BlackICE Scripting

class

CrosshairGameController_Tech_Round

  • 41 properties
  • 28 functions

Extends BaseTechCrosshairController game.ui.CrosshairBaseGameController game.ui.WidgetGameController world.ui.IWidgetGameController ink.IWidgetController IScriptable ISerializable

Properties

PropertyTypeOffset
rootWeakHandle<ink.Widget>0x1A0 scripted
leftPartink.ImageWidgetReference0x1B0 scripted
rightPartink.ImageWidgetReference0x1C8 scripted
offsetLeftRightfloat0x1E0 scripted
offsetLeftRightExtrafloat0x1E4 scripted
latchVerticalfloat0x1E8 scripted
topPartink.ImageWidgetReference0x1F0 scripted
bottomPartink.ImageWidgetReference0x208 scripted
horiPartink.WidgetReference0x220 scripted
vertPartink.WidgetReference0x238 scripted
chargeBarWeakHandle<ink.CanvasWidget>0x250 scripted
chargeBarFGWeakHandle<ink.RectangleWidget>0x260 scripted
chargeBarBGWeakHandle<ink.RectangleWidget>0x270 scripted
chargeBarMGWeakHandle<ink.RectangleWidget>0x280 scripted
centerPartWeakHandle<ink.Widget>0x290 scripted
crosshairWeakHandle<ink.Widget>0x2A0 scripted
bottom_hip_barWeakHandle<ink.Widget>0x2B0 scripted
realFluffText_1WeakHandle<ink.TextWidget>0x2C0 scripted
realFluffText_2WeakHandle<ink.TextWidget>0x2D0 scripted
bufferedSpreadVector20x2E0 scripted
weaponlocalBBWeakHandle<game.IBlackboard>0x2E8 scripted
bbchargered.CallbackObject?0x2F8 scripted
bbmagazineAmmoCapacityred.CallbackObject?0x308 scripted
bbmagazineAmmoCountred.CallbackObject?0x318 scripted
bbcurrentFireModered.CallbackObject?0x328 scripted
currentAmmoint0x338 scripted
currentMaxAmmoint0x33C scripted
maxSupportedAmmoint0x340 scripted
currentFireModegame.data.TriggerMode0x344 scripted
orgSideSizeVector20x348 scripted
sidesScalefloat0x350 scripted
chargeAnimationProxyink.anim.Proxy?0x358 scripted
bbNPCStatsInfored.CallbackObject?0x368 scripted
currentObstructedTargetBBIDred.CallbackObject?0x378 scripted
potentialVisibleTargetWeakHandle<game.Object>0x388 scripted
potentialObstructedTargetWeakHandle<game.Object>0x398 scripted
useVisibleTargetbool0x3A8 scripted
horizontalMinSpreadfloat0x3AC scripted
verticalMinSpreadfloat0x3B0 scripted
gameplaySpreadMultiplierfloat0x3B4 scripted
stateADSbool0x3B8 scripted

Functions

  • bool OnInitialize() overrideRTTI
  • bool OnUninitialize() overrideRTTI
  • bool OnPreIntro() overrideRTTI
  • bool OnPreOutro() overrideRTTI
  • void OnAmmoCountChanged(uint value) RTTI
  • void OnAmmoCapacityChanged(uint value) RTTI
  • void OnChargeChanged(float charge) RTTI
  • ink.anim.Proxy? GetIntroAnimation(bool firstEquip) overrideRTTI
  • ink.anim.Proxy? GetOutroAnimation() overrideRTTI
  • bool OnBulletSpreadChanged(Vector2 spread) overrideRTTI
  • void ColapseCrosshair(bool full, float duration) RTTI
  • void ExpandCrosshair(bool full, float duration) RTTI
  • void ShowCenterPart(float duration) RTTI
  • void HideCenterPart(float duration) RTTI
  • void OnShow() RTTI
  • void OnHide() RTTI
  • void OnState_Safe() overrideRTTI
  • void OnState_HipFire() overrideRTTI
  • void OnState_Aim() overrideRTTI
  • void OnState_Reload() overrideRTTI
  • void OnState_Sprint() overrideRTTI
  • void OnState_GrenadeCharging() overrideRTTI
  • void OnState_Scanning() overrideRTTI
  • bool OnCurrentAimTarget(ent.EntityID entId) overrideRTTI
  • bool OnCurrentObstructedTarget(ent.EntityID entId) RTTI
  • void OnTargetsChanged() RTTI
  • void ApplyCrosshairGUIState(CName state, ent.Entity aimedAtEntity) overrideRTTI
  • float GetDistanceToTarget() overrideRTTI