| SetConstraintPosition |
Moves the constraint with the given name that binds this entity to another entity. |
| enableEyeFocus |
Enables eye focus. |
| disableEyeFocus |
Disables eye focus. |
| leftFoot |
Changes to left foot and plays footstep sound. |
| rightFoot |
Changes to right foot and plays footstep sound. |
| stopAnim |
Stops the animation currently playing on the given channel over the given number of frames. |
| playAnim |
Plays the given animation on the given channel. Returns false if anim doesn't exist. |
| playCycle |
Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist. |
| idleAnim |
Plays the given idle animation on the given channel. Returns false if anim doesn't exist. |
| setSyncedAnimWeight |
sets the blend amount on multi-point anims. |
| setBlendFrames |
Sets the number of frames to blend between animations on the given channel. |
| getBlendFrames |
Returns the number of frames to blend between animations on the given channel. |
| animState |
Sets a new animation state script function for the given channel. |
| getAnimState |
Returns the name of the current animation state script function used for the given channel. |
| inAnimState |
Returns true if the given animation state script function is currently used for the given channel. |
| finishAction |
Finishes the given wait action. |
| animDone |
Returns true if the animation playing on the given channel is completed considering a number of blend frames. |
| overrideAnim |
Disables the animation currently playing on the given channel and syncs the animation with the animation of the nearest animating channel. |
| preventPain |
Prevents any pain animation from being played for the given time in seconds. |
| enableAnim |
Enables animation on the given channel. |
| disablePain |
Disables pain animations. |
| enablePain |
Enables pain animations. |
| getPainAnim |
Returns the name of the pain animation. |
| setAnimPrefix |
Sets a string which is placed in front of any animation names. |
| hasAnim |
Returns true when an entity has a specific animation. |
| checkAnim |
Ensures that the animation exists and causes an error if it doesn't. |
| chooseAnim |
Chooses a random anim and returns the name. Useful for doing move tests on anims. |
| animLength |
Returns the length of the anim in seconds. If the entity has multiple anims with animName, length may not match the anim that is played. Use chooseAnim to get |
| animDistance |
Returns the distance that the anim travels. If the entity has multiple anims with animName, the distance may not match the anim that is played. Use chooseAnim |
| hasEnemies |
Returns true if the actor has one or more enemies. |
| nextEnemy |
Returns the next enemy the actor has acquired. |
| closestEnemyToPoint |
Returns the enemy closest to the given location. |
| setNextState |
sets the next state and waits until thread exits, or a frame delay before calling it. handy for setting the state in the constructor. |
| setState |
sets the next state and goes to it immediately |
| getState |
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| getHead |
returns the entity used for the character's head, if it has one. |