Superfighters Deluxe
IObject Class Referenceabstract

Access to certain information and functions about an object. More...

Inheritance diagram for IObject:
BaseObject IObjectAlterCollisionTile IObjectConveyorBelt IObjectDestroyTargets IObjectDistanceJoint IObjectElevatorAttachmentJoint IObjectElevatorPathJoint IObjectFaceAtObject IObjectGrenadeThrown IObjectMineThrown IObjectPathNode IObjectPathNodeConnection IObjectPathZone IObjectPlayerModifierInfo IObjectPlayerPortrait IObjectPlayerProfileInfo IObjectPlayerSpawnArea IObjectPortal IObjectPulleyEndJoint IObjectPulleyJoint IObjectPullJoint IObjectRailAttachmentJoint IObjectRailJoint IObjectRevoluteJoint IObjectSoundArea IObjectSpawnTarget IObjectSpawnWeaponArea IObjectStreetsweeper IObjectSupplyCrate IObjectTargetObjectJoint IObjectText IObjectTrigger IObjectWeaponItem IObjectWeldJoint IPlayer
abstract string Name [get]
 Gets the object's map name More...
 
abstract string CustomID [get, set]
 Gets or Sets the object's custom ID More...
 
abstract int UniqueID [get]
 Gets the unique ID for this object. More...
 
abstract Vector2 GetWorldPosition ()
 Gets the world position. More...
 
abstract void SetWorldPosition (Vector2 worldPosition)
 Sets the world position. More...
 
abstract void SetWorldPosition (Vector2 worldPosition, bool updateConnectedObjects)
 Sets the world position. More...
 
abstract float GetAngle ()
 Gets the current angle in radians. More...
 
abstract void SetAngle (float value)
 Sets the current angle in radians. More...
 
abstract void SetAngle (float value, bool updateConnectedObjects)
 Sets the current angle in radians. More...
 
abstract int GetFaceDirection ()
 Gets the face direction. More...
 
abstract void SetFaceDirection (int value)
 Sets the face direction. More...
 
abstract Vector2 GetLinearVelocity ()
 Gets the linear velocity. More...
 
abstract void SetLinearVelocity (Vector2 value)
 Sets the linear velocity. More...
 
abstract void SetLinearVelocity (Vector2 value, bool updateConnectedObjects)
 Sets the linear velocity. More...
 
abstract float GetAngularVelocity ()
 Gets the angular velocity. More...
 
abstract void SetAngularVelocity (float value)
 Sets the angular velocity. More...
 
abstract void SetAngularVelocity (float value, bool updateConnectedObjects)
 Sets the angular velocity. More...
 
abstract Area GetAABB ()
 Gets the world AABB for this object. More...
 
abstract BodyType GetBodyType ()
 Gets the body type. More...
 
abstract void SetBodyType (BodyType type)
 Sets the body type. More...
 
abstract float GetHealth ()
 Gets the object's current health. More...
 
abstract void SetHealth (float value)
 Sets the object's current health. This is capped to the object's maximum health. More...
 
abstract float GetMaxHealth ()
 Gets the object's maximum health. More...
 
abstract bool IsBurning [get]
 If this object is burning. More...
 
abstract bool CanBurn [get]
 If this object can burn. More...
 
abstract void SetMaxFire ()
 Sets the object to maximum fire level. Only objects that can burn will start to burn. More...
 
abstract void ClearFire ()
 Clears the fire on the object. More...
 
abstract bool IsRemoved [get]
 Gets if the object is completely removed. More...
 
abstract bool RemovalInitiated [get]
 Gets if this body is about to be removed next clean-cycle. More...
 
abstract void Remove ()
 Removes the object. Certain objects may override this and can't be removed. More...
 
abstract bool DestructionInitiated [get]
 Gets if this object is about to be destroyed next clean-cycle. More...
 
abstract void Destroy ()
 Destroyes the object. Certain objects may override this and can't be destroyed. More...
 
abstract bool Destructable [get]
 Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players. More...
 
abstract void DealDamage (float damage)
 Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More...
 
abstract void DealDamage (float damage, int sourceID)
 Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More...
 
abstract bool GetTargetAIEnabled ()
 Gets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget. More...
 
abstract void SetTargetAIEnabled (bool targetAIEnabled)
 Sets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value). More...
 
