Packages

class Vehicle extends AmenityOwner with Hackable with FactionAffinity with Mountable with MountedWeapons with Deployment with Vitality with OwnableByPlayer with StandardResistanceProfile with JammableUnit with CommonNtuContainer with Container with AuraContainer

The server-side support object that represents a vehicle.

All infantry seating, all mounted weapons, and the trunk space are considered part of the same index hierarchy. Generally, all seating is declared first - the driver and passengers and and gunners. Following that are the mounted weapons and other utilities. Trunk space starts being indexed afterwards. To keep it simple, infantry seating, mounted weapons, and utilities are stored separately herein. The Map of Utility objects is given using the same inventory index positions. Positive indices and zero are considered "represented" and must be assigned a globally unique identifier and must be present in the containing vehicle's ObjectCreateMessage packet. The index is the seat position, reflecting the position in the zero-index inventory. Negative indices are expected to be excluded from this conversion. The value of the negative index does not have a specific meaning.

The importance of a vehicle's owner can not be overlooked. The owner is someone who can control who can sit in the vehicle's seats either through broad categorization or discriminating selection ("kicking") and who has access to and can allow access to the vehicle's trunk capacity. The driver is the only player that can access a vehicle's saved loadouts through a repair/rearm silo and can procure equipment from the said silo. The owner of a vehicle and the driver of a vehicle as mostly interchangeable terms for this reason and it can be summarized that the player who has access to the driver seat meets the qualifications for the "owner" so long as that player is the last person to have sat in that seat. All previous ownership information is replaced just as soon as someone else sits in the driver's seat. Ownership is also transferred as players die and respawn (from and to the same client) and when they leave a continent without taking the vehicle they currently own with them. (They also lose ownership when they leave the game, of course.)

All seats have vehicle-level properties on top of their own internal properties. A seat has a glyph projected onto the ground when the vehicle is not moving that is used to mark where the seat can be accessed, as well as broadcasting the current access condition of the seat. As indicated previously, seats are composed into categories and the categories used to control access. The "driver" group has already been mentioned and is usually composed of a single seat, the "first" one. The driver seat is typically locked to the person who can sit in it - the owner - unless manually unlocked. Any seat besides the "driver" that has a weapon controlled from the seat is called a "gunner" seats. Any other seat besides the "driver" seat and "gunner" seats is called a "passenger" seat. All of these seats are typically unlocked normally. The "trunk" also counts as an access group even though it is not directly attached to a seat and starts as "locked." The categories all have their own glyphs, sharing a red cross glyph as a "can not access" state, and may also use their lack of visibility to express state. In terms of individual access, each seat can have its current occupant ejected, save for the driver's seat.

Source
Vehicle.scala
See also

Vehicle.EquipmentUtilities

Ordering
  1. Alphabetic
  2. By Inheritance
Inherited
  1. Vehicle
  2. AuraContainer
  3. Container
  4. CommonNtuContainer
  5. NtuContainer
  6. TransferContainer
  7. JammableUnit
  8. StandardResistanceProfile
  9. ResistanceProfile
  10. OwnableByPlayer
  11. Vitality
  12. VitalsHistory
  13. Deployment
  14. MountedWeapons
  15. Mountable
  16. Hackable
  17. AmenityOwner
  18. PlanetSideServerObject
  19. ZoneAware
  20. FactionAffinity
  21. PlanetSideGameObject
  22. WorldEntity
  23. IdentifiableEntity
  24. Identifiable
  25. AnyRef
  26. Any
  1. Hide All
  2. Show All
Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new Vehicle(vehicleDef: VehicleDefinition)

    vehicleDef

    the vehicle's definition entry; stores and unloads pertinent information about the Vehicle's configuration; used in the initialization process (loadVehicleDefinition)

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. def AccessingTrunk: Option[PlanetSideGUID]
  5. def AccessingTrunk_=(guid: Option[PlanetSideGUID]): Option[PlanetSideGUID]

    Change which player has access to the trunk of this vehicle.

    Change which player has access to the trunk of this vehicle. A player may only gain access to the trunk if no one else has access to the trunk at the moment.

    guid

    the player who wishes to access the trunk

    returns

    the player who is currently allowed to access the trunk

  6. def AccessingTrunk_=(guid: PlanetSideGUID): Option[PlanetSideGUID]
  7. def Actor: ActorRef

    Retrieve a reference to the internal Actor.

