object ProximityTerminalControl

Source
ProximityTerminalControl.scala
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  4. def ArmorRepairAction(tplayer: Player, repairValue: Int = 10): Boolean

    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

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

    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

  6. def HealthAndArmorTerminal(unit: Terminal with ProximityUnit, target: Player): Boolean

    When standing on the platform of a(n advanced) medical terminal, restore 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, restore 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

  7. def VehicleRepairTerminal(unit: Terminal with ProximityUnit, target: Vehicle): Boolean

    When driving a vehicle close to a rearm/repair silo, restore the vehicle's health points.

    When driving a vehicle close to a rearm/repair silo, restore the vehicle's health points. If the vehicle is fully repaired, stop using the terminal.

    unit

    the terminal

    target

    the vehicle being repaired

  8. def WeaponAmmoRecharge(ammoAdded: Int, slots: List[FireModeSlot]): List[FireModeSlot]

    Collect all magazines from this weapon that need to have ammunition reloaded, and reload some ammunition into them.

    Collect all magazines from this weapon that need to have ammunition reloaded, and reload some ammunition into them.

    ammoAdded

    the amount of ammo to be added to a weapon

    slots

    the vehicle with weapons being recharged

    returns

    ammunition slots that were affected

  9. def WeaponRechargeTerminal(unit: Terminal with ProximityUnit, target: Vehicle): Boolean

    When driving close to a rearm/repair silo whose facility is under the influence of an Ancient Weapon Module benefit, and the vehicle is an Ancient vehicle with mounted weaponry whose magazine(s) is not full, restore some ammunition to the magazine(s).

    When driving close to a rearm/repair silo whose facility is under the influence of an Ancient Weapon Module benefit, and the vehicle is an Ancient vehicle with mounted weaponry whose magazine(s) is not full, restore some ammunition to the magazine(s). If no valid weapons are discovered or the discovered valid weapons have full magazines, stop using the terminal.

    unit

    the terminal

    target

    the vehicle with weapons being recharged

  10. def WeaponRechargeTerminal(unit: Terminal with ProximityUnit, target: Player): Boolean

    When standing in a friendly SOI whose facility is under the influence of an Ancient Weapon Module benefit, and the player is in possession of Ancient weaponnry whose magazine is not full, restore some ammunition to its magazine.

    When standing in a friendly SOI whose facility is under the influence of an Ancient Weapon Module benefit, and the player is in possession of Ancient weaponnry whose magazine is not full, restore some ammunition to its magazine. If no valid weapons are discovered or the discovered valid weapons have full magazines, stop using the terminal.

    unit

    the terminal

    target

    the player with weapons being recharged

  11. def WeaponsBeingRechargedWithSomeAmmunition(ammoAdded: Int, equipment: Iterable[Equipment]): Iterable[(Tool, Iterable[FireModeSlot])]

    Collect all weapons with magazines that need to have ammunition reloaded, and reload some ammunition into them.

    Collect all weapons with magazines that need to have ammunition reloaded, and reload some ammunition into them.

    ammoAdded

    the amount of ammo to be added to a weapon

    equipment

    the equipment being considered; weapons whose ammo will be increased will be isolated

    returns

    na

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  23. def selectAndTryProximityUnitBehavior(callback: ActorRef, terminal: Terminal with ProximityUnit, target: PlanetSideGameObject): Boolean

    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

  24. final def synchronized[T0](arg0: => T0): T0
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