BlackICE Scripting

class

DefaultTransition

  • 0 properties
  • 238 functions
  • 32 derived classes

Extends game.stateMachine.Functor IScriptable ISerializable

Properties

None.

Functions

  • void ForceFreeze(game.stateMachine.StateContextScript stateContext) RTTI
  • void ForceIdle(game.stateMachine.StateContextScript stateContext) RTTI
  • void ForceIdleVehicle(game.stateMachine.StateContextScript stateContext) RTTI
  • void ResetForceFlags(game.stateMachine.StateContextScript stateContext) RTTI
  • void SetBlackboardFloatVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Float id, float value) RTTI
  • void SetBlackboardIntVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Int32 id, int value) RTTI
  • void SetBlackboardBoolVariable(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Bool id, bool value) RTTI
  • void SetBlackboardEntityID(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_EntityID id, ent.EntityID value) RTTI
  • bool GetBoolFromQuestDB(game.stateMachine.GameScriptInterface scriptInterface, CName varName) RTTI
  • void HoldAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor) RTTI
  • void BlockAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor) RTTI
  • void SoftBlockAimingForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float blockAimingFor) RTTI
  • void ResetSoftBlockAiming(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasTimeStampElapsed(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName timeStampName) RTTI
  • bool IsAimingSoftBlocked(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsAimingHeldForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsAimingBlockedForTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetStatFloatValue(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatType statType, game.StatsSystem statSystem, game.Object? objectt) RTTI
  • bool ShouldEnterSafe(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float? maxDistanceSquared) RTTI
  • bool ShouldIgnoreWeaponSafe(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsEnemyVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance) RTTI
  • bool IsEnemyOrSensoryDeviceVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance) RTTI
  • bool IsActiveVehicleVisible(game.stateMachine.GameScriptInterface scriptInterface, float? distance) RTTI
  • bool RequestPlayerPositionAdjustment(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float slideTime, float distanceRadius, float rotationDuration, Vector4 adjustPosition, bool? useParabolicMotion) RTTI
  • bool RequestPlayerPositionAdjustmentWithCurve(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float slideTime, float distanceRadius, Vector4 adjustPosition, CName adjustCurveName) RTTI
  • bool IsDoorInteractionActive(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • WeakHandle<game.data.StatusEffectPlayerData_Record> GetStatusEffectRecordData(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsPlayerTired(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerExhausted(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ChangeStatPoolValue(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPoolType, float changeByValue, bool? asPercentage) RTTI
  • float GetStatPoolValue(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool, bool? asPrecentage) RTTI
  • bool HasStatPoolValueReachedMax(game.stateMachine.GameScriptInterface scriptInterface, ent.EntityID entityID, game.data.StatPoolType statPool) RTTI
  • void StartStatPoolDecay(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatPoolType statPoolType) RTTI
  • void StopStatPoolDecayAndRegenerate(game.stateMachine.GameScriptInterface scriptInterface, game.data.StatPoolType statPoolType) RTTI
  • bool IsDeepEnoughToSwim(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetVerticalSpeed(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsMovementInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerMoving(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerMovingHorizontally(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerMovingVertically(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerMovingBackwards(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetHorizontalMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsSafeStateForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetActionHoldTime(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName actionName) RTTI
  • void ToggleAudioAimDownSights(game.weapon.Object weapon, bool toggleOn) RTTI
  • void DisableCameraBobbing(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, bool b) RTTI
  • void StartEffect(game.stateMachine.GameScriptInterface scriptInterface, CName effectName, world.EffectBlackboard? blackboard) RTTI
  • void StopEffect(game.stateMachine.GameScriptInterface scriptInterface, CName effectName) RTTI
  • void BreakEffectLoop(game.stateMachine.GameScriptInterface scriptInterface, CName effectName) RTTI
  • void PlaySound(CName soundName, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetAudioParameter(CName paramName, float paramValue, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PlaySoundMetadataEvent(CName evtName, game.stateMachine.GameScriptInterface scriptInterface, float evtParam) RTTI
  • void SetSurfaceMaterialProbingDirection(game.audio.events.SurfaceDirection direction, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool AdjustPlayerPosition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.Object target, float duration, float distanceRadius, float rotationDuration, CName? curveName, bool? useParabolicMotion, Vector4? targetPosition) RTTI
  • game.aim.AssistAimRequest FillLookAtRequestData(Vector4 lookAtTarget, float duration, float maxDuration) RTTI
  • bool GetClosestSlotTransform(game.stateMachine.GameScriptInterface scriptInterface, bool isTargetKnockedOver, ent.SlotComponent slotComponent, out WorldTransform slotTransform) RTTI
