BlackICE Scripting

class

ReactionManagerComponent

  • 86 properties
  • 274 functions

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

Properties

PropertyTypeOffset
activeReactionAIReactionData?0x0 scripted
desiredReactionAIReactionData?0x10 scripted
stimuliCacheStimEventTaskData?[]0x20 scripted
reactionCacheAIReactionData?[]0x30 scripted
reactionPresetgame.data.ReactionPreset_Record?0x40 scripted
puppetReactionBlackboardgame.IBlackboard?0x50 scripted
receivedStimTypegame.data.StimType0x60 scripted
receivedStimPropagationgame.data.StimPropagation0x64 scripted
inCrowdbool0x68 scripted
inTrafficLanebool0x69 scripted
desiredFearPhaseint0x6C scripted
previousFearPhaseint0x70 scripted
NPCRadiusfloat0x74 scripted
bumpTriggerDistanceBufferMountedfloat0x78 scripted
bumpTriggerDistanceBufferCrouchedfloat0x7C scripted
delayReactionEventIDgame.DelayID0x80 scripted
delayVector20x88 scripted
delayDetectionEventIDgame.DelayID0x90 scripted
delayStimEventIDgame.DelayID0x98 scripted
resetReactionDataIDgame.DelayID0xA0 scripted
callingPoliceIDgame.DelayID0xA8 scripted
lookatEventent.LookAtAddEvent?0xB0 scripted
ignoreListent.EntityID[]0xC0 scripted
investigationListStimEventData[]0xD0 scripted
pendingReactionAIReactionData?0xE0 scripted
ovefloodCooldownfloat0xF0 scripted
stanceStategame.data.NPCStanceState0xF4 scripted
highLevelStategame.data.NPCHighLevelState0xF8 scripted
aiRoleEAIRole0xFC scripted
pendingBehaviorCbred.CallbackObject?0x100 scripted
inPendingBehaviorbool0x110 scripted
cacheSecuritySysOutputSecuritySystemOutput?0x118 scripted
environmentalHazardssense.StimuliEvent?[]0x128 scripted
environmentalHazardsDelayIDsgame.DelayID[]0x138 scripted
stolenVehicleWeakHandle<vehicle.BaseObject>0x148 scripted
isAlertedByDeadBodybool0x158 scripted
isInCrosswalkbool0x159 scripted
beignHijackedbool0x15A scripted
owner_ident.EntityID0x160 scripted
presetNameCName0x168 scripted
updateByActivebool0x170 scripted
personalitiesgame.data.StatType[]0x178 scripted
workspotReactionPlayedbool0x188 scripted
inReactionSequencebool0x189 scripted
playerProximitybool0x18A scripted
fearToIdleDistanceVector20x18C scripted
exitWorkspotAimVector20x194 scripted
bumpedRecentlyint0x19C scripted
bumpTimestampfloat0x1A0 scripted
crowdAimingReactionDistancefloat0x1A4 scripted
fearInPlaceAroundDistancefloat0x1A8 scripted
lookatRepeatbool0x1AC scripted
disturbingComfortZoneInProgressbool0x1AD scripted
entereProximityRecentlyint0x1B0 scripted
comfortZoneTimestampfloat0x1B4 scripted
disturbComfortZoneEventIdgame.DelayID0x1B8 scripted
checkComfortZoneEventIdgame.DelayID0x1C0 scripted
spreadingFearEventIdgame.DelayID0x1C8 scripted
proximityLookatEventIdgame.DelayID0x1D0 scripted
resetFacialEventIdgame.DelayID0x1D8 scripted
exitWorkspotSequenceEventIdgame.DelayID0x1E0 scripted
exitFearInVehicleEventIdgame.DelayID0x1E8 scripted
fastWalkbool0x1F0 scripted
createThresholdbool0x1F1 scripted
initializedbool0x1F2 scripted
initCrowdbool0x1F3 scripted
facialCooldownfloat0x1F4 scripted
disturbComfortZoneAggressiveEventIdgame.DelayID0x1F8 scripted
backOffInProgressbool0x200 scripted
backOffTimestampfloat0x204 scripted
crowdFearStagegame.FearStage0x208 scripted
fearLocomotionWrapperbool0x209 scripted