    Retrieve a reference to the internal Actor.

    returns

    the internal ActorRef

    Definition Classes
    PlanetSideServerObject
  8. def Actor_=(control: ActorRef): ActorRef

    Assign an Actor to act for this server object.

    Assign an Actor to act for this server object. This reference is only set once, that is, as long as the internal ActorRef directs to ActorRef.noSender (null).

    control

    the Actor whose functionality will govern this server object

    returns

    the current internal ActorRef

    Definition Classes
    PlanetSideServerObject
  9. def AddEffectToAura(effect: Aura): Set[Aura]
    Definition Classes
    AuraContainer
  10. def Amenities: List[Amenity]
    Definition Classes
    AmenityOwner
  11. def Amenities_=(obj: Amenity): List[Amenity]
    Definition Classes
    AmenityOwner
  12. def AssignOwnership(playerOpt: Option[Player]): OwnableByPlayer

    na

    na

    playerOpt

    na

    returns

    na

    Definition Classes
    OwnableByPlayer
  13. def AssignOwnership(player: Player): OwnableByPlayer

    na

    na

    player

    na

    returns

    na

    Definition Classes
    OwnableByPlayer
  14. def Aura: Set[Aura]
    Definition Classes
    AuraContainer
  15. def CanAccessTrunk(player: Player): Boolean

    Can this player access the contents of this Vehicle's Trunk given its current access permissions?

    Can this player access the contents of this Vehicle's Trunk given its current access permissions?

    player

    a player attempting to access this Trunk

    returns

    true, if the player is permitted access; false, otherwise

  16. def CanDamage: Boolean
    Definition Classes
    Vitality
  17. def CanRepair: Boolean
    Definition Classes
    Vitality
  18. def Capacitor: Int
  19. def Capacitor_=(value: Int): Int
  20. def CargoHold(cargoNumber: Int): Option[Cargo]
  21. def CargoHolds: Map[Int, Cargo]
  22. def ClearHistory(): List[VitalsActivity]
    Definition Classes
    VitalsHistory
  23. def Cloaked: Boolean
  24. def Cloaked_=(isCloaked: Boolean): Boolean
  25. def Collisions(dest: Int, width: Int, height: Int): Try[List[InventoryItem]]

    Given a region of "searchable unit positions" considered as stowable, determine if any previously stowed items are contained within that region.

    Default usage, and recommended the continued inclusion of that use, is defined in terms of Equipment being stowed in a GridInventory.

    Given a region of "searchable unit positions" considered as stowable, determine if any previously stowed items are contained within that region.

    Default usage, and recommended the continued inclusion of that use, is defined in terms of Equipment being stowed in a GridInventory. Where the Equipment object is defined by the dimensions width and height, starting a search at index will search all positions within a grid-like range of numbers. Under certain searching conditions, this range may be meaningless, such as is the case when searching individual positions that are normal EquipmentSlot objects. Regardless, the value collected indicates the potential of multiple objects being discovered and maintains a reference to the object itself and the slot position where the object is located. (As any object can be discovered within the range, that is important.)

    width

    the width of the searchable space

    height

    the height of the serachable space

    returns

    a list of objects that have been encountered within the searchable space

    Definition Classes
    VehicleContainer
    See also

    GridInventory.CheckCollisionsVar

  26. def Continent: String
    Definition Classes
    ZoneAware
  27. def Continent_=(zoneId: String): String

    Give the entity a custom Zone identifier.

    Give the entity a custom Zone identifier.

    zoneId

    the custom identifier of the Zone object

    returns

    the identifier of the Zone object

    Definition Classes
    ZoneAware
  28. def ControlledWeapon(wepNumber: Int): Option[Equipment]

    Get the weapon at the index.

    Get the weapon at the index.

    wepNumber

    an index representing the seat position / mounting point

    returns

    a weapon, or None

    Definition Classes
    VehicleMountedWeapons
  29. def DamageModel: DamageResistanceModel
    Definition Classes
    VehicleVitality
  30. def Decal: Int
  31. def Decal_=(logo: Int): Int
  32. def DefaultHealth: Int
    Definition Classes
    Vitality
  33. def Definition: VehicleDefinition

    This is the definition entry that is used to store and unload pertinent information about the Vehicle.