abstract ObjectAITargetData GetTargetAIData ()
 Gets current target data for bots. Note: Use GetTargetAIEnabled() to see if target data is enabled. More...
 
abstract void SetTargetAIData (ObjectAITargetData targetAIData, bool targetAIEnabled=true)
 Sets target data for bots and enables this object to be targeted by bots. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other. More...
 
abstract SizeableType Sizeable [get]
 Gets the SizeableType enum of the object that tells how the object can be sized. More...
 
abstract Point GetSizeFactor ()
 Gets the size factor on the object. More...
 
abstract void SetSizeFactor (Point size)
 Sets the size factor on the object. More...
 
abstract Point GetBaseSize ()
 Gets the base tile size of this object. More...
 
abstract Point GetSize ()
 Gets the current total size on the object. This is BaseSize * SizeFactor. More...
 
abstract int GetAnimationFrame ()
 Gets the current animation frame index. More...
 
abstract int GetTotalAnimationFrames ()
 Gets the total animation frames for the object. More...
 
abstract void SetAnimationFrame (int frame)
 Sets the current animation frame index. More...
 
abstract void SetAnimationFrame (int frame, bool paused)
 Sets the current animation frame index. More...
 
abstract bool IsAnimationPaused ()
 Gets if the current animation is paused. More...
 
abstract void PauseAnimation ()
 Pauses the current animation. More...
 
abstract void PlayAnimation ()
 Resumes the current animation from a paused state. More...
 
abstract bool IsMissile [get]
 Gets if the object currently is tracked as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More...
 
abstract void TrackAsMissile (bool value)
 Track the object as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More...
 
abstract void SetStickyFeet (bool value)
 Sets if the object should have sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Good for elevators. More...
 
abstract bool GetStickyFeet ()
 Gets if the object has sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. More...
 
abstract float GetMass ()
 Gets the box2D mass for the object. More...
 
abstract void SetMass (float mass)
 Sets the box2D mass for the object. Only affects dynamic objects. More...
 
abstract CollisionFilter GetCollisionFilter ()
 Gets the total collision filter for all fixtures for this object. Note that some objects consist of multiple fixtures with different collisions. More...
 
abstract void SetCollisionFilter (CollisionFilter value)
 Sets the collision filter for all fixtures for this object. This overrides the default collision filters for each fixture in the body. This does nothing for players. Use with care! More...
 
abstract RayCastResult RayCast (Vector2 start, Vector2 end)
 Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More...
 
abstract RayCastResult RayCast (Vector2 start, Vector2 end, bool includeOverlap)
 Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More...
 
abstract bool HitTest (Vector2 position)
 Performs a hittest on this object. More...
 
abstract PhysicsLayer GetPhysicsLayer ()
 Gets the physics layer this object belongs to. Returns None if the object is removed. More...
 
abstract string GetColorPaletteName ()
 Gets the color palette for this object. More...
 
abstract string[] GetColors ()
 Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns a fixed 3-element string array. More...
 
abstract string GetColor1 ()
 Gets the name of the primary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors()[0]. More...
 
abstract string GetColor2 ()
 Gets the name of the secondary ColorPackage in the ColorPalette for this object item. /// This is the same as the second item of the GetColors function: GetColors()[1]. More...
 
abstract string GetColor3 ()
 Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors()[2]. More...
 
abstract bool SetColors (string[] colorPackages)
 Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns true if any color was applied. False if no color was applied (the colors must be defined in the color palette for this object). More...
 
abstract bool SetColor1 (string colorPackage)
 Sets the name of the primary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
 
abstract bool SetColor2 (string colorPackage)
 Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
 
abstract bool SetColor3 (string colorPackage)
 Sets the name of the tertiary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More...
 

Detailed Description

Access to certain information and functions about an object.

Member Function Documentation

◆ ClearFire()

abstract void ClearFire ( )
pure virtual

Clears the fire on the object.

◆ DealDamage() [1/2]

abstract void DealDamage ( float  damage)
pure virtual

Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps.

For IPlayer: Deals misc damage to the player following all the health and death rules for a player. This counts towards TotalOtherDamageTaken. Runs the PlayerDamageCallback and OnPlayerDamageTriggers if they are not currently running. Calling DealDamage inside OnPlayerDamage or OnPlayerDamageTrigger won't trigger the damage event again. This will run OnPlayerDeath triggers and events if the player dies calling this.

