BlackICE Scripting

class

NPCStatesComponent

  • 23 properties
  • 99 functions

Extends game.AINetStateComponent game.ScriptableComponent game.Component ent.IComponent IScriptable ISerializable

Properties

PropertyTypeOffset
aimingLookatEventent.LookAtAddEvent?0x0 scripted
highLevelAnimFeatureNameCName0x10 scripted
upperBodyAnimFeatureNameCName0x18 scripted
stanceAnimFeatureNameCName0x20 scripted
statFlagDefensiveStategame.StatModifierData_Deprecated?0x28 scripted
prevNPCStanceStategame.data.NPCStanceState0x38 scripted
previousHighLevelStategame.data.NPCHighLevelState0x3C scripted
prevHitReactionModeEHitReactionMode0x40 scripted
bulkyStaggerMinRecordIDTDBID0x44 scripted
staggerMinRecordIDTDBID0x4C scripted
unstoppableRecordIDTDBID0x54 scripted
unstoppableTwitchMinRecordIDTDBID0x5C scripted
unstoppableTwitchNoneRecordIDTDBID0x64 scripted
forceImpactRecordIDTDBID0x6C scripted
forceStaggerRecordIDTDBID0x74 scripted
forceKnockdownRecordIDTDBID0x7C scripted
fragileRecordIDTDBID0x84 scripted
weakRecordIDTDBID0x8C scripted
toughRecordIDTDBID0x94 scripted
bulkyRecordIDTDBID0x9C scripted
regularRecordIDTDBID0xA4 scripted
keepRecentThreatAfterRelaxedDurationfloat0xAC scripted
inCombatbool0xB0 scripted