    This is the definition entry that is used to store and unload pertinent information about the Vehicle.

    returns

    the vehicle's definition entry

    Definition Classes
    VehicleCommonNtuContainerNtuContainerVitalityPlanetSideGameObject
  34. def DeployTime: Int
    Definition Classes
    VehicleDeployment
  35. def DeploymentState: types.DriveState.Value
    Definition Classes
    Deployment
  36. def DeploymentState_=(to_deploy_state: types.DriveState.Value): types.DriveState.Value
    Definition Classes
    Deployment
  37. def Destroyed: Boolean
    Definition Classes
    PlanetSideGameObject
  38. def Destroyed_=(state: Boolean): Boolean
    Definition Classes
    PlanetSideGameObject
  39. def Entity: WorldEntity
    Definition Classes
    PlanetSideGameObject
  40. def Entity_=(newEntity: WorldEntity): Unit
    Definition Classes
    PlanetSideGameObject
  41. def Faction: types.PlanetSideEmpire.Value
    Definition Classes
    VehicleFactionAffinity
  42. def Faction_=(faction: types.PlanetSideEmpire.Value): types.PlanetSideEmpire.Value
    Definition Classes
    VehicleFactionAffinity
  43. def Find(guid: PlanetSideGUID): Option[Int]

    Given globally unique identifier, if the object using it is stowed, attempt to locate its slot.

    Given globally unique identifier, if the object using it is stowed, attempt to locate its slot. All positions, VisibleSlot and Inventory, and wherever else, should be searchable.

    guid

    the GUID of the Equipment

    returns

    the index of the EquipmentSlot, or None

    Definition Classes
    VehicleContainer
  44. def Find(obj: Equipment): Option[Int]

    Given an object, attempt to locate its slot.

    Given an object, attempt to locate its slot. All positions, VisibleSlot and Inventory, and wherever else, should be searchable.

    obj

    the Equipment object

    returns

    the index of the EquipmentSlot, or None

    Definition Classes
    Container
  45. def Fit(tile: InventoryTile): Option[Int]
    Definition Classes
    Container
  46. def Fit(obj: Equipment): Option[Int]
    Definition Classes
    Container
  47. def Flying: Boolean
  48. def Flying_=(isFlying: Boolean): Boolean
  49. def GUID: PlanetSideGUID
    Definition Classes
    IdentifiableEntityIdentifiable
  50. def GUID_=(guid: PlanetSideGUID): PlanetSideGUID
    Definition Classes
    IdentifiableEntityIdentifiable
  51. def GUID_=(guid: StalePlanetSideGUID): PlanetSideGUID

    Always intercept StalePlanetSideGUID references when attempting to mutate the GUID value.

    Always intercept StalePlanetSideGUID references when attempting to mutate the GUID value.

    guid

    the valid GUID to assign

    returns

    never returns

    Definition Classes
    IdentifiableEntity
    Exceptions thrown

    `AssigningGUIDException` always

  52. def GetSeatFromMountPoint(mountPoint: Int): Option[Int]

    Given the index of an entry mounting point, return the infantry-accessible Seat associated with it.

    Given the index of an entry mounting point, return the infantry-accessible Seat associated with it.

    mountPoint

    an index representing the seat position / mounting point

    returns

    a seat number, or None

    Definition Classes
    VehicleMountable
  53. def HackDuration: Array[Int]
    Definition Classes
    Hackable
  54. def HackDuration_=(arr: Array[Int]): Array[Int]
    Definition Classes
    Hackable
  55. def HackEffectDuration: Array[Int]
    Definition Classes
    Hackable
  56. def HackEffectDuration_=(arr: Array[Int]): Array[Int]
    Definition Classes
    Hackable
  57. def HackSound: packet.game.TriggeredSound.Value
    Definition Classes
    Hackable
  58. def HackSound_=(sound: packet.game.TriggeredSound.Value): packet.game.TriggeredSound.Value
    Definition Classes
    Hackable
  59. def HackedBy: Option[HackInfo]
    Definition Classes
    Hackable
  60. def HackedBy_=(hackInfo: HackInfo): Option[HackInfo]
    Definition Classes
    Hackable
  61. def HackedBy_=(agent: Option[Player]): Option[HackInfo]

    Set the hack state of this object by recording important information about the player who caused it.

    Set the hack state of this object by recording important information about the player who caused it. Set the hack state if there is no current hack state. Override the hack state with a new hack state if the new user has different faction affiliation.

    agent

    a Player, or no player

    returns

    the player hack entry

    Definition Classes
    Hackable
  62. def HackedBy_=(agent: Player): Option[HackInfo]
    Definition Classes
    Hackable
  63. def HasGUID: Boolean

    Flag when the object has no GUID (initial condition) or is considered stale.

