BlackICE Scripting

class

SensorDevice

  • 74 properties
  • 180 functions
  • 3 derived classes

Extends ExplosiveDevice BasicDistractionDevice InteractiveDevice Device game.DeviceBase game.Object ent.GameEntity ent.Entity IScriptable ISerializable

Properties

PropertyTypeOffset
attitudeAgentgame.AttitudeAgent?0x4F0 scripted
senseComponentsense.Component?0x500 scripted
visibleObjectComponentsense.VisibleObjectComponent?0x510 scripted
forwardFaceSlotComponentent.SlotComponent?0x520 scripted
targetingComponentgame.TargetingComponent?0x530 scripted
targetTrackerComponentAITargetTrackerComponent?0x540 scripted
cameraComponentInvertedgame.CameraComponent?0x550 scripted
targetsTarget?[]0x560 scripted
currentlyFollowedTargetWeakHandle<game.Object>0x570 scripted
currentLookAtEventVertent.LookAtAddEvent?0x580 scripted
currentLookAtEventHorent.LookAtAddEvent?0x590 scripted
HPListenersListTargetedObjectDeathListener?[]0x5A0 scripted
sensorDeviceStateESensorDeviceStates0x5B0 scripted
sensorWakeStateESensorDeviceWakeState0x5B4 scripted
sensorWakeStatePreviousESensorDeviceWakeState0x5B8 scripted
targetingDelayEventIDgame.DelayID0x5BC scripted
hack_isTargetingDelayEventFilledbool0x5C4 scripted
currentResolveDelayEventIDgame.DelayID0x5C8 scripted
hack_isResolveDelayEventFilledbool0x5D0 scripted
animFeatureDataAnimFeature_SensorDevice?0x5D8 scripted
animFeatureDataNameCName0x5E8 scripted
targetLostBySensesDelayEventIDgame.DelayID0x5F0 scripted
hack_isTargetLostBySensesDelEvtFilledbool0x5F8 scripted
initialAttitudeCName0x600 scripted
detectionFactorMultiplierfloat0x608 scripted
taggedListenerCallbackred.CallbackObject?0x610 scripted
lightScanRefsgame.LightComponent?[]0x620 scripted
lightAttitudeRefsgame.LightComponent?[]0x630 scripted
lightInfoRefsgame.LightComponent?[]0x640 scripted
lightColorsLedColors_SensorDevice0x650 scripted
deviceFXRecordgame.data.DeviceFX_Record?0x680 scripted
scanGameEffectgame.EffectInstance?0x690 scripted
scanFXSlotNameCName0x6A0 scripted
visionConeEffectInstancegame.EffectInstance?0x6A8 scripted
idleGameEffectInstancegame.EffectInstance?0x6B8 scripted
targetForcedFormTagKillbool0x6C8 scripted
hasSupportbool0x6C9 scripted
defaultSensePresetTDBID0x6CC scripted
keepHostilityTowardsPlayerHostilesbool0x6D4 scripted
hostileUpdateTowardsPlayerHostilesDelayedbool0x6D5 scripted
elementsToHideOnTCSCName[]0x6D8 scripted
elementsToHideOnTCSRefsent.IPlacedComponent?[]0x6E8 scripted
previoustagKillListWeakHandle<game.Object>[]0x6F8 scripted
playIdleSoundOnIdlebool0x708 scripted
idleSoundCName0x710 scripted
idleSoundStopCName0x718 scripted
soundDeviceONCName0x720 scripted
soundDeviceOFFCName0x728 scripted
idleSoundIsPlayingbool0x730 scripted
soundDeviceDestroyedCName0x738 scripted
soundDetectionLoopCName0x740 scripted
soundDetectionLoopStopCName0x748 scripted
isPLAYERSAFETargetLockbool0x750 scripted
playerDetectedbool0x751 scripted
clientForceSetAnimFeaturebool0x752 scripted
playerControlDataPlayerControlDeviceData0x754 scripted
engineTimeInSecfloat0x75C scripted
TCExitEngineTimefloat0x760 scripted
hack_wasTargetReevaluatedbool0x764 scripted
hack_wasSSOutupFromSelfbool0x765 scripted
degbu_SS_inputsSendint0x768 scripted
debug_SS_inputsSendTargetLockint0x76C scripted
debug_SS_inputsSendIntrestingint0x770 scripted
debug_SS_inputsSendLoseTargetint0x774 scripted
debug_SS_outputRecievedint0x778 scripted
debug_SS_outputFormSelfRecievedint0x77C scripted
debug_SS_outputFromElseRecievedint0x780 scripted
debug_SS_reevaluatesDoneint0x784 scripted
debug_SS_trespassingRecievedint0x788 scripted
debug_SS_TargetAssessmentRequestint0x78C scripted
minPitchfloat0x790 scripted
maxPitchfloat0x794 scripted
minYawfloat0x798 scripted
maxYawfloat0x79C scripted