successfulFearDeescalationfloat0x20C scripted
willingToCallPolicebool0x210 scripted
deadBodyInvestigatorsent.EntityID[]0x218 scripted
deadBodyStartingPositionVector40x230 scripted
currentStimThresholdValueint0x240 scripted
timeStampThresholdfloat0x244 scripted
currentStealthStimThresholdValueint0x248 scripted
stealthTimeStampThresholdfloat0x24C scripted
driverAllowedToGetAggressivebool0x250 scripted
driverIsAggressivebool0x251 scripted
logSourceEReactLogSource0x252 scripted
gracePeriodDurationfloat0x258 scripted
recentAlertObjectWeakHandle<game.Object>0x260 scripted
recentAlertTimeStampfloat0x270 scripted

Functions

  • bool LogEnabled() RTTI
  • void Log(CName category, string message) RTTI
  • void LogStim(CName category, game.data.StimType stimType, game.data.StimPropagation stimPropagation, string message) RTTI
  • void LogReactionData(CName category, AIReactionData reactionData, string message) RTTI
  • void LogReaction(CName category, string message) RTTI
  • CName LogCategory(string suffix) RTTI
  • void LogStart(EReactLogSource source, string message) RTTI
  • void LogInfo(string message) RTTI
  • void LogSuccess(string message) RTTI
  • void LogFailure(string message) RTTI
  • void HandleStimEventByTask(sense.StimuliEvent stimEvent, bool? delayed) RTTI
  • void HandleStimEventTask(game.ScriptTaskData data) RTTI
  • void HandleStimEvent(StimEventTaskData stimData) RTTI
  • void ReactToSecuritySystemOutputByTask(SecuritySystemOutput evt) RTTI
  • void ReactToSecuritySystemOutputTask(game.ScriptTaskData data) RTTI
  • void OnGameAttach() RTTI
  • bool OnPlayerMuntedToMyVehicle(PlayerMuntedToMyVehicle evt) RTTI
  • bool OnSenseVisibilityEvent(sense.VisibilityEvent evt) RTTI
  • bool OnLookedAtEvent(LookedAtEvent evt) RTTI
  • bool OnDetectedEvent(sense.OnDetectedEvent evt) RTTI
  • bool OnSecurityAreaCrossingPerimeter(SecurityAreaCrossingPerimeter evt) RTTI
  • bool OnSecuritySystemOutput(SecuritySystemOutput evt) RTTI
  • bool OnReprimandEscalationEvent(ReprimandEscalationEvent evt) RTTI
  • void StartEscalateReprimand() RTTI
  • void ReprimandEscalation() RTTI
  • void DeescalateReprimand() RTTI
  • bool OnReprimandUpdate(ReprimandUpdate evt) RTTI
  • bool RecentReaction(game.data.Output behaviorName) RTTI
  • bool OnSuspiciousObjectEvent(AIbehaviorSuspiciousObjectEvent evt) RTTI
  • WeakHandle<game.Object> GetCombatTarget(WeakHandle<game.Object> source, WeakHandle<ent.Entity>? attacker) RTTI
  • bool IsSourceGrenade(sense.StimuliEvent stimEvent) RTTI
  • WeakHandle<game.Object> GetGrenadeInstigator(sense.StimuliEvent stimEvent) RTTI
  • void JoinSearchWithAlert(ScriptedPuppet ownerPuppet, WeakHandle<game.Object> target, float timeToLive) RTTI
  • void HelpAllyWithAlert(ScriptedPuppet ownerPuppet, WeakHandle<game.Object> target, float timeToLive) RTTI
  • void HelpAlly(WeakHandle<game.Object> ally, WeakHandle<game.Object> targetOfAlly, bool onlyAlertNoThreat, bool? dontTrySquad) RTTI
  • void HelpPlayer(WeakHandle<game.Object> enemy) RTTI
  • void ReactToSecurityOutput(SecuritySystemOutput evt) RTTI
  • bool ReflectSecSysStateToHLS(ESecuritySystemState securityState) RTTI
  • void TriggerAlerted(WeakHandle<game.Object>? instigator) RTTI