    Flag when the object has no GUID (initial condition) or is considered stale.

    returns

    whether the value of the GUID is a valid representation for this object

    Definition Classes
    IdentifiableEntity
  64. def Health: Int
    Definition Classes
    Vitality
  65. def Health_=(assignHealth: Int): Int
    Definition Classes
    VehicleVitality
  66. def History(projectile: ResolvedProjectile): List[VitalsActivity]

    Very common example of a VitalsActivity event involving weapon discharge.

    Very common example of a VitalsActivity event involving weapon discharge.

    projectile

    the fully-informed entry of discharge of a weapon

    returns

    the list of previous changes to this object's vital statistics

    Definition Classes
    VitalsHistory
  67. def History(action: Option[VitalsActivity]): List[VitalsActivity]

    A VitalsActivity event must be recorded.

    A VitalsActivity event must be recorded. Add new entry to the front of the list (for recent activity).

    action

    the fully-informed entry

    returns

    the list of previous changes to this object's vital statistics

    Definition Classes
    VitalsHistory
  68. def History(action: VitalsActivity): List[VitalsActivity]

    A VitalsActivity event must be recorded.

    A VitalsActivity event must be recorded. Add new entry to the front of the list (for recent activity).

    action

    the fully-informed entry

    returns

    the list of previous changes to this object's vital statistics

    Definition Classes
    VitalsHistory
  69. def History: List[VitalsActivity]
    Definition Classes
    VitalsHistory
  70. def Invalidate(): Unit

    Indicate that the current GUID is no longer a valid representation of the object.

    Indicate that the current GUID is no longer a valid representation of the object. Transforms whatever the current GUID is into a StalePlanetSideGUID entity with the same value. Doing this restores the object to its default mutation option ("the ability to set a new valid GUID"). The current GUID will still be accessed as if it were valid, but it will be wrapped in the new stale object.

    Definition Classes
    IdentifiableEntity
  71. def Inventory: GridInventory

    A(n imperfect) reference to a generalized pool of the contained objects.

    A(n imperfect) reference to a generalized pool of the contained objects. Having access to all of the available positions is not required. The entries in this reference should definitely include all unseen positions. The GridInventory returned by this accessor is also an implementation of Container.

    Definition Classes
    VehicleContainer
    See also

    VisibleSlots

  72. def JackingDuration: Array[Int]

    How long it takes to jack the vehicle in seconds, based on the hacker's certification level

  73. def Jammed: Boolean
    Definition Classes
    JammableUnit
  74. def Jammed_=(state: Boolean): Boolean
    Definition Classes
    JammableUnit
  75. def Jammered: Boolean
  76. def Jammered_=(jamState: Boolean): Boolean
  77. def LastShot: Option[ResolvedProjectile]

    Find, specifically, the last instance of a weapon discharge vital statistics change.

    Find, specifically, the last instance of a weapon discharge vital statistics change.

    returns

    information about the discharge

    Definition Classes
    VitalsHistory
  78. def LoadDefinition(): Unit

    Override this method to perform any special setup that is not standardized to *Definition.

    Override this method to perform any special setup that is not standardized to *Definition.

    Attributes
    protected
    See also

    Vehicle.LoadDefinition

  79. def MaxHealth: Int
    Definition Classes
    Vitality
  80. def MaxHealth_=(default: Option[Int]): Int
    Definition Classes
    Vitality
  81. def MaxHealth_=(default: Int): Int
    Definition Classes
    Vitality
  82. def MaxShields: Int
  83. def MountPoints: Map[Int, Int]

    Retrieve a mapping of each seat from its mount point index.

    Retrieve a mapping of each seat from its mount point index.

