/// <summary>Get the name of the player's current state.</summary> /// <description> /// The state is one of the following: /// /// <ul><li>Dead - The Player is dead.</li><li>Mounted - The Player is mounted to an object such as a vehicle.</li><li>Move - The Player is free to move. The usual state.</li><li>Recover - The Player is recovering from a fall. See PlayerData::recoverDelay.</li></ul> /// </description> /// <returns>The current state; one of: "Dead", "Mounted", "Move", "Recover"</returns> public string GetState() { InternalUnsafeMethods.GetState__Args _args = new InternalUnsafeMethods.GetState__Args() { }; IntPtr _engineResult = InternalUnsafeMethods.GetState()(ObjectPtr, _args); return(StringMarshal.IntPtrToUtf8String(_engineResult)); }
/// <description> /// () /// </description> public bool GetState() { InternalUnsafeMethods.GetState__Args _args = new InternalUnsafeMethods.GetState__Args() { }; bool _engineResult = InternalUnsafeMethods.GetState()(ObjectPtr, _args); return(_engineResult); }