BlackICE Scripting

class

PhotoModePlayerEntityComponent

  • 22 properties
  • 33 functions

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

Properties

PropertyTypeOffset
usedWeaponItemIdgame.ItemID0x0 scripted
currentWeaponInSlotgame.ItemID0x10 scripted
swapMeleeWeaponItemIdgame.ItemID0x20 scripted
swapHangunWeaponItemIdgame.ItemID0x30 scripted
swapRifleWeaponItemIdgame.ItemID0x40 scripted
swapShootgunWeaponItemIdgame.ItemID0x50 scripted
fakePuppetWeakHandle<game.Puppet>0x60 scripted
mainPuppetWeakHandle<PlayerPuppet>0x70 scripted
currentPuppetWeakHandle<PlayerPuppet>0x80 scripted
TSgame.TransactionSystem?0x90 scripted
loadingItemsgame.ItemID[]0xA0 scripted
loadingVisualItemsgame.ItemID[]0xB0 scripted
itemsLoadingTimefloat0xC0 scripted
muzzleEffectEnabledbool0xC4 scripted
customizablebool0xC5 scripted
holsteredArmsShouldBeVisiblebool0xC6 scripted
holsteredArmsBeingSpawnedbool0xC7 scripted
holsteredArmsVisiblebool0xC8 scripted
holsteredArmsItemgame.ItemID0xCC scripted
cyberwareArmsBeingSpawnedbool0xDC scripted
cyberwareArmsVisiblebool0xDD scripted
cyberwareArmsItemgame.ItemID0xE0 scripted

Functions

  • void OnGameAttach() RTTI
  • void OnGameDetach() RTTI
  • bool HasAllItemsFinishedLoading() RTTI
  • bool HasAllItemsVisualsFinishedLoading() RTTI
  • void PutOnFakeItem(game.ItemID itemToAdd, WeakHandle<PlayerPuppet> puppet) RTTI
  • void PutOnFakeItemFromMainPuppet(game.ItemID itemToAdd) RTTI
  • void PutOnFakeItemFromCurrentPuppet(game.ItemID itemToAdd) RTTI
  • void EquipHolsteredArms() RTTI
  • void UnequipHolsteredArms() RTTI
  • void UnequipCyberwareArms() RTTI
  • void ReevaluateArmsVisibility() RTTI
  • void RemoveAllItems(game.SEquipArea[] areas) RTTI
  • game.data.ItemType GetWeaponInHands() RTTI
  • bool IsItemOfThisType(game.ItemID item, game.data.ItemType[] typesList) RTTI
  • void AddAmmoForWeapon(game.ItemID weaponID) RTTI
  • void EquipWeaponOfThisType(game.data.ItemType[] typesList) RTTI
  • game.ItemID FindMatchingEquipmentInEquipArea(game.data.EquipmentArea area, game.data.ItemType[] typesList) RTTI
  • game.ItemID FindMatchingEquipmentInInventory(game.data.ItemType[] typesList) RTTI
  • bool OnItemAddedToSlot(game.AttachmentSlotEventsItemAddedToSlot evt) RTTI
  • bool OnItemVisualsAddedToSlot(game.AttachmentSlotEventsItemVisualsAddedToSlot evt) RTTI
  • void StopWeaponShootEffects() RTTI
  • void SetMuzzleEffectEnabled(bool enabled) RTTI
  • bool IsMuzzleFireSupported() RTTI
  • void ClearInventory() RTTI
  • void SetupUnderwear() RTTI
  • void SetupInventory(bool isCurrentPlayerObjectCustomizable) RTTI
  • game.SEquipArea[] GetPhotoModeEquipAreas(EquipmentSystemPlayerData equipmentData, bool isVisual, bool withUnderwear) RTTI
  • game.SEquipArea[] GetPhotoModeVisualEquipAreas(EquipmentSystemPlayerData equipmentData, bool withUnderwear) RTTI
  • game.SEquipArea[] GetPhotoModeActiveEquipAreas(EquipmentSystemPlayerData equipmentData) RTTI
  • game.data.EquipmentArea[] GetPhotoModeVisualSlots(bool withUnderwear) RTTI
  • game.data.EquipmentArea[] GetPhotoModeActiveSlots() RTTI
  • game.SEquipArea GetEquipArea(EquipmentSystemPlayerData equipmentData, game.data.EquipmentArea areaType) RTTI
  • void SwitchWardrobeSet(int wardrobeSet) RTTI