  • void TriggerCombat(WeakHandle<game.Object> trespasser) RTTI
  • bool OnReactionBehaviorStatus(ReactionBehaviorStatus evt) RTTI
  • bool OnEndLookatEvent(EndLookatEvent evt) RTTI
  • bool OnDisableUndeadAnimFeatureEvent(DisableUndeadAnimFeatureEvent evt) RTTI
  • bool OnTerminateReactionLookatEvent(TerminateReactionLookatEvent evt) RTTI
  • bool OnRepeatLookatEvent(RepeatLookatEvent evt) RTTI
  • bool OnEventReceived(sense.StimuliEvent stimEvent) RTTI
  • bool OnAIEvent(AIAIEvent aiEvent) RTTI
  • void Initialiaze() RTTI
  • void CacheEvent(StimEventTaskData stimData) RTTI
  • void CacheReaction(AIReactionData reactionData) RTTI
  • bool IsEventDuplicated(sense.StimuliEvent stimEvent) RTTI
  • bool IsDuplicate(sense.StimuliEvent stimEvent, sense.StimuliEvent cacheStim) RTTI
  • bool OnStimThresholdEvent(StimThresholdEvent thresholdEvent) RTTI
  • bool OnStealthStimThresholdEvent(StealthStimThresholdEvent thresholdEvent) RTTI
  • ent.EntityID[] GetIgnoreList() RTTI
  • bool IsStimuliEventValid(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldEventBeProcessed(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldVisualStimBeProcessed(sense.StimuliEvent stimEvent, AIReactionData reactionData) RTTI
  • bool ShouldAudioStimBeProcessed(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldFriendlyStimBeProcessed(sense.StimuliEvent stimEvent, sense.StimInvestigateData investigateData) RTTI
  • bool ShouldNeutralStimBeProcessed(sense.StimuliEvent stimEvent, sense.StimInvestigateData investigateData) RTTI
  • bool ShouldHostileStimBeProcessed(sense.StimuliEvent stimEvent, sense.StimInvestigateData investigateData) RTTI
  • WeakHandle<game.Object> GetRealStimSource(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldStimBeProcessed(sense.StimuliEvent stimEvent, bool delayed) RTTI
  • StimParams ProcessStimParams(sense.StimuliEvent stimEvent) RTTI
  • StimEventData FillStimData(sense.StimuliEvent stimEvent) RTTI
  • bool IsReactionAvailableInPreset(game.data.StimType stimTrigger) RTTI
  • void CreateFearThreashold() RTTI
  • void AddReactionValueToStatPool(AIReactionData reactionData) RTTI
  • WeakHandle<game.data.Rule_Record>[] GetRules() RTTI
  • ReactionOutput GetReactionOutput(game.data.StimType stimType, WeakHandle<game.data.Rule_Record>[] rules) RTTI
  • bool StimRule(WeakHandle<game.data.Rule_Record> rule, game.data.StimType stimType) RTTI
  • void ProcessReactionOutput(StimEventTaskData stimData, StimParams stimParams) RTTI
  • void UpdateActiveReaction(ReactionOutput reaction, sense.StimuliEvent stimEvent, StimEventData stimData, bool updateByActive) RTTI
  • void UpdateStimSource() RTTI
  • void TriggerBehaviorReaction(ReactionOutput reaction, StimEventTaskData stimTaskData, StimEventData stimData) RTTI
  • Vector4 GetStimSource(sense.StimuliEvent stimEvent) RTTI
  • bool TryTriggerCombatOrAlertedFromHostileStim(sense.StimuliEvent stimEvent, StimEventTaskData stimData, AIReactionData reactionData, game.Object instigator) RTTI
  • bool CanTriggerCombatFromHostileStim(sense.StimuliEvent stimEvent, AIReactionData reactionData) RTTI
