IronsightGameController class
IronsightGameController
Inheritance
Base: game.ui.IronsightGameController
Derived
HerculesCrosshairtGameController
Properties
| Property | Type | |
|---|---|---|
playerPuppet | WeakHandle<game.Object> | scripted |
dot | ink.WidgetReference | scripted |
ammo | ink.TextWidgetReference | scripted |
ammoSpareCount | ink.TextWidgetReference | scripted |
range | ink.TextWidgetReference | scripted |
seeThroughWalls | bool | scripted |
targetAttitudeFriendly | ink.WidgetReference | scripted |
targetAttitudeHostile | ink.WidgetReference | scripted |
targetAttitudeEnemyNonHostile | ink.WidgetReference | scripted |
weaponDataBB | WeakHandle<game.IBlackboard> | scripted |
targetHitAnimationName | CName | scripted |
targetHitAnimation | ink.anim.Proxy? | scripted |
weaponDataTargetHitBBID | red.CallbackObject? | scripted |
shootAnimationName | CName | scripted |
firstEquipAnimationName | CName | scripted |
shootAnimation | ink.anim.Proxy? | scripted |
weaponDataShootBBID | red.CallbackObject? | scripted |
currentAmmo | int | scripted |
animIntro | ink.anim.Proxy? | scripted |
animLoop | ink.anim.Proxy? | scripted |
animReload | ink.anim.Proxy? | scripted |
animPerfectCharge | ink.anim.Proxy? | scripted |
ActiveWeapon | game.SlotWeaponData | scripted |
weaponItemData | game.InventoryItemData | scripted |
originalWeapon | WeakHandle<game.weapon.Object> | scripted |
InventoryManager | InventoryDataManagerV2? | scripted |
bb | WeakHandle<game.IBlackboard> | scripted |
bbID | red.CallbackObject? | scripted |
target | WeakHandle<game.Object> | scripted |
targetBB | WeakHandle<game.IBlackboard> | scripted |
targetRange | float | scripted |
targetRangeBBID | red.CallbackObject? | scripted |
targetAttitudeBBID | red.CallbackObject? | scripted |
targetAcquiredBBID | red.CallbackObject? | scripted |
targetRangeObstructedBBID | red.CallbackObject? | scripted |
targetAcquiredObstructedBBID | red.CallbackObject? | scripted |
targetRangeDecimalPrecision | uint | scripted |
targetAttitudeAnimator | WeakHandle<TargetAttitudeAnimationController> | scripted |
targetAttitudeContainer | ink.WidgetReference | scripted |
targetHealthListener | IronsightTargetHealthChangeListener? | scripted |
compass | WeakHandle<CompassController> | scripted |
compassContainer | ink.WidgetReference | scripted |
compass2 | WeakHandle<CompassController> | scripted |
compassContainer2 | ink.WidgetReference | scripted |
altimeter | WeakHandle<AltimeterController> | scripted |
altimeterContainer | ink.WidgetReference | scripted |
weaponBB | WeakHandle<game.IBlackboard> | scripted |
chargebar | WeakHandle<ChargebarController> | scripted |
chargebarContainer | ink.WidgetReference | scripted |
chargebarValueChanged | red.CallbackObject? | scripted |
chargebarTriggerModeChanged | red.CallbackObject? | scripted |
ADSContainer | ink.WidgetReference | scripted |
ADSAnimator | WeakHandle<AimDownSightController> | scripted |
playerStateMachineBB | WeakHandle<game.IBlackboard> | scripted |
playerStateMachineUpperBodyBBID | red.CallbackObject? | scripted |
crosshairStateChanged | red.CallbackObject? | scripted |
perfectChargeIndicator | ink.WidgetReference | scripted |
crosshairState | game.PSMCrosshairStates | scripted |
isTargetEnemy | bool | scripted |
attitude | EAIAttitude | scripted |
upperBodyState | game.PSMUpperBodyStates | scripted |
Functions
void StopAnimation(ink.anim.Proxy anim)RTTIvoid ResetTargetData()RTTIvoid RegisterTargetCallbacks(bool register)RTTIvoid UpdateTargetAttitudeVisibility()RTTIvoid RefreshTargetDistance()RTTIvoid RefreshTargetHealth()RTTIbool OnIronsightTargetHealthUpdateEvent(IronsightTargetHealthUpdateEvent evt)RTTIbool OnTargetDistanceChanged(float distance)RTTIbool OnTargetAcquired(ent.EntityID targetID)RTTIbool OnTargetAttitudeChanged(int attitude)RTTIbool OnPlayerAttach(game.Object playerPuppet)RTTIbool OnPerfectChargeUIEvent(PerfectChargeUIEvent evt)RTTIvoid OnAnimationIntroFinished(ink.anim.Proxy anim)RTTIbool OnInitialize()RTTIbool OnUninitialize()RTTIbool OnCompassUpdate()RTTIbool OnPlayerDetach(game.Object playerPuppet)RTTIvoid OnAmmoCountChanged(int value)RTTIvoid OnReloadEndLoop(ink.anim.Proxy anim)RTTIbool OnWeaponDataChanged(string value)RTTIbool OnShoot(string arg)RTTIbool OnTargetHit(string arg)RTTIvoid OnAmmoSpareCountChanged()RTTIvoid SetRosterSlotData()RTTIbool OnChargeValueChanged(float value)RTTIbool OnTriggerModeChanged(string triggerMode)RTTIbool OnCrosshairStatStateeChanged(int state)RTTIbool OnUpperBodyChanged(int state)RTTIbool IsOriginalWeapon(game.ItemID weaponID)RTTIbool IsWeaponActive()RTTIstatic bool IsDead(game.Object obj)staticRTTI global