  • Vector4 CompensateTargetPos(game.stateMachine.parameter.TypeAdjustTransformWithDurations adjustRequest, game.Object target, Vector4 targetPosition, float distanceRadius, Vector4 playerPosition) RTTI
  • void StartPool(game.StatPoolsSystem statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, float? rangeBegin, float? rangeEnd, float? valuePerSec) RTTI
  • void StopPool(game.StatPoolsSystem statPoolsSystem, ent.EntityID weaponEntityID, game.data.StatPoolType poolType, bool startDecay, float? rangeBegin, float? rangeEnd) RTTI
  • bool GetWeaponItemTag(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName tag, game.ItemID? itemID) RTTI
  • GameplayTier GetCurrentTier(game.stateMachine.StateContextScript stateContext) RTTI
  • game.SceneTierData? GetCurrentSceneTierData(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInMinigame(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUploadingQuickHack(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsCameraPitchAcceptable(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float cameraPitchThreshold) RTTI
  • float GetCameraYaw(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerInCombat(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInSafeSceneTier(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • int GetSceneTier(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ForceDisableVisionMode(game.stateMachine.StateContextScript stateContext) RTTI
  • void ForceDisableVisionModeWithInput(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ForceDisableRadialWheel(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CheckItemCategoryInQuickWheel(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemCategory compareToType) RTTI
  • bool IsQuickWheelItemACyberdeck(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsQuickWheelItemACyberware(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType cyberwareType) RTTI
  • string GetQuickWheelItemName(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInFocusMode(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetZoomStateAnimFeature(game.stateMachine.GameScriptInterface scriptInterface, bool shouldAim) RTTI
  • scn.ScriptInterface? GetSceneSystemInterface(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool PrepareGameEffectAoEAttack(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, game.data.Attack_Record attackRecord) RTTI
  • bool IsPlayerInBraindance(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • BraindanceSystem? GetBraindanceSystem(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInPhotoMode(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendEquipmentSystemWeaponManipulationRequest(game.stateMachine.GameScriptInterface scriptInterface, EquipmentManipulationAction requestType, game.EquipAnimationType? equipAnimType) RTTI
  • void SendDrawItemRequest(game.stateMachine.GameScriptInterface scriptInterface, game.ItemID item, game.EquipAnimationType? equipAnimType) RTTI
  • bool IsItemMeleeWeapon(game.ItemID item) RTTI
  • game.ItemID GetLeftHandItemFromParam(game.stateMachine.StateContextScript stateContext) RTTI
  • game.ItemID GetRightHandItemFromParam(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsLookingAtEnemyNPC(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • HUDManager? GetHudManager(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetGameplayCameraParameters(game.stateMachine.GameScriptInterface scriptInterface, string tweakDBPath) RTTI
  • void GetGameplayCameraParameters(out GameplayCameraData cameraParameters, string tweakDBPath) RTTI
  • bool IsInTier2Locomotion(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsCrouchForced(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsVaultingClimbingRestricted(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUsingMeleeForced(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUsingFistsForced(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUsingFirearmsForced(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsNoCombatActionsForced(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsVehicleCameraChangeBlocked(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsVehicleExitCombatModeBlocked(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsExitVehicleBlocked(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasAnyValidWeaponAvailable(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUsingLeftHandAllowed(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool PlayerHasGrenadeCharges(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsUsingConsumableRestricted(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • ETakedownActionType GetTakedownAction(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsVehicleBlockingCombat(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsEmptyHandsForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CheckGenericEquipItemConditions(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsCarryingBody(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CompareLocalBlackboardInt(game.stateMachine.GameScriptInterface scriptInterface, game.bb.ScriptID_Int32 blackboardID, int CompareTo) RTTI
  • bool IsExaminingDevice(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool HasActiveConsumable(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInItemWheelState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInEmptyHandsState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInUpperBodyState(game.stateMachine.StateContextScript stateContext, CName upperBodyStateName) RTTI
  • bool IsInHighLevelState(game.stateMachine.StateContextScript stateContext, CName highLevelStateName) RTTI