  • bool CanTriggerAlertedFromHostileStim(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldIgnoreCombatStim(game.data.StimType stimType, WeakHandle<ScriptedPuppet> instigator, WeakHandle<ScriptedPuppet> source, Vector4 sourcePos, bool? log) RTTI
  • bool ShouldIgnoreCombatStim(game.data.StimType stimType, WeakHandle<ScriptedPuppet> instigator, WeakHandle<ScriptedPuppet> source, Vector4 sourcePos, bool canDelay, out bool canIgnoreOnlyDueToDelay, out bool canIgnorePlayerCombatStim, bool log) RTTI
  • bool IsSquadMateInDanger() RTTI
  • bool FirstSquadMemberReaction() RTTI
  • void ClearPendingReaction() RTTI
  • void TriggerPendingReaction() RTTI
  • void TriggerReactionBehaviorForCrowd(sense.StimuliEvent stimEvent, game.data.Output reaction, bool dontPlayStartUpAnimation, bool? skipInitialAnimation) RTTI
  • void TriggerReactionBehaviorForCrowd(game.Object target, game.data.Output reaction, bool initAnimInWorkspot, Vector4? sourcePosition) RTTI
  • bool OnDelayStimEvent(DelayStimEvent evt) RTTI
  • void ProcessEnvironmentalHazard(sense.StimuliEvent stimEvent) RTTI
  • game.DelayID DelayEnvironmentalHazardEvent(sense.StimuliEvent stimEvent) RTTI
  • bool OnCleanEnvironmentalHazardEvent(CleanEnvironmentalHazardEvent cleanEnvironmentalHazardEvent) RTTI
  • void ProcessStimForTheDead(sense.StimuliEvent stimEvent) RTTI
  • void InitCrowd() RTTI
  • bool ShouldStimBeProcessedByCrowd(sense.StimuliEvent stimEvent) RTTI
  • void HandleCrowdReaction(sense.StimuliEvent stimEvent) RTTI
  • void TriggerAggressiveCrowdBehavior(game.Object owner, game.Object target) RTTI
  • bool OnCrowdReaction(DelayedCrowdReactionEvent reactionDelayEvent) RTTI
  • void SpreadFear(int phase) RTTI
  • void CreateFearArea(sense.StimuliEvent stimEvent, int fearPhase) RTTI
  • bool ShouldFearInPlace(sense.StimuliEvent stimEvent) RTTI
  • void TriggerFacialLookAtReaction(bool? forceFear, bool? playVO) RTTI
  • void TriggerFearFacial(int phase) RTTI
  • void ResetFacial(float cooldown) RTTI
  • bool OnResetLookatReactionEvent(ResetLookatReactionEvent evt) RTTI
  • bool OnResetFacialEvent(ResetFacialEvent evt) RTTI
  • bool CanTriggerExpressionLookAt() RTTI
  • bool ShouldFearWhileAggressiveCrowdNPCCombat(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldTriggerAggressiveCrowdNPCCombat(sense.StimuliEvent stimEvent) RTTI
  • bool IsPlayerFearThreat() RTTI
  • bool IsPlayerCarryingBody(WeakHandle<PlayerPuppet> playerPuppet) RTTI
  • void SetCrowdRunningAwayAnimFeature(game.data.StimType stimType) RTTI
  • bool SafeToExitFear() RTTI
  • bool SafeToExitPanicFear() RTTI
  • bool SurrenderToLeave() RTTI
  • bool CanTriggerReprimandOrder() RTTI
  • bool CanAskToHolsterWeapon() RTTI
  • void NotifySecuritySystem(game.data.StimType stimType, game.Object stimObject) RTTI
  • void SetWarningMessage(string lockey) RTTI
  • bool OnTriggerDelayedReactionEvent(TriggerDelayedReactionEvent evt) RTTI
  • bool OnExitWorkspotSequenceEvent(ExitWorkspotSequenceEvent evt) RTTI
  • bool OnDeescalateFearInVehicle(DeescalateFearInVehicle evt) RTTI
  • bool OnCrowdSettingsEvent(CrowdSettingsEvent evt) RTTI
  • int GetFearReactionPhase(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldInterruptCurrentFearStage(int fearPhase) RTTI
