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Class: MockCHelicopter ​

Mock of the X-Ray engine helicopter object.

Extends ​

  • MockCGameObject

Implements ​

  • CHelicopter

Constructors ​

Constructor ​

ts
new MockCHelicopter(): MockCHelicopter;

Returns ​

MockCHelicopter

Inherited from ​

ts
MockCGameObject.constructor

Methods ​

create() ​

ts
static create(health?: number): MockCHelicopter;

Parameters ​

ParameterTypeDefault value
healthnumber1

Returns ​

MockCHelicopter

Overrides ​

ts
MockCGameObject.create

mock() ​

ts
static mock(health?: number): CHelicopter;

Parameters ​

ParameterTypeDefault value
healthnumber1

Returns ​

CHelicopter

Overrides ​

ts
MockCGameObject.mock

Properties ​

__name ​

ts
__name: string = "CGameObject";

LuaBind instance constructor name.

Implementation of ​

ts
CHelicopter.__name

Inherited from ​

ts
MockCGameObject.__name

_construct ​

ts
_construct: MockedFunction<() => DLL_Pure>;

Construct engine-side object state.

Remarks ​

Lifecycle hook used by the engine. Calling it from gameplay scripts can reinitialize native state unexpectedly.

Returns ​

Constructed base object.

Implementation of ​

ts
CHelicopter._construct

Inherited from ​

ts
MockCGameObject._construct

ClearEnemy ​

ts
ClearEnemy: Mock<UnknownFunction>;

Clear current enemy target and switch hunt state to CHelicopter.eEnemyNone.

Implementation of ​

ts
CHelicopter.ClearEnemy

Die ​

ts
Die: MockedFunction<() => void>;

Switch the helicopter to dead state and enable its falling physics.

Remarks ​

This stops the engine sound and starts the broken-loop sound, but it is separate from Explode().

Implementation of ​

ts
CHelicopter.Die

Explode ​

ts
Explode: MockedFunction<() => void>;

Explode the helicopter.

Implementation of ​

ts
CHelicopter.Explode

GetBodyState ​

ts
GetBodyState: MockedFunction<() => TXR_helicopter_body_state>;

Returns ​

Current body aiming state.

Implementation of ​

ts
CHelicopter.GetBodyState

GetCurrVelocity ​

ts
GetCurrVelocity: Mock<() => number>;

Returns ​

Current scalar velocity.

Implementation of ​

ts
CHelicopter.GetCurrVelocity

GetCurrVelocityVec ​

ts
GetCurrVelocityVec: Mock<() => MockVector>;

Returns ​

Current velocity vector.

Implementation of ​

ts
CHelicopter.GetCurrVelocityVec

GetDistanceToDestPosition ​

ts
GetDistanceToDestPosition: Mock<() => number>;

Returns ​

Distance to destination position.

Implementation of ​

ts
CHelicopter.GetDistanceToDestPosition

getEnabled ​

ts
getEnabled: MockedFunction<() => boolean>;

Returns ​

Whether the object is enabled in the client object loop.

Implementation of ​

ts
CHelicopter.getEnabled

Inherited from ​

ts
MockCGameObject.getEnabled

GetfHealth ​

ts
GetfHealth: Mock<() => number>;

Returns ​

Helicopter health.

Implementation of ​

ts
CHelicopter.GetfHealth

GetHuntState ​

ts
GetHuntState: MockedFunction<() => TXR_helicopter_hunt_state>;

Returns ​

Current enemy tracking state.

Implementation of ​

ts
CHelicopter.GetHuntState

GetMaxVelocity ​

ts
GetMaxVelocity: Mock<() => number>;

Returns ​

Maximum movement velocity.

Implementation of ​

ts
CHelicopter.GetMaxVelocity

GetMovementState ​

ts
GetMovementState: MockedFunction<() => TXR_helicopter_movement_state>;

Returns ​

Current movement state.

Implementation of ​

ts
CHelicopter.GetMovementState

GetOnPointRangeDist ​

ts
GetOnPointRangeDist: MockedFunction<() => number>;

Returns ​

Distance at which the helicopter treats a point as reached.

Implementation of ​

ts
CHelicopter.GetOnPointRangeDist

GetRealAltitude ​

ts
GetRealAltitude: MockedFunction<() => number>;

Returns ​

Current real altitude above terrain.

Implementation of ​

ts
CHelicopter.GetRealAltitude

GetSafeAltitude ​

ts
GetSafeAltitude: MockedFunction<() => number>;

Returns ​

Safe altitude configured for the movement manager.

Implementation of ​

ts
CHelicopter.GetSafeAltitude

GetSpeedInDestPoint ​

ts
GetSpeedInDestPoint: MockedFunction<(value: number) => number>;

Get desired speed near the destination point.