Functions

  • void OnGameAttach() RTTI
  • game.data.NPCHighLevelState GetCurrentHighLevelState() RTTI
  • bool SetCurrentHighLevelState(game.data.NPCHighLevelState newState) RTTI
  • game.data.NPCHighLevelState GetPreviousHighLevelState() RTTI
  • game.data.NPCUpperBodyState GetCurrentUpperBodyState() RTTI
  • bool SetCurrentUpperBodyState(game.data.NPCUpperBodyState newState) RTTI
  • game.data.DefenseMode GetCurrentDefenseMode() RTTI
  • bool SetCurrentDefenseMode(game.data.DefenseMode newState) RTTI
  • game.data.LocomotionMode GetCurrentLocomotionMode() RTTI
  • bool SetCurrentLocomotionMode(game.data.LocomotionMode newState) RTTI
  • game.data.NPCStanceState GetCurrentStanceState() RTTI
  • void SetPreviousStanceState(game.data.NPCStanceState prevState) RTTI
  • game.data.NPCStanceState GetPreviousStanceState() RTTI
  • bool SetCurrentStanceState(game.data.NPCStanceState newState) RTTI
  • void SetPreviousHitReactionMode(EHitReactionMode prevState) RTTI
  • EHitReactionMode GetPreviousHitReactionMode() RTTI
  • EHitReactionMode GetCurrentHitReactionModeState() RTTI
  • bool SetCurrentHitReactionModeState(EHitReactionMode newState) RTTI
  • game.data.NPCBehaviorState GetCurrentBehaviorState() RTTI
  • bool SetCurrentBehaviorState(game.data.NPCBehaviorState newState) RTTI
  • ENPCPhaseState GetCurrentPhaseState() RTTI
  • bool SetCurrentPhaseState(ENPCPhaseState newState) RTTI
  • ScriptedPuppet? GetPuppet() RTTI
  • game.IBlackboard? GetPuppetStateBlackboard() RTTI
  • void OnNPCStateChangeSignalReceived(NPCStateChangeSignal signal) RTTI
  • void ChangeHighLevelState(game.data.NPCHighLevelState newState) RTTI
  • void ChangeDefenseMode(game.data.DefenseMode newState) RTTI
  • void ChangeLocomotionMode(game.data.LocomotionMode newState) RTTI
  • void ChangeUpperBodyState(game.data.NPCUpperBodyState newState) RTTI
  • void ChangeStanceState(game.data.NPCStanceState newState) RTTI
  • void ChangeHitReactionModeState(EHitReactionMode newState) RTTI
  • void ChangeBehaviorState(game.data.NPCBehaviorState newState) RTTI
  • void ChangePhaseState(ENPCPhaseState newState) RTTI
  • void MaxtacSetQuestCammo(game.data.NPCHighLevelState newState) RTTI
  • void UpdateHighLevelState(game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) RTTI
  • void HandleCombatStateAnimHint(game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) RTTI
  • void OnHighLevelStateEnter(game.data.NPCHighLevelState newState, game.data.NPCHighLevelState previousState) RTTI
  • void OnHighLevelStateExit(game.data.NPCHighLevelState leftState, game.data.NPCHighLevelState nextState) RTTI
  • void OnRelaxed() RTTI
  • void OnFear() RTTI
  • void OnAlerted() RTTI
  • void OnCombat() RTTI
  • bool OnNotifyNearbyAboutCombatEvent(NotifyNearbyAboutCombatEvent evt) RTTI
  • void OnDead() RTTI
  • void PlayDeadVO() RTTI
  • bool OnNotifySecuritySystemCombatEvent(NotifySecuritySystemCombatEvent evt) RTTI
  • void NotifySecuritySystemCombat() RTTI
  • void UpdateUpperBodyState() RTTI
  • int GetUpperBodyStateForAnimGraph() RTTI
  • void OnUpperBodyStateChanged() RTTI
  • void OnNormal() RTTI
  • void OnShoot() RTTI
  • void OnReload() RTTI
  • void OnDefend() RTTI
  • void OnParry() RTTI
  • void OnAttack() RTTI
  • void OnChargeAttack() RTTI
  • void UpdateLocomotionMode() RTTI
  • void OnLocomotionModeChanged() RTTI
  • void OnStatic() RTTI
  • void OnMoving() RTTI
  • void UpdateDefenseMode() RTTI
  • void OnDefenseModeChanged() RTTI
  • void OnNoDefend() RTTI
  • void OnDefendAll() RTTI
  • void OnDefendMelee() RTTI
  • void OnDefendRanged() RTTI
  • void UpdateBehaviorState() RTTI
  • void UpdatePhaseState() RTTI
  • void UpdateDefensiveState(bool enable) RTTI
  • void TurnOnParryState() RTTI
  • void TurnOffParryState() RTTI
  • void UpdateHitReactionsExceptionState() RTTI
  • void SendOnUnstoppableRemovedSignal(bool b) RTTI
  • void OnRegular(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnForceImpact(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnForceStagger(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnForceKnockdown(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnFragile(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnWeak(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnTough(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnBulky(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnUnstoppable(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnUnstoppableTwitchMin(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnUnstoppableTwitchNone(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnStaggerMin(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void OnBulkyStaggerMin(game.StatsSystem statSystem, ent.EntityID entityID, TDBID recordID) RTTI
  • void UpdateStanceState() RTTI
  • void OnStanceStateChanged() RTTI
  • void ToggleVehicleWindow(bool toggle) RTTI
  • void OnStand() RTTI
  • void OnCrouch() RTTI
  • void OnCover() RTTI
  • void OnSwim() RTTI
  • void OnVehicle() RTTI
  • static CName GetAnimWrapperNameBasedOnHighLevelState(game.data.NPCHighLevelState highLevelState) staticRTTI global
  • static CName GetAnimWrapperNameBasedOnStanceState(game.data.NPCStanceState stanceState) staticRTTI global
  • static WeakHandle<game.Object> GetCombatTarget(NPCPuppet npcPuppet) staticRTTI global
  • static bool AlertPuppet(WeakHandle<ScriptedPuppet> ownerPuppet) staticRTTI global