Parameters
damageAmount of forced damage to deal (must be positive).

◆ DealDamage() [2/2]

abstract void DealDamage ( float  damage,
int  sourceID 
)
pure virtual

Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps.

For IPlayer: Deals misc damage to the player following all the health and death rules for a player. This counts towards TotalOtherDamageTaken. Runs the PlayerDamageCallback and OnPlayerDamageTriggers if they are not currently running. Calling DealDamage inside OnPlayerDamage or OnPlayerDamageTrigger won't trigger the damage event again. This will run OnPlayerDeath triggers and events if the player dies calling this.

Parameters
damageAmount of forced damage to deal (must be positive).
sourceID(Optional) SourceID of the damage, used by the ObjectDamageCallback event.

◆ Destroy()

abstract void Destroy ( )
pure virtual

Destroyes the object. Certain objects may override this and can't be destroyed.

◆ GetAABB()

abstract Area GetAABB ( )
pure virtual

Gets the world AABB for this object.

Returns

◆ GetAngle()

abstract float GetAngle ( )
pure virtual

Gets the current angle in radians.

Returns
Angle in radians

◆ GetAngularVelocity()

abstract float GetAngularVelocity ( )
pure virtual

Gets the angular velocity.

Returns

Box2D scale

◆ GetAnimationFrame()

abstract int GetAnimationFrame ( )
pure virtual

Gets the current animation frame index.

Returns
Current frame

◆ GetBaseSize()

abstract Point GetBaseSize ( )
pure virtual

Gets the base tile size of this object.

Returns
Size as point where X is the Width and Y is the height

◆ GetBodyType()

abstract BodyType GetBodyType ( )
pure virtual

Gets the body type.

Returns

◆ GetCollisionFilter()

abstract CollisionFilter GetCollisionFilter ( )
pure virtual

Gets the total collision filter for all fixtures for this object. Note that some objects consist of multiple fixtures with different collisions.

Returns
CollisionFilter

◆ GetColor1()

abstract string GetColor1 ( )
pure virtual

Gets the name of the primary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors()[0].

◆ GetColor2()

abstract string GetColor2 ( )
pure virtual

Gets the name of the secondary ColorPackage in the ColorPalette for this object item. /// This is the same as the second item of the GetColors function: GetColors()[1].

◆ GetColor3()

abstract string GetColor3 ( )
pure virtual

Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors()[2].

◆ GetColorPaletteName()

abstract string GetColorPaletteName ( )
pure virtual

Gets the color palette for this object.

Returns
Name of the color palette.

◆ GetColors()

abstract string [] GetColors ( )
pure virtual

Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns a fixed 3-element string array.

Returns
3-element string array

◆ GetFaceDirection()

abstract int GetFaceDirection ( )
pure virtual

Gets the face direction.

Returns
-1 (left) or 1 (right).

◆ GetHealth()

abstract float GetHealth ( )
pure virtual

Gets the object's current health.

Returns

◆ GetLinearVelocity()

abstract Vector2 GetLinearVelocity ( )
pure virtual

Gets the linear velocity.

Returns

Box2D scale

◆ GetMass()

abstract float GetMass ( )
pure virtual

Gets the box2D mass for the object.

Returns

◆ GetMaxHealth()

abstract float GetMaxHealth ( )
pure virtual

Gets the object's maximum health.

Returns

◆ GetPhysicsLayer()

abstract PhysicsLayer GetPhysicsLayer ( )
pure virtual

Gets the physics layer this object belongs to. Returns None if the object is removed.

Returns
Object's PhysicsLayer

◆ GetSize()

abstract Point GetSize ( )
pure virtual

Gets the current total size on the object. This is BaseSize * SizeFactor.

Returns
Size as point where X is the Width and Y is the height

◆ GetSizeFactor()

abstract Point GetSizeFactor ( )
pure virtual

Gets the size factor on the object.

Returns
Size factor as point where X is the Width factor and Y is the height factor

◆ GetStickyFeet()

abstract bool GetStickyFeet ( )
pure virtual

Gets if the object has sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly.

◆ GetTargetAIData()

abstract ObjectAITargetData GetTargetAIData ( )
pure virtual

Gets current target data for bots. Note: Use GetTargetAIEnabled() to see if target data is enabled.

