock all applicable controls of the current vehicle Set the vehicle to strafe right

  140. def ServerVehicleOverride(vehicle: Vehicle, speed: Int = 0, flight: Int = 0): Unit

    Permalink

    Place the current vehicle under the control of the server's commands.

    Place the current vehicle under the control of the server's commands.

    vehicle

    the vehicle

    speed

    how fast the vehicle is moving forward

    flight

    whether the vehicle is ascending or not, if the vehicle is an applicable type

  141. def SpecialCaseDisownVehicle(): Option[Vehicle]

    Permalink

    If a vehicle is owned by a character, disassociate the vehicle, then schedule it for deconstruction.

    If a vehicle is owned by a character, disassociate the vehicle, then schedule it for deconstruction.

    returns

    the vehicle previously owned, if any

    See also

    DisownVehicle()

  142. def StartBundlingPackets(): Unit

    Permalink

    Start packet bundling by assigning the appropriate function.

    Start packet bundling by assigning the appropriate function.

    See also

    sendResponse(PlanetSidePacket) : Unit

  143. def StartUsingProximityUnit(terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Unit

    Permalink

    Queue a proximity-base service.

    Queue a proximity-base service.

    terminal

    the proximity-based unit

    target

    the entity that is being considered for terminal operation

  144. def Started: Receive

    Permalink
  145. def StopBundlingPackets(): Unit

    Permalink

    Stop packet bundling by assigning the appropriate function.

    Stop packet bundling by assigning the appropriate function. If any bundles are in the collector's buffer, push that bundle out towards the network.

    See also

    sendResponse(PlanetSidePacket) : Unit

  146. def StopUsingProximityUnit(terminal: Terminal with ProximityUnit): Unit

    Permalink

    Stop using a proximity-base service.

    Stop using a proximity-base service. Special note is warranted when determining the identity of the proximity terminal. Medical terminals of both varieties can be cancelled by movement. Other sorts of proximity-based units are put on a timer.

    terminal

    the proximity-based unit

  147. def StowEquipment(obj: PlanetSideGameObject with Container)(index: Int, item: AmmoBox): Unit

    Permalink

    Announce that an already-registered AmmoBox object exists in a given position in some Container object's inventory.

    Announce that an already-registered AmmoBox object exists in a given position in some Container object's inventory.

    obj

    the Container object

    index

    an index in obj's inventory

    item

    an AmmoBox

    See also

    ChangeAmmoMessage

    StowEquipmentInVehicles

  148. def StowEquipmentInVehicles(obj: Vehicle)(index: Int, item: AmmoBox): Unit

    Permalink

    Announce that an already-registered AmmoBox object exists in a given position in some vehicle's inventory.

    Announce that an already-registered AmmoBox object exists in a given position in some vehicle's inventory.

    obj

    the Vehicle object

    index

    an index in obj's inventory

    item

    an AmmoBox

    See also

    ChangeAmmoMessage

    StowEquipment

  149. def StowNewEquipment(obj: PlanetSideGameObject with Container)(index: Int, item: Equipment): GiveTask

    Permalink

    Prepare tasking that registers an AmmoBox object and announces that it exists in a given position in some Container object's inventory.

    Prepare tasking that registers an AmmoBox object and announces that it exists in a given position in some Container object's inventory. PutEquipmentInSlot is the fastest way to achieve these goals.

    obj

    the Container object

    index

    an index in obj's inventory

    item

    the Equipment item

    returns

    a TaskResolver.GiveTask chain that executes the action

    See also

    ChangeAmmoMessage

    StowNewEquipmentInVehicle

  150. def StowNewEquipmentInVehicle(obj: Vehicle)(index: Int, item: Equipment): GiveTask

    Permalink

    Prepare tasking that registers an AmmoBox object and announces that it exists in a given position in some vehicle's inventory.

