BlackICE Scripting

class

IronsightGameController

  • 61 properties
  • 27 functions
  • 1 derived class

Extends game.ui.IronsightGameController game.ui.WidgetGameController world.ui.IWidgetGameController ink.IWidgetController IScriptable ISerializable

Properties

PropertyTypeOffset
playerPuppetWeakHandle<game.Object>0x0 scripted
dotink.WidgetReference0x10 scripted
ammoink.TextWidgetReference0x28 scripted
ammoSpareCountink.TextWidgetReference0x40 scripted
rangeink.TextWidgetReference0x58 scripted
seeThroughWallsbool0x70 scripted
targetAttitudeFriendlyink.WidgetReference0x78 scripted
targetAttitudeHostileink.WidgetReference0x90 scripted
targetAttitudeEnemyNonHostileink.WidgetReference0xA8 scripted
weaponDataBBWeakHandle<game.IBlackboard>0xC0 scripted
targetHitAnimationNameCName0xD0 scripted
targetHitAnimationink.anim.Proxy?0xD8 scripted
weaponDataTargetHitBBIDred.CallbackObject?0xE8 scripted
shootAnimationNameCName0xF8 scripted
firstEquipAnimationNameCName0x100 scripted
shootAnimationink.anim.Proxy?0x108 scripted
weaponDataShootBBIDred.CallbackObject?0x118 scripted
currentAmmoint0x128 scripted
animIntroink.anim.Proxy?0x130 scripted
animLoopink.anim.Proxy?0x140 scripted
animReloadink.anim.Proxy?0x150 scripted
animPerfectChargeink.anim.Proxy?0x160 scripted
ActiveWeapongame.SlotWeaponData0x170 scripted
weaponItemDatagame.InventoryItemData0x1B8 scripted
originalWeaponWeakHandle<game.weapon.Object>0x418 scripted
InventoryManagerInventoryDataManagerV2?0x428 scripted
bbWeakHandle<game.IBlackboard>0x438 scripted
bbIDred.CallbackObject?0x448 scripted
targetWeakHandle<game.Object>0x458 scripted
targetBBWeakHandle<game.IBlackboard>0x468 scripted
targetRangefloat0x478 scripted
targetRangeBBIDred.CallbackObject?0x480 scripted
targetAttitudeBBIDred.CallbackObject?0x490 scripted
targetAcquiredBBIDred.CallbackObject?0x4A0 scripted
targetRangeObstructedBBIDred.CallbackObject?0x4B0 scripted
targetAcquiredObstructedBBIDred.CallbackObject?0x4C0 scripted
targetRangeDecimalPrecisionuint0x4D0 scripted
targetAttitudeAnimatorWeakHandle<TargetAttitudeAnimationController>0x4D8 scripted
targetAttitudeContainerink.WidgetReference0x4E8 scripted
targetHealthListenerIronsightTargetHealthChangeListener?0x500 scripted
compassWeakHandle<CompassController>0x510 scripted
compassContainerink.WidgetReference0x520 scripted
compass2WeakHandle<CompassController>0x538 scripted
compassContainer2ink.WidgetReference0x548 scripted
altimeterWeakHandle<AltimeterController>0x560 scripted
altimeterContainerink.WidgetReference0x570 scripted
weaponBBWeakHandle<game.IBlackboard>0x588 scripted
chargebarWeakHandle<ChargebarController>0x598 scripted
chargebarContainerink.WidgetReference0x5A8 scripted
chargebarValueChangedred.CallbackObject?0x5C0 scripted
chargebarTriggerModeChangedred.CallbackObject?0x5D0 scripted
ADSContainerink.WidgetReference0x5E0 scripted
ADSAnimatorWeakHandle<AimDownSightController>0x5F8 scripted
playerStateMachineBBWeakHandle<game.IBlackboard>0x608 scripted
playerStateMachineUpperBodyBBIDred.CallbackObject?0x618 scripted
crosshairStateChangedred.CallbackObject?0x628 scripted
perfectChargeIndicatorink.WidgetReference0x638 scripted
crosshairStategame.PSMCrosshairStates0x650 scripted
isTargetEnemybool0x654 scripted
attitudeEAIAttitude0x655 scripted
upperBodyStategame.PSMUpperBodyStates0x659 scripted

Functions

  • void StopAnimation(ink.anim.Proxy anim) RTTI
  • void ResetTargetData() RTTI
  • void RegisterTargetCallbacks(bool register) RTTI
  • void UpdateTargetAttitudeVisibility() RTTI
  • void RefreshTargetDistance() RTTI
  • void RefreshTargetHealth() RTTI
  • bool OnIronsightTargetHealthUpdateEvent(IronsightTargetHealthUpdateEvent evt) RTTI
  • bool OnTargetDistanceChanged(float distance) RTTI
  • bool OnTargetAcquired(ent.EntityID targetID) RTTI
  • bool OnTargetAttitudeChanged(int attitude) RTTI
  • bool OnPlayerAttach(game.Object playerPuppet) RTTI
  • bool OnPerfectChargeUIEvent(PerfectChargeUIEvent evt) RTTI
  • void OnAnimationIntroFinished(ink.anim.Proxy anim) RTTI
  • bool OnInitialize() RTTI
  • bool OnUninitialize() RTTI
  • bool OnCompassUpdate() RTTI
  • bool OnPlayerDetach(game.Object playerPuppet) RTTI
  • void OnAmmoCountChanged(int value) RTTI
  • void OnReloadEndLoop(ink.anim.Proxy anim) RTTI
  • void OnAmmoSpareCountChanged() RTTI
  • void SetRosterSlotData() RTTI
  • bool OnChargeValueChanged(float value) RTTI
  • bool OnCrosshairStatStateeChanged(int state) RTTI
  • bool OnUpperBodyChanged(int state) RTTI
  • bool IsOriginalWeapon(game.ItemID weaponID) RTTI
  • bool IsWeaponActive() RTTI
  • static bool IsDead(game.Object obj) staticRTTI global