    returns

    the mapping of mount point to seat

    Definition Classes
    VehicleMountable
  84. def MountedIn: Option[PlanetSideGUID]
  85. def MountedIn_=(cargo_vehicle_guid: Option[PlanetSideGUID]): Option[PlanetSideGUID]
  86. def MountedIn_=(cargo_vehicle_guid: PlanetSideGUID): Option[PlanetSideGUID]
  87. def NtuCapacitor: Int
    Definition Classes
    CommonNtuContainerNtuContainer
  88. def NtuCapacitorScaled: Int
  89. def NtuCapacitor_=(value: Int): Int
    Definition Classes
    CommonNtuContainerNtuContainer
  90. def Orientation: Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  91. def Orientation_=(vec: Vector3): Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  92. def Owner: Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  93. def OwnerName: Option[String]
    Definition Classes
    OwnableByPlayer
  94. def OwnerName_=(owner: Option[String]): Option[String]
    Definition Classes
    OwnableByPlayer
  95. def OwnerName_=(owner: Player): Option[String]
    Definition Classes
    OwnableByPlayer
  96. def OwnerName_=(owner: String): Option[String]
    Definition Classes
    OwnableByPlayer
  97. def Owner_=(owner: Option[PlanetSideGUID]): Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  98. def Owner_=(owner: Player): Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  99. def Owner_=(owner: PlanetSideGUID): Option[PlanetSideGUID]
    Definition Classes
    OwnableByPlayer
  100. def PassengerInSeat(player: Player): Option[Int]

    Given a player who may be an occupant, retrieve an number of the seat where this player is sat.

    Given a player who may be an occupant, retrieve an number of the seat where this player is sat.

    player

    the player

    returns

    a seat number, or None if the player is not actually seated in this vehicle

    Definition Classes
    VehicleMountable
  101. def PermissionGroup(group: Int, level: Long): Option[vehicles.VehicleLockState.Value]

    Change the access permissions for a position on this vehicle, seats or trunk.

    Change the access permissions for a position on this vehicle, seats or trunk.

    group

    the group index

    level

    the new permission for this group

    returns

    the new access permission for this group; None, if the group does not exist or the level of permission was not changed

  102. def PermissionGroup(group: Int): Option[vehicles.VehicleLockState.Value]

    What are the access permissions for a position on this vehicle, seats or trunk?

    What are the access permissions for a position on this vehicle, seats or trunk?

    group

    the group index

    returns

    what sort of access permission exist for this group

  103. def Position: Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  104. def Position_=(vec: Vector3): Vector3
    Definition Classes
    PlanetSideGameObjectWorldEntity
  105. def PrepareGatingManifest(): VehicleManifest
  106. def PreviousGatingManifest(): Option[VehicleManifest]
  107. def PublishGatingManifest(): Option[VehicleManifest]
  108. def RadiationShielding: Float
  109. def RemoveEffectFromAura(effect: Aura): Set[Aura]
    Definition Classes
    AuraContainer
  110. def ResetControl(): ActorRef
    Definition Classes
    PlanetSideServerObject
  111. def Resist(dtype: vital.DamageType.Value): Float
    Definition Classes
    ResistanceProfile
  112. def ResistanceAggravated: Int
  113. def ResistanceDirectHit: Int
  114. def ResistanceSplash: Int
  115. def Seat(seatNumber: Int): Option[Seat]

    Get the seat at the index.

    Get the seat at the index. The specified "seat" can only accommodate a player as opposed to weapon mounts which share the same indexing system.

    seatNumber

    an index representing the seat position / mounting point

    returns

    a Seat, or None

    Definition Classes
    VehicleMountable
  116. def SeatPermissionGroup(seatNumber: Int): Option[vehicles.AccessPermissionGroup.Value]
  117. def Seats: Map[Int, Seat]

    Retrieve a mapping of each seat from its internal index.

    Retrieve a mapping of each seat from its internal index.

    returns

    the mapping of index to seat

    Definition Classes
    VehicleMountable
  118. def Shields: Int
  119. def Shields_=(strength: Int): Int
  120. def Slot(slotNum: Int): EquipmentSlot

    Access to all stowable positions on this object by index.

    All positions, VisibleSlot and Inventory, and wherever else, should be reachable.

    Access to all stowable positions on this object by index.

    All positions, VisibleSlot and Inventory, and wherever else, should be reachable. Regardless of the internal storage medium, the format of return is expected to be the same structure of object as the most basic storage component for Equipment, namely, EquipmentSlot objects. By default, it is expected to return an EquipmentSlot that can not be manipulated because it is Blocked.

    slotNum

    an index

    returns

    the searchable position identified by that index

    Definition Classes
    VehicleContainer
    See also

    OffhandEquipmentSlot

  121. def Subtract: DamageProfile
  122. def Trunk: GridInventory

    A reference to the Vehicle Trunk space.

    A reference to the Vehicle Trunk space.

    returns

    this Vehicle Trunk

  123. def TrunkLocation: Vector3

    Trunk locations are stored as the orientation zero point being to the East.