Remarks ​

The native binding requires one numeric argument, but the implementation ignores it and returns the configured destination speed.

Param ​

value

Ignored by native code.

Returns ​

Speed used near the destination point.

Implementation of ​

ts
CHelicopter.GetSpeedInDestPoint

GetState ​

ts
GetState: MockedFunction<() => TXR_helicopter_state>;

Returns ​

Alive/dead state.

Implementation of ​

ts
CHelicopter.GetState

getVisible ​

ts
getVisible: MockedFunction<() => boolean>;

Returns ​

Whether the object is visible.

Implementation of ​

ts
CHelicopter.getVisible

Inherited from ​

ts
MockCGameObject.getVisible

GoPatrolByPatrolPath ​

ts
GoPatrolByPatrolPath: MockedFunction<(path_name: string, start_point: number) => void>;

Move by a named patrol path and switch movement state to CHelicopter.eMovPatrolPath.

Param ​

path_name

Patrol path name.

Param ​

start_point

Starting patrol vertex id.

Implementation of ​

ts
CHelicopter.GoPatrolByPatrolPath

GoPatrolByRoundPath ​

ts
GoPatrolByRoundPath: Mock<UnknownFunction>;

Move around a point by a generated round patrol path and switch movement state to CHelicopter.eMovRoundPath.

Remarks ​

Native code refuses radii smaller than the current speed and angular-speed constraints allow.

Param ​

center

Round path center.

Param ​

radius

Path radius.

Param ​

clockwise

Whether to move clockwise.

Implementation of ​

ts
CHelicopter.GoPatrolByRoundPath

health ​

ts
health: number = 1;

isVisible ​

ts
isVisible: Mock<() => boolean>;

Check whether an object is visible to the helicopter.

Param ​

game_object

Object to test.

Returns ​

Whether the object is visible.

Implementation of ​

ts
CHelicopter.isVisible

LookAtPoint ​

ts
LookAtPoint: Mock<UnknownFunction>;

Aim the helicopter body at a point or return aiming to path direction.

Remarks ​

Native code treats the boolean as an enable flag: true switches body state to eBodyToPoint, while false switches it back to eBodyByPath.

Param ​

position

Point to look at when enabled.

Param ​

is_smooth

Whether point aiming is enabled.

Implementation of ​

ts
CHelicopter.LookAtPoint

m_dead ​

ts
m_dead: boolean = false;

Whether the helicopter is marked dead.

Implementation of ​

ts
CHelicopter.m_dead

m_exploded ​

ts
m_exploded: boolean = false;

Whether the helicopter explosion has already been triggered.

Implementation of ​

ts
CHelicopter.m_exploded

m_flame_started ​

ts
m_flame_started: boolean = false;

Whether flame effects are currently started.

Implementation of ​

ts
CHelicopter.m_flame_started

m_light_started ​

ts
m_light_started: boolean = false;

Whether helicopter lights are currently started.

Implementation of ​

ts
CHelicopter.m_light_started

m_max_mgun_dist ​

ts
m_max_mgun_dist: number = 0;

Maximum machine-gun attack distance.

Implementation of ​

ts
CHelicopter.m_max_mgun_dist

m_max_rocket_dist ​

ts
m_max_rocket_dist: number = 0;

Maximum rocket attack distance.

Implementation of ​

ts
CHelicopter.m_max_rocket_dist

m_min_mgun_dist ​

ts
m_min_mgun_dist: number = 0;

Minimum machine-gun attack distance.

Implementation of ​

ts
CHelicopter.m_min_mgun_dist

m_min_rocket_dist ​

ts
m_min_rocket_dist: number = 0;

Minimum rocket attack distance.

Implementation of ​

ts
CHelicopter.m_min_rocket_dist

m_syncronize_rocket ​

ts
m_syncronize_rocket: boolean = false;

Whether rocket firing is synchronized with the helicopter attack logic.

Implementation of ​

ts
CHelicopter.m_syncronize_rocket

m_time_between_rocket_attack ​

ts
m_time_between_rocket_attack: number = 0;

Delay between rocket attacks.

Implementation of ​

ts
CHelicopter.m_time_between_rocket_attack

m_use_mgun_on_attack ​

ts
m_use_mgun_on_attack: boolean = false;

Whether machine-gun attacks are enabled.

Implementation of ​

ts
CHelicopter.m_use_mgun_on_attack

m_use_rocket_on_attack ​

ts
m_use_rocket_on_attack: boolean = false;

Whether rocket attacks are enabled.

Implementation of ​

ts
CHelicopter.m_use_rocket_on_attack

net_Export ​

ts
net_Export: MockedFunction<(net_packet: net_packet) => void>;

Export network state to a packet.

Param ​

net_packet

Destination network packet.

