BlackICE Scripting

class

RadialWheelController

  • 32 properties
  • 61 functions

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

Properties

PropertyTypeOffset
radialWeaponsWeaponRadialSlot?[]0x58 scripted
inputHintControllerRadialSlot?0x68 scripted
activeSlotTooltipRadialSlot?0x78 scripted
activeWeaponSlotTooltipRadialSlot?0x88 scripted
statusEffectsRadialSlot?0x98 scripted
pointerRefink.WidgetReference0xA8 scripted
activeSlotWeaponRadialSlot?0xC0 scripted
pointerWeakHandle<PointerController>0xD0 scripted
activeIndexint0xE0 scripted
initializedbool0xE4 scripted
isActivebool0xE5 scripted
pendingRadialSlotAsyncSpawnCountint0xE8 scripted
consSlotCachedDatagame.InventoryItemData0xF0 scripted
gadgetSlotCachedDatagame.InventoryItemData0x350 scripted
cyclingActionRegisteredCName0x5B0 scripted
registeredInputHintsgame.ui.InputHintData[]0x5B8 scripted
applyInputHintgame.ui.InputHintData0x5C8 scripted
cycleInputHintDataLeftgame.ui.InputHintData0x620 scripted
cycleInputHintDataRightgame.ui.InputHintData0x678 scripted
radialModeERadialMode0x6D0 scripted
inventoryManagerInventoryDataManagerV2?0x6D8 scripted
equipmentSystemWeakHandle<EquipmentSystem>0x6E8 scripted
transactionSystemWeakHandle<game.TransactionSystem>0x6F8 scripted
quickSlotBlackboardWeakHandle<game.IBlackboard>0x708 scripted
QuickSlotBlackboardDefUI_QuickSlotsDataDef?0x718 scripted
axisInputCallbackIDred.CallbackObject?0x728 scripted
UISystemBBWeakHandle<game.IBlackboard>0x738 scripted
UISystemDefUI_SystemDef?0x748 scripted
isInMenuCallbackIDred.CallbackObject?0x758 scripted
equipmentUIBlackboardWeakHandle<game.IBlackboard>0x768 scripted
EquipmentBlackboardDefUI_EquipmentDef?0x778 scripted
equipmentUICallbackIDred.CallbackObject?0x788 scripted

Functions

  • void HandleEquipmentChangeByTask(SPaperdollEquipData eqData) RTTI
  • void HandleEquipmentChangeTask(game.ScriptTaskData data) RTTI
  • bool OnInitialize() RTTI
  • bool OnLateInit(LateInit evt) RTTI
  • bool OnUninitialize() RTTI
  • void RegisterBlackboards(bool shouldRegister) RTTI
  • void Shutdown() RTTI
  • void SendPSMRadialCloseRequest() RTTI
  • void UpdateRequired() overrideRTTI
  • int GetValidNeighbouringIndex(game.InventoryItemData[] arr, int fromIndex, bool searchNext) RTTI
  • void CacheData() RTTI
  • void CacheInputHintData() RTTI
  • Vector2 ConvertMarginToVector(ink.Margin margin) RTTI
  • WeaponRadialSlot? DetermineActiveSlot(float angle) RTTI
  • bool SetActiveSlot(WeaponRadialSlot newActiveSlot) RTTI
  • bool IsGadgetOrConsumableSlot(WeaponRadialSlot slot) RTTI
  • float ConvertVectorToAngle(Vector4 input) RTTI
  • void SpawnRadialWeapons() RTTI
  • bool SpawnSlotWidget(RadialSlot slot) RTTI
  • bool OnSlotWidgetSpawned(ink.Widget widget, IScriptable userData) RTTI
  • void SetupWidgetForSlot(ink.Widget widget, RadialSlot slot) RTTI
  • void RefreshSlots() RTTI
  • void RefreshWeapons() RTTI
  • void RefreshHotkeys() RTTI
  • void RefreshHotkey(CyclableRadialSlot slot) RTTI
  • void RefreshCyberware() RTTI
  • bool BindItem(CyclableRadialSlot slot, EHotkeyRequestType requestType) RTTI
  • bool DrawItem(RadialSlot slot) RTTI
  • void ApplySlot(RadialSlot slot) RTTI
  • void DisarmPlayer() RTTI
  • void CycleSlot(CyclableRadialSlot cyclableSlot, CName actionName) RTTI
  • void CycleHotkeys(CyclableRadialSlot cyclableSlot, bool next) RTTI
  • void CycleCyberware(CyclableRadialSlot cyclableSlot) RTTI
  • void UpdatePointer(Vector4 rawInputVector, float rawAngle) RTTI
  • void UpdateStatusEffects() RTTI
  • void UpdateActiveTooltip() RTTI
  • void RestoreCachedSlots() RTTI
  • void ClearInputHints() RTTI
  • void UpdateInputHints() RTTI
  • void AddInputHint(game.ui.InputHintData inputHint, bool add) RTTI
  • void SendInputHintEvent(game.ui.InputHintData inputHint, bool show) RTTI
  • bool OnOpenWheelRequest(QuickSlotButtonHoldStartEvent evt) RTTI
  • bool OnForceRadialWheelShutdown(ForceRadialWheelShutdown evt) RTTI
  • bool OnForceRadialWheelRebuild(ForceRadialWheelRebuild evt) RTTI
  • bool OnAction(game.input.ScriptListenerAction action, game.input.ScriptListenerActionConsumer consumer) RTTI
  • bool OnRadialAngleChanged(Vector4 v) RTTI
  • bool OnIsInMenuChanged(bool param) RTTI
  • void HandleEquipmentChange(SPaperdollEquipData data) RTTI
  • InventoryItemDisplayController? GetController(RadialSlot slot) RTTI
  • bool CanPlayerCycleCyberware() RTTI
  • game.InventoryItemData[] GetValidItemsForMiscSlot(CyclableRadialSlot cyclableSlot) RTTI
  • bool CanPlayerCycleMisc(CyclableRadialSlot cyclableSlot) RTTI
  • bool CanPlayerCycleSlot(CyclableRadialSlot slot) RTTI
  • WeakHandle<game.ItemData>[] GetWeapons() RTTI
  • game.InventoryItemData GetValidCombatCyberware() RTTI
  • game.InventoryItemData GetBaseFists() RTTI
  • WeakHandle<EquipmentSystem> GetEquipmentSystem() RTTI
  • WeakHandle<game.ItemData> GetItemData(game.ItemID itemID) RTTI
  • game.InventoryItemData GetInventoryItemData(RadialSlot slot) RTTI
  • game.ItemID GetItemID(RadialSlot slot) RTTI
  • game.Object? GetPlayer() RTTI