SecurityTurret class
SecurityTurret
Inheritance
Base: SensorDevice
Derived
None.
Properties
| Property | Type | |
|---|---|---|
animFeature | AnimFeature_SecurityTurretData? | scripted |
animFeatureName | CName | scripted |
lookAtSlot | ent.SlotComponent? | scripted |
laserMesh | ent.MeshComponent? | scripted |
targetingComp | game.TargetingComponent? | scripted |
triggerSideOne | game.StaticTriggerAreaComponent? | scripted |
triggerSideTwo | game.StaticTriggerAreaComponent? | scripted |
weapon | WeakHandle<game.weapon.Object> | scripted |
itemID | game.ItemID | scripted |
laserGameEffect | game.EffectInstance? | scripted |
laserFXSlotName | CName | scripted |
burstDelayEvtID | game.DelayID | scripted |
isBurstDelayOngoing | bool | scripted |
nextShootCycleDelayEvtID | game.DelayID | scripted |
isShootingOngoing | bool | scripted |
timeToNextShot | float | scripted |
optim_CheckTargetParametersShots | int | scripted |
weaponRecord | game.data.WeaponItem_Record? | scripted |
weaponTDBID | TDBID | scripted |
netClientCurrentlyAppliedState | SecurityTurretReplicatedState? | scripted |
Functions
bool OnRequestComponents(ent.EntityRequestComponentsInterface ri)overrideRTTIbool OnTakeControl(ent.EntityResolveComponentsInterface ri)overrideRTTIbool OnGameAttached()overrideRTTIbool OnDetach()overrideRTTIbool IsTurret()overrideRTTIstring GetScannerName()overrideRTTIvoid PushPersistentData()overrideRTTISecurityTurretController? GetController()overrideRTTISecurityTurretControllerPS? GetDevicePS()overrideRTTIvoid SetLookAtPositionProviderOnFollowedTarget(ent.LookAtAddEvent evt, game.Object? otherTarget)overrideRTTIvoid TurnOffDevice()overrideRTTIvoid CutPower()overrideRTTIvoid TurnOnDevice()overrideRTTIbool OnTCSTakeOverControlActivate(TCSTakeOverControlActivate evt)overrideRTTIbool OnTCSTakeOverControlDeactivate(TCSTakeOverControlDeactivate evt)overrideRTTIWeakHandle<game.weapon.Object> GetWeapon()RTTIvoid GiveWeaponToTurret()RTTIbool OnGrabReferenceToWeaponEvent(GrabReferenceToWeaponEvent evt)RTTIbool OnTurnONTurretAfterDuration(TurnONTurretAfterDuration evt)RTTIvoid GrabReferenceToWeapon()RTTIbool SetAsIntrestingTarget(WeakHandle<game.Object> target)overrideRTTIvoid OnCurrentTargetAppears(WeakHandle<game.Object> target)overrideRTTIbool OnTargetLocked(TargetLockedEvent evt)overrideRTTIvoid OnAllValidTargetsDisappears()overrideRTTIvoid ControlledDeviceInputAction(bool isPressed)overrideRTTIvoid SelectShootingPattern(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner, bool? forceReselection)RTTIvoid ShootStart()RTTIvoid ShootStop()RTTIfloat GetFirerate()RTTIvoid SetFirerate(float value)RTTIfloat MultiplyBaseAIRecoil()RTTIVector4 SimplifiedTrackingSetUp(Vector4 originalPosition)RTTIvoid ShootAttachedWeapon(bool? shootStart)RTTIvoid ProcessShootingPattern()RTTIvoid ApplyShootingInterval()RTTIvoid QueueNextShot(float delay)RTTIbool OnTurretShootingIntervalEvent(TurretShootingIntervalEvent evt)RTTIbool OnTurretBurstShootingDelayEvent(TurretBurstShootingDelayEvent evt)RTTIvoid CheckTargetParameters()RTTIbool OnRipOff(RipOff evt)RTTIbool OnAutoKillDelayEvent(AutoKillDelayEvent evt)RTTIbool OnQuestResetDeviceToInitialState(QuestResetDeviceToInitialState evt)RTTIvoid RipOffTurret()RTTIvoid ToggleTurretVisuals(bool toggle)RTTIbool OnDisassembleDevice(DisassembleDevice evt)overrideRTTIvoid EnterWorkspot(game.Object activator, bool? freeCamera, CName? componentName, CName? deviceData)overrideRTTIbool OnWorkspotFinished(CName componentName)overrideRTTIbool OnDeath(game.events.DeathEvent evt)overrideRTTIbool OnActionEngineering(ActionEngineering evt)RTTIbool OnQuestForceReload(QuestForceReload evt)RTTIbool OnQuestForceOverheat(QuestForceOverheat evt)RTTIbool OnQuestRemoveWeapon(QuestRemoveWeapon evt)RTTICName GetDeviceStateClass()overrideRTTIbool OnDamageReceived(game.events.DamageReceivedEvent evt)overrideRTTIbool OnHit(game.events.HitEvent evt)overrideRTTIvoid DamagePipelineFinalized(game.events.HitEvent evt)overrideRTTIbool ShouldShowDamageNumber()overrideRTTIvoid ApplyReplicatedState(game.DeviceReplicatedState state)overrideRTTISecurityTurretReplicatedState? GetReplicationStateToUpdate()RTTIvoid ReplicateIsShooting(bool isShooting)RTTIvoid ReplicateHealth(float health)RTTIvoid ReplicateIsOn(bool isOn)RTTIvoid ReplicateIsDead(bool isDead)RTTIEDoorTriggerSide GetRipOffTriggerSide(ent.Entity forEntity)RTTIEGameplayRole DeterminGameplayRole()overrideRTTIfloat DeterminGameplayRoleMappinRange(SDeviceMappinData data)overrideRTTIWeakHandle<game.weapon.Object> GetTurretWeapon()RTTIWeakHandle<game.Object>[] GetObjectToForwardHighlight()overrideRTTIstatic void CreateInputHint(ScriptGameInstance context, bool isVisible)staticRTTI global