---
title: "物体 Object"
description: "物体创建 / 物理 / 附着 / 动画"
---

---
title: 物体 Object
description: 物体创建 / 物理 / 附着 / 动画
---

`sa` · 扩展 `default` · SCM 原生命令

共 87 条。写法见 [Lua](/docs/cleo/syntax) / [Redux](/docs/cleo/syntax-redux)。

## 创建物体

<Opcode id="0107" name="CREATE_OBJECT" member="Object.Create">
在坐标用指定模型创建物体。

```text
0107 CREATE_OBJECT
in: modelId, x, y, z
out: handle
```

```lua
local handle = createObject(modelId, x, y, z)
```

```js
Object.create(modelId, x, y, z)
```
</Opcode>

## 删除物体

<Opcode id="0108" name="DELETE_OBJECT" member="Object.Delete">
销毁物体并腾内存。

```text
0108 DELETE_OBJECT
in: self
```

```lua
deleteObject(self)
```

```js
Object.delete(self)
```
</Opcode>

## 取朝向

<Opcode id="0176" name="GET_OBJECT_HEADING" member="Object.GetHeading">
取物体朝向（Z 角）。

```text
0176 GET_OBJECT_HEADING
in: self
out: heading
```

```lua
local heading = getObjectHeading(self)
```

```js
Object.getHeading(self)
```
</Opcode>

## 设朝向

<Opcode id="0177" name="SET_OBJECT_HEADING" member="Object.SetHeading">
设物体朝向（Z 角）。

```text
0177 SET_OBJECT_HEADING
in: self, heading
```

```lua
setObjectHeading(self, heading)
```

```js
Object.setHeading(self, heading)
```
</Opcode>

## 取坐标

<Opcode id="01BB" name="GET_OBJECT_COORDINATES" member="Object.GetCoordinates">
取物体坐标。

```text
01BB GET_OBJECT_COORDINATES
in: self
out: x, y, z
```

```lua
local x, y, z = getObjectCoordinates(self)
```

```js
Object.getCoordinates(self)
```
</Opcode>

## 设坐标

<Opcode id="01BC" name="SET_OBJECT_COORDINATES" member="Object.SetCoordinates">
把物体放到指定坐标。

```text
01BC SET_OBJECT_COORDINATES
in: self, x, y, z
```

```lua
setObjectCoordinates(self, x, y, z)
```

```js
Object.setCoordinates(self, x, y, z)
```
</Opcode>

## 可卸载

<Opcode id="01C4" name="MARK_OBJECT_AS_NO_LONGER_NEEDED" member="Object.MarkAsNoLongerNeeded">
允许游戏按需删除，并从任务清理列表移除。

```text
01C4 MARK_OBJECT_AS_NO_LONGER_NEEDED
in: self
```

```lua
markObjectAsNoLongerNeeded(self)
```

```js
Object.markAsNoLongerNeeded(self)
```
</Opcode>

## 任务结束不删

<Opcode id="01C7" name="DONT_REMOVE_OBJECT" member="Object.DontRemove">
从任务清理列表移除，任务结束不删。

```text
01C7 DONT_REMOVE_OBJECT
in: self
```

```lua
dontRemoveObject(self)
```

```js
Object.dontRemove(self)
```
</Opcode>

## 无偏移创建

<Opcode id="029B" name="CREATE_OBJECT_NO_OFFSET" member="Object.CreateNoOffset">
无偏移创建物体。

```text
029B CREATE_OBJECT_NO_OFFSET
in: modelId, x, y, z
out: handle
```

```lua
local handle = createObjectNoOffset(modelId, x, y, z)
```

```js
Object.createNoOffset(modelId, x, y, z)
```
</Opcode>

## 是否在屏上

<Opcode id="02CC" name="IS_OBJECT_ON_SCREEN" member="Object.IsOnScreen">
用在 if：物体是否可见（在屏上）。

```text
02CC IS_OBJECT_ON_SCREEN
in: self
```

```lua
isObjectOnScreen(self)
```

```js
Object.isOnScreen(self)
```
</Opcode>

## 旋转到角度

<Opcode id="034D" name="ROTATE_OBJECT" member="Object.Rotate">
从一角转到另一角，可选碰撞。

```text
034D ROTATE_OBJECT
in: self, fromAngle, toAngle, collisionCheck
```

```lua
rotateObject(self, fromAngle, toAngle, collisionCheck)
```

```js
Object.rotate(self, fromAngle, toAngle, collisionCheck)
```
</Opcode>