  • bool IsInWeaponReloadState(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsWeaponStateBlockingAiming(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInVisionModeActiveState(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInTakedownState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInLocomotionState(game.stateMachine.StateContextScript stateContext, CName locomotionStateName) RTTI
  • CName GetLocomotionState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInVehicleState(game.stateMachine.StateContextScript stateContext, CName vehicleStateName) RTTI
  • bool IsInInputContextState(game.stateMachine.StateContextScript stateContext, CName inputContextStateName) RTTI
  • bool IsInLadderState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInMeleeState(game.stateMachine.StateContextScript stateContext, CName meleeStateName) RTTI
  • bool IsInSlidingState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool CompareSMState(CName smName, CName smState, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CompareSMStateWithIden(CName definitionName, CName referenceName, CName smState, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CompareSMState(CName smName, CName[] smState, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CheckActiveConsumable(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.ItemObject? GetItemInRightHandSlot(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.ItemObject? GetItemInLeftHandSlot(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsRightHandInEquippedState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsRightHandInUnequippedState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsRightHandChangingEquipState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsRightHandInUnequippingState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsRightHandInEquippingState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsLeftHandInEquippedState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsLeftHandInUnequippedState(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsLeftHandInUnequippingState(game.stateMachine.StateContextScript stateContext) RTTI
  • CName GetReferenceNameFromEquipmentSide(EEquipmentSide side) RTTI
  • CName GetStateNameFromEquipmentState(EEquipmentState equipmentState) RTTI
  • bool CheckEquipmentStateMachineState(game.stateMachine.StateContextScript stateContext, EEquipmentSide SMSide, EEquipmentState compareToState) RTTI
  • bool IsAnyEquipmentStateMachineActive(game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsInFirstEquip(game.stateMachine.StateContextScript stateContext) RTTI
  • bool AreChoiceHubsActive(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.interactions.vis.LootData GetLootData(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsLootDataActive(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • int ItemsInLootData(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CheckConsumableLootDataCondition(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetItemIDWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName, game.ItemID item) RTTI
  • game.ItemID GetItemIDFromWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName) RTTI
  • void ClearItemIDWrapperPermanentParameter(game.stateMachine.StateContextScript stateContext, CName parameterName) RTTI
  • bool IsPlayerInAnyMenu(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SendDataTrackingRequest(game.stateMachine.GameScriptInterface scriptInterface, ETelemetryData telemetryData, int modifyValue) RTTI
  • void RequestVehicleCameraPerspective(game.stateMachine.GameScriptInterface scriptInterface, vehicle.CameraPerspective requestedCameraPerspective) RTTI
  • void SetVehicleCameraSceneMode(game.stateMachine.GameScriptInterface scriptInterface, bool sceneMode) RTTI
  • bool IsInSafeZone(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void TutorialSetFact(game.stateMachine.GameScriptInterface scriptInterface, CName factName) RTTI
  • void TutorialAddFact(game.stateMachine.GameScriptInterface scriptInterface, CName factName, int add) RTTI
  • bool IsQuickHackPanelOpened(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsRadialWheelOpen(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsTimeDilationActive(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, CName timeDilationReason) RTTI
  • bool ThreatsOnPlayerThreatList(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayerInSecuritySystem(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsInStealthLocomotion(game.stateMachine.StateContextScript stateContext) RTTI
  • void ShowInputHint(game.stateMachine.GameScriptInterface scriptInterface, CName actionName, CName source, string label, ink.InputHintHoldIndicationType? holdIndicationType, bool? enableHoldAnimation, int? sortingPriority, ink.InputHintKeyCombinationType? inputHintKeyCombinationType) RTTI
  • void RemoveInputHint(game.stateMachine.GameScriptInterface scriptInterface, CName actionName, CName source) RTTI
  • void RemoveInputHintsBySource(game.stateMachine.GameScriptInterface scriptInterface, CName source) RTTI
  • bool IsDisplayingInputHintBlocked(game.stateMachine.GameScriptInterface scriptInterface, CName actionName) RTTI
  • bool GetCancelChargeButtonInput(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ProcessCombatGadgetActionInputCaching(game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • void ProcessPermanentBoolParameterToggle(CName parameterName, bool state, game.stateMachine.StateContextScript stateContext) RTTI
  • void ForceDisableToggleWalk(game.stateMachine.StateContextScript stateContext) RTTI
  • void TriggerNoiseStim(WeakHandle<game.Object> owner, ETakedownActionType takedownActionType) RTTI
  • void ActivateDamageProjection(bool newState, game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • void ShowAttackPreview(bool showIfAiming, game.weapon.Object weaponObject, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • bool IsNameplateVisible(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void HandleDamagePreview(game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface, game.stateMachine.StateContextScript stateContext) RTTI