    Prepare tasking that registers an AmmoBox object and announces that it exists in a given position in some vehicle's inventory. PutEquipmentInSlot is the fastest way to achieve these goals.

    obj

    the Container object

    index

    an index in obj's inventory

    item

    the Equipment item

    returns

    a TaskResolver.GiveTask chain that executes the action

    See also

    ChangeAmmoMessage

    StowNewEquipment

  151. def Suicide(tplayer: Player): Unit

    Permalink

    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

  152. def TaskBeforeZoneChange(priorTask: GiveTask, zoneId: String): GiveTask

    Permalink

    Before calling Interstellar.GetWorld to change zones, perform the following task (which can be a nesting of subtasks).

    Before calling Interstellar.GetWorld to change zones, perform the following task (which can be a nesting of subtasks).

    priorTask

    the tasks to perform

    zoneId

    the zone to load afterwards

    returns

    a TaskResolver.GiveTask message

  153. def ToggleTeleportSystem(router: Vehicle, systemPlan: Option[(InternalTelepad, TelepadDeployable)]): Unit

    Permalink

    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

  154. def TotalDriverVehicleControl(vehicle: Vehicle): Unit

    Permalink

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive.

    Place the current vehicle under the control of the driver's commands, but leave it in a cancellable auto-drive. Stop all movement entirely.

    vehicle

    the vehicle

  155. def TransportVehicleChannelName(vehicle: Vehicle): String

    Permalink

    The channel name for summoning passengers to the vehicle after it has been loaded to a new location or to a new zone.

    The channel name for summoning passengers to the vehicle after it has been loaded to a new location or to a new zone. This channel name should be unique to the vehicle for at least the duration of the transition. The vehicle-specific channel with which all passengers are coordinated back to the original vehicle.

    vehicle

    the vehicle being moved (or having been moved)

    returns

    the channel name

  156. def TryDisposeOfLootedCorpse(obj: Player): Boolean

    Permalink

    If the corpse has been well-looted, remove it from the ground.

    If the corpse has been well-looted, remove it from the ground.

    obj

    the corpse

    returns

    true, if the obj is actually a corpse and has no objects in its holsters or backpack; false, otherwise

  157. def TryDropConstructionTool(tool: ConstructionItem, index: Int, pos: Vector3): Unit

    Permalink

    If the tool is a form of field deployment unit (FDU, also called an advanced_ace), completely remove the object from its current position and place it on the ground.

    If the tool is a form of field deployment unit (FDU, also called an advanced_ace), completely remove the object from its current position and place it on the ground. In the case of a botched deployable construction, dropping the FDU is visually consistent as it should already be depicted as on the ground as a part of its animation cycle.

    tool

    the ConstructionItem object currently in the slot (checked)

    index

    the slot index

    pos

    where to drop the object in the game world

  158. def TurnPlayerIntoCorpse(tplayer: Player): Unit

    Permalink

    Creates a player that has the characteristics of a corpse.

    Creates a player that has the characteristics of a corpse. To the game, that is a backpack (or some pastry, festive graphical modification allowing).

    tplayer

    the player

    See also

    CorpseConverter.converter

  159. def UnAccessContents(vehicle: Vehicle): Unit

    Permalink

    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

  160. def UnregisterDrivenVehicle(obj: Vehicle, driver: Player): GiveTask

    Permalink
  161. def UpdateDeployableUIElements(list: List[(Int, Int, Int, Int)]): Unit

    Permalink

    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 cooresponding 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

  162. def UpdateWeaponAtSeatPosition(objWithSeat: MountedWeapons, seatNum: Int): Unit

    Permalink

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

    From a seat, 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 seat

  163. def UseRouterTelepadEffect(playerGUID: PlanetSideGUID, srcGUID: PlanetSideGUID, destGUID: PlanetSideGUID): Unit

    Permalink

    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

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

    Permalink

    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)

  165. def WellLootedCorpse(obj: Player): Boolean

    Permalink

    If the corpse has been well-looted, it has no items in its primary holsters nor any items in its inventory.