  • int ConvertFearStageToFearPhase(game.FearStage fearStage) RTTI
  • int GetSpreadFearPhase(sense.StimuliEvent stimEvent) RTTI
  • bool CanReactInVehicle(sense.StimuliEvent stimEvent) RTTI
  • bool OnCrowdCallingPoliceEvent(CrowdCallingPoliceEvent evt) RTTI
  • void CheckStalk(game.Object target, float timeout) RTTI
  • void CheckComfortZone() RTTI
  • bool OnDisturbingComfortZoneEvent(DisturbingComfortZone evt) RTTI
  • bool OnCheckComfortZoneEvent(CheckComfortZoneEvent evt) RTTI
  • float GetOutputPriority(game.data.Output output) RTTI
  • bool DelayReaction(game.data.StimType stimType) RTTI
  • void SelectFacialEmotion(out LookAtData lookAtData) RTTI
  • void MapLookAtVO(LookAtData lookAtData, out CName vo) RTTI
  • bool ActivateReactionLookAt(ent.Entity targetEntity, bool? end, bool? repeat, float? duration, bool? upperBody, bool? inVehicle) RTTI
  • bool ActivateUndeadLookAt(ent.Entity targetEntity) RTTI
  • bool DeactiveLookAt(bool? repeat) RTTI
  • void OnReactionStarted(AIReactionData reactionData) RTTI
  • float GetCurrentStimTimeStamp() RTTI
  • int GetCurrentStimThresholdValue() RTTI
  • float GetCurrentStealthStimTimeStamp() RTTI
  • int GetCurrentStealthStimThresholdValue() RTTI
  • void AddInvestigatedBody(ent.EntityID bodyID) RTTI
  • bool OnAddInvestigatedBodyEvent(AddInvestigatorEvent evt) RTTI
  • void InformInvestigators() RTTI
  • bool OnBodyPickedUp(SetBodyPositionEvent evt) RTTI
  • void OnReactionEnded() RTTI
  • bool OnResetReactionEvent(ResetReactionEvent evt) RTTI
  • bool OnBodyInvestigated(BodyInvestigatedEvent evt) RTTI
  • bool InvestigatingAlready(sense.StimuliEvent stimEvent) RTTI
  • ScriptedPuppet? GetOwnerPuppet() RTTI
  • bool HasCombatTarget() RTTI
  • void PickCloserTarget(sense.StimuliEvent newStimEvent, out bool updateByActive) RTTI
  • bool DidTargetMakeMeAlerted(game.Object target) RTTI
  • bool IsTargetInterestingForRecentSquadMates(game.Object target, game.Object ally) RTTI
  • bool IsPlayerAiming() RTTI
  • AIReactionData? GetDesiredReactionData() RTTI
  • AIReactionData? GetActiveReactionData() RTTI
  • AIReactionData? GetActiveOrDesiredReactionData() RTTI
  • game.data.Output GetDesiredReactionName() RTTI
  • game.data.Output GetPendingReactionName() RTTI
  • game.data.Output GetReactionBehaviorName() RTTI
  • AIReactionData?[] GetReactionCache() RTTI
  • StimEventTaskData?[] GetStimuliCache() RTTI
  • game.data.StimType GetReceivedStimType() RTTI
  • game.data.StimPropagation GetReceivedStimPropagation() RTTI
  • bool GetWorkSpotReactionFlag() RTTI
  • bool IsTargetInterestingForPerception(game.Object target) RTTI
  • game.IBlackboard? GetPuppetReactionBlackboard() RTTI
  • bool IsInitAnimShock(game.data.Output behavior) RTTI
  • bool IsInitAnimCall(game.data.StimType stim) RTTI
  • bool GetInPendingBehavior() RTTI
  • WeakHandle<game.data.ReactionPreset_Record> GetReactionPreset() RTTI
  • bool IsInPendingBehavior() RTTI
  • bool IsAlertedByDeadBody() RTTI
  • int GetPreviousFearPhase() RTTI
  • sense.StimuliEvent?[] GetEnvironmentalHazards() RTTI
  • game.data.StimPriority GetActiveStimPriority() RTTI
  • game.Object? GetActiveStimTarget() RTTI
  • Vector4 GetActiveStimSource() RTTI
  • bool ShouldUpdateThreatPosition(sense.StimuliEvent stimEvent) RTTI
