BlackICE Scripting

class

DriverCombatEvents

  • 16 properties
  • 16 functions
  • 2 derived classes

Extends VehicleEventsTransition VehicleTransition DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
executionOwnerWeakHandle<game.Object>0x20 scripted
ownerWeakHandle<game.Object>0x30 scripted
newTargetComponentbool0x40 scripted
targetComponentWeakHandle<ent.IPlacedComponent>0x48 scripted
vehicleInTPPbool0x58 scripted
driverCombatInTPPbool0x59 scripted
targetComponentCallbackred.CallbackObject?0x60 scripted
vehicleInTPPCallbackred.CallbackObject?0x70 scripted
driverCombatInTPPCallbackred.CallbackObject?0x80 scripted
curTargetWeakHandle<game.Object>0x90 scripted
curTargetHostilebool0xA0 scripted
highlightDataFocusForcedHighlightData?0xA8 scripted
requirePerspectiveUpdatebool0xB8 scripted
aimPressedbool0xB9 scripted
vehicleManeuversTimefloat0xBC scripted
exitReleasedTimefloat0xC0 scripted

Functions

  • void RequestToggleVehicleDriverCombatCamera(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ClearTarget(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetTargetHighlight(EAIAttitude attitude, FocusForcedHighlightData highlight) RTTI
  • void UpdateTargetHighlight(PlayerPuppet playerOwner) RTTI
  • void OnNewTargetAcquired(PlayerPuppet playerOwner, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateWeaponData(game.stateMachine.GameScriptInterface scriptInterface, game.data.ItemType itemType) RTTI
  • bool IsPerformingAWheelieOrEndo(vehicle.BaseObject vehicleObject) RTTI
  • void UpdateVehicleManeuversPerk(game.stateMachine.GameScriptInterface scriptInterface, float timeDelta) RTTI
  • void OnAimChange() RTTI
  • void OnPerspectiveUpdate(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool OnDriverCombatInTPPChange(bool value) RTTI
  • bool OnVehicleInTPPChange(bool value) RTTI
  • void OnEnter(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI
  • void OnUpdate(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void OnForcedExit(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) overrideRTTI