private extern static void _SetInitialLocationAndRotation(IntPtr handler, Vector NewLocation, Rotator NewRotation);
public void CallOnServerWithVR(int fid, Vector data, Rotator data2) { _CallOnServerWithVR(NativeHandler, fid, data, data2); }
public Quat(Rotator R) { this = R.Quaternion(); }
private extern static void _SetLocalRotation(IntPtr handle, Rotator trans);
public void CallOnServerWithRotator(int fid, Rotator data) { _CallOnServerWithRotator(NativeHandler, fid, data); }
public Transform(Rotator InRotation) { Rotation = new Quat(InRotation); Translation = Vector.ZeroVector; Scale3D = new Vector(1.0f); }
extern static Vector Vector(ref Rotator _this);
private extern static void _CallOnClientWithRR(IntPtr handler, int fid, Rotator data, Rotator data2);
extern static Quat Quaternion(ref Rotator _this);
private extern static void _SetRotationRate(IntPtr handler, Rotator RotationRate);
public extern static void _WriteMemoryWithData(Vector data, Rotator data2, Vector data3);
private extern static void _SetValue(IntPtr actor, IntPtr property, Rotator value);
public void AddLocalRotation(Rotator rot) { _AddLocalRotation(NativeHandler, rot); }
private void CallOnClientWithVR(int fid, Vector data, Rotator data2) { _CallOnClientWithVR(NativeHandler, fid, data, data2); }
extern static Vector UnrotateVector(ref Rotator _this, Vector V);
private extern static void _CallOnAllWithRotator(IntPtr handler, int fid, Rotator data);
public Rotator(Rotator Other) { this.Pitch = Other.Pitch; this.Yaw = Other.Yaw; this.Roll = Other.Roll; }
private extern static void _CallOnAllWithVR(IntPtr handler, int fid, Vector data, Rotator data2);
bool Equals(Rotator R, float Tolerance = Const.KINDA_SMALL_NUMBER) { return((System.Math.Abs(NormalizeAxis(Pitch - R.Pitch)) <= Tolerance) && (System.Math.Abs(NormalizeAxis(Yaw - R.Yaw)) <= Tolerance) && (System.Math.Abs(NormalizeAxis(Roll - R.Roll)) <= Tolerance)); }
private void CallOnClientWithRotator(int fid, Rotator data) { _CallOnClientWithRotator(NativeHandler, fid, data); }
public void SetInitialLocationAndRotation(Vector NewLocation, Rotator NewRotation) { _SetInitialLocationAndRotation(NativeHandler, NewLocation, NewRotation); }
public Transform(Rotator InRotation, Vector InTranslation, Vector InScale3D) { Rotation = new Quat(InRotation); Translation = InTranslation; Scale3D = InScale3D; }
private extern static void _SetControllerRotator(IntPtr handler, Rotator ControllerRotator);
public static void SetRotator(string key, Rotator value) { ms_RDict[key] = value; }
private extern static void _AddLocalRotation(IntPtr handle, Rotator rot);