    Trunk locations are stored as the orientation zero point being to the East. We need to convert that to a North = 0 orientation before returning the location

    returns

    A Vector3 of the current trunk location, orientated with North as the zero point

  124. def TrunkLockState: vehicles.VehicleLockState.Value

    Check access to the Trunk.

    Check access to the Trunk.

    returns

    the current access value for the Vehicle Trunk

  125. def UndeployTime: Int
    Definition Classes
    VehicleDeployment
  126. def Utilities: Map[Int, Utility]
  127. def Utility(utilType: vehicles.UtilityType.Value): Option[PlanetSideServerObject]
  128. def Utility(utilNumber: Int): Option[PlanetSideServerObject]

    Get a reference to a certain Utility attached to this Vehicle.

    Get a reference to a certain Utility attached to this Vehicle.

    utilNumber

    the attachment number of the Utility

    returns

    the Utility or None (if invalid)

  129. def Velocity: Option[Vector3]
    Definition Classes
    PlanetSideGameObjectWorldEntity
  130. def Velocity_=(vec: Option[Vector3]): Option[Vector3]
    Definition Classes
    PlanetSideGameObjectWorldEntity
  131. def Velocity_=(vec: Vector3): Option[Vector3]
    Definition Classes
    WorldEntity
  132. def VisibleSlots: Set[Int]

    A(n imperfect) reference to a generalized pool of the contained objects.

    Having access to all of the available positions is not required.

    A(n imperfect) reference to a generalized pool of the contained objects.

    Having access to all of the available positions is not required. Only the positions that can be actively viewed by other clients are listed.

    returns

    all of the affected slot indices

    Definition Classes
    VehicleContainer
    See also

    Inventory

  133. def WeaponControlledFromSeat(seatNumber: Int): Option[Equipment]

    Given a valid seat number, retrieve an index where the weapon controlled from this seat is mounted.

    Given a valid seat number, retrieve an index where the weapon controlled from this seat is mounted.

    seatNumber

    the seat number

    returns

    a mounted weapon by index, or None if either the seat doesn't exist or there is no controlled weapon

    Definition Classes
    MountedWeapons
  134. def Weapons: Map[Int, EquipmentSlot]
    Definition Classes
    VehicleMountedWeapons
  135. def Zone: Zone
    Definition Classes
    ZoneAware
  136. def Zone_=(zone: Zone): Zone

    When assigning a new Zone object for the Vehicle object, eliminate

    When assigning a new Zone object for the Vehicle object, eliminate

    zone

    a reference to the Zone object

    returns

    a reference to the Zone object

    Definition Classes
    ZoneAware
  137. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  138. def canEqual(other: Any): Boolean
  139. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  140. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  141. def equals(other: Any): Boolean
    Definition Classes
    Vehicle → AnyRef → Any
  142. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  143. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  144. def hashCode(): Int
    Definition Classes
    Vehicle → AnyRef → Any
  145. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  146. def isMoving(test: Float): Boolean

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    test

    the (squared) velocity to test against

    returns

    true, if we are moving; false, otherwise

    Definition Classes
    WorldEntity
  147. def isMoving(test: Vector3): Boolean

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    This object is not considered moving unless it is moving at least as fast as a certain velocity.

    test

    the velocity to test against

    returns

    true, if we are moving; false, otherwise

    Definition Classes
    WorldEntity
  148. def isMoving: Boolean

    A velocity of non-zero is the same as moving.

    A velocity of non-zero is the same as moving.

    returns

    true, if we are moving; false, otherwise

    Definition Classes
    WorldEntity
  149. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  150. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  151. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  152. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  153. def toString(): String

    Override the string representation to provide additional information.

    Override the string representation to provide additional information.

    returns

    the string output

    Definition Classes
    Vehicle → AnyRef → Any
  154. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  155. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  156. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from AuraContainer

Inherited from Container

Inherited from CommonNtuContainer

Inherited from NtuContainer

Inherited from TransferContainer

Inherited from JammableUnit

Inherited from ResistanceProfile

Inherited from OwnableByPlayer

Inherited from Vitality

Inherited from VitalsHistory

Inherited from Deployment

Inherited from MountedWeapons

Inherited from Mountable

Inherited from Hackable

Inherited from AmenityOwner

Inherited from PlanetSideServerObject

Inherited from ZoneAware

Inherited from FactionAffinity

Inherited from PlanetSideGameObject

Inherited from WorldEntity

Inherited from IdentifiableEntity

Inherited from Identifiable

Inherited from AnyRef

Inherited from Any

Ungrouped