Wow, will it?
This feels like Xmases used to feel.
Im cannot resist adding these to my wishlist (if they are possible--they might not be).
(agent_set_orientation, <pos1>), same semantics as agent_set_position, but sets its orientation instead (for some reason, agent_set_position neglects orientation... which is very bad and impossible to work around).
(dead_agent_set_speed, <pos1>, <pos2>), this would set the speed of a dead agent for rag-dolling purposes. Speed is determined as difference between two positions. I know it might be a mess to do. It would be sweeter if you got to pick the bone receiving the impulse, but no need
(is_first_person), fails if 3rd person view is set
(default_cam_get_aperture, <dest>), same as "mission camera" operations, but they return the default camera, the one that the game uses when not in manual mode (currently there is no way to ask for default camera position unless camera mode is set to manual, that is, unless you set the camera position yourself)
(current_cam_get_aparture, <dest>), same as "mission camera" operations, but they return current camera position, whatever it is.
How difficult is to inject code? The wishlist would be so long for added features...
For example, in first person view, the camera is not where it should be, that is, between the eyes of the controlled agent, but in the origin of the "head" bone. This looks wrong, even in vanilla. It would be an instruction to add that (a translation added, at the very last). It would be even sweeter if one could customize eye position (with respect to head bone) in any way.