  • bool ShouldTriggerGrenadeDodgeBehavior(sense.StimuliEvent stimEvent) RTTI
  • bool CanTriggerPanicInCombat(sense.StimuliEvent stimEvent) RTTI
  • bool CanStimInterruptCombat(sense.StimuliEvent stimEvent, bool canIgnorePlayerCombatStim) RTTI
  • bool ShouldAddToIgnoreList(game.data.StimType stimType) RTTI
  • bool IsTargetVisible(game.Object target) RTTI
  • bool IsTargetDetected(game.Object target) RTTI
  • bool SourceAttitude(WeakHandle<game.Object> source, EAIAttitude attitude) RTTI
  • bool IsTargetInFront(WeakHandle<game.Object> target, float? frontAngle, bool? meInFrontOfTarget, bool? checkFullAngle) RTTI
  • bool IsTargetBehind(WeakHandle<game.Object> target, float? angle, bool? meBehindOfTarget) RTTI
  • bool IsTargetInMovementDirection(WeakHandle<game.Object> target) RTTI
  • bool IsTargetPositionClose(Vector4 targetPos, float distance) RTTI
  • bool IsTargetClose(WeakHandle<game.Object> target, float distance) RTTI
  • bool IsTargetVeryClose(WeakHandle<game.Object> target) RTTI
  • bool TargetVerticalCheck(WeakHandle<game.Object> target, float? distance) RTTI
  • bool CheckHearingDistance(sense.StimuliEvent stimEvent) RTTI
  • bool IsVisibleRaycast(sense.StimuliEvent stimEvent, Vector4 stimOffset) RTTI
  • bool IsTargetVisibleBeyondSenses(sense.StimuliEvent stimEvent, AIReactionData reactionData) RTTI
  • bool IsPlayerInZone(game.PSMZones zone) RTTI
  • bool IsSameStimulus(sense.StimuliEvent stimEvent) RTTI
  • bool IsSameSourceObject(sense.StimuliEvent stimEvent) RTTI
  • bool IsInList(StimEventData[] list, StimEventData stimData) RTTI
  • bool IsLowerPriority(sense.StimuliEvent stimEvent, game.data.StimPriority activePriority) RTTI
  • bool IsTargetSquadAlly(WeakHandle<game.Object> target) RTTI
  • bool IsTargetInSameSecuritySystem(WeakHandle<game.Object> target) RTTI
  • bool IsTargetMelee(game.Object target) RTTI
  • bool IsTargetArmed(game.Object target) RTTI
  • bool IsTargetRecentSquadAlly(WeakHandle<game.Object> target) RTTI
  • bool ShouldHelpTargetFromSameAttitudeGroup(WeakHandle<game.Object> target, WeakHandle<game.Object> targetOfTarget) RTTI
  • bool ShouldReactToNPCGrenade(WeakHandle<BaseGrenade> grenade) RTTI
  • bool ShouldPreventionReact(sense.StimuliEvent stimEvent) RTTI
  • bool IsIllegalActionAgainstGanger(sense.StimuliEvent stimEvent) RTTI
  • void SetBaseReactionPreset(bool? ignoreSavedPreset) RTTI
  • void SetReactionPreset(game.data.ReactionPreset_Record reactionPreset) RTTI
  • void MapReactionPreset(string mappingName) RTTI
  • void ReevaluateReactionPreset(bool? ignoreSavedPreset) RTTI
  • void CheckCrowd() RTTI
  • void SetDownedBodyVisibleComponent(bool visible, CName description) RTTI
  • void OnIncapacitated(game.Object instigator) RTTI
  • void SendIgnoreEventToSquad(IgnoreListEvent? ignoreListEvent) RTTI
  • float GetThreatDistanceSquared(game.Object threat) RTTI
  • CName GetFearAnimWrapper(int fearPhase) RTTI
  • CName GetRandomFearLocomotionAnimWrapper(int fearPhase, game.data.StimType? stimType) RTTI
  • void ResetAllFearAnimWrappers() RTTI
  • bool IsFearLocomotionWrapperSet() RTTI
  • void ReevaluateReaction() RTTI
  • bool CombatGracePeriodPassed(PlayerPuppet player) RTTI
