DeviceOperations class
DeviceOperations
Inheritance
Base: IScriptable
Derived
BaseActionOperations, BaseStateOperations, CustomActionOperations, DoorStateOperations, FocusModeOperations, HitOperations, InteractionAreaOperations, SensesOperations, TriggerVolumeOperations
Properties
| Property | Type | |
|---|---|---|
components | WeakHandle<ent.IPlacedComponent>[] | scripted |
fxInstances | SVfxInstanceData[] | scripted |
Functions
void RequestComponents(ent.EntityRequestComponentsInterface ri)RTTIvoid TakeControl(ent.EntityResolveComponentsInterface ri)RTTIvoid ToggleOperation(bool enable, int index)RTTIbool IsOperationEnabled(int index)RTTIvoid SetDelayIdOnOperation(game.DelayID delayId, int operationID)RTTIvoid ClearDelayIdOnOperation(int operationID)RTTIvoid SendToggleOperataionEvent(bool enable, int index, EOperationClassType type, WeakHandle<game.Object> owner)RTTIvoid DelayOperation(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner)RTTIvoid Execute(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner)RTTIvoid Restore(SBaseDeviceOperationData operation, WeakHandle<game.Object> owner)RTTIvoid ResolveDisable(bool disable, WeakHandle<game.Object> owner)RTTIvoid ResolveOperations(SToggleOperationData[] operations, WeakHandle<game.Object> owner)RTTIvoid ResolveTeleport(STeleportOperationData teleport, WeakHandle<game.Object> owner)RTTIvoid ResolveItems(SInventoryOperationData[] items, WeakHandle<game.Object> owner)RTTIvoid ResolveVFXs(SVFXOperationData[] VFXs, WeakHandle<game.Object> owner)RTTIvoid ResolveSFXs(SSFXOperationData[] SFXs, WeakHandle<game.Object> owner)RTTIvoid ResolveFacts(SFactOperationData[] facts, WeakHandle<game.Object> owner)RTTIvoid ResolveComponents(SComponentOperationData[] componentsData)RTTIvoid ResolveMeshesAppearence(CName appearanceName, WeakHandle<game.Object> owner)RTTIvoid ResolveTransformAnimations(STransformAnimationData[] animations, WeakHandle<game.Object> owner)RTTIvoid ResolveWorkspots(SWorkspotData workspot, WeakHandle<game.Object> owner)RTTIvoid ResolveStims(SStimOperationData[] stims, WeakHandle<game.Object> owner)RTTIvoid ResolveStatusEffects(SStatusEffectOperationData[] statusEffects, WeakHandle<game.Object> owner)RTTIvoid ResolveDamages(SDamageOperationData[] damages, WeakHandle<game.Object> owner)RTTIvoid EnterWorkspot(Device target, game.Object activator, bool? freeCamera, CName? componentName)RTTIvoid LeaveWorkspot(game.Object activator)RTTIgame.FxInstance? GetFxInstance(CName id)RTTIvoid RemoveFxInstance(CName id)RTTIgame.FxInstance? CreateFxInstance(WeakHandle<game.Object> owner, CName id, game.FxResource resource, WorldTransform transform)RTTIvoid StoreFxInstance(CName id, game.FxInstance fx)RTTI