    If the corpse has been well-looted, it has no items in its primary holsters nor any items in its inventory.

    obj

    the corpse

    returns

    true, if the obj is actually a corpse and has no objects in its holsters or backpack; false, otherwise

  166. var accessedContainer: Option[PlanetSideGameObject with Container]

    Permalink
  167. var admin: Boolean

    Permalink
  168. var amsSpawnPoints: List[SpawnPoint]

    Permalink
  169. var antChargingTick: Cancellable

    Permalink
  170. var antDischargingTick: Cancellable

    Permalink
  171. def aroundPostRestart(reason: Throwable): Unit

    Permalink
    Attributes
    protected[akka]
    Definition Classes
    Actor
  172. def aroundPostStop(): Unit

    Permalink
    Attributes
    protected[akka]
    Definition Classes
    Actor
  173. def aroundPreRestart(reason: Throwable, message: Option[Any]): Unit

    Permalink
    Attributes
    protected[akka]
    Definition Classes
    Actor
  174. def aroundPreStart(): Unit

    Permalink
    Attributes
    protected[akka]
    Definition Classes
    Actor
  175. def aroundReceive(receive: akka.actor.Actor.Receive, msg: Any): Unit

    Permalink
    Attributes
    protected[akka]
    Definition Classes
    MDCContextAware → Actor
  176. final def asInstanceOf[T0]: T0

    Permalink
    Definition Classes
    Any
  177. var avatar: Avatar

    Permalink
  178. var avatarService: ActorRef

    Permalink
  179. implicit def boolToInt(b: Boolean): Int

    Permalink

    Convert a boolean value into an integer value.

    Convert a boolean value into an integer value. Use: true:Int or false:Int

    b

    true or false (or null)

    returns

    1 for true; 0 for false

  180. var cargoDismountTimer: Cancellable

    Permalink
  181. var cargoMountTimer: Cancellable

    Permalink
  182. var clientKeepAlive: Cancellable

    Permalink
  183. def clone(): AnyRef

    Permalink
    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  184. var cluster: ActorRef

    Permalink
  185. def configZone(zone: Zone): Unit

    Permalink

    Configure the buildings and each specific amenity for that building in a given zone by sending the client packets.

    Configure the buildings and each specific amenity for that building in a given zone by sending the client packets. These actions are performed during the loading of a zone.

    zone

    the zone being loaded

    See also

    SetEmpireMessage
    PlanetsideAttributeMessage
    HackMessage

  186. implicit val context: ActorContext

    Permalink
    Definition Classes
    Actor
  187. var continent: Zone

    Permalink
  188. var controlled: Option[Int]

    Permalink
  189. var deadState: net.psforever.packet.game.DeadState.Value

    Permalink
  190. var drawDeloyableIcon: (PlanetSideGameObject with Deployable) ⇒ Unit

    Permalink
  191. def ensuring(cond: (WorldSessionActor) ⇒ Boolean, msg: ⇒ Any): WorldSessionActor

    Permalink
    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to Ensuring[WorldSessionActor] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  192. def ensuring(cond: (WorldSessionActor) ⇒ Boolean): WorldSessionActor

    Permalink
    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to Ensuring[WorldSessionActor] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  193. def ensuring(cond: Boolean, msg: ⇒ Any): WorldSessionActor

    Permalink
    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to Ensuring[WorldSessionActor] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  194. def ensuring(cond: Boolean): WorldSessionActor

    Permalink
    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to Ensuring[WorldSessionActor] performed by method Ensuring in scala.Predef.
    Definition Classes
    Ensuring
  195. final def eq(arg0: AnyRef): Boolean

    Permalink
    Definition Classes
    AnyRef
  196. def equals(arg0: Any): Boolean

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    Definition Classes
    AnyRef → Any
  197. def failWithError(error: String): Unit

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  198. def finalize(): Unit

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    Attributes
    protected[java.lang]
    Definition Classes
    AnyRef
    Annotations
    @throws( classOf[java.lang.Throwable] )
  199. var flying: Boolean

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  200. def formatted(fmtstr: String): String

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    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to StringFormat[WorldSessionActor] performed by method StringFormat in scala.Predef.
    Definition Classes
    StringFormat
    Annotations
    @inline()
  201. var galaxyService: ActorRef

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  202. final def getClass(): Class[_]

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    Definition Classes
    AnyRef → Any
  203. def handleControlPkt(pkt: PlanetSideControlPacket): Unit

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  204. def handleGamePkt(pkt: PlanetSideGamePacket): Any

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  205. def hashCode(): Int

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    Definition Classes
    AnyRef → Any
  206. def initBuilding(continentNumber: Int, buildingNumber: Int, building: Building): Unit

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    For a given continental structure, determine the method of generating server-join client configuration packets.

    For a given continental structure, determine the method of generating server-join client configuration packets.

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

  207. def initFacility(continentNumber: Int, buildingNumber: Int, building: Building): Unit

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    For a given facility structure, configure a client by dispatching the appropriate packets.

    For a given facility structure, configure a client by dispatching the appropriate packets. Pay special attention to the details of BuildingInfoUpdateMessage when preparing this packet.

    24 Janurtay 2019:
    Manual BIUM construction to alleviate player login.

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

    See also

    DensityLevelUpdateMessage

    BuildingInfoUpdateMessage

  208. def initGate(continentNumber: Int, buildingNumber: Int, building: Building): Unit

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    For a given lattice warp gate structure, configure a client by dispatching the appropriate packets.

    For a given lattice warp gate structure, configure a client by dispatching the appropriate packets. Unlike other facilities, gates do not have complicated BuildingInfoUpdateMessage packets. Also unlike facilities, gates have an additional packet.

    continentNumber

    the zone id

    buildingNumber

    the building id

    building

    the building object

    See also

    BroadcastWarpgateUpdateMessage

    DensityLevelUpdateMessage

    BuildingInfoUpdateMessage

  209. var interstellarFerry: Option[Vehicle]

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    used during zone transfers to maintain reference to seated vehicle (which does not yet exist in the new zone) used during intrazone gate transfers, but not in a way distinct from prior zone transfer procedures should only be set during the transient period when moving between one spawn point and the next leaving set prior to a subsequent transfers may cause unstable vehicle associations, with memory leak potential

  210. var interstellarFerryTopLevelGUID: Option[PlanetSideGUID]

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    used during zone transfers for cleanup to refer to the vehicle that instigated a transfer "top level" is the carrier in a carrier/ferried association or a projected carrier/(ferried carrier)/ferried association inherited from parent (carrier) to child (ferried) through the TransferPassenger message the old-zone unique identifier for the carrier no harm should come from leaving the field set to an old unique identifier value after the transfer period

  211. final def isInstanceOf[T0]: Boolean

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    Definition Classes
    Any
  212. var lastTerminalOrderFulfillment: Boolean

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  213. var leftRef: ActorRef

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  214. var localService: ActorRef

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  215. def log: LoggingAdapter

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    Definition Classes
    ActorLogging
  216. final def ne(arg0: AnyRef): Boolean

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    Definition Classes
    AnyRef
  217. final def notify(): Unit

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    Definition Classes
    AnyRef
  218. final def notifyAll(): Unit

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    Definition Classes
    AnyRef
  219. var player: Player

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  220. def postRestart(reason: Throwable): Unit

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    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  221. def postStop(): Unit

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    Definition Classes
    WorldSessionActor → Actor
  222. def preRestart(reason: Throwable, message: Option[Any]): Unit

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    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  223. def preStart(): Unit

