Package

net.psforever.objects

ballistics

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package ballistics

Visibility
  1. Public
  2. All

Type Members

  1. final case class ComplexDeployableSource(obj_def: ObjectDefinition with BaseDeployableDefinition, faction: types.PlanetSideEmpire.Value, health: Int, shields: Int, ownerName: String, position: Vector3, orientation: Vector3) extends SourceEntry with Product with Serializable

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  2. final case class DeployableSource(obj_def: ObjectDefinition with BaseDeployableDefinition, faction: types.PlanetSideEmpire.Value, health: Int, ownerName: String, position: Vector3, orientation: Vector3) extends SourceEntry with Product with Serializable

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  3. final case class ObjectSource(obj: PlanetSideGameObject with FactionAffinity, faction: types.PlanetSideEmpire.Value, position: Vector3, orientation: Vector3, velocity: Option[Vector3]) extends SourceEntry with Product with Serializable

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  4. final case class PlayerSource(name: String, obj_def: ObjectDefinition, faction: types.PlanetSideEmpire.Value, exosuit: types.ExoSuitType.Value, seated: Boolean, health: Int, armor: Int, position: Vector3, orientation: Vector3, velocity: Option[Vector3], modifiers: ResistanceProfile) extends SourceEntry with Product with Serializable

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  5. final case class Projectile(profile: ProjectileDefinition, tool_def: ToolDefinition, fire_mode: FireModeDefinition, owner: SourceEntry, attribute_to: Int, shot_origin: Vector3, shot_angle: Vector3, fire_time: Long = System.nanoTime) extends Product with Serializable

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    A summation of weapon (Tool) discharge.

    A summation of weapon (Tool) discharge.

    profile

    an explanation of the damage that can be performed by this discharge

    tool_def

    the weapon that caused this discharge

    fire_mode

    the current fire mode of the tool used

    owner

    the agency that caused the weapon to produce this projectile; most often a player (PlayerSource)

    attribute_to

    an object ID that refers to the method of death that would be reported; usually the same as tool_def.ObjectId; if not, then it is a type of vehicle (and owner should have a positive seated field)

    shot_origin

    where the projectile started

    shot_angle

    in which direction the projectile was aimed when it was discharged

    fire_time

    when the weapon discharged was recorded; defaults to System.nanoTime

    See also

    ProjectileDefinition
    ToolDefinition
    FireModeDefinition
    SourceEntry
    PlayerSource

  6. final case class ResolvedProjectile(resolution: ProjectileResolution.Value, projectile: Projectile, target: SourceEntry, damage_model: DamageResistanceModel, hit_pos: Vector3, hit_time: Long = System.nanoTime) extends Product with Serializable

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    An encapsulation of a projectile event that records sufficient historical information about the interaction of weapons discharge and a target to the point that the original event might be reconstructed.

    An encapsulation of a projectile event that records sufficient historical information about the interaction of weapons discharge and a target to the point that the original event might be reconstructed. Reenacting the calculations of this entry should always produce the same values.

    resolution

    how the projectile hit was executed

    projectile

    the original projectile

    target

    what the projectile hit

    damage_model

    the kind of damage model to which the target is/was subject

    hit_pos

    where the projectile hit

    hit_time

    the sequence timing when the projectile hit the target

  7. trait SourceEntry extends WorldEntity

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  8. final case class VehicleSource(obj_def: VehicleDefinition, faction: types.PlanetSideEmpire.Value, health: Int, shields: Int, position: Vector3, orientation: Vector3, velocity: Option[Vector3], modifiers: ResistanceProfile) extends SourceEntry with Product with Serializable

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Value Members

  1. object ComplexDeployableSource extends Serializable

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  2. object DeployableSource extends Serializable

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  3. object ObjectSource extends Serializable

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  4. object PlayerSource extends Serializable

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  5. object Projectile extends Serializable

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  6. object ProjectileResolution extends Enumeration

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    An Enumeration of outcomes regarding what actually happened to the projectile.

  7. object Projectiles extends Enumeration

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    An Enumeration of all the projectile types in the game, paired with their object id as the Value.

  8. object SourceEntry

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  9. object VehicleSource extends Serializable

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Ungrouped