## 滑向坐标

<Opcode id="034E" name="SLIDE_OBJECT" member="Object.Slide">
滑向目标坐标；到位时条件真。

```text
034E SLIDE_OBJECT
in: self, posX, posY, posZ, speedX, speedY, speedZ, collisionCheck
```

```lua
slideObject(self, posX, posY, posZ, speedX, speedY, speedZ, collisionCheck)
```

```js
Object.slide(self, posX, posY, posZ, speedX, speedY, speedZ, collisionCheck)
```
</Opcode>

## 相对车放置

<Opcode id="035C" name="PLACE_OBJECT_RELATIVE_TO_CAR" member="Object.PlaceRelativeToCar">
相对车辆偏移放置。

```text
035C PLACE_OBJECT_RELATIVE_TO_CAR
in: self, vehicle, xOffset, yOffset, zOffset
```

```lua
placeObjectRelativeToCar(self, vehicle, xOffset, yOffset, zOffset)
```

```js
Object.placeRelativeToCar(self, vehicle, xOffset, yOffset, zOffset)
```
</Opcode>

## 可被瞄准

<Opcode id="035D" name="MAKE_OBJECT_TARGETTABLE" member="Object.MakeTargetable">
是否可被自动瞄准。

```text
035D MAKE_OBJECT_TARGETTABLE
in: self, state
```

```lua
makeObjectTargettable(self, state)
```

```js
Object.makeTargetable(self, state)
```
</Opcode>

## 是否损坏

<Opcode id="0366" name="HAS_OBJECT_BEEN_DAMAGED" member="Object.HasBeenDamaged">
用在 if：物体是否损坏。

```text
0366 HAS_OBJECT_BEEN_DAMAGED
in: self
```

```lua
hasObjectBeenDamaged(self)
```

```js
Object.hasBeenDamaged(self)
```
</Opcode>

## 设线速度

<Opcode id="0381" name="SET_OBJECT_VELOCITY" member="Object.SetVelocity">
设物体线速度。

```text
0381 SET_OBJECT_VELOCITY
in: self, xSpeed, ySpeed, zSpeed
```

```lua
setObjectVelocity(self, xSpeed, ySpeed, zSpeed)
```

```js
Object.setVelocity(self, xSpeed, ySpeed, zSpeed)
```
</Opcode>

## 碰撞检测

<Opcode id="0382" name="SET_OBJECT_COLLISION" member="Object.SetCollision">
开关物体碰撞检测。

```text
0382 SET_OBJECT_COLLISION
in: self, state
```

```lua
setObjectCollision(self, state)
```

```js
Object.setCollision(self, state)
```
</Opcode>

## 叠加速度

<Opcode id="038C" name="ADD_TO_OBJECT_VELOCITY" member="Object.AddToVelocity">
给线速度叠加向量（0381）。

```text
038C ADD_TO_OBJECT_VELOCITY
in: self, x, y, z
```

```lua
addToObjectVelocity(self, x, y, z)
```

```js
Object.addToVelocity(self, x, y, z)
```
</Opcode>

## 可被推动

<Opcode id="0392" name="SET_OBJECT_DYNAMIC" member="Object.SetDynamic">
是否可被物理推动。

```text
0392 SET_OBJECT_DYNAMIC
in: self, state
```

```lua
setObjectDynamic(self, state)
```

```js
Object.setDynamic(self, state)
```
</Opcode>

## 句柄是否有效

<Opcode id="03CA" name="DOES_OBJECT_EXIST" member="Object.DoesExist">
用在 if：句柄是否有效物体。

```text
03CA DOES_OBJECT_EXIST
in: handle
```

```lua
doesObjectExist(handle)
```

```js
Object.doesExist(handle)
```
</Opcode>

## 偏移世界坐标

<Opcode id="0400" name="GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS" member="Object.GetOffsetInWorldCoords">
取带偏移的世界坐标。

```text
0400 GET_OFFSET_FROM_OBJECT_IN_WORLD_COORDS
in: self, xOffset, yOffset, zOffset
out: x, y, z
```

```lua
local x, y, z = getOffsetFromObjectInWorldCoords(self, xOffset, yOffset, zOffset)
```

```js
Object.getOffsetInWorldCoords(self, xOffset, yOffset, zOffset)
```
</Opcode>

