BlackICE Scripting

class

GenericDeviceOperation

  • 13 properties
  • 20 functions

Extends DeviceOperationBase IScriptable ISerializable

Properties

PropertyTypeOffset
fxInstancesSVfxInstanceData[]0x28 scripted
transformAnimationsSTransformAnimationData[]0x38 scripted
VFXsSVFXOperationData[]0x48 scripted
SFXsSSFXOperationData[]0x58 scripted
factsSFactOperationData[]0x68 scripted
componentsSComponentOperationData[]0x78 scripted
stimsSStimOperationData[]0x88 scripted
statusEffectsSStatusEffectOperationData[]0x98 scripted
damagesSDamageOperationData[]0xA8 scripted
itemsSInventoryOperationData[]0xB8 scripted
teleportSTeleportOperationData0xC8 scripted
meshesAppearenceCName0xD0 scripted
playerWorkspotSWorkspotData0xD8 scripted

Functions

  • void Execute(WeakHandle<game.Object> owner) overrideRTTI
  • void Restore(WeakHandle<game.Object> owner) overrideRTTI
  • void ResolveTeleport(STeleportOperationData teleportArg, WeakHandle<game.Object> owner) RTTI
  • void ResolveItems(SInventoryOperationData[] itemsArg, WeakHandle<game.Object> owner) RTTI
  • void ResolveVFXs(SVFXOperationData[] VFXsArg, WeakHandle<game.Object> owner) RTTI
  • void ResolveSFXs(SSFXOperationData[] SFXsArg, WeakHandle<game.Object> owner) RTTI
  • void ResolveFacts(SFactOperationData[] factsArg, WeakHandle<game.Object> owner, bool? restore) RTTI
  • void ResolveComponents(SComponentOperationData[] componentsData, WeakHandle<game.Object> owner) 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[] stimsArg, WeakHandle<game.Object> owner) RTTI
  • void ResolveStatusEffects(SStatusEffectOperationData[] statusEffectsArg, WeakHandle<game.Object> owner) RTTI
  • void ResolveDamages(SDamageOperationData[] damagesArg, 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