Functions

  • void ResolveConnectionWithSecuritySystemByTask() RTTI
  • void ResolveConnectionWithSecuritySystemTask(game.ScriptTaskData data) RTTI
  • void ResolveConnectionWithSecuritySystem() RTTI
  • void HandleSecuritySystemOutputByTask() RTTI
  • void HandleSecuritySystemOutputTask(game.ScriptTaskData data) RTTI
  • void HandleSecuritySystemOutput() RTTI
  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • void OnMaraudersMapDeviceDebug(world.MaraudersMapDevicesSink sink) overrideRTTI
  • void ResolveGameplayState() overrideRTTI
  • bool OnPostInitialize(ent.PostInitializeEvent evt) overrideRTTI
  • bool OnPreUninitialize(ent.PreUninitializeEvent evt) overrideRTTI
  • bool OnGameAttached() overrideRTTI
  • bool OnDetach() overrideRTTI
  • bool OnAttitudeChanged(game.events.AttitudeChangedEvent evt) overrideRTTI
  • bool IsSensor() overrideRTTI
  • bool IsPrevention() overrideRTTI
  • game.data.DeviceFX_Record? GetDeviceFXRecord() RTTI
  • bool IsSurveillanceCamera() RTTI
  • bool HasSupport() RTTI
  • void SetHasSupport(bool value) RTTI
  • void CreateLightSettings() RTTI
  • game.AttitudeAgent? GetAttitudeAgent() overrideRTTI
  • AITargetTrackerComponent? GetTargetTrackerComponent() overrideRTTI
  • sense.Component? GetSensesComponent() overrideRTTI
  • sense.VisibleObjectComponent? GetVisibleObjectComponent() RTTI
  • SensorDeviceController? GetController() overrideRTTI
  • SensorDeviceControllerPS? GetDevicePS() overrideRTTI
  • AnimFeature_SensorDevice? GetAnimFeatureInCurrentState() RTTI
  • bool IsPlayerSafeTargetLock() RTTI
  • bool IsTargetForcedFromTagKill() RTTI
  • Target?[] GetCurrentTargets() RTTI
  • ESensorDeviceStates GetSensorDeviceState() RTTI
  • CameraRotationData GetRotationData() RTTI
  • void UpdateAnimFeatureWakeState() RTTI
  • void ApplyAnimFeatureToReplicate(game.Object obj, CName inputName, anim.AnimFeature value) overrideRTTI
  • WeakHandle<game.Object> GetCurrentlyFollowedTarget() RTTI
  • void TurnOffDevice() overrideRTTI
  • void TurnOffSenseComponent() RTTI
  • bool OnTurnOnVisibilitySenseComponent(TurnOnVisibilitySenseComponent evt) RTTI
  • void TurnOnDevice() overrideRTTI
  • bool OnHit(game.events.HitEvent hit) overrideRTTI
  • void DamagePipelineFinalized(game.events.HitEvent evt) overrideRTTI
  • bool OnDeath(game.events.DeathEvent evt) overrideRTTI
  • void DestroySensor() RTTI
  • Vector4 GetHitSourcePosition(ent.EntityID hitSourceEntityID) overrideRTTI
  • Vector4 GetPotentialHitSourcePosition(ent.EntityID hitSourceEntityID) RTTI
  • void RegisterListenerOnTargetHP(game.Object target) RTTI
  • void UnregisterListenerOnTargetHP(WeakHandle<game.Object> listeningObject, TargetedObjectDeathListener listener) RTTI
  • void UnregisterListenerOnTargetHP(WeakHandle<game.Object> listeningObject, WeakHandle<game.Object> lostObject) RTTI
  • bool OnUnregisterListenerOnTargetHPEvent(UnregisterListenerOnTargetHPEvent evt) RTTI
  • void ClearAllHPListeners() RTTI
  • bool OnSetJammedEvent(SetJammedEvent evt) RTTI
  • bool SetAsIntrestingTarget(WeakHandle<game.Object> target) RTTI
  • void OnValidTargetAppears(WeakHandle<game.Object> target) RTTI
  • void OnCurrentTargetAppears(WeakHandle<game.Object> target) RTTI
  • float GetBehaviourTimeToTakeAction() RTTI
  • void ChangeTemporaryAttitude() RTTI
  • void CacheInitialAttitude() RTTI
  • void ClearInitialAttitude() RTTI
  • bool IsTemporaryAttitudeChanged() RTTI
  • void RevertTemporaryAttitude() RTTI
  • bool OnQhackExecuted(QhackExecuted evt) RTTI