## 最后绘制

<Opcode id="0418" name="SET_OBJECT_DRAW_LAST" member="Object.SetDrawLast">
是否总画在其它物体之上。

```text
0418 SET_OBJECT_DRAW_LAST
in: self, state
```

```lua
setObjectDrawLast(self, state)
```

```js
Object.setDrawLast(self, state)
```
</Opcode>

## 设旋转

<Opcode id="0453" name="SET_OBJECT_ROTATION" member="Object.SetRotation">
设 XYZ 旋转。

```text
0453 SET_OBJECT_ROTATION
in: self, x, y, z
```

```lua
setObjectRotation(self, x, y, z)
```

```js
Object.setRotation(self, x, y, z)
```
</Opcode>

## 记录碰撞

<Opcode id="04D9" name="SET_OBJECT_RECORDS_COLLISIONS" member="Object.SetRecordsCollisions">
启用物体碰撞记录。

```text
04D9 SET_OBJECT_RECORDS_COLLISIONS
in: self, state
```

```lua
setObjectRecordsCollisions(self, state)
```

```js
Object.setRecordsCollisions(self, state)
```
</Opcode>

## 是否发生碰撞

<Opcode id="04DA" name="HAS_OBJECT_COLLIDED_WITH_ANYTHING" member="Object.HasCollidedWithAnything">
用在 if：是否发生过碰撞。

```text
04DA HAS_OBJECT_COLLIDED_WITH_ANYTHING
in: self
```

```lua
hasObjectCollidedWithAnything(self)
```

```js
Object.hasCollidedWithAnything(self)
```
</Opcode>

## 靠近 2D

<Opcode id="04E5" name="LOCATE_OBJECT_2D" member="Object.Locate2D">
用在 if：是否靠近指定坐标。

```text
04E5 LOCATE_OBJECT_2D
in: self, x, y, xRadius, yRadius, drawSphere
```

```lua
locateObject2D(self, x, y, xRadius, yRadius, drawSphere)
```

```js
Object.locate2D(self, x, y, xRadius, yRadius, drawSphere)
```
</Opcode>

## 靠近 3D

<Opcode id="04E6" name="LOCATE_OBJECT_3D" member="Object.Locate3D">
用在 if：是否靠近指定点。

```text
04E6 LOCATE_OBJECT_3D
in: self, x, y, z, xRadius, yRadius, zRadius, drawSphere
```

```lua
locateObject3D(self, x, y, z, xRadius, yRadius, zRadius, drawSphere)
```

```js
Object.locate3D(self, x, y, z, xRadius, yRadius, zRadius, drawSphere)
```
</Opcode>

## 是否在水中

<Opcode id="04E7" name="IS_OBJECT_IN_WATER" member="Object.IsInWater">
用在 if：是否在水中。

```text
04E7 IS_OBJECT_IN_WATER
in: self
```

```lua
isObjectInWater(self)
```

```js
Object.isInWater(self)
```
</Opcode>

## 是否在 2D 区

<Opcode id="04E9" name="IS_OBJECT_IN_AREA_2D" member="Object.IsInArea2D">
用在 if：是否在 2D 区域内。

```text
04E9 IS_OBJECT_IN_AREA_2D
in: self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere
```

```lua
isObjectInArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere)
```

```js
Object.isInArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, drawSphere)
```
</Opcode>

## 是否在 3D 区

<Opcode id="04EA" name="IS_OBJECT_IN_AREA_3D" member="Object.IsInArea3D">
用在 if：是否在 3D 区域内。

```text
04EA IS_OBJECT_IN_AREA_3D
in: self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere
```

```lua
isObjectInArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere)
```

```js
Object.isInArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, drawSphere)
```
</Opcode>

## 与车无碰撞

<Opcode id="050E" name="SORT_OUT_OBJECT_COLLISION_WITH_CAR" member="Object.SortOutCollisionWithCar">
指定车与该物体无碰撞。

```text
050E SORT_OUT_OBJECT_COLLISION_WITH_CAR
in: self, handle
```

```lua
sortOutObjectCollisionWithCar(self, handle)
```

```js
Object.sortOutCollisionWithCar(self, handle)
```
</Opcode>

## 冻结位置

<Opcode id="0550" name="FREEZE_OBJECT_POSITION" member="Object.FreezePosition">
冻结物体位置。

```text
0550 FREEZE_OBJECT_POSITION
in: self, state
```

```lua
freezeObjectPosition(self, state)
```

```js
Object.freezePosition(self, state)
```
</Opcode>