  • bool OnStanceLevelChanged(game.events.StanceStateChangeEvent evt) RTTI
  • bool OnHighLevelStateDataEvent(game.events.HighLevelStateDataEvent evt) RTTI
  • bool OnRagdollEnabledEvent(ent.RagdollNotifyEnabledEvent evt) RTTI
  • void OnGameDetach() RTTI
  • bool OnIncapacitatedEvent(IncapacitatedEvent evt) RTTI
  • bool OnIgnoreListEvent(IgnoreListEvent evt) RTTI
  • bool OnNPCRoleChangeEvent(NPCRoleChangeEvent evt) RTTI
  • bool OnWorkspotStartedEvent(work.WorkspotStartedEvent evt) RTTI
  • bool OnWorkspotFinishedEvent(work.WorkspotFinishedEvent evt) RTTI
  • bool OnStatusEffectApplied(game.events.ApplyStatusEffectEvent evt) RTTI
  • bool OnStatusEffectRemoved(game.events.RemoveStatusEffect evt) RTTI
  • bool OnReactionFinishedEvent(work.ReactionFinishedEvent evt) RTTI
  • bool OnReevaluatePresetEvent(ReevaluatePresetEvent evt) RTTI
  • bool OnReactionChangeRequestEvent(game.events.ReactionChangeRequestEvent evt) RTTI
  • bool OnPendingBehaviorChanged(bool value) RTTI
  • bool OnAttitudeGroupChanged(game.events.AttitudeGroupChangedEvent evt) RTTI
  • float CalculateMoveTypeChangeDelay(float totalDistance, float distanceLeft, float minDistance, float maxDelay) RTTI
  • bool OnCrosswalkEvent(game.interactions.CrosswalkEvent evt) RTTI
  • bool OnBumpEvent(game.interactions.BumpEvent evt) RTTI
  • bool OnClearFearOnHitEvent(ClearFearOnHitEvent evt) RTTI
  • void PlayBumpInWorkspot(game.interactions.BumpSide side, Vector4 direction) RTTI
  • bool OnVehicleHit(game.events.VehicleHitEvent evt) RTTI
  • bool OnPlayerProximityStartEvent(world.PlayerProximityStartEvent evt) RTTI
  • bool OnPlayerProximityStopEvent(world.PlayerProximityStopEvent evt) RTTI
  • bool OnProximityLookatEvent(ProximityLookatEvent evt) RTTI
  • bool OnSwapped(AIPuppetSwappedEvent evt) RTTI
  • bool OnTeleported(AIPuppetTeleportedEvent evt) RTTI
  • bool OnInCrowd(game.InCrowd evt) RTTI
  • bool OnOutOfCrowd(game.OutOfCrowd evt) RTTI
  • bool IsInTrafficLane() RTTI
  • bool OnVehicleHijackEvent(VehicleHijackEvent evt) RTTI
  • bool OnResetVehicleHijackEvent(ResetVehicleHijackEvent evt) RTTI
  • bool OnSwapPreset(SwapPresetEvent evt) RTTI
  • bool OnRainEvent(world.RainEvent evt) RTTI
  • bool OnDistrurbComfortZoneAggressiveEvent(DistrurbComfortZoneAggressiveEvent evt) RTTI
  • bool OnAreaEnter(ent.AreaEnteredEvent trigger) RTTI
  • bool OnAreaExit(ent.AreaExitedEvent trigger) RTTI
  • bool OnExplorationEnteredEvent(move.ExplorationEnteredEvent evt) RTTI
  • bool OnExplorationLeftEvent(move.ExplorationLeftEvent evt) RTTI
  • static bool ReactOnPlayerStealthStim(WeakHandle<game.Object> owner, WeakHandle<game.Object> target) staticRTTI global
  • static void BodyInvestigated(WeakHandle<ScriptedPuppet> owner) staticRTTI global
  • static void SendVOEventToSquad(WeakHandle<game.Object> owner, CName voEvent, bool setOwnerAsAnsweringEntity, bool onlyForMembersInCombat) staticRTTI global
  • static bool IsTargetInFrontOfSource(WeakHandle<game.Object> source, WeakHandle<game.Object> target, float frontAngle, bool checkFullAngle) staticRTTI global
  • static bool InGunshotCone(WeakHandle<game.Object> shooter, WeakHandle<game.Object> target) staticRTTI global