  • bool CanWeaponSilentKill(game.weapon.Object weapon, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool UsingJohnnyReplacer(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPlayingAsReplacer(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CheckIsFastForwardByLine(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • CName GetFFParamsForCrouch(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateCameraParams(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void QueueSetCameraParamsEvent_Tier3Scene(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void QueueSetCameraParamsEvent(CName cameraParams, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnStatChanged(game.StatsObjectID ownerID, game.data.StatType statType, float diff, float value) RTTI
  • void OnStatusEffectApplied(WeakHandle<game.data.StatusEffect_Record> statusEffect) RTTI
  • void OnStatusEffectRemoved(WeakHandle<game.data.StatusEffect_Record> statusEffect) RTTI
  • void OnItemEquipped(TDBID slot, game.ItemID item) RTTI
  • void OnItemUnequipped(TDBID slot, game.ItemID item) RTTI
  • static int GetBlackboardIntVariable(game.Object executionOwner, game.bb.ScriptID_Int32 id) staticRTTI global
  • static bool IsXYActionInputGreaterEqual(game.stateMachine.GameScriptInterface scriptInterface, float threshold) staticRTTI global
  • static float Get2DLinearSpeed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool HasRightWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface, bool checkForTag) staticRTTI global
  • static bool IsChargeRangedWeapon(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsLeapableTargetValid(game.stateMachine.GameScriptInterface scriptInterface, game.Object targetObject, float withinDistance) staticRTTI global
  • static bool HasActiveInteraction(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static Vector4 GetLinearVelocity(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsFastForwardByLine(game.Object owner) staticRTTI global
  • static bool IsInteractingWithTerminal(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static void PlayRumble(game.stateMachine.GameScriptInterface scriptInterface, string presetName) staticRTTI global
  • static bool IsHeavyWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static Vector4 GetGroundPosition(game.stateMachine.GameScriptInterface scriptInterface, float inLenght) staticRTTI global
  • static bool ShouldCheckForLeapableTarget(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weaponObject) staticRTTI global
  • static Vector4 GetPlayerPosition(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static game.Object? GetLeapableObject(game.stateMachine.GameScriptInterface scriptInterface, game.targeting.TargetingSystem targetingSystem, float withinDistance, float withinAngle, out EulerAngles angleOut) staticRTTI global
  • static float GetDistanceToTarget(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static PlayerPuppet? GetPlayerPuppet(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool DEBUG_IsSwimmingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static EPlayerMovementDirection GetMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static game.Object? GetTargetObject(game.stateMachine.GameScriptInterface scriptInterface, game.TargetSearchQuery searchQuery, float withinDistance, bool checkForLeapableObject, float withinAngle) staticRTTI global
  • static game.weapon.Object? GetActiveWeapon(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool GetWeaponItemType(game.stateMachine.GameScriptInterface scriptInterface, game.weapon.Object weapon, out game.data.ItemType itemType) staticRTTI global
  • static game.WeakspotObject? GetClosestWeakspot(game.stateMachine.GameScriptInterface scriptInterface, ScriptedPuppet targetObject, float withinDistance) staticRTTI global
  • static bool IsRangedWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static void RemoveAllBreathingEffects(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static float GetPlayerDistanceToGround(game.stateMachine.GameScriptInterface scriptInterface, float downwardRaycastLength) staticRTTI global
  • static bool IsInWorkspot(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsAxisButtonHeldGreaterEqual(game.stateMachine.GameScriptInterface scriptInterface, float threshold) staticRTTI global
  • static bool HasMeleeWeaponEquipped(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsChargingWeapon(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static void PlayRumbleLoop(game.stateMachine.GameScriptInterface scriptInterface, string intensity) staticRTTI global
  • static float GetDistanceToGround(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static game.Object? GetTargetObject(game.stateMachine.GameScriptInterface scriptInterface, float withinDistance, bool checkForLeapableObject, float withinAngle) staticRTTI global
  • static void UppercaseFirstChar(string stringToChange) staticRTTI global
  • static Vector4 GetUpVector() staticRTTI global
  • static game.ItemObject? GetActiveLeftHandItem(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static void StopRumbleLoop(game.stateMachine.GameScriptInterface scriptInterface, string intensity) staticRTTI global
  • static bool DEBUG_IsSurfaceSwimmingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static float GetMovementInputActionValue(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool IsInRpgContext(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static float GetYawMovementDirection(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool DEBUG_IsDivingForced(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global