## 可见 interior

<Opcode id="0566" name="SET_OBJECT_AREA_VISIBLE" member="Object.SetAreaVisible">
物体可见于哪个 interior。

```text
0566 SET_OBJECT_AREA_VISIBLE
in: self, areaId
```

```lua
setObjectAreaVisible(self, areaId)
```

```js
Object.setAreaVisible(self, areaId)
```
</Opcode>

## 取线速度

<Opcode id="059F" name="GET_OBJECT_VELOCITY" member="Object.GetVelocity">
取线速度 XYZ。

```text
059F GET_OBJECT_VELOCITY
in: self
out: x, y, z
```

```lua
local x, y, z = getObjectVelocity(self)
```

```js
Object.getVelocity(self)
```
</Opcode>

## 叠加角速度

<Opcode id="05A1" name="ADD_TO_OBJECT_ROTATION_VELOCITY" member="Object.AddToRotationVelocity">
相对质心叠加角速度。

```text
05A1 ADD_TO_OBJECT_ROTATION_VELOCITY
in: self, x, y, z
```

```lua
addToObjectRotationVelocity(self, x, y, z)
```

```js
Object.addToRotationVelocity(self, x, y, z)
```
</Opcode>

## 设角速度

<Opcode id="05A2" name="SET_OBJECT_ROTATION_VELOCITY" member="Object.SetRotationVelocity">
设角速度（带帧同步）。

```text
05A2 SET_OBJECT_ROTATION_VELOCITY
in: self, x, y, z
```

```lua
setObjectRotationVelocity(self, x, y, z)
```

```js
Object.setRotationVelocity(self, x, y, z)
```
</Opcode>

## 是否静止

<Opcode id="05A3" name="IS_OBJECT_STATIC" member="Object.IsStatic">
用在 if：是否静止。

```text
05A3 IS_OBJECT_STATIC
in: self
```

```lua
isObjectStatic(self)
```

```js
Object.isStatic(self)
```
</Opcode>

## 取角速度

<Opcode id="05A6" name="GET_OBJECT_ROTATION_VELOCITY" member="Object.GetRotationVelocity">
取角速度。

```text
05A6 GET_OBJECT_ROTATION_VELOCITY
in: self
out: x, y, z
```

```lua
local x, y, z = getObjectRotationVelocity(self)
```

```js
Object.getRotationVelocity(self)
```
</Opcode>

## 相对叠加速度

<Opcode id="05A7" name="ADD_VELOCITY_RELATIVE_TO_OBJECT_VELOCITY" member="Object.AddVelocityRelative">
设物体线速度。

```text
05A7 ADD_VELOCITY_RELATIVE_TO_OBJECT_VELOCITY
in: self, x, y, z
```

```lua
addVelocityRelativeToObjectVelocity(self, x, y, z)
```

```js
Object.addVelocityRelative(self, x, y, z)
```
</Opcode>

## 取速率

<Opcode id="05A8" name="GET_OBJECT_SPEED" member="Object.GetSpeed">
取物体速率。

```text
05A8 GET_OBJECT_SPEED
in: self
out: speed
```

```lua
local speed = getObjectSpeed(self)
```

```js
Object.getSpeed(self)
```
</Opcode>

## 烧焦外观

<Opcode id="0654" name="SET_OBJECT_RENDER_SCORCHED" member="Object.SetRenderScorched">
外观烧焦。

```text
0654 SET_OBJECT_RENDER_SCORCHED
in: self, state
```

```lua
setObjectRenderScorched(self, state)
```

```js
Object.setRenderScorched(self, state)
```
</Opcode>

## 附着到车

<Opcode id="0681" name="ATTACH_OBJECT_TO_CAR" member="Object.AttachToCar">
附着到车上。

```text
0681 ATTACH_OBJECT_TO_CAR
in: self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation
```

```lua
attachObjectToCar(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```

```js
Object.attachToCar(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```
</Opcode>

## 分离

<Opcode id="0682" name="DETACH_OBJECT" member="Object.Detach">
分离物体（可选旋转与力）。

```text
0682 DETACH_OBJECT
in: self, pitch, heading, strength, applyTurnForce
```

```lua
detachObject(self, pitch, heading, strength, applyTurnForce)
```

```js
Object.detach(self, pitch, heading, strength, applyTurnForce)
```
</Opcode>

## 是否附着中

<Opcode id="0685" name="IS_OBJECT_ATTACHED" member="Object.IsAttached">
用在 if：是否附着中。

```text
0685 IS_OBJECT_ATTACHED
in: self
```

```lua
isObjectAttached(self)
```

```js
Object.isAttached(self)
```
</Opcode>