Returns
ObjectAITargetData

◆ GetTargetAIEnabled()

abstract bool GetTargetAIEnabled ( )
pure virtual

Gets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget.

◆ GetTotalAnimationFrames()

abstract int GetTotalAnimationFrames ( )
pure virtual

Gets the total animation frames for the object.

Returns

◆ GetWorldPosition()

abstract Vector2 GetWorldPosition ( )
pure virtual

Gets the world position.

Returns
World position

◆ HitTest()

abstract bool HitTest ( Vector2  position)
pure virtual

Performs a hittest on this object.

Parameters
positionWorld position
Returns
True if position overlaps the object, false otherwise.

◆ IsAnimationPaused()

abstract bool IsAnimationPaused ( )
pure virtual

Gets if the current animation is paused.

Returns

Will return true for tiles with no animation.

◆ PauseAnimation()

abstract void PauseAnimation ( )
pure virtual

Pauses the current animation.

Will not affect tiles with no animation.

◆ PlayAnimation()

abstract void PlayAnimation ( )
pure virtual

Resumes the current animation from a paused state.

Will not affect tiles with no animation.

◆ RayCast() [1/2]

abstract RayCastResult RayCast ( Vector2  start,
Vector2  end 
)
pure virtual

Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed.

Parameters
startStart world position
endEnd world position
valueRayCastResult

◆ RayCast() [2/2]

abstract RayCastResult RayCast ( Vector2  start,
Vector2  end,
bool  includeOverlap 
)
pure virtual

Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed.

Parameters
startStart world position
endEnd world position
includeOverlapIf overlapping objects at the start of the RayCast should be included.
valueRayCastResult

◆ Remove()

abstract void Remove ( )
pure virtual

Removes the object. Certain objects may override this and can't be removed.

◆ SetAngle() [1/2]

abstract void SetAngle ( float  value)
pure virtual

Sets the current angle in radians.

Parameters
valueAngle in radians

◆ SetAngle() [2/2]

abstract void SetAngle ( float  value,
bool  updateConnectedObjects 
)
pure virtual

Sets the current angle in radians.

Parameters
valueAngle in radians.
updateConnectedObjectsIf connected objects also should be updated.

◆ SetAngularVelocity() [1/2]

abstract void SetAngularVelocity ( float  value)
pure virtual

Sets the angular velocity.

Box2D scale. Won't affect static objects.

◆ SetAngularVelocity() [2/2]

abstract void SetAngularVelocity ( float  value,
bool  updateConnectedObjects 
)
pure virtual

Sets the angular velocity.

Box2D scale. Won't affect static objects.

Parameters
valueAngular velocity
updateConnectedObjectsIf connected objects also should be updated. This doesn't affect LinearVelocity on connected objects!

◆ SetAnimationFrame() [1/2]

abstract void SetAnimationFrame ( int  frame)
pure virtual

Sets the current animation frame index.

Parameters
frame

Will not affect tiles with no animation.

◆ SetAnimationFrame() [2/2]

abstract void SetAnimationFrame ( int  frame,
bool  paused 
)
pure virtual

Sets the current animation frame index.

Parameters
frame
pausedTrue to pause frame. False to play animation.

Will not affect tiles with no animation.

◆ SetBodyType()

abstract void SetBodyType ( BodyType  type)
pure virtual

Sets the body type.

◆ SetCollisionFilter()

abstract void SetCollisionFilter ( CollisionFilter  value)
pure virtual

Sets the collision filter for all fixtures for this object. This overrides the default collision filters for each fixture in the body. This does nothing for players. Use with care!

Parameters
valueCollisionFilter

◆ SetColor1()

abstract bool SetColor1 ( string  colorPackage)
pure virtual

Sets the name of the primary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object).

Parameters
colorPackageColor package name. Must be defiend in the color palette for this object.
Returns
bool

◆ SetColor2()

abstract bool SetColor2 ( string  colorPackage)
pure virtual

Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object).

Parameters
colorPackageColor package name. Must be defiend in the color palette for this object.
Returns
bool

◆ SetColor3()

abstract bool SetColor3 ( string  colorPackage)
pure virtual

Sets the name of the tertiary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object).

