BlackICE Scripting

class

CityLightSystem

  • 10 properties
  • 43 functions

Extends game.ScriptableSystem game.IScriptableSystem IScriptable ISerializable

Properties

PropertyTypeOffset
timeSystemCallbacksTimetableCallbackData?[]0x0 scripted
fusesFuseData[]0x10 scripted
stateECLSForcedState0x20 scripted
forcedStateSourceCName0x28 scripted
forcedStatesStackForcedStateData[]0x30 scripted
weatherListenerCLSWeatherListener?0x40 scripted
turnOffLisenerIDCName0x50 scripted
turnOnLisenerIDCName0x58 scripted
resetLisenerIDCName0x60 scripted
weatherCallbackIduint0x68 scripted

Functions

  • void OnAttach() overrideRTTI
  • void OnDetach() overrideRTTI
  • void OnRestored(int saveVersion, int gameVersion) overrideRTTI
  • void OnTimeTableCallbackRequest(TimeTableCallbackRequest request) RTTI
  • void OnRegisterTimetableRequest(RegisterTimetableRequest request) RTTI
  • void OnForceCLSStateRequest(ForceCLSStateRequest request) RTTI
  • void UpdateCLSForcedState() RTTI
  • bool AddForcedStateRequest(ECLSForcedState state, CName sourceName, EPriority priority, bool savable) RTTI
  • bool RemoveForcedStateRequestForSource(CName sourceName) RTTI
  • void ResolveForcedStatesStackOnLoad() RTTI
  • void EvaluateForcedStatesStack() RTTI
  • bool IsForcedRequestSavable(ForcedStateData data) RTTI
  • void RegisterTimetableCallback(TimetableCallbackData callbackData) RTTI
  • void NotifyRecipientsOnRegistration(TimetableCallbackData callbackData) RTTI
  • void NotifyRecipients(TimetableCallbackData callbackData) RTTI
  • void SendNotificationToRecipients(RecipientData[] recipients, GameTime time) RTTI
  • void SendNotificationByRequest(RecipientData[] recipients, GameTime time) RTTI
  • void OnNotifyRecipientsrequest(NotifyRecipientsRequest request) RTTI
  • void SendDeviceTimetableEvent(RecipientData data) RTTI
  • void SendForceStateDeviceTimetableEvent(FuseData fuse, ECLSForcedState state) RTTI
  • void AddTimeTableCallbacks(PSOwnerData requesterData, SDeviceTimetableEntry[] timeTable, int? lights) RTTI
  • TimetableCallbackData? GetTimeTableCallback(SSimpleGameTime time) RTTI
  • int AddFuse(PSOwnerData requesterData, SDeviceTimetableEntry[] timeTable, int? lights) RTTI
  • bool HasFuse(PSOwnerData requesterData, out int id) RTTI
  • int GetFuseID(PSOwnerData requesterData) RTTI
  • int GetFuseID(game.PersistentID id) RTTI
  • bool GetFuse(int fuseID, FuseData fuseData) RTTI
  • bool IsTimeTheSame(SSimpleGameTime time1, SSimpleGameTime time2) RTTI
  • GameTime GetCurrentTime() RTTI
  • bool ShouldNotifyRecipient(RecipientData recipient, GameTime callbackTime) RTTI
  • bool GetActiveTimeTableEntry(FuseData fuse, out SDeviceTimetableEntry entry) RTTI
  • int GetActiveTimeTableEntryID(FuseData fuse) RTTI
  • EDeviceStatus GetFuseStateByID(game.PersistentID id) RTTI
  • ECLSForcedState GetState() RTTI
  • int GetFusesCount() RTTI
  • int GetLightsCount() RTTI
  • TimetableCallbackData?[] GetCallbacks() RTTI
  • void OnDebugButtonClicked(game.SDOClickedRequest request) RTTI
  • void UninitializeDebugButtons() RTTI
  • void InitializeDebugButtons() RTTI
  • void ShowDebug_state() RTTI
  • void ShowDebug_fuses(FuseData[] fuses) RTTI
  • static int GetMaxNotificationsPerFrame() staticRTTI global