## 附着到物体

<Opcode id="069A" name="ATTACH_OBJECT_TO_OBJECT" member="Object.AttachToObject">
附着到另一物体。

```text
069A ATTACH_OBJECT_TO_OBJECT
in: self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation
```

```lua
attachObjectToObject(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```

```js
Object.attachToObject(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```
</Opcode>

## 附着到角色

<Opcode id="069B" name="ATTACH_OBJECT_TO_CHAR" member="Object.AttachToChar">
附着到角色。

```text
069B ATTACH_OBJECT_TO_CHAR
in: self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation
```

```lua
attachObjectToChar(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```

```js
Object.attachToChar(self, handle, xOffset, yOffset, zOffset, xRotation, yRotation, zRotation)
```
</Opcode>

## 取生命

<Opcode id="071E" name="GET_OBJECT_HEALTH" member="Object.GetHealth">
取物体生命。

```text
071E GET_OBJECT_HEALTH
in: self
out: health
```

```lua
local health = getObjectHealth(self)
```

```js
Object.getHealth(self)
```
</Opcode>

## 设生命

<Opcode id="071F" name="SET_OBJECT_HEALTH" member="Object.SetHealth">
设物体生命。

```text
071F SET_OBJECT_HEALTH
in: self, health
```

```lua
setObjectHealth(self, health)
```

```js
Object.setHealth(self, health)
```
</Opcode>

## 砸碎

<Opcode id="0723" name="BREAK_OBJECT" member="Object.Break">
砸碎物体。

```text
0723 BREAK_OBJECT
in: self, intensity
```

```lua
breakObject(self, intensity)
```

```js
Object.break(self, intensity)
```
</Opcode>

## 显隐

<Opcode id="0750" name="SET_OBJECT_VISIBLE" member="Object.SetVisible">
显隐物体。

```text
0750 SET_OBJECT_VISIBLE
in: self, state
```

```lua
setObjectVisible(self, state)
```

```js
Object.setVisible(self, state)
```
</Opcode>

## 播放动画

<Opcode id="075A" name="PLAY_OBJECT_ANIM" member="Object.PlayAnim">
播放物体动画。

```text
075A PLAY_OBJECT_ANIM
in: self, animationName, animationFile, frameDelta, lockF, loop
```

```lua
playObjectAnim(self, animationName, animationFile, frameDelta, lockF, loop)
```

```js
Object.playAnim(self, animationName, animationFile, frameDelta, lockF, loop)
```
</Opcode>

## 取绳高

<Opcode id="0796" name="GET_ROPE_HEIGHT_FOR_OBJECT" member="Object.GetRopeHeight">
取绳索高度。

```text
0796 GET_ROPE_HEIGHT_FOR_OBJECT
in: self
out: height
```

```lua
local height = getRopeHeightForObject(self)
```

```js
Object.getRopeHeight(self)
```
</Opcode>

## 设绳高

<Opcode id="0797" name="SET_ROPE_HEIGHT_FOR_OBJECT" member="Object.SetRopeHeight">
设绳索高度。

```text
0797 SET_ROPE_HEIGHT_FOR_OBJECT
in: self, height
```

```lua
setRopeHeightForObject(self, height)
```

```js
Object.setRopeHeight(self, height)
```
</Opcode>

## 抓住绳上实体

<Opcode id="0798" name="GRAB_ENTITY_ON_ROPE_FOR_OBJECT" member="Object.GrabEntityOnRope">
抓住绳上实体。

```text
0798 GRAB_ENTITY_ON_ROPE_FOR_OBJECT
in: self
out: vehicle, char, object
```

```lua
local vehicle, char, object = grabEntityOnRopeForObject(self)
```

```js
Object.grabEntityOnRope(self)
```
</Opcode>

## 释放绳上实体

<Opcode id="0799" name="RELEASE_ENTITY_FROM_ROPE_FOR_OBJECT" member="Object.ReleaseEntityFromRope">
从绳上释放实体。

```text
0799 RELEASE_ENTITY_FROM_ROPE_FOR_OBJECT
in: self
```

```lua
releaseEntityFromRopeForObject(self)
```

```js
Object.releaseEntityFromRope(self)
```
</Opcode>

## 取四元数

<Opcode id="07C3" name="GET_OBJECT_QUATERNION" member="Object.GetQuaternion">
取四元数。

