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IRecoil

Trait IRecoil 

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pub trait IRecoil: IOffsetModifier {
Show 46 methods // Provided methods fn aim_ik(self) -> AimIK { ... } fn set_aim_ik(self, value: AimIK) { ... } fn aim_ik_solved_last(self) -> bool { ... } fn set_aim_ik_solved_last(self, value: bool) { ... } fn handedness(self) -> Recoil_Handedness { ... } fn set_handedness(self, value: Recoil_Handedness) { ... } fn two_handed(self) -> bool { ... } fn set_two_handed(self, value: bool) { ... } fn recoil_weight(self) -> AnimationCurve { ... } fn set_recoil_weight(self, value: AnimationCurve) { ... } fn magnitude_random(self) -> f32 { ... } fn set_magnitude_random(self, value: f32) { ... } fn rotation_random(self) -> Vector3 { ... } fn set_rotation_random(self, value: Vector3) { ... } fn hand_rotation_offset(self) -> Vector3 { ... } fn set_hand_rotation_offset(self, value: Vector3) { ... } fn blend_time(self) -> f32 { ... } fn set_blend_time(self, value: f32) { ... } fn offsets(self) -> Array<Recoil_RecoilOffset> { ... } fn set_offsets(self, value: Array<Recoil_RecoilOffset>) { ... } fn rotation_offset(self) -> Quaternion { ... } fn set_rotation_offset(self, value: Quaternion) { ... } fn magnitude_mlp(self) -> f32 { ... } fn set_magnitude_mlp(self, value: f32) { ... } fn end_time(self) -> f32 { ... } fn set_end_time(self, value: f32) { ... } fn hand_rotation(self) -> Quaternion { ... } fn set_hand_rotation(self, value: Quaternion) { ... } fn secondary_hand_relative_rotation(self) -> Quaternion { ... } fn set_secondary_hand_relative_rotation(self, value: Quaternion) { ... } fn random_rotation(self) -> Quaternion { ... } fn set_random_rotation(self, value: Quaternion) { ... } fn length(self) -> f32 { ... } fn set_length(self, value: f32) { ... } fn initiated(self) -> bool { ... } fn set_initiated(self, value: bool) { ... } fn blend_weight(self) -> f32 { ... } fn set_blend_weight(self, value: f32) { ... } fn w(self) -> f32 { ... } fn set_w(self, value: f32) { ... } fn primary_hand_rotation(self) -> Quaternion { ... } fn set_primary_hand_rotation(self, value: Quaternion) { ... } fn hand_rotations_set(self) -> bool { ... } fn set_hand_rotations_set(self, value: bool) { ... } fn aim_ik_axis(self) -> Vector3 { ... } fn set_aim_ik_axis(self, value: Vector3) { ... }
}

Provided Methods§

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fn aim_ik(self) -> AimIK

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fn set_aim_ik(self, value: AimIK)

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fn aim_ik_solved_last(self) -> bool

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fn set_aim_ik_solved_last(self, value: bool)

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fn handedness(self) -> Recoil_Handedness

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fn set_handedness(self, value: Recoil_Handedness)

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fn two_handed(self) -> bool

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fn set_two_handed(self, value: bool)

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fn recoil_weight(self) -> AnimationCurve

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fn set_recoil_weight(self, value: AnimationCurve)

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fn magnitude_random(self) -> f32

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fn set_magnitude_random(self, value: f32)

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fn rotation_random(self) -> Vector3

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fn set_rotation_random(self, value: Vector3)

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fn hand_rotation_offset(self) -> Vector3

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fn set_hand_rotation_offset(self, value: Vector3)

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fn blend_time(self) -> f32

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fn set_blend_time(self, value: f32)

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fn offsets(self) -> Array<Recoil_RecoilOffset>

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fn set_offsets(self, value: Array<Recoil_RecoilOffset>)

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fn rotation_offset(self) -> Quaternion

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fn set_rotation_offset(self, value: Quaternion)

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fn magnitude_mlp(self) -> f32

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fn set_magnitude_mlp(self, value: f32)

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fn end_time(self) -> f32

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fn set_end_time(self, value: f32)

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fn hand_rotation(self) -> Quaternion

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fn set_hand_rotation(self, value: Quaternion)

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fn secondary_hand_relative_rotation(self) -> Quaternion

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fn set_secondary_hand_relative_rotation(self, value: Quaternion)

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fn random_rotation(self) -> Quaternion

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fn set_random_rotation(self, value: Quaternion)

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fn length(self) -> f32

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fn set_length(self, value: f32)

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fn initiated(self) -> bool

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fn set_initiated(self, value: bool)

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fn blend_weight(self) -> f32

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fn set_blend_weight(self, value: f32)

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fn w(self) -> f32

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fn set_w(self, value: f32)

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fn primary_hand_rotation(self) -> Quaternion

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fn set_primary_hand_rotation(self, value: Quaternion)

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fn hand_rotations_set(self) -> bool

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fn set_hand_rotations_set(self, value: bool)

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fn aim_ik_axis(self) -> Vector3

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fn set_aim_ik_axis(self, value: Vector3)

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§