  • void OnValidTargetDisappears(WeakHandle<game.Object> target) RTTI
  • void OnAllValidTargetsDisappears() RTTI
  • void ToggleAreaIndicator(bool turnOn) overrideRTTI
  • void SendDisableAreaIndicatorEvent() overrideRTTI
  • void StartLockingTarget(float lockingTime) RTTI
  • void BreakTargeting() RTTI
  • void BreakBehaviourResolve() RTTI
  • bool OnTargetLocked(TargetLockedEvent evt) RTTI
  • void SetQuestVisibility(bool isVisible) RTTI
  • bool OnDetectionRiseEvent(DetectionRiseEvent evt) RTTI
  • bool OnOnDetectedEvent(sense.OnDetectedEvent evt) RTTI
  • bool OnOnRemoveDetection(sense.OnRemoveDetection evt) RTTI
  • void SenseLoseTarget(game.Object target) RTTI
  • bool OnLostTargetDelayFalsePositivesDelay(LostTargetDelayFalsePositivesDelay evt) RTTI
  • bool OnEnterShapeEvent(sense.OnEnterShapeEvent evt) RTTI
  • bool OnSenseVisibilityEvent(sense.VisibilityEvent evt) RTTI
  • bool IsCurrentTargetOutOfSenseRange(game.Object lostTarget) RTTI
  • float GetSenseRange() RTTI
  • void LoseTargetFalsePositiveDelay(WeakHandle<game.Object> target) RTTI
  • float GetDetectionFactor() RTTI
  • bool OnSetDetectionMultiplier(SetDetectionMultiplier evt) RTTI
  • void SetDetectionMultiplier(float multiplier) RTTI
  • void CancelLosetargetFalsePositiveDelay() RTTI
  • void CancelPLAYERSAFEDelayEvent() RTTI
  • void ForceCancelAllForcedBehaviours() RTTI
  • void RecognizeTarget(WeakHandle<game.Object> newObject, bool? questForcedIntresting) RTTI
  • void LoseTarget(WeakHandle<game.Object> lostObject, bool? forceRemoveTarget) RTTI
  • bool OnSecuritySystemEnabled(SecuritySystemEnabled evt) RTTI
  • bool OnSecuritySystemSupport(SecuritySystemSupport evt) RTTI
  • bool OnSecuritySystemOutput(SecuritySystemOutput evt) overrideRTTI
  • bool OnSecuritySystemForceAttitudeChange(SecuritySystemForceAttitudeChange evt) overrideRTTI
  • void BlinkSecurityLight(int howManyTimes) RTTI
  • bool OnTargetAssessmentRequest(TargetAssessmentRequest evt) RTTI
  • bool OnReprimandUpdate(ReprimandUpdate evt) RTTI
  • void StartReprimand() RTTI
  • void BreakReprimand(bool? wasSucesfull) RTTI
  • void SendDefaultSSNotification(WeakHandle<game.Object> target, bool securityIntresting) RTTI
  • void SetSensePresetBasedOnSSState() RTTI
  • WeakHandle<game.Object> GetForcedTargetObject() RTTI
  • bool OnStartFollowingForcedTarget(QuestFollowTarget evt) RTTI
  • bool OnStopFollowingForcedTarget(QuestStopFollowingTarget evt) RTTI
  • bool OnStartQuestLookAtTarget(QuestLookAtTarget evt) RTTI
  • bool OnStopQuestStopLookAtTarget(QuestStopLookAtTarget evt) RTTI
  • bool OnQuestSetDetectionToTrue(QuestSetDetectionToTrue evt) RTTI
  • bool OnQuestSetDetectionToFalse(QuestSetDetectionToFalse evt) RTTI
  • bool OnQuestForceScanEffect(QuestForceScanEffect evt) RTTI
  • bool OnQuestForceScanEffectStop(QuestForceScanEffectStop evt) RTTI
  • bool OnQuestForceAttitude(QuestForceAttitude evt) RTTI
  • void StartBehaviourResolve(ESensorDeviceStates newState) RTTI
  • void ForceStartBehaviorResolve(ESensorDeviceStates newState) RTTI
  • ESensorDeviceStates CanResolveStateChange(ESensorDeviceStates newState) RTTI
  • bool OnResolveSensorDeviceBehaviour(ResolveSensorDeviceBehaviour evt) RTTI
  • void ResolveLogicIDLE() RTTI
  • void ResolveLogicLOSETARGET(int iterator) RTTI
  • void ResolveLogicTARGETLOCK() RTTI
  • void ResolveLogicJAMMER() RTTI
  • void CreateLookAt(Vector4? position, game.Object? otherTarget) RTTI