Parameters
colorPackageColor package name. Must be defiend in the color palette for this object.
Returns
bool

◆ SetColors()

abstract bool SetColors ( string[]  colorPackages)
pure virtual

Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns true if any color was applied. False if no color was applied (the colors must be defined in the color palette for this object).

Parameters
colorPackages3-element string array. Use null to reset the colors.
Returns
bool

◆ SetFaceDirection()

abstract void SetFaceDirection ( int  value)
pure virtual

Sets the face direction.

Parameters
value-1 (left) or 1 (right). Any other values will be ignored.

◆ SetHealth()

abstract void SetHealth ( float  value)
pure virtual

Sets the object's current health. This is capped to the object's maximum health.

Parameters
value

◆ SetLinearVelocity() [1/2]

abstract void SetLinearVelocity ( Vector2  value)
pure virtual

Sets the linear velocity.

Parameters
value

Box2D scale. Won't affect static objects.

◆ SetLinearVelocity() [2/2]

abstract void SetLinearVelocity ( Vector2  value,
bool  updateConnectedObjects 
)
pure virtual

Sets the linear velocity.

Parameters
value

Box2D scale. Won't affect static objects.

Parameters
updateConnectedObjectsIf connected objects also should be updated.

◆ SetMass()

abstract void SetMass ( float  mass)
pure virtual

Sets the box2D mass for the object. Only affects dynamic objects.

Parameters
massMass must be greater than 0 (or it will be ignored).

◆ SetMaxFire()

abstract void SetMaxFire ( )
pure virtual

Sets the object to maximum fire level. Only objects that can burn will start to burn.

Only objects that can burn will start to burn.

◆ SetSizeFactor()

abstract void SetSizeFactor ( Point  size)
pure virtual

Sets the size factor on the object.

Parameters
sizeNew size factor where X is the Width factor and Y is the height factor. Minimum allowed: 1,1

◆ SetStickyFeet()

abstract void SetStickyFeet ( bool  value)
pure virtual

Sets if the object should have sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Good for elevators.

◆ SetTargetAIData()

abstract void SetTargetAIData ( ObjectAITargetData  targetAIData,
bool  targetAIEnabled = true 
)
pure virtual

Sets target data for bots and enables this object to be targeted by bots. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other.

Parameters
targetAIDatatarget data
targetAIEnabledenabled. Note: If setting to false and a bot already has this object targeted it will take a moment before the bot targets something else.

◆ SetTargetAIEnabled()

abstract void SetTargetAIEnabled ( bool  targetAIEnabled)
pure virtual

Sets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value).

Parameters
targetAIEnabledenabled. Note: If setting to false and a bot already has this object targeted it will take a moment before the bot targets something else.

◆ SetWorldPosition() [1/2]

abstract void SetWorldPosition ( Vector2  worldPosition)
pure virtual

Sets the world position.

Parameters
worldPositionWorld position

◆ SetWorldPosition() [2/2]

abstract void SetWorldPosition ( Vector2  worldPosition,
bool  updateConnectedObjects 
)
pure virtual

Sets the world position.

Parameters
worldPositionWorld position
updateConnectedObjectsIf connected objects also should be updated.

◆ TrackAsMissile()

abstract void TrackAsMissile ( bool  value)
pure virtual

Track the object as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status.

Property Documentation

◆ CanBurn

abstract bool CanBurn
get

If this object can burn.

◆ CustomID

abstract string CustomID
getset

Gets or Sets the object's custom ID

◆ Destructable

abstract bool Destructable
get

Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players.

◆ DestructionInitiated

abstract bool DestructionInitiated
get

Gets if this object is about to be destroyed next clean-cycle.

◆ IsBurning

abstract bool IsBurning
get

If this object is burning.

◆ IsMissile

abstract bool IsMissile
get

Gets if the object currently is tracked as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status.

◆ IsRemoved

abstract bool IsRemoved
get

Gets if the object is completely removed.

◆ Name

abstract string Name
get

Gets the object's map name

◆ RemovalInitiated

abstract bool RemovalInitiated
get

Gets if this body is about to be removed next clean-cycle.

◆ Sizeable

abstract SizeableType Sizeable
get

Gets the SizeableType enum of the object that tells how the object can be sized.

◆ UniqueID

abstract int UniqueID
get

Gets the unique ID for this object.