Table of Contents

Class FVRPlayerBody

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class FVRPlayerBody : MonoBehaviour
Inheritance
FVRPlayerBody

Constructors

FVRPlayerBody()

public FVRPlayerBody()

Fields

DebugString

public string DebugString

Field Value

string

EyeCam

public Camera EyeCam

Field Value

Camera

FilteredHead

public Transform FilteredHead

Field Value

Transform

GlobalHearing

public float GlobalHearing

Field Value

float

GlobalHearingTarget

public float GlobalHearingTarget

Field Value

float

Head

public Transform Head

Field Value

Transform

Health

public float Health

Field Value

float

HealthBar

public GameObject HealthBar

Field Value

GameObject

HealthBarPrefab

public GameObject HealthBarPrefab

Field Value

GameObject

Hitboxes

public FVRPlayerHitbox[] Hitboxes

Field Value

FVRPlayerHitbox[]

LM_OcclusionTesting

public LayerMask LM_OcclusionTesting

Field Value

LayerMask

LeftHand

public Transform LeftHand

Field Value

Transform

LoadingRingPrefab

public GameObject LoadingRingPrefab

Field Value

GameObject

LoudnessFalloff

public AnimationCurve LoudnessFalloff

Field Value

AnimationCurve

NavMeshOb

public GameObject NavMeshOb

Field Value

GameObject

Neck

public Transform Neck

Field Value

Transform

NeckJointTargetsThis

public Transform NeckJointTargetsThis

Field Value

Transform

NeckJointTransform

public Transform NeckJointTransform

Field Value

Transform

NeckTargetsThis

public Transform NeckTargetsThis

Field Value

Transform

NeckTransform

public Transform NeckTransform

Field Value

Transform

PSystemBlind

public ParticleSystem PSystemBlind

Field Value

ParticleSystem

PSystemDamage

public ParticleSystem PSystemDamage

Field Value

ParticleSystem

PSystemDamageLight

public ParticleSystem PSystemDamageLight

Field Value

ParticleSystem

PlayerEntities

public List<AIEntity> PlayerEntities

Field Value

List<AIEntity>

PlayerSosigBodyPrefab

public FVRObject PlayerSosigBodyPrefab

Field Value

FVRObject

PostLayer

public PostProcessLayer PostLayer

Field Value

PostProcessLayer

QBSlots_Added

public List<FVRQuickBeltSlot> QBSlots_Added

Field Value

List<FVRQuickBeltSlot>

QBSlots_Internal

public List<FVRQuickBeltSlot> QBSlots_Internal

Field Value

List<FVRQuickBeltSlot>

QuickbeltSlots

public List<FVRQuickBeltSlot> QuickbeltSlots

Field Value

List<FVRQuickBeltSlot>

RightHand

public Transform RightHand

Field Value

Transform

Torso

public Transform Torso

Field Value

Transform

TorsoTargetsThis

public Transform TorsoTargetsThis

Field Value

Transform

TorsoTransform

public Transform TorsoTransform

Field Value

Transform

VFX_Biclops

public GameObject VFX_Biclops

Field Value

GameObject

VFX_Cyclops

public GameObject VFX_Cyclops

Field Value

GameObject

VFX_Farout

public GameObject VFX_Farout

Field Value

GameObject

VisibilityMult

public float VisibilityMult

Field Value

float

headPositionFiltered

public Vector3 headPositionFiltered

Field Value

Vector3

headRotationFiltered

public Quaternion headRotationFiltered

Field Value

Quaternion

Properties

IsAmmoDrain

public bool IsAmmoDrain { get; }

Property Value

bool

IsBadTrip

public bool IsBadTrip { get; }

Property Value

bool

IsBiClops

public bool IsBiClops { get; }

Property Value

bool

IsBlort

public bool IsBlort { get; }

Property Value

bool

IsCyclops

public bool IsCyclops { get; }

Property Value

bool

IsDamMult

public bool IsDamMult { get; }

Property Value

bool

IsDamPowerDown

public bool IsDamPowerDown { get; }

Property Value

bool

IsDamResist

public bool IsDamResist { get; }

Property Value

bool

IsDlort

public bool IsDlort { get; }

Property Value

bool

IsGhosted

public bool IsGhosted { get; }

Property Value

bool

IsHealing

public bool IsHealing { get; }

Property Value

bool

IsHurting

public bool IsHurting { get; }

Property Value

bool

IsInfiniteAmmo

public bool IsInfiniteAmmo { get; }

Property Value

bool

IsMoleEye

public bool IsMoleEye { get; }

Property Value

bool

IsMuscleMeat

public bool IsMuscleMeat { get; }

Property Value

bool

IsSuperVisible

public bool IsSuperVisible { get; }

Property Value

bool

IsWeakMeat

public bool IsWeakMeat { get; }

Property Value

bool

isDamPowerUp

public bool isDamPowerUp { get; }

Property Value

bool

Methods

ActivatePower(PowerupType, PowerUpIntensity, PowerUpDuration, bool, bool, float)

public void ActivatePower(PowerupType type, PowerUpIntensity intensity, PowerUpDuration d, bool isPuke, bool isInverted, float DurationOverride = -1)