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    Definition Classes
    Actor
    Annotations
    @throws( classOf[java.lang.Exception] )
  224. var prefire: Option[PlanetSideGUID]

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  225. var progressBarUpdate: Cancellable

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  226. var progressBarValue: Option[Float]

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  227. val projectiles: Array[Option[Projectile]]

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  228. def receive: Receive

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    Definition Classes
    WorldSessionActor → Actor
  229. var recentTeleportAttempt: Long

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  230. var respawnTimer: Cancellable

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  231. var reviveTimer: Cancellable

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  232. var rightRef: ActorRef

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  233. implicit final val self: ActorRef

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    Definition Classes
    Actor
  234. def sendRawResponse(pkt: ByteVector): Unit

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  235. def sendResponse(msg: Any): Unit

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  236. def sendResponse(cont: MultiPacketBundle): Unit

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  237. def sendResponse(cont: PlanetSidePacketContainer): Unit

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  238. def sendResponse(cont: KeepAliveMessage): Unit

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    KeepAliveMessage is a special PlanetSideGamePacket that is excluded from being bundled when it is sent to the network.

    The risk of the server getting caught in a state where the packets dispatched to the client are always bundled is posible.

    KeepAliveMessage is a special PlanetSideGamePacket that is excluded from being bundled when it is sent to the network.

    The risk of the server getting caught in a state where the packets dispatched to the client are always bundled is posible. Starting the bundling functionality but forgetting to transition into a state where it is deactivated can lead to this problem. No packets except for KeepAliveMessage will ever be sent until the ever-accumulating packets overflow. To avoid this state, whenever a KeepAliveMessage is sent, the packet collector empties its current contents to the network.

    cont

    a KeepAliveMessage packet

    See also

    clientKeepAlive

    StopBundlingPackets

    StartBundlingPackets

  239. def sendResponse(cont: PlanetSidePacket): Unit

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    Common entry point for transmitting packets to the network.

    Common entry point for transmitting packets to the network. Alternately, catch those packets and retain them to send out a bundled message.

    cont

    the packet

  240. final def sender(): ActorRef

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    Definition Classes
    Actor
  241. var sessionId: Long

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  242. var shooting: Option[PlanetSideGUID]

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  243. var spectator: Boolean

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  244. var speed: Float

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  245. def supervisorStrategy: SupervisorStrategy

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    Definition Classes
    Actor
  246. final def synchronized[T0](arg0: ⇒ T0): T0

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    Definition Classes
    AnyRef
  247. var taskResolver: ActorRef

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  248. def toString(): String

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    Definition Classes
    AnyRef → Any
  249. var traveler: Traveler

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  250. def unhandled(message: Any): Unit

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    Definition Classes
    Actor
  251. var usingMedicalTerminal: Option[PlanetSideGUID]

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  252. var vehicleService: ActorRef

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  253. final def wait(): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  254. final def wait(arg0: Long, arg1: Int): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  255. final def wait(arg0: Long): Unit

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    Definition Classes
    AnyRef
    Annotations
    @throws( ... )
  256. var whenUsedLastKit: Long

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  257. def [B](y: B): (WorldSessionActor, B)

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    Implicit information
    This member is added by an implicit conversion from WorldSessionActor to ArrowAssoc[WorldSessionActor] performed by method ArrowAssoc in scala.Predef.
    Definition Classes
    ArrowAssoc

Inherited from MDCContextAware

Inherited from ActorLogging

Inherited from Actor

Inherited from AnyRef

Inherited from Any

Inherited by implicit conversion any2stringadd from WorldSessionActor to any2stringadd[WorldSessionActor]

Inherited by implicit conversion StringFormat from WorldSessionActor to StringFormat[WorldSessionActor]

Inherited by implicit conversion Ensuring from WorldSessionActor to Ensuring[WorldSessionActor]

Inherited by implicit conversion ArrowAssoc from WorldSessionActor to ArrowAssoc[WorldSessionActor]

Ungrouped