```text
07C3 GET_OBJECT_QUATERNION
in: self
out: x, y, z, w
```

```lua
local x, y, z, w = getObjectQuaternion(self)
```

```js
Object.getQuaternion(self)
```
</Opcode>

## 设四元数

<Opcode id="07C4" name="SET_OBJECT_QUATERNION" member="Object.SetQuaternion">
设四元数。

```text
07C4 SET_OBJECT_QUATERNION
in: self, x, y, z, w
```

```lua
setObjectQuaternion(self, x, y, z, w)
```

```js
Object.setQuaternion(self, x, y, z, w)
```
</Opcode>

## 碰撞伤害效果

<Opcode id="07F7" name="SET_OBJECT_COLLISION_DAMAGE_EFFECT" member="Object.SetCollisionDamageEffect">
是否可被摧毁。

```text
07F7 SET_OBJECT_COLLISION_DAMAGE_EFFECT
in: self, state
```

```lua
setObjectCollisionDamageEffect(self, state)
```

```js
Object.setCollisionDamageEffect(self, state)
```
</Opcode>

## 关卡设计坐标

<Opcode id="080A" name="GET_LEVEL_DESIGN_COORDS_FOR_OBJECT" member="Object.GetLevelDesignCoords">
取关卡设计坐标。

```text
080A GET_LEVEL_DESIGN_COORDS_FOR_OBJECT
in: self, nth
out: x, y, z
```

```lua
local x, y, z = getLevelDesignCoordsForObject(self, nth)
```

```js
Object.getLevelDesignCoords(self, nth)
```
</Opcode>

## 改坐标保旋转

<Opcode id="0815" name="SET_OBJECT_COORDINATES_AND_VELOCITY" member="Object.SetCoordinatesAndVelocity">
改坐标且不改旋转。

```text
0815 SET_OBJECT_COORDINATES_AND_VELOCITY
in: self, x, y, z
```

```lua
setObjectCoordinatesAndVelocity(self, x, y, z)
```

```js
Object.setCoordinatesAndVelocity(self, x, y, z)
```
</Opcode>

## 连接 LOD

<Opcode id="0827" name="CONNECT_LODS" member="Object.ConnectLods">
远处显示的 LOD 物体。

```text
0827 CONNECT_LODS
in: self, lodObject
```

```lua
connectLods(self, lodObject)
```

```js
Object.connectLods(self, lodObject)
```
</Opcode>

## 是否被拍照

<Opcode id="0833" name="HAS_OBJECT_BEEN_PHOTOGRAPHED" member="Object.HasBeenPhotographed">
用在 if：是否被拍过照。

```text
0833 HAS_OBJECT_BEEN_PHOTOGRAPHED
in: self
```

```lua
hasObjectBeenPhotographed(self)
```

```js
Object.hasBeenPhotographed(self)
```
</Opcode>

## 动画速度

<Opcode id="0836" name="SET_OBJECT_ANIM_SPEED" member="Object.SetAnimSpeed">
物体动画播放速度。

```text
0836 SET_OBJECT_ANIM_SPEED
in: self, animationName, speed
```

```lua
setObjectAnimSpeed(self, animationName, speed)
```

```js
Object.setAnimSpeed(self, animationName, speed)
```
</Opcode>

## 是否在播动画

<Opcode id="0837" name="IS_OBJECT_PLAYING_ANIM" member="Object.IsPlayingAnim">
用在 if：是否在播指定动画。

```text
0837 IS_OBJECT_PLAYING_ANIM
in: self, animationName
```

```lua
isObjectPlayingAnim(self, animationName)
```

```js
Object.isPlayingAnim(self, animationName)
```
</Opcode>

## 取动画进度

<Opcode id="0839" name="GET_OBJECT_ANIM_CURRENT_TIME" member="Object.GetAnimCurrentTime">
取动画进度。

```text
0839 GET_OBJECT_ANIM_CURRENT_TIME
in: self, animationName
out: time
```

```lua
local time = getObjectAnimCurrentTime(self, animationName)
```

```js
Object.getAnimCurrentTime(self, animationName)
```
</Opcode>

## 设动画进度

<Opcode id="083A" name="SET_OBJECT_ANIM_CURRENT_TIME" member="Object.SetAnimCurrentTime">
设动画进度（0 起）。

