BlackICE Scripting

class

SniperNest

  • 15 properties
  • 45 functions

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

Properties

PropertyTypeOffset
animFeatureAnimFeature_SecurityTurretData?0x7A0 scripted
animFeatureNameCName0x7B0 scripted
weaponWeakHandle<game.weapon.Object>0x7B8 scripted
itemIDgame.ItemID0x7C8 scripted
teleportAfterEnterNodeRef0x7D8 scripted
burstDelayEvtIDgame.DelayID0x7E0 scripted
isBurstDelayOngoingbool0x7E8 scripted
nextShootCycleDelayEvtIDgame.DelayID0x7EC scripted
isShootingOngoingbool0x7F4 scripted
timeToNextShotfloat0x7F8 scripted
playerWeakHandle<PlayerPuppet>0x800 scripted
targetZoomfloat0x810 scripted
startZoomfloat0x814 scripted
zoomLerpTimeStampfloat0x818 scripted
zoomLerpDurationfloat0x81C scripted

Functions

  • void HandlePlayerStateMachineZoom(float value) overrideRTTI
  • void DeviceUpdate() overrideRTTI
  • float GetFirerate() RTTI
  • void SetFirerate(float value) RTTI
  • bool OnRequestComponents(ent.EntityRequestComponentsInterface ri) overrideRTTI
  • bool OnTakeControl(ent.EntityResolveComponentsInterface ri) overrideRTTI
  • bool OnGameAttached() overrideRTTI
  • bool OnDetach() overrideRTTI
  • string GetScannerName() overrideRTTI
  • void PushPersistentData() overrideRTTI
  • SniperNestController? GetController() overrideRTTI
  • SniperNestControllerPS? GetDevicePS() overrideRTTI
  • bool OnTCSTakeOverControlActivate(TCSTakeOverControlActivate evt) overrideRTTI
  • bool OnTCSTakeOverControlDeactivate(TCSTakeOverControlDeactivate evt) overrideRTTI
  • WeakHandle<game.weapon.Object> GetWeapon() RTTI
  • void GiveWeaponToTurret() RTTI
  • bool OnGrabReferenceToWeaponEvent(GrabReferenceToWeaponEvent evt) RTTI
  • void GrabReferenceToWeapon() RTTI
  • void ControlledDeviceInputAction(bool isPressed) overrideRTTI
  • void SelectShootingPattern(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner, bool? forceReselection) RTTI
  • void ShootStart() RTTI
  • void ShootStop() RTTI
  • void ShootAttachedWeapon(bool? shootStart) RTTI
  • void ApplyShootingInterval() RTTI
  • void QueueNextShot(float delay) RTTI
  • bool OnTurretShootingIntervalEvent(TurretShootingIntervalEvent evt) RTTI
  • bool OnToggleTakeOverControl(ToggleTakeOverControl evt) overrideRTTI
  • void EnterWorkspot(game.Object activator, bool? freeCamera, CName? componentName, CName? deviceData) overrideRTTI
  • void AddHeadshotModifier() RTTI
  • void RemoveHeadshotModifier() RTTI
  • bool OnWorkspotFinished(CName componentName) overrideRTTI
  • void TeleportToNode(game.Object activator) RTTI
  • void SetUpSniperNestOnEnter() RTTI
  • void LeaveSniperNest() RTTI
  • void BlockSniperNestFunctionalities(bool blocked) RTTI
  • bool OnHit(game.events.HitEvent evt) overrideRTTI
  • bool OnDamageReceived(game.events.DamageReceivedEvent evt) overrideRTTI
  • bool ShouldShowDamageNumber() overrideRTTI
  • void GiveSniperRifleToThePlayer() RTTI
  • bool OnQuestEjectPlayer(QuestEjectPlayer evt) RTTI
  • bool OnQuestEnterPlayer(QuestEnterPlayer evt) RTTI
  • bool OnQuestEnterNoAnimation(QuestEnterNoAnimation evt) RTTI
  • bool OnQuestExitNoAnimation(QuestExitNoAnimation evt) RTTI
  • EGameplayRole DeterminGameplayRole() overrideRTTI
  • static void CreateInputHint(ScriptGameInstance context, bool isVisible) staticRTTI global