BlackICE Scripting

class

DeviceOperations

  • 2 properties
  • 30 functions
  • 9 derived classes

Extends IScriptable ISerializable

Properties

PropertyTypeOffset
componentsWeakHandle<ent.IPlacedComponent>[]0x0 scripted
fxInstancesSVfxInstanceData[]0x10 scripted

Functions

  • void RequestComponents(ent.EntityRequestComponentsInterface ri) RTTI
  • void TakeControl(ent.EntityResolveComponentsInterface ri) RTTI
  • void ToggleOperation(bool enable, int index) RTTI
  • bool IsOperationEnabled(int index) RTTI
  • void SetDelayIdOnOperation(game.DelayID delayId, int operationID) RTTI
  • void ClearDelayIdOnOperation(int operationID) RTTI
  • void SendToggleOperataionEvent(bool enable, int index, EOperationClassType type, WeakHandle<game.Object> owner) RTTI
  • void DelayOperation(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner) RTTI
  • void Execute(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner) RTTI
  • void Restore(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner) RTTI
  • void ResolveDisable(bool disable, WeakHandle<game.Object> owner) RTTI
  • void ResolveOperations(SToggleOperationData[] operations, WeakHandle<game.Object> owner) RTTI
  • void ResolveTeleport(STeleportOperationData teleport, WeakHandle<game.Object> owner) RTTI
  • void ResolveItems(SInventoryOperationData[] items, WeakHandle<game.Object> owner) RTTI
  • void ResolveVFXs(SVFXOperationData[] VFXs, WeakHandle<game.Object> owner) RTTI
  • void ResolveSFXs(SSFXOperationData[] SFXs, WeakHandle<game.Object> owner) RTTI
  • void ResolveFacts(SFactOperationData[] facts, WeakHandle<game.Object> owner) RTTI
  • void ResolveComponents(SComponentOperationData[] componentsData) RTTI
  • void ResolveMeshesAppearence(CName appearanceName, WeakHandle<game.Object> owner) RTTI
  • void ResolveTransformAnimations(STransformAnimationData[] animations, WeakHandle<game.Object> owner) RTTI
  • void ResolveWorkspots(SWorkspotData workspot, WeakHandle<game.Object> owner) RTTI
  • void ResolveStims(SStimOperationData[] stims, WeakHandle<game.Object> owner) RTTI
  • void ResolveStatusEffects(SStatusEffectOperationData[] statusEffects, WeakHandle<game.Object> owner) RTTI
  • void ResolveDamages(SDamageOperationData[] damages, WeakHandle<game.Object> owner) RTTI
  • void EnterWorkspot(Device target, game.Object activator, bool? freeCamera, CName? componentName) RTTI
  • void LeaveWorkspot(game.Object activator) RTTI
  • game.FxInstance? GetFxInstance(CName id) RTTI
  • void RemoveFxInstance(CName id) RTTI
  • game.FxInstance? CreateFxInstance(WeakHandle<game.Object> owner, CName id, game.FxResource resource, WorldTransform transform) RTTI
  • void StoreFxInstance(CName id, game.FxInstance fx) RTTI