Parameters

type PowerupType
intensity PowerUpIntensity
d PowerUpDuration
isPuke bool
isInverted bool
DurationOverride float

BlindPlayer(float)

public void BlindPlayer(float f)

Parameters

f float

ConfigureQuickbelt(int)

public void ConfigureQuickbelt(int index)

Parameters

index int

DeActivatePowerIfActive(PowerupType)

public void DeActivatePowerIfActive(PowerupType type)

Parameters

type PowerupType

DisableHands()

public void DisableHands()

DisableHitBoxes()

public void DisableHitBoxes()

DoesQuickbeltNameExist(string)

public bool DoesQuickbeltNameExist(string s)

Parameters

s string

Returns

bool

EnableHands()

public void EnableHands()

EnableHitBoxes()

public void EnableHitBoxes()

FlushHeadFilter()

public void FlushHeadFilter()

GetCurrentSoundEnvironment()

public FVRSoundEnvironment GetCurrentSoundEnvironment()

Returns

FVRSoundEnvironment

GetCyclopsPower()

public float GetCyclopsPower()

Returns

float

GetDamageMult()

public float GetDamageMult()

Returns

float

GetDamageResist()

public float GetDamageResist()

Returns

float

GetMaxHealthPlayerRaw()

public int GetMaxHealthPlayerRaw()

Returns

int

GetMuscleMeatPower()

public float GetMuscleMeatPower()

Returns

float

GetPlayerHealth()

public float GetPlayerHealth()

Returns

float

GetPlayerHealthRaw()

public int GetPlayerHealthRaw()

Returns

int

GetPlayerIFF()

public int GetPlayerIFF()

Returns

int

GetQuickbeltConfigSlotCount(GameObject)

public int GetQuickbeltConfigSlotCount(GameObject g)

Parameters

g GameObject

Returns

int

GetRegenMult()

public float GetRegenMult()

Returns

float

HarmPercent(float)

public void HarmPercent(float f)

Parameters

f float

HealPercent(float)

public void HealPercent(float f)

Parameters

f float

HideLoadingBar()

public void HideLoadingBar()

HitEffect()

public void HitEffect()

Init(FVRSceneSettings)

public void Init(FVRSceneSettings SceneSettings)

Parameters

SceneSettings FVRSceneSettings

IsSlotInternal(FVRQuickBeltSlot)

public bool IsSlotInternal(FVRQuickBeltSlot slot)

Parameters

slot FVRQuickBeltSlot

Returns

bool

KillPlayer(bool)

public void KillPlayer(bool FromSelf)

Parameters

FromSelf bool

LateUpdate()

public void LateUpdate()

MoveBodyTargets()

public void MoveBodyTargets()

MoveHitBoxes()

public void MoveHitBoxes()

MoveQuickbeltContents(Vector3)

public void MoveQuickbeltContents(Vector3 dir)

Parameters

dir Vector3

MoveQuickbeltContentsCheap(Vector3)

public void MoveQuickbeltContentsCheap(Vector3 dir)

Parameters

dir Vector3

RegisterPlayerHit(float, bool)

public bool RegisterPlayerHit(float DamagePoints, bool FromSelf)

Parameters

DamagePoints float
FromSelf bool

Returns

bool

ResetHealth()

public void ResetHealth()

SetHealthThreshold(float)

public void SetHealthThreshold(float h)

Parameters

h float

SetOutfit(SosigEnemyTemplate)

public void SetOutfit(SosigEnemyTemplate tem)

Parameters

tem SosigEnemyTemplate

SetPlayerIFF(int)

public void SetPlayerIFF(int iff)

Parameters

iff int

SetQuickbeltBasedOnStringName(string, out int)

public bool SetQuickbeltBasedOnStringName(string s, out int index)

Parameters

s string
index int

Returns

bool

ShowLoadingBar()

public void ShowLoadingBar()

SonicEvent(float, float, Vector3, int)

public void SonicEvent(float loudness, float maxDistanceHeard, Vector3 pos, int iffcode)

Parameters

loudness float
maxDistanceHeard float
pos Vector3
iffcode int

Update()

public void Update()

UpdateCameraPost()

public void UpdateCameraPost()

UpdatePlayerBodyPositions()

public void UpdatePlayerBodyPositions()

UpdateSosigPlayerBodyState()

public void UpdateSosigPlayerBodyState()

VisibleEvent(float)

public void VisibleEvent(float intensity)

Parameters

intensity float

WipeQuickbeltContents()

public void WipeQuickbeltContents()

WipeQuickbeltContents(List<FVRQuickBeltSlot>)

public void WipeQuickbeltContents(List<FVRQuickBeltSlot> slots)

Parameters

slots List<FVRQuickBeltSlot>