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Static Public Member Functions | Static Public Attributes
GameData.Race Struct Reference

Settings for the current race. More...

List of all members.

Static Public Member Functions

static int GetBaseLapCountFor (ESpeedClass speedClass)
 Returns the base lap count for the given speed class.
static void StartRace ()
 Unrestrains ships and starts the race post-countdown.
static void Flush ()
 Flushes references and settings for the previous race.

Static Public Attributes

static bool UsePlayerWeaponBlockList = false
 Whether the player weapons block list will be used.
static List< string > PlayerWeaponsBlocklist = new List<string>()
 The API names of the weapons that the player has blocked.
static int RacerCount = 1
 How many racers should be spawned.
static int MaxLaps = 1
 How many laps the current race has.
static int ExtraLaps = 0
 How many additional laps the player has added.
static ESpeedClass Speedclass = ESpeedClass.Toxic
 The speed class of the current race.
static bool AllShipsRestrained = false
 If enable then all ships will not simulate physics.
static bool AlwaysThrust = false
 If enabled then ships will always thrust.
static bool DontAllowSlowdown = false
 If enabled then ships will not be able to break.
static bool DisableShipCollisions = false
 If enabled then ships will not collide with each other.
static int AiCreationIndex
 The current index of the last spawned AI.
static int AiCount = 7
 How many Ai ships that should be spawned.
static bool IsPlayingTutorial
 If true then the player is currently playing the tutorial.
static bool QuakeExists
 If true then a quake currently exists in the scene.
static bool DisableModernPhysicsNextRace
 If true then modern physics will be disabled on the next race.
static bool DisableFloorHuggerNextRace
 If true then floor hugger will be disabled on the next race.
static bool IsCountdownReady
 If true then the countdown is ready to begin.
static bool HasCountdownFinished
 If true then the race countdown has finished.
static Vector3 IntroCameraStart
 Where the intro camera should start.
static Vector3 IntroCameraEnd
 Where the intro camera should aim to travel to.
static Material ZoneMaterial
 The shared zone material.
static Material ZoneTrackMaterial
 The shared zone track material.
static Material ZoneEqBgMaterial
static Material ZoneEqFgMaterial
static bool PitlaneEnabled = > RaceManager.Instance.LoadedGamemode.Configuration.PitlaneEnabled && !Cheats.ModernPhysics
 Whether pitlanes are enabled for this race.
static bool UsingVirtualEnvironment
 Whether the game is currently using a virtual environment.
static bool IsCustomRace = > !NgCampaign.Enabled && !NgNetworkBase.CurrentNetwork
 Whether the player is currently in a custom race.

Detailed Description

Settings for the current race.


Member Function Documentation

static void GameData.Race.Flush ( ) [inline, static]

Flushes references and settings for the previous race.

static int GameData.Race.GetBaseLapCountFor ( ESpeedClass  speedClass) [inline, static]

Returns the base lap count for the given speed class.

static void GameData.Race.StartRace ( ) [inline, static]

Unrestrains ships and starts the race post-countdown.


Member Data Documentation

int GameData.Race.AiCount = 7 [static]

How many Ai ships that should be spawned.

The current index of the last spawned AI.

bool GameData.Race.AllShipsRestrained = false [static]

If enable then all ships will not simulate physics.

bool GameData.Race.AlwaysThrust = false [static]

If enabled then ships will always thrust.

If true then floor hugger will be disabled on the next race.

If true then modern physics will be disabled on the next race.

bool GameData.Race.DisableShipCollisions = false [static]

If enabled then ships will not collide with each other.

bool GameData.Race.DontAllowSlowdown = false [static]

If enabled then ships will not be able to break.

int GameData.Race.ExtraLaps = 0 [static]

How many additional laps the player has added.

If true then the race countdown has finished.

Vector3 GameData.Race.IntroCameraEnd [static]

Where the intro camera should aim to travel to.

Where the intro camera should start.

If true then the countdown is ready to begin.

bool GameData.Race.IsCustomRace = > !NgCampaign.Enabled && !NgNetworkBase.CurrentNetwork [static]

Whether the player is currently in a custom race.

If true then the player is currently playing the tutorial.

int GameData.Race.MaxLaps = 1 [static]

How many laps the current race has.

bool GameData.Race.PitlaneEnabled = > RaceManager.Instance.LoadedGamemode.Configuration.PitlaneEnabled && !Cheats.ModernPhysics [static]

Whether pitlanes are enabled for this race.

List<string> GameData.Race.PlayerWeaponsBlocklist = new List<string>() [static]

The API names of the weapons that the player has blocked.

If true then a quake currently exists in the scene.

int GameData.Race.RacerCount = 1 [static]

How many racers should be spawned.

ESpeedClass GameData.Race.Speedclass = ESpeedClass.Toxic [static]

The speed class of the current race.

Whether the player weapons block list will be used.

Initial value:
> RaceManager.Instance && RaceManager.Instance.LoadedGamemode != null && RaceManager.Instance.LoadedGamemode.Configuration.SurvivalEnvironment 
                                                      || GamemodeRegistry.CurrentGamemode != null && GamemodeRegistry.CurrentGamemode.Configuration.SurvivalEnvironment || Cheats.ForceSurvival

Whether the game is currently using a virtual environment.

Material GameData.Race.ZoneMaterial [static]

The shared zone material.

The shared zone track material.


The documentation for this struct was generated from the following file: