BlackICE Scripting

class

AIWeapon

  • 0 properties
  • 36 functions

Extends IScriptable ISerializable

Properties

None.

Functions

  • static bool GetPatternPackagesMeetingConditionChecks(WeakHandle<game.Object> weaponOwner, WeakHandle<game.data.AIPatternsPackage_Record>[] records, out WeakHandle<game.data.AIPatternsPackage_Record> package) staticRTTI global
  • static void OnStopShooting(WeakHandle<game.weapon.Object> weapon, float actionDuration) staticRTTI global
  • static void WeaponCooledDownFromOverheat(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static WeakHandle<game.data.AIPattern_Record>[] GetPatternRange(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void SelectShootingPatternFromList(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternsList, out WeakHandle<game.data.AIPattern_Record> selectedPattern) staticRTTI global
  • static void SetAttackBasedOnTimeDilation(WeakHandle<game.Object> owner, WeakHandle<game.weapon.Object> weapon, TDBID overrideRangedAttack) staticRTTI global
  • static void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp, float delayForNextShot) staticRTTI global
  • static WeakHandle<game.data.AIPatternsPackage_Record> GetShootingPatternPackage(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void ProcessWeaponOverheatStatPool(WeakHandle<game.weapon.Object> gameObject, WeakHandle<game.Object> weaponOwner, bool forceOverheat) staticRTTI global
  • static int GetDesiredNumberOfShots(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static bool GetChargeLevel(WeakHandle<game.weapon.Object> weapon, float actionDuration, out float chargeLevel) staticRTTI global
  • static void ForceWeaponOverheat(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner) staticRTTI global
  • static void OnFullyCharged(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void SelectShootingPattern(WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner, bool forceReselection) staticRTTI global
  • static bool GetShootingPatternsList(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> chosenPackage, WeakHandle<game.data.AIPattern_Record>[] patternsList) staticRTTI global
  • static bool CanWeaponOverheat(WeakHandle<game.weapon.Object> gameObject) staticRTTI global
  • static WeakHandle<game.data.AIPattern_Record> GetShootingPattern(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void WeaponOverheated(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void OnStartShooting(WeakHandle<game.weapon.Object> weapon, int desiredNumberOfShots) staticRTTI global
  • static float GetNextShotTimeStamp(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void SetShootingPattern(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record> pattern) staticRTTI global
  • static float GetWeaponOverheatStatPool(WeakHandle<game.weapon.Object> gameObject) staticRTTI global
  • static float GetShotTimeStamp(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static void SetShootingPatternPackage(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> patternPackage) staticRTTI global
  • static void OnShotFired(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp) staticRTTI global
  • static bool GetIsFullyCharged(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static bool HasExceededDesiredNumberOfShots(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static float GetShootingPatternDelayBetweenShots(int totalShotsFired, WeakHandle<game.data.AIPattern_Record> pattern) staticRTTI global
  • static bool UpdateSniperEffect(game.weapon.Object weapon, float duration) staticRTTI global
  • static int GetTotalNumberOfShots(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static WeakHandle<game.data.AIPatternsPackage_Record> SelectShootingPatternPackage(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record>[] records) staticRTTI global
  • static bool UpdateCharging(WeakHandle<game.weapon.Object> weapon, float timeStamp, WeakHandle<game.Object> weaponOwner, out float chargeLevel) staticRTTI global
  • static void SetPatternRange(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternList) staticRTTI global
  • static void Fire(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, float timeStamp, float tbhCoefficient, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, game.Object target, TDBID rangedAttack, float maxSpreadOverride, float aimingDelay, Vector4 offset, bool shouldTrackTarget, float predictionTime, ent.IPositionProvider posProviderOverride, Vector4 muzzleOffset, CName weaponCustomEvent) staticRTTI global
  • static bool GetWeaponOverheatBB(WeakHandle<game.weapon.Object> weapon) staticRTTI global
  • static bool CompareAIPatternRecordArrays(WeakHandle<game.data.AIPattern_Record>[] arr1, WeakHandle<game.data.AIPattern_Record>[] arr2) staticRTTI global