BlackICE Scripting

class

PuppetSquadInterface

  • 4 properties
  • 30 functions
  • 1 derived class

Extends AICombatSquadScriptInterface AISquadScriptInterface IScriptable ISerializable

Properties

PropertyTypeOffset
baseSquadRecordWeakHandle<game.data.AISquadParams_Record>0x0 scripted
ticketHistorySquadTicketReceipt[]0x10 scripted
enumValueToNdxgame.EnumNameToIndexCache0x20 scripted
sectorsInitializedbool0x50 scripted

Functions

  • bool OnInitialise() RTTI
  • bool OnOpenSquadAction(CName actionName, ent.Entity entity) RTTI
  • bool OnAckOrder(uint orderId, CName actionName, ent.Entity entity) RTTI
  • bool OnGiveOrder(uint orderId, CName actionName, ent.Entity entity) RTTI
  • bool OnCommitToOrder(CName actionName, uint orderId, ent.Entity entity) RTTI
  • bool OnCloseSquadAction(CName actionName, ent.Entity entity) RTTI
  • bool OnOrderRevoked(uint orderId, CName actionName, ent.Entity entity) RTTI
  • bool OnOrderDone(uint orderId, CName actionName, ent.Entity entity) RTTI
  • bool OnOrderFail(uint orderId, CName actionName, ent.Entity entity) RTTI
  • bool OnEvaluationActivation(CName actionName, ent.Entity entity) RTTI
  • bool OnEvaluationDeActivation(CName actionName, ent.Entity entity) RTTI
  • bool EvaluateTicketActivation(CName actionName, WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID, WeakHandle<game.data.AISquadParams_Record> squadRecord) RTTI
  • void RandomizeDeactivationConditionCheckInterval(WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID) RTTI
  • bool EvaluateTicketDeactivation(CName actionName, WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID, WeakHandle<game.data.AISquadParams_Record> squadRecord) RTTI
  • void ReleaseSquadMembersTickets(CName actionName, WeakHandle<ent.Entity> entity) RTTI
  • bool GetAcknowledgeDelay(WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID, out float acknowledgeDelay) RTTI
  • bool AcknowledgeTicket(CName actionName, WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID, float delay) RTTI
  • void ProcessRingTicket(WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord) RTTI
  • bool GetTicketType(CName actionName, ent.Entity entity, out game.data.AITicket_Record ticketRecord, out int ticketHistoryID, out game.data.AISquadParams_Record squadRecord) RTTI
  • bool GetTicketType(CName actionName, ent.Entity entity, out game.data.AITicket_Record ticketRecord, out int ticketHistoryID) RTTI
  • int GetTicketHistoryID(CName actionName) RTTI
  • bool GetSquadRecord(WeakHandle<ent.Entity> entity, out WeakHandle<game.data.AISquadParams_Record> squadRecord) RTTI
  • float GetAITime(WeakHandle<ent.Entity> entity) RTTI
  • bool CheckCooldown(WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID) RTTI
  • void UpdateTicketHistory(WeakHandle<ent.Entity> entity, WeakHandle<game.data.AITicket_Record> ticketRecord, int ticketHistoryID, EAITicketStatus ticketStatus) RTTI
  • void AllocateTicketHistoryArray() RTTI
  • void AllocateTacticsSectors() RTTI
  • bool CheckTicketConditions(CName actionName, WeakHandle<ent.Entity> entity) RTTI
  • bool SimpleTicketConditionsCheck(CName actionName, WeakHandle<ent.Entity> entity) RTTI
  • ent.EntityID GetLastTicketRecipient(CName actionName) RTTI