  • ent.LookAtAddEvent? SetupLookAtProperties(TDBID recordID, Vector4? position, game.Object? otherTarget) RTTI
  • void OverrideLookAtSetupVert(out ent.LookAtAddEvent lookAtEntityEvent) RTTI
  • void OverrideLookAtSetupHor(out ent.LookAtAddEvent lookAtEntityEvent) RTTI
  • void ResolveLogicTARGETRECEIVED(int iterator) RTTI
  • void ResolveLogicREPRIMEND() RTTI
  • void SetLookAtPositionProviderOnFollowedTarget(ent.LookAtAddEvent evt, game.Object? otherTarget) RTTI
  • void ModeLookAtCurrentTarget() RTTI
  • void ModeSearch(float? speedMultipler) RTTI
  • void ModeIdleNoTarget() RTTI
  • void ModeStopMovementAtTargetPos(Vector4 targetPosition) RTTI
  • void LookAtStop() RTTI
  • void OneShotLookAtPosition(Vector4 targetPos, bool? forcedLook) RTTI
  • void ForcedLookAtEntityWithoutTargetMODE(game.Object target) RTTI
  • bool OnSetDeviceTagKillMode(SetDeviceTagKillMode evt) RTTI
  • void AddTaggedListener(game.Object objectt, CName funcName) RTTI
  • bool CheckIfTargetIsTaggedByPlayer(WeakHandle<game.Object> objectt) RTTI
  • void ChangeAttiudetowardsTag(WeakHandle<game.Object>[] currentList) RTTI
  • bool OnSetDeviceAttitude(SetDeviceAttitude evt) overrideRTTI
  • void SetDeviceNeutral(SetDeviceAttitude evt) RTTI
  • void SetDeviceFriendly(SetDeviceAttitude evt) RTTI
  • void KeepHostilityTowardsPlayerHostiles(bool keep) RTTI
  • void SetHostileTowardsPlayerHostiles(bool? useTargetingSystem) RTTI
  • void ScheduleHostileUpdateTowardsPlayerHostiles() RTTI
  • bool OnHostileUpdateTowardsPlayerHostiles(HostileUpdateTowardsPlayerHostiles evt) RTTI
  • bool OnForcePlayerIgnore(ForceIgnoreTargets evt) RTTI
  • void SendReprimandInstructionToSecuritySystem() RTTI
  • void ReevaluateTargets() RTTI
  • void RemoveAllTargets() RTTI
  • FocusForcedHighlightData? GetDefaultHighlight() overrideRTTI
  • EFocusOutlineType GetCurrentOutline() overrideRTTI
  • bool OnRevealStateChanged(RevealStateChangedEvent evt) overrideRTTI
  • void TCSMeshToggle(bool isVisible) RTTI
  • bool OnTCSTakeOverControlActivate(TCSTakeOverControlActivate evt) overrideRTTI
  • bool OnTCSTakeOverControlDeactivate(TCSTakeOverControlDeactivate evt) overrideRTTI
  • void SyncRotationWithAnimGraph() RTTI
  • void ResetRotation() RTTI
  • EulerAngles GetRotationFromSlotRotation() RTTI
  • bool OnTCSInputXYAxisEvent(TCSInputXYAxisEvent evt) overrideRTTI
  • void ForceLookAtQuestTarget() RTTI
  • void InitializeDeviceFXRecord() RTTI
  • void InitializeLights() RTTI
  • void InitializeLightsTask(game.ScriptTaskData data) RTTI
  • void DetermineLightAttitudeRefs() RTTI
  • void RunGameEffect(out game.EffectInstance effectInstance, game.EffectRef effectRef, CName slotName, float range) RTTI
  • void TerminateGameEffect(out game.EffectInstance effectInstance) RTTI
  • void DetermineLightScanRefs(ScriptLightSettings desiredColor) RTTI
  • void DetermineLightInfoRefs(ScriptLightSettings desiredColor) RTTI
  • void ToggleActiveEffect(bool active) RTTI
  • bool OnReactoToPreventionSystem(ReactoToPreventionSystem evt) RTTI
  • bool HasEntityPlayerAttitudeGroup() RTTI
  • bool OnProgramSetDeviceAttitude(ProgramSetDeviceAttitude evt) RTTI
  • bool IsGameplayRelevant() overrideRTTI
  • bool IsExplosive() overrideRTTI
  • bool OnNetworkLinkQuickhackEvent(NetworkLinkQuickhackEvent evt) RTTI
  • bool RemoveLinkedStatusEffects() RTTI
  • bool RemoveLinkedStatusEffectsFromTarget(ent.EntityID sourceID) RTTI
  • Target?[] GetTargets() RTTI
  • void SetSenseObjectType(game.data.SenseObjectType type) RTTI
  • void RunVisionConeGameEffect() RTTI