> For the complete documentation index, see [llms.txt](https://rigonix3d.gitbook.io/rigonix3d-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rigonix3d.gitbook.io/rigonix3d-docs/documentation/systems-in-depth/helper-functions-reference.md).

# Helper Functions Reference

A quick reference of the runtime helper methods across the modules.

A grab-bag of the most useful runtime methods, grouped by module. All are called through `core` (body modules) or `controller` (driver modules).

### Locomotion

```csharp
locomotion.ChangeStance(Stance.Crouch);
locomotion.LockPlayerMovement();
locomotion.LockPlayerRotation();
locomotion.SetPlayerMovementAndRotation(lockMove, lockRot);
locomotion.SetPlayerLocomotion(false);
locomotion.RemoveVelocity();
locomotion.ResetSpeed();
locomotion.SetisStrafeLocomotion(true);
locomotion.MovePlayerTo(target, ...);   // scripted movement
```

### Input

```csharp
input.LockCursor();
input.UnlockCursor();
input.inputBlocked = true;   // freeze all intent
```

### Ragdoll

```csharp
ragdoll.TriggerRagdoll(force, hitPoint);
ragdoll.TriggerFallRagdoll(impactForce, preVelocity);
ragdoll.DisableRagdoll();
ragdoll.RefreshColliders();
ragdoll.HasRagdoll;
```

### Foot IK

```csharp
ik.IsGrounded();
ik.SetFootWeight(1f);
ik.SetBodyWeight(1f);
ik.SetCrouching(true);
ik.ResetTuningToDefaults();
```

### Animator

```csharp
animatorModule.Die(true);
animatorModule.SetItemId(id);
animatorModule.ResetItemId();
```

### Inventory

```csharp
inventory.AddItem(item);
inventory.RemoveItem(item);
inventory.HasItem("Torch");
inventory.AddMoney(50);
inventory.SpendMoney(20);
inventory.HasEnoughMoney(20);
```

### Abilities

```csharp
teleport.TeleportTo(position, rotation);
emotes.PlayEmoteByIndex(index);
headIK.SetLookTarget(target);
headIK.ClearLookTarget();
```

### Reference points (Core — great for AI and aiming)

```csharp
core.GetReferenceYaw();
core.GetReferenceForward();
core.GetReferenceRight();
core.GetAimForward();
core.GetAimPoint(distance);
```

These resolve from an assigned `IMovementReference` / `IAimReference` if present, else the main camera, else the character's own facing — so they never throw, camera or no camera.

### Vector extension

```csharp
using Rigonix;
Vector3 flat = someVector.WithY(0f);   // zero out Y on the horizontal plane
```


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