Implementation of ​

ts
CHelicopter.net_Export

Inherited from ​

ts
MockCGameObject.net_Export

net_Import ​

ts
net_Import: MockedFunction<(net_packet: net_packet) => void>;

Import network state from a packet.

Param ​

net_packet

Source network packet.

Implementation of ​

ts
CHelicopter.net_Import

Inherited from ​

ts
MockCGameObject.net_Import

net_Spawn ​

ts
net_Spawn: MockedFunction<(cse_abstract: cse_abstract) => boolean>;

Spawn the client object from its server object.

Remarks ​

Lifecycle hook used during network spawn. Return false to reject spawn in custom subclasses.

Param ​

cse_abstract

Server object used for spawn data.

Returns ​

Whether spawn succeeded.

Implementation of ​

ts
CHelicopter.net_Spawn

Inherited from ​

ts
MockCGameObject.net_Spawn

SetBarrelDirTolerance ​

ts
SetBarrelDirTolerance: MockedFunction<(value: number) => void>;

Set allowed barrel direction tolerance.

Param ​

value

Tolerance value.

Implementation of ​

ts
CHelicopter.SetBarrelDirTolerance

SetDestPosition ​

ts
SetDestPosition: Mock<UnknownFunction>;

Set movement destination and switch movement state to CHelicopter.eMovToPoint.

Param ​

position

Destination world position.

Implementation of ​

ts
CHelicopter.SetDestPosition

SetEnemy ​

ts
SetEnemy: Mock<UnknownFunction>;

Track an enemy object by its engine id.

Remarks ​

Passing nullish values is not safe for the native object overload. Use ClearEnemy() to clear the current enemy.

Param ​

game_object

Enemy object to track.

Implementation of ​

ts
CHelicopter.SetEnemy

SetfHealth ​

ts
SetfHealth: Mock<(health: number) => number>;

Set helicopter health.

Param ​

health

New health value.

Returns ​

Applied health value.

Implementation of ​

ts
CHelicopter.SetfHealth

SetFireTrailLength ​

ts
SetFireTrailLength: MockedFunction<(value: number) => void>;

Set fire trail length.

Param ​

value

Trail length.

Implementation of ​

ts
CHelicopter.SetFireTrailLength

SetLinearAcc ​

ts
SetLinearAcc: Mock<UnknownFunction>;

Set forward and braking linear acceleration values.

Param ​

min

Forward acceleration.

Param ​

max

Braking acceleration.

Implementation of ​

ts
CHelicopter.SetLinearAcc

SetMaxVelocity ​

ts
SetMaxVelocity: Mock<UnknownFunction>;

Set maximum movement velocity.

Param ​

value

Maximum velocity.

Implementation of ​

ts
CHelicopter.SetMaxVelocity

SetOnPointRangeDist ​

ts
SetOnPointRangeDist: MockedFunction<(distance: number) => void>;

Set point reach distance.

Param ​

distance

Reach distance.

Implementation of ​

ts
CHelicopter.SetOnPointRangeDist

SetSpeedInDestPoint ​

ts
SetSpeedInDestPoint: Mock<UnknownFunction>;

Set desired speed near the destination point.

Remarks ​

Used by the movement manager while approaching the current destination or patrol point.

Param ​

value

Speed value.

Implementation of ​

ts
CHelicopter.SetSpeedInDestPoint

StartFlame ​

ts
StartFlame: MockedFunction<() => void>;

Start smoke/flame particle effects if they are not already active.

Implementation of ​

ts
CHelicopter.StartFlame

TurnEngineSound ​

ts
TurnEngineSound: Mock<UnknownFunction>;

Turn engine sound on or off.

Param ​

enabled

New sound state.

Implementation of ​

ts
CHelicopter.TurnEngineSound

TurnLighting ​

ts
TurnLighting: MockedFunction<(is_enabled: boolean) => void>;

Turn helicopter lighting on or off.

Param ​

is_enabled

New lighting state.

Implementation of ​

ts
CHelicopter.TurnLighting

use ​

ts
use: MockedFunction<(object: CGameObject) => boolean>;

Use another object through the engine interaction path.

Param ​

object

Object being used.

Returns ​

Whether the use action was handled.

Implementation of ​

ts
CHelicopter.use

Inherited from ​

ts
MockCGameObject.use

UseFireTrail ​

ts
UseFireTrail: MockedFunction<{
  (): boolean;
  (is_enabled: boolean): void;
}>;

Returns ​

Whether fire trail rendering is enabled.

Implementation of ​

ts
CHelicopter.UseFireTrail

velocity ​

ts
velocity: number = 10;

velocityVector ​

ts
velocityVector: MockVector;

Visual ​

ts
Visual: MockedFunction<() => IXR_IRender_Visual>;

Returns ​

Render visual assigned to the object.

Implementation of ​

ts
CHelicopter.Visual

Inherited from ​

ts
MockCGameObject.Visual