```text
083A SET_OBJECT_ANIM_CURRENT_TIME
in: self, animationName, time
```

```lua
setObjectAnimCurrentTime(self, animationName, time)
```

```js
Object.setAnimCurrentTime(self, animationName, time)
```
</Opcode>

## 仅玩家可伤

<Opcode id="0875" name="SET_OBJECT_ONLY_DAMAGED_BY_PLAYER" member="Object.SetOnlyDamagedByPlayer">
仅玩家能伤害该物体。

```text
0875 SET_OBJECT_ONLY_DAMAGED_BY_PLAYER
in: self, state
```

```lua
setObjectOnlyDamagedByPlayer(self, state)
```

```js
Object.setOnlyDamagedByPlayer(self, state)
```
</Opcode>

## 设缩放

<Opcode id="08D2" name="SET_OBJECT_SCALE" member="Object.SetScale">
设缩放。

```text
08D2 SET_OBJECT_SCALE
in: self, scale
```

```lua
setObjectScale(self, scale)
```

```js
Object.setScale(self, scale)
```
</Opcode>

## 倾斜 2D 区

<Opcode id="08E3" name="IS_OBJECT_IN_ANGLED_AREA_2D" member="Object.IsInAngledArea2D">
用在 if：是否在倾斜 2D 区内。

```text
08E3 IS_OBJECT_IN_ANGLED_AREA_2D
in: self, leftBottomX, leftBottomY, rightTopX, rightTopY, angle, drawSphere
```

```lua
isObjectInAngledArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, angle, drawSphere)
```

```js
Object.isInAngledArea2D(self, leftBottomX, leftBottomY, rightTopX, rightTopY, angle, drawSphere)
```
</Opcode>

## 倾斜 3D 区

<Opcode id="08E4" name="IS_OBJECT_IN_ANGLED_AREA_3D" member="Object.IsInAngledArea3D">
用在 if：是否在倾斜 3D 区内。

```text
08E4 IS_OBJECT_IN_ANGLED_AREA_3D
in: self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, angle, drawSphere
```

```lua
isObjectInAngledArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, angle, drawSphere)
```

```js
Object.isInAngledArea3D(self, leftBottomX, leftBottomY, leftBottomZ, rightTopX, rightTopY, rightTopZ, angle, drawSphere)
```
</Opcode>

## 可偷取搬运

<Opcode id="08E9" name="SET_OBJECT_AS_STEALABLE" member="Object.SetAsStealable">
是否可拾取搬运。

```text
08E9 SET_OBJECT_AS_STEALABLE
in: self, state
```

```lua
setObjectAsStealable(self, state)
```

```js
Object.setAsStealable(self, state)
```
</Opcode>

## 是否被武器打伤

<Opcode id="08FF" name="HAS_OBJECT_BEEN_DAMAGED_BY_WEAPON" member="Object.HasBeenDamagedByWeapon">
用在 if：是否被指定武器/伤害类型打伤。

```text
08FF HAS_OBJECT_BEEN_DAMAGED_BY_WEAPON
in: self, weaponType
```

```lua
hasObjectBeenDamagedByWeapon(self, weaponType)
```

```js
Object.hasBeenDamagedByWeapon(self, weaponType)
```
</Opcode>

## 清武器伤害记录

<Opcode id="0900" name="CLEAR_OBJECT_LAST_WEAPON_DAMAGE" member="Object.ClearLastWeaponDamage">
清上次造成伤害的武器 ID。

```text
0900 CLEAR_OBJECT_LAST_WEAPON_DAMAGE
in: self
```

```lua
clearObjectLastWeaponDamage(self)
```

```js
Object.clearLastWeaponDamage(self)
```
</Opcode>

## 门锁

<Opcode id="0905" name="LOCK_DOOR" member="Object.LockDoor">
门锁在当前角，实体可推开一次。

```text
0905 LOCK_DOOR
in: self, state
```

```lua
lockDoor(self, state)
```

```js
Object.lockDoor(self, state)
```
</Opcode>

## 设质量

<Opcode id="0906" name="SET_OBJECT_MASS" member="Object.SetMass">
设质量。

```text
0906 SET_OBJECT_MASS
in: self, mass
```

```lua
setObjectMass(self, mass)
```

```js
Object.setMass(self, mass)
```
</Opcode>

## 取质量

<Opcode id="0907" name="GET_OBJECT_MASS" member="Object.GetMass">
取质量。

```text
0907 GET_OBJECT_MASS
in: self
out: mass
```

```lua
local mass = getObjectMass(self)
```

```js
Object.getMass(self)
```
</Opcode>

## 设转动惯量

<Opcode id="0908" name="SET_OBJECT_TURN_MASS" member="Object.SetTurnMass">
设转动惯量。

```text
0908 SET_OBJECT_TURN_MASS
in: self, turnMass
```

```lua
setObjectTurnMass(self, turnMass)
```

```js
Object.setTurnMass(self, turnMass)
```
</Opcode>

## 取转动惯量

<Opcode id="0909" name="GET_OBJECT_TURN_MASS" member="Object.GetTurnMass">
取转动惯量。

```text
0909 GET_OBJECT_TURN_MASS
in: self
out: turnMass
```

```lua
local turnMass = getObjectTurnMass(self)
```

```js
Object.getTurnMass(self)
```
</Opcode>

## 吊车可吊

<Opcode id="0916" name="WINCH_CAN_PICK_OBJECT_UP" member="Object.WinchCanPickUp">
是否可被磁力吊车吊起。

```text
0916 WINCH_CAN_PICK_OBJECT_UP
in: self, state
```

```lua
winchCanPickObjectUp(self, state)
```

```js
Object.winchCanPickUp(self, state)
```
</Opcode>

## 是否已可动

<Opcode id="095B" name="HAS_OBJECT_BEEN_UPROOTED" member="Object.HasBeenUprooted">
用在 if：是否已被 0392 设为可动。

```text
095B HAS_OBJECT_BEEN_UPROOTED
in: self
```

```lua
hasObjectBeenUprooted(self)
```

```js
Object.hasBeenUprooted(self)
```
</Opcode>

## brain 触发半径

<Opcode id="0977" name="IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE" member="Object.IsWithinBrainActivationRange">
用在 if：是否在外部脚本触发半径内。

```text
0977 IS_OBJECT_WITHIN_BRAIN_ACTIVATION_RANGE
in: self
```

```lua
isObjectWithinBrainActivationRange(self)
```

```js
Object.isWithinBrainActivationRange(self)
```
</Opcode>

## 取模型

<Opcode id="0984" name="GET_OBJECT_MODEL" member="Object.GetModel">
取模型索引。

```text
0984 GET_OBJECT_MODEL
in: self
out: model
```

```lua
local model = getObjectModel(self)
```

```js
Object.getModel(self)
```
</Opcode>

## 淡出删除

<Opcode id="09A2" name="REMOVE_OBJECT_ELEGANTLY" member="Object.RemoveElegantly">
淡出并释放内存。

```text
09A2 REMOVE_OBJECT_ELEGANTLY
in: self
```

```lua
removeObjectElegantly(self)
```

```js
Object.removeElegantly(self)
```
</Opcode>

## 伤害免疫

<Opcode id="09CA" name="SET_OBJECT_PROOFS" member="Object.SetProofs">
设各类伤害免疫。

```text
09CA SET_OBJECT_PROOFS
in: self, bulletProof, fireProof, explosionProof, collisionProof, meleeProof
```

```lua
setObjectProofs(self, bulletProof, fireProof, explosionProof, collisionProof, meleeProof)
```

```js
Object.setProofs(self, bulletProof, fireProof, explosionProof, collisionProof, meleeProof)
```
</Opcode>

## 模型是否匹配

<Opcode id="09CC" name="DOES_OBJECT_HAVE_THIS_MODEL" member="Object.DoesHaveThisModel">
用在 if：模型是否匹配。

```text
09CC DOES_OBJECT_HAVE_THIS_MODEL
in: self, modelId
```

```lua
doesObjectHaveThisModel(self, modelId)
```

```js
Object.doesHaveThisModel(self, modelId)
```
</Opcode>

## 是否与世界相交

<Opcode id="09FC" name="IS_OBJECT_INTERSECTING_WORLD" member="Object.IsIntersectingWorld">
用在 if：创建/改坐标后是否有东西进入过该位置。

```text
09FC IS_OBJECT_INTERSECTING_WORLD
in: self
```

```lua
isObjectIntersectingWorld(self)
```

```js
Object.isIntersectingWorld(self)
```
</Opcode>

## 吸引行人

<Opcode id="0A0A" name="ENABLE_DISABLED_ATTRACTORS_ON_OBJECT" member="Object.EnableDisabledAttractors">
是否吸引行人与之交互。

```text
0A0A ENABLE_DISABLED_ATTRACTORS_ON_OBJECT
in: self, state
```

```lua
enableDisabledAttractorsOnObject(self, state)
```

```js
Object.enableDisabledAttractors(self, state)
```
</Opcode>